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Masquerade Reveler
Masquerade Reveler
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by Mark Seifter
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Special Thanks:
Will McCardell, Steven D. Russell, and Savannah Broadway
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more
information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
The Secrets of the Masquerade Reveler Copyright © 2014 Steven D. Russell, Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a
registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo
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OPEN GAME LICENSE Version 1.0a 13 Termination: This License will terminate automatically if You fail to comply with all
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Who am I? That is a question with different exceptions. The deeper we swim into the masquerade,
answers depending on when you ask, on how you ask. the more our very bring fluctuates depending on the
Most often, I am called Melusine, or Autumn's masks we wear, so we could be gentle and protective
Whisper. And I dance and weave the forms of the one moment and feral and hungry the next. Still, we
masquerade, changing masks and partners wherever usually have conscious control over which masks we
my journeys take me. Whatever the obstacle, I have a choose, so the mask is not entirely an excuse for the
guise that is up to the task...well, hopefully. actions of the person wearing it.
The realm of Faerie is not a kind place, not some
kind of glittery paradise where little girls have their
tea parties. It is a place fraught with danger, intrigue,
Alignment
and change. Almost nothing is for certain, and the The ever-changing passion of the masquerade
only way something will stay the same is if it is bound pulses through us, as our very self-dances and hides
that way. It's why oaths are so powerful for the fey. behind our masks. Be they noble or vile, nearly all
You want to become a reveler and dance the among us are incarnations of chaos. Even the most
masquerade? In that case, you are either deluded or fastidious task revelers live at a balance. To cleave to a
insane. This isn't something any ordinary person regimen of law is to lose the masquerade. And much
would want. Attuning yourself to the alien reality of as we might dream of becoming who we were before,
Faerie will fracture your mind. Is the power worth we can never be that person again.
more to you than who you are? Because your very
identity is at stake. It's a daily struggle to keep
yourself as something you recognize, and that is
Religion
without any "help" from the fey themselves. As with most things involving the fey, when it
comes to belief, there are three main subgroups
among revelers.
Adventures Some are loners, who have come to believe they
We revelers are drawn to change, both internal cannot rely on anyone but themselves. These revelers
and external. It's not like we have a secret society or are often bitter about what they have become, but
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we get to talking. The majority of us are a bit Faerie itself. Loners are more likely than most to
unnerved by those few "task revelers" who can keep become Beast Revelers and sometimes lose
up a sedentary lifestyle. I'm not a task reveler myself, themselves to the beast within.
but I tend to think that those who hold that opinion Others, like me, have become caught up in fey
are simply jealous or insecure, complaining that the politics, having fallen in with a fey lord or court. I
shimmerberries they cannot reach must be sour. serve at the whims of the Court of Autumn. Fey lords
Nonetheless, adventure fulfills multiple basic needs run the gamut in power, but the minor fey lords are
for a reveler like me. It provides a changing backdrop, usually demigods in their own right, and the major
enhanced with the strongest human emotions, so we players are essentially gods and goddesses unto the
can remember who we are even as we change. But, fey. For those who owe fealty to a fey lord, there is
more importantly. it also gives us an underlying goal rarely room for another religion, though as with
that can remain a constant, even as everything else everything, there are exceptions to this as well.
changes. It's a lifeline in the stormy seas of ourselves, The last group is the most stubborn, and they
and those who last long as revelers without losing cling to a mortal faith as if it were a badge of
themselves completely and devolving into base humanity. For them, their faith is an essential lifeline
creatures of Faerie have learned that any lifeline is to the life they once lived, even if it isn't the same
worth its weight in mithral. mortal faith they followed before they became one
with the masquerade. Most revelers who follow a
mortal faith tend to worship deities of indulgence,
Characteristics madness, passion, transformation, or trickery.
It would be a mistake to assume that you could
pin down revelers of the masquerade with any kind of
unifying characteristics or commonalities that lie
Background
within the limits of a sane mortal mind's capacity for Revelers come from every background in our
reasoning. However, the fluidity of self and the mortal lives once upon a time. But these are distant
exuberance of all the senses are both nearly universal days not all of us can even remember. At some point
traits. For every rule, however, there are three in our lives, we gave in to the fey masquerade. Most of
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us, like me, found ourselves in the realm of Faerie or liquors. Still, halfbreed races are common among
in a fey ball in our home realm. We partook of the revelers, as are elves, gnomes, and of course humans,
food, the drink, and the festivities. But others have by virtue of being more populous in general.
found the masquerade in a variety of unusual ways.
Do not assume you are safe if you keep your hands off
the fey amenities.
Classes
Once we become revelers, most of us are lost to Many revelers have spent time alone in a
our friends, our family, and even our lovers, and we dangerous and alien world. We've learned to take
may even return to our homeland to find that more whatever help we can get, to accept alliance quickly
time has passed than we expected. A few revelers, but trust all-too-slowly. Those who finally earn our
those who were already social chameleons before they trust will find us fiercely loyal to those few upon
even met the fey, have been able to blend back into whom we feel we can depend.
their previous lives without more than the occasional Lawful allies like paladins and priests of law are
disturbance, but these oddities are by far the sometimes wary of the masquerade within us, worried
exceptions. In some ways, I can't help but be jealous if they can trust our sanity to retain its grip. Laughing
of them, but usually not. Too often they find their kith man monks, however, understand us, as they follow
and kin murdered or used as leverage in the insane the twisting order that the fey lords use to hold their
games of the fair folk, as they bring the attentions of realms together in the chaos of Faerie. Despite being
Faerie upon the innocents around them. opposites, we make a natural team, like night and day.
Depending on how we feel about the fey lords, we
can be either firm allies or bitter enemies of faerie
Races knight cavaliers, and the same holds true to a lesser
Masquerade revelers are beings of change. In extent with other cavaliers who serve mortal lords and
many ways, all revelers are closer to other revelers, ideals.
regardless of race, than we are to normal folk of our We get along extremely well with barbarians,
own race. Revelers come from every race, as even the with whom we share many similarities and a driving
most disciplined dwarf can be tempted by rare passion, as well as bards, who bring music, song, and
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revelry wherever they go. third sort manages to embrace this alien land, and in
Arcane spellcasters often want to experiment on doing so becomes a part of it.
us, which rubs many of us, myself included, the wrong
way. With summoners in particular, revelers and Skills
summoners usually sniff each other out with a wary
eye for each others' tricks. I've seen how these so- A masquerade reveler gains Perform as a class skill.
called summoners manifest the masquerade into a
living creature, and I've heard them spout nonsense Masks (Ex)
that we are "borrowing evolutions from eidolons". At 1st level, the masquerade reveler chooses a set of 4
evolution points worth of eidolon evolutions, which
Role represents one of the infinite possibilities of the realm
of Faerie. At each barbarian level, she chooses another
Within adventuring parties, we revelers can mask. For this purpose, she is considered to be a
perform a variety of roles, depending mainly on our biped form eidolon with the arms and legs evolution.
dispositions and our masks. It is easiest for us to fulfill If she selects any evolutions that grant a natural
the role of a versatile melee defender or striker, but I attack, she is limited in the number of natural attacks
have seen successful revelers who focused on mobility she can possess to the same number as the eidolon of
and positioning, abilities that weaken their foes, or a summoner of her barbarian level, even if she
even on utility, including those with masks like the receives some of the natural attacks from a different
Sage's Mask or the Scoundrel's Mask that allow them source. For the purpose of determining how many
to excel at a variety of skills. Personally, I prefer a natural attacks she can possess, any weapon attacks
hybrid approach, ready for anything, but that's made with extra hands from the Limbs (Arms)
because I'm a loner, so I don't have room to fall back evolution count as natural attacks. A masquerade
on allies when my own abilities fail. reveler must meet all prerequisites for the evolutions
Revelers like me are always different and selected. She uses her barbarian level as her effective
somewhat apart from everyone else, but we're rarely summoner level to determine which evolutions she
outcasts, as our talents are simply too useful to those can choose, but she can never select the channel
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who understand our power, not the least of which are resistance, large, undead appearance, or unnatural
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the very fey lords who may have played a part in aura evolutions. If the masquerade reveler is naturally
making us. Though we're exceedingly rare, you can not a humanoid creature, she still may not select any
find revelers working in all sorts of unusual and evolutions that cannot be selected by a bipedal
prestigious positions, sometimes where you least eidolon. A masquerade reveler does not have access to
expect them. the abilities granted by her masks except while using
her masquerade or become the mask abilities.
Masquerade Reveler Because of this, she is not considered to meet the
prerequisites of any feat that requires an ability she
gains from one of her masks (for instance, she could
(Barbarian Archetype) not select Improved Natural Attack unless she
possesses a natural weapon from a different source).
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type changes to fey and she gains DR 10/cold iron, water creatures, are immune to fire? I discovered
even when she is not using her masquerade ability. that right then. Still, the vines struck home, and she
This ability replaces mighty rage. snarled, her face a glorious mask of beauty and
hatred. She called out for her charmed minions to
attend her as her impossibly intricate couture undid
itself, her tresses lashing out at me. I blocked one of
Masks the attacks with my vines, then ducked the second as
another slammed into my side. As I rolled to avoid
the last, she was there, her fingers lying softly
The following sections include a variety of predefined
against my exposed skin, filling me with desire and
masks for use by masquerade revelers. Each mask
shame. “Give up my dear,” she cooed, “You’re
includes a 4 point version, a 6 point version, and an 8
outnumbered.”
point version, so it is ready to use for Masquerade
Revelers of any level. Sometimes, a mask’s 4 point
I knew I only had one chance. I changed my mask
version cannot be used at level 1 because of a level
again, calling upon the power of the ankou, assassins
requirement for one or more of the evolutions, so the
of the fey lords, as I formed four duplicates of myself
minimum level appears after the name of each mask
out of the shadows. I sent three of them to deal with
in parentheses. Many of these masks possess new
the three charmed allies, while the last one flanked
evolutions from later in this book.
Lorelei with me. “Now who’s outnumbered, bitch?”
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8 points: Bite, Fey Magic (charm person), Low-Light (ghost sound), Panpipes
Vision, Improved Natural Armor, Persuasion, Scent, 6 points: Fey Magic (hideous laughter), Fey Cantrip
Skilled (Diplomacy) (ghost sound), Hooves, Low-Light Vision, Panpipes
8 points: Fey Magic (hideous laughter), Fey Cantrip
Blodeuwedd Mask (Fey, Level 6) (ghost sound), Hooves, Improved Natural Armor,
4 points: Nature’s Infusion, Speak With Plants Low-Light Vision, Panpipes, Skilled (Perform (wind))
6 points: Allergen Aura, Nature’s Infusion, Speak
With Plants Forlarren Mask (Fey, Level 6)
8 points: Allergen Aura, Nature’s Infusion, Speak 4 points: Claws, Fey Magic (heat metal), Skilled
With Plants, Verdant Step (Perception)
6 points: Claws, Fey Magic (heat metal), Improved
Bogeyman Mask (Fey, Level 6) Natural Armor, Low-Light Vision, Skilled (Perception)
4 points: Fey Magic (detect thoughts), Skilled 8 points: Claws, Fey Magic (heat metal), Improved
(Intimidate), Skilled (Stealth) Damage (claws), Improved Natural Armorx2, Low-
6 points: Deepest Fear, Fey Magic (detect thoughts), Light Vision, Skilled (Perception)
Skilled (Intimidate), Skilled (Stealth)
8 points: Claws, Deepest Fear, Skilled (Intimidate), Fossegrim Mask (Level 1)
Sneak Attack, Striking Fear 4 points: Gills, Slam, Swimx2
6 points: Gills, Slam, Swimx2, Transparency
Brownie Mask (Fey, Level 6) 8 points: Enchanting Music, Gills, Slam, Swimx2,
4 points: Fey Cantrip (dancing lights), Fey Magic Transparency
(mirror image), Skilled (Stealth)
6 points: Fey Cantrip (dancing lights), Fey Magic Gancanagh Mask (Level 1)
(mirror image), Lesser Spell Resistance, Skilled 4 points: Resistance (Fire), Skilled (Bluff, Diplomacy,
(Stealth) Intimidate)
8 points: dimension door, Fey Magic (mirror image), 6 points: Ability Increase (Charisma), Resistance
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Gremlin Masks
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Leprechaun Mask (Fey, Level 1) Revelers usually feel a strong bond of camaraderie for
4 points: Low-Light Vision, shillelagh, Skilled other revelers, the only other people in the world who
(Perception, Sleight of Hand) can truly understand what their experience is like.
6 points: Fey Magic (invisibility (self only)), Low- Nonetheless, they tend to be quickly judgmental of
Light Vision, Shillelagh, Skilled (Perception, Sleight of masks they find distasteful, and many revelers
Hand) consider “task revelers” (those who make regular use
8 points: Fey Magic (invisibility (self only)), Lesser of the Task Reveler feat) to be lesser than the “real”
Spell Resistance, Low-Light Vision, Shillelagh, Skilled revelers, as they find singlemindedness to be
(Perception, Sleight of Hand) anathema and somewhat frightening.
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Spell Resistance, Swim, Wild Empathy Skilled (Craft (stonemasonry), Profession (miner),
Stone Knowledge
Norn Mask (Fey, Level 9) 8 points: Darkvision, Earth Mastery, Lesser Spell
4 points: Immunity (Cold), Prescient Resistance, Petrify Proof, Skilled (Craft
6 points: Blindsense, Prescient, Resistance (Cold) (stonemasonry), Profession (miner), Stone Knowledge
8 points: Fated, Prescient, Shift Fate, Snip Thread
Pixie Mask (Fey, Level 6)
Nuckelavee Mask (Fey, Level 1) 4 points: Fey Magic (invisibility (self only)), Flight
4 points: Gills, Hooves, Swimx2 6 points: Fey Magic (invisibility (self only)), Flight,
6 points: Disease, Gills, Hooves, Swimx2 Lesser Spell Resistance
8 points: Disease, Gills, Hooves, Swimx2, Trample 8 points: Fey Magic (invisibility (self only)), Flight,
Spell Resistance
Nymph Mask (Fey, Level 1)
4 points: Ability Increase (Charisma), Wild Empathy
Polevik Mask (Fey, Level 7)
6 points: Unearthly Grace, Wild Empathy 4 points: Puffballs, Putrefying Aura, Skilled (Craft
8 points: Ability Increase (Charismax2), Unearthly (alchemy))
Grace, Wild Empathy 6 points: Puffballs, Putrefying Aura, Skilled (Craft
(alchemy), Stealth, Survival)
8 points: Puffballs, Putrefying Aura, Skilled (Craft
Oceanid Mask (Fey, Level 6)
(alchemy), Stealth, Survival), Speak With Plants
4 points: Gills, Swim, Waveglide
6 points: Gills, Swim, Water Telekinesis, Waveglide
8 points: Gills, Swimx3, Water Telekinesis, Waveglide
Pooka Mask (Fey, Level 7)
4 points: Fey Magic (invisibility (self only)), Poison
Dust, Tiny
Pech Mask (Fey, Level 1)
6 points: Fey Magic (invisibility (self only)), Flight,
4 points: Darkvision, Earth Mastery, Petrify Proof,
Poison Dust, Tiny
Stone Knowledge
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Skilled (Perception, Perform (wind instruments), masquerade). The bogeyman mask is a fitting mask
Stealth) for a phantasmagorist, and the deepest fear and
striking fear evolutions are particularly appropriate.
Skin Stealer Mask (Fey, Level 4)
4 points: Skilled (Disguise, Heal), Steal Skin Skinwalker--The skinwalker is a trickster, a master
6 points: Improved Natural Armor, Skilled (Disguise, shapeshifter who can leverage the powers of many
Heal, Stealth), Steal Skin forms in order to defeat her foes. Instead of
8 points: Improved Natural Armor, Skilled (Disguise, masquerade, she has daily rounds of shapeshifting.
Heal, Stealth), Sneak Attack, Steal Skin The skin stealer mask is a fitting mask for a nefarious
skinwalker, and the steal skin evolution is particularly
Spring-Heeled Jack Mask (Fey, Level appropriate, especially with Become the Mask.
6)
4 points: Feather Fall, Sneak Attack, Vault
6 points: Ability Increase (Dexterity), Feather Fall, Svartalfar Mask (Fey, Level 6)
Sneak Attack, Vault 4 points: Darkvision, Skilled (Stealth), Sneak Attack
8 points: Ability Increase (Dexterity), Feather Fall, 6 points: Darkvision, Fey Magic (vanish), Skilled
Increased Speed, Skilled (Acrobatics), Sneak Attack, (Stealth), Sneak Attack
Vault 8 points: Darkvision, Fey Magic (vanish), Skilled
(Stealth), Sneak Attackx2
Sprite Mask (Fey, Level 5)
4 points: Flight, Luminous, Tiny Swan Maiden Mask (Fey, Level 1)
6 points: Fey Cantrip (dancing lights), Flight, 4 points: Animal Form (trumpeter swan), Skilled
Luminous, Skilled (Escape Artist), Tiny (Perception, Stealth)
8 points: Fey Cantrip (dancing lights), Flight (4 6 points: Animal Form (trumpeter swan), Fey Magic
points for perfect maneuverability, but still has wings (glitterdust), Skilled (Perception, Stealth)
and Ex), Luminous, Skilled (Escape Artist), Tiny 8 points: Animal Form (trumpeter swan), Fey Magic
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I heard them before I saw them, the complex —Melusine, Autumn’s Whisper
harmonies even more salient than the numerous
jellyfish-like creatures floating in the air, each
Dweomercat Mask
tentacle ending in a bird-like beak. I had stumbled
into a colony of skrik nettles. This was the end of the (Beast[Quadruped], Level 4)
line. Unless… 4 points: Pounce, Rake, Skilled (Climb)
6 points: Pounce, Rake, Skilled (Climb), Spell Link
Laughing at the insanity of the situation, I made sure 8 points: Lesser Spell Resistance, Pounce, Rake,
of my supply of restorative potions before I Skilled (Climb), Spell Link
approached the smallest and lowest of the skrik
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Nereus spat out blood and grinned widely. The Court Berserker’s Mask (Level 1)
of Waves is nearly as mercurial as autumn, and 4 points: Ability Increase (Constitution, Strength)
every bit as merciless. 6 points: Ability Increase (Constitution, Strengthx2)
8 points: Ability Increase (Constitutionx2,
“I’m impressed that you could land a blow on me at Strengthx2)
all, my dear,” the fey lordling praised mockingly,
trying to hide his obvious surprise that his contempt Energy Mask (Level 1)
had put him at a disadvantage against a mortal.
4 points: Resistance (Acid, Cold, Electricity, Fire)
“You have earned yourself a place of honor when we
6 points: Immunity (Cold, Fire), Resistance (Acid,
tell the tale of your death.”
Electricity)
8 points: Immunity (Acid, Cold, Electricity, Fire)
I felt something stirring in the water around
me...Lady’s mercy! I knew Nereus controlled the Sea
Impregnable Mask (Level 5)
of Steam and Stars, but when I heard it at the time I
thought it was political. I was wrong. Nereus 4 points: Ability Increase (Dexterity), Improved
literally controls the Sea of Steam and Stars. Natural Armorx2
6 points: Ability Increase (Dexterity), Ferocity,
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(Cold)
Mask of Deadly Tresses (Level 9) 8 points: Chill, Energy Weapons (Cold), Icewalking,
4 points: Tresses Immunity (Cold), Slam
6 points: Grab (Tresses), Tresses
8 points: Grab (Tresses), Improved Damage (Tresses), Mask of Linnorm’s Wings (Level 5)
Reach (Tresses), Tresses 4 points: Flight (4 points for extra speed twice)
6 points: Flight (6 points for extra speed four times)
Mask of Eternal Endurance (Level 6) 8 points: Flight (8 points for extra speed six times)
4 points: Ability Increase (Constitutionx2)
6 points: Ability Increase (Constitutionx3; requires Mask of Mist (Level 5)
level 12) 4 points: Flight, Shadow Form
8 points: Ability Increase (Constitutionx4) 6 points: Compression, Flight, Shadow Form, Skilled
8 points: Flight, Incorporeal Form, Shadow Form
Mask of Fjord’s Breath (Level 9)
4 points: Breath Weapon (Cold) Mask of Peerless Might (Level 6)
6 points: Breath Weapon (Cold, 6 points for 3/day) 4 points: Ability Increase (Strengthx2)
4 points: Breath Weapon (Cold, 8 points for 5/day) 6 points: Ability Increase (Strengthx3; requires level
12)
Mask of Flames (Level 7) 8 points: Ability Increase (Strengthx4)
4 points: Energy Weapons (Fire), Immunity (Fire)
6 points: Burn, Energy Weapons (Fire), Immunity Mask of Roots (Level 7)
(Fire) 4 points: Nature’s Infusion, Stability, Tremorsense
8 points: Energy Weapons (Fire), Immunity (Fire), 6 points: Nature’s Infusion, Stability, Tentaclex2,
Reach (Slam), Slam Tremorsense
8 points: Nature’s Infusion, Stability, Reach
(Tentacle)x2, Tentaclex2, Tremorsense
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Sage’s Mask (Level 1) Of course, Nicholas the Wolf didn’t use any wolf-
4 points: Skilled (Knowledge (arcana), Knowledge based powers at all. Nicholas the Non-Wolf, if
(dungeoneering), Knowledge (nature), Knowledge Nicholas is even really his name, drew a dangerous
(planes)) symbol with his finger, leaving a black throbbing
6 points: Skilled (Knowledge (arcana), Knowledge afterimage in the air behind it. It was something
(dungeoneering), Knowledge (history), Knowledge horrible in Aklo, pulsing with dark magic. With that,
(nature), Knowledge (planes), Knowledge (religion)) I felt a dark aura pounding down upon us like a
8 points: Skilled (Knowledge (arcana), Knowledge breaking storm. I immediately dashed back into a
(dungeoneering), Knowledge (history), Knowledge defensive stance as the darkness crashed down. But it
(local), Knowledge (nature), Knowledge (nobility), wasn’t aiming for me. As the darkness engulfed
Knowledge (planes), Knowledge (religion)) Nicholas, a twilight mask engulfed his face and then
his entire head, devouring them until nothing was
Scoundrel’s Mask (Level 1) left. It was when I heard the whinnying sound that I
realized that Nicholas had done the unthinkable. He
4 points: Skilled (Bluff, Disable Device, Disguise,
had bound his soul to darkness and made a pact to
Sleight of Hand)
harness the power of the Forbidden Masks.
6 points: Skilled (Bluff, Disable Device, Disguise,
Intimidate, Sleight of Hand, Stealth)
“Melusine, Autumn’s Whisper”, he intoned, and I felt
8 points: Skilled (Acrobatics, Bluff, Disable Device,
the power of my name throbbing in the air between
Disguise, Intimidate, Perception, Sleight of Hand,
us as he grasped my name with his magic and began
Stealth)
to choke it, “The bells ring thrice for your death
knell.” I heard an ethereal bell somewhere in the
Spider’s Mask (Level 7) distance, growing louder and louder. “For today, you
4 points: Climb, Web die!”
6 points: Climb, Limbs (Legs), Web
6 points: Climb, Limbs (Legs)x2, Web —Melusine, Autumn’s Whisper
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didn’t own a demesne of his own, the trickster fey form around his face. He was also a masquerade
was likely strong enough to be a minor fey lord in his reveler!
own right, and that added up to a quarry that was
nearly impossible to corner. “I heard an interesting fight. Guess this guy’s pretty
strong?” Amairgen said, tilting his arm, palm up as if
In the end, it was his own pride that was his undoing, expecting an answer. Meanwhile, he reached into his
as he couldn’t help but set up traps and pranks to belt and pulled out a pixie skull, throwing it at Dolos.
taunt his pursuers. When you picture a trickster fey, With a flash of light, something tugged out of Dolos’s
what do you see? Probably some little wiry guy body and into the skull, which Amairgen scooped up.
sticking out his tongue while tying your shoelaces “Surrender to these lovely ladies,” he commanded.
together, right? Well Dolos stood a mean twelve feet
tall with bulging muscles, and he didn’t sacrifice any Blank-eyed, Dolos obeyed, and Liriope quickly
of the traditional deviousness you would expect. One enspelled him with a binding magic.
could have hoped that he had spent so many hours
training getting into that kind of shape that he had to “What in the Lady’s name are you—” I began, but he
blow off his trickster lessons. started sprinting at full speed as we called at his
back, finally launching himself into the air.
We had been fighting Dolos for three hours. He kept
using illusions, conjurations, and misdirections, so I “Sorry, no time, ladies. So little time, so many trials
had to ration my use of masks until we were of my mighty power. See you later!” his voice became
absolutely sure we faced the real Dolos. Liriope and I unnaturally low as he leaped away thousands of feet
were covered in blood, dirt, and sweat—did you into the air, probably miles away before he finished
know blodeuwedds sweat? It actually smells kind of his sentence.
like morning dew—when finally, the trap we had laid
twenty minutes earlier paid off. As we fought against Liriope and I turned to each other, and we each
Dolos’s third layer of misdirection, we focused on spoke at the same time, “I hate that guy!”
attacks that made entire area dangerous, seemingly
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Bandersnatch Mask
(Beast[Quadruped], Tane)
Lesser: Bandersnatch Rake, Bounding Charge, Climb,
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“I’m glad you’ve seen reason—” he began, but he Boot Stomp (Ex)
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at least 5th level to wear a mask with this evolution, Kneecapper (Ex)
and only masks with the Beast descriptor can contain The reveler is particularly clever at tripping larger
this evolution. Because the mask has the Beast opponents with her claws. The Trip evolution triggers
descriptor, the reveler never gains reach from this size on successful claw attacks instead of bite attacks.
increase. When she uses the Trip evolution to trip an opponent
at least one size category larger, she receives a +2
If she spends 2 additional evolution points on this racial bonus on the combat maneuver check. This
evolution, the reveler instead becomes size Huge. She bonus increases to +4 if the opponent is at least two
gains a +4 size bonus to Strength and a –4 size size categories larger.
penalty to Dexterity and a 10-foot base reach. These
bonuses and penalties replace, and do not stack with, Luminous (Su)
those for becoming Large. The reveler must be at least
The reveler naturally sheds light equal to that
13th level before selecting this option.
provided by a torch. She can control the color and
intensity of the light as a swift action, reducing it to
Feather Fall (Sp) the dimness of a candle or even extinguishing its
The reveler is protected from dangerous falls. She is luminosity entirely if she wishes. This light counts as
treated as though constantly under the effects of though shed by a 0 level spell for the purposes of
feather fall. If the reveler loses the effect, she can spells with the Darkness descriptor.
reactivate it on her turn as a free action.
Misplacement (Su)
Ferocity (Ex) Whenever the reveler succeeds at a Sleight of Hand
The reveler refuses to fall in battle. She remains check or Steal combat maneuver to steal an object
conscious and can continue fighting even if her hit from a creature, if she was in that creature’s square
point total is below 0. She is still staggered and loses 1 she can also reorganize the creature’s equipment. The
hit point each round. She still dies when her hit point next time the creature attempts to retrieve a stored
total reaches a negative amount equal to her item or draw a weapon, the attempt requires a
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person spell-like ability. For every 10 minutes a target Stone Knowledge (Ex)
is under the effects of her charm person, the reveler The reveler’s enhanced knowledge of earth and stone
suffers a cumulative –1 penalty to her opposed grants a +1 racial bonus on attack and damage rolls
Charisma checks (to a maximum of –5) when shetries and the benefits of the Improved Critical feat against
to convince her to do something she wouldn’t creatures and objects made of stone or earth or with
normally do. This penalty applies only to castings of the earth subtype. Additionally, Knowledge
charm person from the Fey Magic evolution, and the (dungeoneering), Knowledge (engineering) and
penalty accrues and persists even when the reveler Profession (miner) count as class skills for the reveler.
does not possess the Persuasion evolution, so long as
she possessed it when she cast charm person. Tentacle Beak (Ex)
.
The reveler grows long tentacles with beaks on the
Petrify Proof (Ex) end. These are secondary weapons that act
The reveler’s connection to stone makes her difficult equivalently to the Tentacle evolution, except that the
to petrify. She receives a +4 racial bonus to saving damage is bludgeoning, piercing, and slashing.
throws against petrification.
Tiny (Ex)
If she spends 2 additional evolution points, this
The reveler shrinks to picayune proportions. She
improves to immunity to petrification. The reveler
becomes Tiny, reducing her base reach to 0 feet. She
must be at least 7th level before selecting this
gains a +2 size bonus to Dexterity and a –2 size
additional option.
penalty to Strength.
1–2 glasses of beer). The reveler must be at least 7th The reveler can release a pressurized blast of water up
level before selecting this evolution. to 60 feet as a standard action. In order to strike an
opponent with the water blast, she must succeed at a
ranged touch attack. A successful hit deals 1d8
Putrefying Aura (Su)
damage and allows the reveler to attempt a combat
All unattended non-magical food or liquid within 30
maneuver check as a free action to push the opponent
feet of the reveler instantly rots or spoils. Attended
back 5 feet.
non-magical food or liquid within the aura receives a
saving throw to resist this effect (DC 10 + 1/2 the
reveler’s barbarian level + her Constitution modifier).
Water Mastery (Ex)
The reveler must be at least 3rd level before selecting The reveler becomes skilled at fighting in the water.
this evolution. She gains a +1 bonus on attack and damage rolls if
both she and her opponent are touching water. If the
opponent or the reveler is touching the ground, the
Shillelagh (Sp)
reveler takes a -4 penalty on attack and damage rolls.
Any non-magical club or quarterstaff is a dangerous
These modifiers apply to bull rush and overrun
weapon in the reveler’s hands. All such weapons gain
maneuvers, whether the reveler is initiating or
the effect of shillelagh, though only when the reveler
resisting these kinds of attacks.
wields them.
Weep (Su)
Stability (Ex)
The reveler’s sorrow manifests her despair and
While she is standing on the ground, the reveler
isolation. As a standard action, she can unsettle those
receives a +4 racial bonus to her CMD to avoid bull
near her when she cries. Any creature within 30 feet
rush and trip attempts. Unlike most racial bonuses, if
who can hear her weeping becomes shaken unless it
the reveler is a dwarf this ability does not stack with
succeeds at a Will saving throw, DC 10 + 1/2 her
her racial Stability.
barbarian level + her Charisma modifier. This ability
can't cause a creature to become frightened or
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2-Point Evolutions
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part of a move action. She must begin and end this with multiple attacks. Additionally, that opponent
movement while in an area of at least light must succeed at a Reflex save (DC 10 + 1/2 the
undergrowth. She can travel in this manner up to 60 reveler’s barbarian level + her Constitution modifier)
feet per day. This movement must be used in 10-foot or the opponent’s shield and armor each also suffer
increments and does not provoke attacks of 1d6 acid damage (ignoring hardness). The reveler
opportunity. The reveler must be at least 3rd level must be at least 7th level and possess the Energy
before selecting this evolution. Attacks (Acid) or Energy Weapons (Acid) evolution
before selecting this evolution.
Burn (Ex)
The reveler’s flames can set opponents ablaze. Deepest Fear (Su)
Whenever the reveler deals fire damage to an The reveler is cloaked in a 30-foot aura of fear. This
opponent using the Energy Attacks (Fire) or Energy aura manifests as a shifting haze of images that reflect
Weapons (Fire) evolution, and whenever an opponent the viewer's deepest fears. The first time it ends its
strikes the reveler with a natural weapon or unarmed turn within the aura, a creature must make a Will save
attack, the opponent must succeed at a Reflex save (DC 10 + 1/2 the reveler’s barbarian level + her
(DC 10 + 1/2 the reveler’s barbarian level + her Charisma modifier) or become shaken for as long as it
Constitution modifier) or catch on fire, taking 1d6 stays within the aura. If the creature succeeds at the
damage each round. A burning creature can attempt a saving throw, it cannot be affected again by the aura
new save as a full-round action. Dropping and rolling for another 24 hours. This is a fear effect. The reveler
on the ground grants a +4 bonus on this save. The must be at least 8th level before selecting this
reveler must be at least 7th level and possess the evolution.
Energy Attacks (Fire) or Energy Weapons (Fire)
evolution before selecting this evolution. Disease (Su)
The reveler is suffused with the disease Mortasheen,
Chill 2 (Ex) the essence of pollution and corruption. Any who
The reveler’s cold attacks can chill her foes to the come in contact with the reveler must succeed at a
bone. Whenever the reveler deals cold damage to an Fortitude save or contract the diseaseA creature need
opponent using the Energy Attacks (Cold) or Energy only save once per round, even if it comes in contact
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Weapons (Cold) evolution, the opponent becomes with the reveler multiple times.
entangled for 1 round. The reveler must be at least 7th
level and possess the Energy Attacks (Cold) or Energy
Weapons (Cold) evolution before selecting this Mortasheen
evolution. Type disease (contact); Save Fort negates;
Frequency 1/day; Effect 1d4 Con and target is
Congeal Water (Su) fatigued; Cure 2 consecutive saves. Animals take a –2
Once per day, the reveler can surround a creature in a penalty on their saves against this disease.
thin layer of magically viscous water as a standard
action at a range of 30 feet. A target that fails a Reflex The save DC is equal to 10 + 1/2 the reveler’s
save (DC 10 + 1/2 the reveler’s barbarian level + her barbarian level + her Constitution modifier. The
Charisma modifier) becomes entangled, and must reveler must be at least 7th level before selecting this
hold its breath or risk drowning. The target or an evolution.
adjacent creature can spend a full-round action on its
turn scraping off the clinging fluid, allowing a new Dullahan’s Mount (Su) [Undead]
Reflex save with a +2 bonus; otherwise, the effect lasts As a standard action, the reveler can summon a war-
for 1d4 minutes. The reveler can use this ability even if trained heavy horse with the fiendish creature simple
there is no source of water nearby. template. This horse remains until it is slain or the
reveler dismisses it. She can only have one such horse
Corrode 2 (Ex) in her service at a time, and if the horse is slain, she
The reveler’s acid attacks corrode her opponent’s body may not summon another for 24 hours. Only a reveler
and equipment. Whenever the reveler deals acid with access to the dullahan mask can ever gain this
damage to an opponent using the Energy Attacks evolution, and even then she must be at least 5th level.
(Acid) or Energy Weapons (Acid) evolution, the
opponent takes an additional 1d6 points of acid Dying Words (Sp)
damage one round later. This damage does not stack When the reveler is slain, she utters a curse as a free
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action (whether it is her turn or not) that affects her Fiddle (Su)
killer as though it were a bestow curse spell (caster The reveler becomes capable of rubbing her legs
level equal to her barbarian level). The target can together like a cricket to create a surprisingly pleasant
resist the curse with a successful Will save (DC 10 + sound not unlike that of a tiny fiddle. As a standard
1/2 the reveler’s barbarian level + her Charisma action, the reveler can create a catchy tune that
modifier). If the save fails, the target suffers a –6 compels any creature within a 20-foot spread to dance
decrease to its highest ability score. The reveler must and caper. A creature can resist this compulsion by
be at least 5th level before selecting this evolution. making a Will save DC 10 + 1/2 the reveler’s barbarian
level + her Charisma modifier. Creatures that fail are
Enchanting Music (Su) compelled to dance and shuffle their feet, and are
As a full-round action, the reveler can play a musical effectively staggered as long as the reveler continues
stringed instrument and target a single creature to fiddle as a standard action each round and as long
within 45 feet that can hear and see the reveler with as they remain within 20 feet of the reveler. A reveler
an effect identical to unnatural lust (caster level equal can maintain this effect for up to 10 rounds per day by
to her barbarian level,; Will DC 10 + 1/2 the reveler’s concentrating. Once a creature makes the save against
barbarian level + her Charisma modifier). This is a a reveler’s fiddle, it is immune to further fiddle effects
sonic mind-affecting compulsion effect. The reveler from that reveler for 24 hours. This is a sonic mind-
must be at least 9th level before selecting this affecting effect. The reveler must be at least 3rd level
evolution. before selecting this evolution.
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the land within 15 feet of the reveler is treated as a domed mounds that pulsate and throb, eating away at
shallow bog. This water remains as long as the reveler victims' connective tissue, severely impairing them.
is within 15 feet and wishes to maintain the water. The Additionally, once a creature takes 7 points of
bog instantly disperses as soon as the reveler is killed, Dexterity damage from the pulsing puffs, the domed
disperses the water, or moves out of the area. The mounds burst, releasing a 10-foot-radius burst of
reveler must be at least 7th level before selecting this diseased spores. This effect lasts for 1 round. Any
evolution. creature caught within the burst radius or that moves
through it is exposed to the pulsing puffs disease.
Nature’s Infusion (Su)
Once per day, while surrounded by any field or fertile The reveler must be at least 7th level before selecting
plain, the reveler may infuse herself with borrowed this evolution.
life energy from nearby plants and nutrients in the
ground. This ability functions exactly like false life Putrid Vomit (Ex)
(caster level equal to the reveler’s barbarian level) but Every 1d4 rounds, the reveler can spew a 30-foot
lasts only 1 hour. The reveler must be at least 6th level stream of vomit as a standard action. This is a ranged
before selecting this evolution. touch attack with no range increment. Any creature
struck must succeed at a Fortitude save (DC 10 + 1/2
Plant Traits, Lesser (Ex) the reveler’s barbarian level + her Constitution
The reveler takes a form that is vaguely plantlike, modifier) or be nauseated for 1d4 rounds. The reveler
though she does not completely transform into a must be at least 6th level before selecting this
plant. She gains a +2 racial bonus to all saving throws evolution.
against mind-affecting effects, paralysis, poison,
polymorph, sleep effects, and stunning. . Shift Fate (Su)
The reveler is able to twist fate in either direction. As
Prescient (Su) an immediate action, she may force any one target
The reveler is able to predict the future, so nothing within 120 feet to reroll a saving throw. This ability
catches her unawares. She is never surprised and can must be used immediately after the saving throw is
rolled, and the target must abide by the result of this
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Snip Thread
Speak With Plants (Sp)
The reveler benefits from a constant speak with speed. When using the Disable Device skill, she treats
plants. She can communicate with normal plants and all devices as being one category simpler for the
plant creatures, and can ask questions of and receive purposes of determining how long it takes to use the
answers from them. A normal plant's sense of its skill. Thus, difficult devices count as tricky, tricky
surroundings is limited, so it won't be able to give (or devices count as simple, and simple devices can be
recognize) detailed descriptions of creatures or dismantled as a free action. The reveler must be at
answer questions about events outside its immediate least 4th level before selecting this evolution.
vicinity. The spell doesn't make plant creatures any
more friendly or cooperative than normal. Spill Poison (Su)
Furthermore, wary and cunning plant creatures are The reveler weeps levitation poison. Anytime an
likely to be terse and evasive, while the more stupid opponent damages her with a slashing or piercing
ones may make inane comments. If a plant creature is melee weapon, the attack splashes her levitation
friendly toward the reveler, it may do some favor or poison on the opponent who damaged her a successful
service for her. The reveler must be at least 6th level Reflex save negates (DC 10 +1/2 her class level + her
before selecting this evolution. Con Modifier). That opponent must save or be
affected by the levitation poison. Weapons with reach
Spell Resistance, Lesser (Ex) allow their wielders to avoid this effect, and each
The reveler is protected against magic, gaining spell enemy must only save against Spill Poison once per
resistance. Her spell resistance is equal to 5 + her round, even if that enemy attacks the reveler multiple
barbarian level. The reveler must be at least 6th level times with slashing or piercing attacks. The reveler
before selecting this evolution. must be at least 11th level and possess the Levitation
Poison evolution before selecting this evolution. .
Speedy Sabotage (Su)
The reveler is adept at disassembling machinery, Staggering Touch (Su)
reducing even complex devices to trash with shocking Whenever the reveler touches a creature as a standard
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action, it must make a Fortitude save (DC 10 + 1/2 the more severe (shaken creatures become frightened,
reveler’s barbarian level + her Charisma modifier) or frightened creatures become panicked, and panicked
be staggered for 1 round by overwhelming feelings of creatures cower in fear). A Will save (DC 10 + 1/2 her
desire and shame. This is a mind-affecting effect. The barbarian level + her Charisma modifier) negates this
reveler must be at least 3rd level before selecting this increase. In addition, a critical hit from the reveler's
evolution. claws forces any target that has successfully saved
against her fear aura to make another Will save
Steal Skin (Su) against its effects, even if 24 hours have not yet
As a full-round action, the reveler may steal the skin passed. This is a fear effect. The reveler must be at
of a creature of Small, Medium, or Large size with a least 13th level and must possess the Claws and
roughly humanoid shape. The target creature must be Deepest Fear evolutions before selecting this
dead, helpless, or willing. If the target creature is evolution.
alive, the reveler must make a successful coup de
grace attack to steal its skin. The reveler can don or Transparency (Su)
remove a stolen skin as a move action. When wearing When underwater, the reveler’s body becomes
a stolen skin, the reveler takes on the likeness of the transparent, effectively rendering her invisible. She
skin's original owner, including the victim's voice, can become visible or transparent at will as a free
build, and size, but gains none of the creature's action. The reveler must be at least 4th level before
abilities. The stolen skin grants the reveler a +10 selecting this evolution.
bonus on Disguise checks, with none of the usual
penalties for different gender, race, age, and size. Verdant Step (Su)
Stolen skins are preserved and remain as supple as Every stride taken by the reveler causes small plants,
living skin. grasses, and wildflowers to sprout from the ground,
though she can suppress this effect if she desires.
The reveler may only steal and use a number of skins While within a plain of tall grass, brush, or similar
equal to her Charisma modifier (minimum +1) She undergrowth, the reveler may also step through such
may choose to discard unwanted skins to make room plant-life and emerge at any other point within the
for new ones at any time; discarded skins rot and same field (potentially miles away). This ability
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decay normally. If the reveler ends her masquerade functions similar to transport via plants, but the
and loses this evolution while wearing a stolen skin, reveler can only transport herself and does not require
she retains the Disguise bonuses until she removes the a plant equal to her size. This ability is usable three
skin as a move action, at which point she cannot don times per day. The reveler must be at least 15th level
the skin without entering masquerade again to regain before selecting this evolution.
this evolution. While the reveler does not possess this
evolution, all stolen skin decays as normal, so she Vermin Empathy (Ex)
would need to keep this evolution active with Become
This ability functions as a druid's wild empathy,
the Mask in order to keep a large number of disguises
except the reveler can only use this ability on vermin.
available.
The reveler gains a +4 racial bonus on this check.
Vermin are normally mindless, but this empathic
The reveler must be at least 4th level before selecting
communication imparts on them a modicum of
this evolution.
implanted intelligence, allowing the reveler to train
Medium vermin and potentially use them as mounts
Stone Stride (Su) so long as she retains this evolution. Vermin empathy
The reveler can enter and exit nearby stones. This treats swarms as if they were one creature possessing
ability works like tree stride, except it requires loose a single mind. The reveler must be at least 5th level
boulders of the same size category as the reveler, and before selecting this evolution.
only has a range of 30 feet. She can use this ability
once per round as a standard action. The reveler must Water Telekinesis (Su)
be at least 7th level before selecting this evolution.
When immersed in water, the reveler can manipulate
water to affect creatures and objects within 500 feet
Striking Fear (Su) that are in contact with the same body of water. This
If the reveler confirms a critical hit or a sneak attack functions as the combat maneuver form of the
with one of her claws on a target currently suffering a telekinesis spell (caster level equal to the reveler’s
fear effect, that effect automatically becomes one step barbarian level, combat maneuver bonus equal to her
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barbarian level + her Charisma modifier), including a good-aligned holy symbol as part of a standard
the need to maintain concentration. This ability also action, such as when channeling energy or casting a
allows her to create a small waterspout as a standard spell with a divine focus component, the reveler must
action once per round, striking an opponent within make a Will save (DC 10 +1/2 the HD of the presenter
100 feet with a blast of water as a ranged attack that + its Cha modifier) or become frightened for a minute
deals 7d6 points of bludgeoning damage. The reveler and attempt to flee. Even if she succeeds at the saving
must be at least 11th level before selecting this throw, the reveler is shaken for 1 minute. These effects
evolution. are caused by disgust, rather than fear, and so they do
not have the fear descriptor, the effects do not stack,
Waveglide (Su) and are not affected by immunity to fear. The reveler
The reveler can create waves and currents to double must be at least 9th level before selecting this
or halve the speed of creatures or objects traveling on evolution.
the surface of the water, affecting up to 100
contiguous 5-foot squares in a shapeable area For 1 additional evolution point, the reveler can
(typically enough for one warship or two small sailing increase the fast healing to 3 and the bonus to damage
ships). This ability has a range of 1,000 feet, requires rolls to +4, but the DC of the Will save to avoid
line of effect to some part of the area, and lasts as long becoming frightened increases by +2. The reveler
as the reveler concentrates. An unwilling target can must be at least 12th level before selecting this
ignore the effect for 1 round by succeeding at a Will augmentation.
saving throw (DC 10 + 1/2 her barbarian level + her
Charisma modifier). The reveler must be at least 6th Supernatural Speed (Su)
level before selecting this evolution. The reveler’s incredible speed makes her too fast to
see. When she stands completely immobile for at least
Wild Empathy (Su) a full round, she is effectively invisible. Otherwise, her
This works like the druid's wild empathy class feature, shape blurs and shimmers with speed, granting her
except the reveler has a +6 racial bonus on the check. concealment (20% miss chance). If she ever succumbs
The reveler's effective druid level is equal to her to a slow effect, she loses all benefits of this evolution
barbarian level for determining her total modifier to and is instead sickened for the duration of the slow
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the check. and for one round thereafter. The reveler must be at
least 3rd level before selecting this evolution.
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true reveler's melee attacks and abilities, including her Charisma modifier) to negate this effect and
any other abilities granted by the reveler’s current become immune to the reveler’s unluck aura for 24
mask, except they can't create more shadow doubles hours. This special saving throw is unaffected by the
or use any other abilities limited per day. The copies aura of unluck. This is a mind-affecting effect that
possess non-magical versions of all the original’s does not work on animals, gremlins, or gnolls. Any
equipment. Any creature that interacts with a shadow character who gains any sort of luck bonus (such as
double can attempt a Will save to disbelieve the that granted by a luckstone or divine favor) is immune
duplicate (DC 10 + 1/2 the reveler’s barbarian level + to the reveler’s unluck aura. The reveler must be at
her Charisma modifier). Against a creature that least 11th level before selecting this evolution.
recognizes a shadow double for what it is, the double
functions as a shadow conjuration. Shadow doubles For 2 additional evolution points, the reveler can
take double damage from spells with the light strengthen the aura so that it does not offer any saving
descriptor. If the true reveler is slain, rendered throw to negate the effects for 24 hours. The reveler
unconscious, or ever more than 120 feet from a must be at least 15th level before selecting this
shadow double, all duplicates instantly vanish. The enhancement.
reveler must be at least 12th level before selecting this
evolution.
Tane Evolutions
Stymie Channeling (Su)
The reveler is surrounded by a aura that disrupts These evolutions do not have an evolution point cost
attempts to channel energy. Any creatures channeling because they are only available on their own
energy within 20 feet of the reveler must succeed at a particular tane masks.
Will save (DC 10 + 1/2 the reveler’s barbarian level +
her Charisma modifier) or be unable to channel for Adaptive Defense (Su)
that round. The use is not lost, but the action is
When damaged by an attack that causes cold,
wasted. The reveler must possess the blasphemous
electricity, fire, or sonic damage, the reveler gains
resistance evolution to take this evolution.
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Burble (Su)
The reveler can burble once every 1d4 rounds as a
standard action. This blast of strange noises and
shouted nonsense in the various languages known to
the reveler (and invariably some languages she
doesn’t know) affects all other creatures within a 60-
foot-radius spread—these creatures must make a Will
save (DC 10 + 1/2 the reveler’s barbarian level + her
Charisma modifier) or become confused for 1d4
Entangling Chains
rounds. Alternatively, the reveler can focus her burble
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Sard Poison (Ex) significant amount of wind whenever she makes a full
Thorn attack action. These winds surround her to a radius of
Type poison, injury; Save Fort DC 10 + 1/2 30 feet, and are treated as severe winds—ranged
barbarian level + Constitution modifier; Frequency attacks take a –4 penalty when targeting her while she
1/round for 6 rounds; is whiffling, and medium creatures must make a DC
Effect 1d2 Dex and 4d6 electricity; Cure 2 10 Strength check to approach her. Small or smaller
consecutive saves. creatures in this area that fail a DC 15 Strength check
are blown away. See weather for further details on the
Sard Slams, (Ex) effects of severe winds.
The reveler gains two slam attacks as the Slam
evolution, despite having no arms. These slam attacks
deal 4d10 base damage and deal 4d6 extra electricity Mythic Evolutions
damage each.
The following evolutions can only appear in masks
Shriek (Ex) with the Mythic descriptor.
Once every 1d6 rounds as a standard action, the
reveler can voice a piercing screech. All creatures Deadly Blessing (Su)
(other than the reveler and any jubjub birds) within a The reveler can inspire others to burn bright but die
60-foot-radius spread must succeed at a DC 10 + 1/2 young. As a standard action, she can create a special
the reveler’s barbarian level + her Constitution token that takes the form of a masterwork artisan's
modifier Fortitude save or be stunned for 1d4 rounds. tool for one Craft or Perform skill. The token persists
This is a sonic effect. when the reveler no longer possesses this evolution,
but it has no power. Whenever the reveler possesses
Talons (Ex) the Deadly Blessing evolution, the intended recipient
As the Claws evolution, but this evolution may be of this tool gains a +4 bonus on skill checks made with
placed without limit on the reveler’s legs. the token, but each such use drains 1 Constitution
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Tane Breath Weapon (Su) points or grants her 5 temporary hit points for one
As the Breath Weapon evolution, except that the hour. Temporary hit points from multiple uses of
shape can be either an 80-foot cone or a 160-foot line, Deadly Blessing stack with each other to a maximum
the damage is 1d8 per barbarian level, and the reveler of the reveler’s total normal hit points. If the recipient
can use the breath weapon every 1d4 rounds with no heals the Constitution drain while the reveler still has
daily limit. temporary hit points, then for each point of
Constitution drain healed, the reveler loses 5
Tane Fast Healing (Ex) temporary hit points. Like with a cursed item, the
recipient prefers to use the token, refuses to get rid of
The reveler gains fast healing 5. This evolution can be
it, and finds that it returns if stolen or discarded. The
taken multiple times. Each time, the reveler’s fast
reveler can destroy the token as a standard action at
healing increases by 5.
any range. She can have a number of tokens in
existence equal to her Mythic Rank. Only a reveler
Thorns (Ex)
with access to the leanan sidhe mask can gain this
The reveler can shoot 4 thorns as a full-round action evolution, and she must be at least 3rd level and
or 1 thorn as a standard action. Each thorn has a 180 Mythic Rank 1 before selecting it.
foot range with no range increments. If a thorn hits, it
deals 2d8 damage + the reveler’s Strength modifier For 2 additional evolution points, the reveler may
and exposes the target to the reveler’s Sard Poison. enhance the magic of a willing humanoid spellcaster
by touching him for 1 full round. The blessing allows
Vulnerability (Ex) the target to recall a number of spell levels each day
Choose an energy type. The reveler takes one-and-a- equal to twice the reveler’s Mythic Rank. This
half times as much damage from attacks that deal the recalling works like a pearl of power, except it works
chosen type of energy. for spellcasters of any class (spontaneous casters
recover spent spell slots). Just as with the other use of
Whiffling (Ex) Deadly Blessing, the spellcaster suffers 1 point of
The reveler’s wings and violent motions create a Constitution drain and the reveler either heals 5 hit
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Beast Reveler
You feel a wild beast within you that you can release
in the throes of revelry.
Prerequisites: Nine or more masks
Benefit: You may wear masks corresponding to
forms other than bipeds. You may choose any of the
listed masks with the Beast descriptor when selecting
new masks. Since the realm of Faerie is a place of
constant evolution and change, you can also create
your own faerie beast mask with the Beast descriptor
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Fell Reveler
You have heard the whispers of fey beyond death, and
they pervade your dreams and your revelry.
Prerequisites: Three or more masks
Benefit: You may wear masks corresponding to
undead strongly connected with the fey. You may
choose any of the listed masks with the undead
descriptor when selecting new masks. While using
your masquerade ability and wearing those masks,
you gain the 2 evolution point version of the Undead
Appearance evolution. If you have Elaborate Masks,
you gain the 4 evolution point version of Undead
Appearance. If you have Avatar of a Thousand Masks,
you gain the 6 evolution point version.
Normal: A masquerade reveler can never select the
channel resistance, undead appearance, or unnatural
aura evolutions
Fey Spirit
Your connection to the fey during the masquerade is
unusually strong
Benefit: When wearing a listed mask with the Fey
descriptor during a masquerade, you gain Low-Light
Vision and count as both Fey type and your original
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Mask of Lost Identity While wearing the mask of lost identity, the wearer
Aura strong transmutation; CL 15th suffers a –2 penalty to saves against figments and
Slot head; Price 25,000 gp; Weight 1 lb. abilities that affect her memory, confuse her, or inflict
Description insanity. Additionally, her trouble determining her
This vibrantly colored masquerade skull mask seems own identity is exacerbated by magical influences.
to change its shape, pattern, and colors based on the While under a charm or compulsion effect, she never
wearer’s mood, although on closer examination, the receives an additional saving throw for being
mask might be shifting before the wearer. commanded to perform an act against her nature,
though she can still recognize harmful or dangerous
The wearer gains a +5 competence bonus on all acts.
Disguise checks, and ignores all circumstance
penalties to Disguise that would be directly generated Construction
by wearing a mask. She may alter her appearance at Requirements Craft Wondrous Item, alter self,
will to any Small or Medium form of humanoid shape modify memory; Cost 12,500 gp.
as though using alter self, but she neither gains nor
loses any abilities or ability scores. However, she can
never disguise the fact that she is wearing a mask, Masked Shawl
through magical or mundane means. Even if she puts Aura moderate transmutation; CL 9th
a bag or other object over her head, a mask appears on Slot chest; Price 10,000 gp; Weight —
the outside of the new head covering. If the wearer of Description
the mask of lost identity is a masquerade reveler, she
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This delicate shawl is woven of intricate patterns with If the wearer is a masquerade reveler, she may choose
shifting poems in Sylvan script. to dance her way through a gradual transformation
whenever she enters a masquerade. On the first round
If the wearer is a masquerade reveler, she can spend of her masquerade, she only gains one evolution point
an hour dancing a faerie minuet and attempt a DC 20 worth of abilities from her mask, gaining one
Perform (dance) check. If she is successful, she can additional evolution point of abilities each round. If
choose one of her masks and store its power within she doesn’t have enough points to gain another ability
the shawl, appearing as a brooch in the shape of a tiny from that mask, the remaining evolution points have
mask. She may not store a mask with the Beast or no effect until later rounds when she gains more
Undead descriptor, even if she has the appropriate evolution points. If the wearer possesses the Intricate
feats to use them. When entering a masquerade, she Masks ability, she gains two evolution points worth of
can no longer choose to wear the mask stored within abilities each round instead of one. In exchange for
the shawl. However, as a swift action, she can switch the delayed evolutions, she receives several benefits.
back and forth between the mask she selects when First, any rounds of masquerade in which she does
entering her masquerade and the mask stored within not possess her full complement of evolution points
the shawl. Changing or removing the stored mask cost only half a round of masquerade (rounded up).
each require another hour of dancing and a DC 20 Second, when she ceases spending rounds of
Perform (dance) check. Only the masquerade reveler masquerade, the dance dies down more gradually as
who stored her mask in the shawl can switch to that well; she loses one evolution point of abilities (or two
mask, and she can dance to remove the stored mask if she possesses Intricate Masks) each round until all
even if the shawl is no longer in her possession. are gone (except those that she chooses to keep using
with Become the Mask), and then she becomes
If the wearer stores the Nereid Mask within the fatigued. The length of the fatigue is twice the number
masked shawl, she gains the Gills and Swim of total masquerade rounds she spends. She cannot
evolutions even when not in masquerade. use this ability with masks of the Beast or Undead
Additionally, she uses the 6 point version of the descriptor, even if she possesses the appropriate feats
Nereid Mask during her masquerade. If she possesses to use them.
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Construction
Requirements Craft Wondrous Item, shrink item,
touch of the sea; Cost 5,000 gp
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