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606103 606103 .com #3667372, Colette Brunel , Aug 2, 2015

Rite Publishing Presents

5112899 606103

by Mark Seifter

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Rite Publishing Presents:

The Secrets of the Masquerade Reveler

Oberon (Author): Mark Seifter Titania (Editor): Savannah Broadway (Cover Artist ): Sai Kayden (Interior Artists ): Sai Kayden, 5112900 Peaseblossoms 606104 James “Devin Night” Hazelett, Ryan Barger, , Khairul Hisham, Michael Richards Moth (Assistant Editor, Layout, and Publisher): Steven D. Russell

Dedication: To Linda, for stealing me away into the realm of Faerie.

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 . 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 Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Some images are licensed under a Creative Commons Attribution-No Derivative Works 3.0 License; http://creativecommons.org/licenses/by-nd/3.0/

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OPEN GAME LICENSE Version 1.0a 13 Termination: This License will terminate automatically if You fail to comply with all The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 terms herein and fail to cure such breach within 30 days of becoming aware of the Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. breach. All sublicenses shall survive the termination of this License. 1. 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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 , 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 . 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

5112902 anything, but I tend to hear about others like me, and sometimes they are simply in tune with the world of 606106 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 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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The Masked Reveler 5112903 606107 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 , 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 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 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 represents one of the infinite possibilities of the realm Role 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 5112904 who understand our power, not the least of which are resistance, large, undead appearance, or unnatural 606108 the very fey lords who may have played a part in 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. Because of this, she is not considered to meet the Masquerade Reveler 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).

I warned you not to come back here, but you Masquerade (Ex) never listen. You were curious, tempted by the power. Have we met before? You seem to know me. When a masquerade reveler rages, instead of gaining But which me do you know? I dance upon a river of a bonus to Strength, Constitution, and Will saves, she my selves, flowing seamlessly from one to another. instead chooses any of her masks and applies all of its We are that river. We are never who we were before. evolutions to herself. She still takes a –2 penalty to Each instant changes us. Sometimes we flit and dart AC, but she can use Intelligence-, Dexterity-, and between ourselves, free as a zephyr. But from some Charisma-based skills as well as abilities that require changes, we can never recover… concentration. Even though this ability is —Melusine, Autumn’s Whisper extraordinary, the evolutions gained retain their type: extraordinary, supernatural, or spell-like. This ability The world of Faerie is a place of masks, disguises, otherwise follows the normal rules for rage and counts transformations, and constant evolution. Lucky as rage for all other purposes, including rage powers, visitors cannot grasp the reality of Faerie and remain fatigue, and exhaustion. This ability replaces rage. ignorant, while the unlucky are driven mad. A rare

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Become the Mask (Ex) At 7th level, a masquerade reveler retains a fragment of the potential of Faerie even when she is not using her masquerade ability. She may select up to 1 evolution point worth of evolutions from the last mask she chose when she used her masquerade ability. The selected evolutions persist until the next time she uses masquerade.

At 15th level, she may instead select up to 2 evolution points worth of evolutions to retain.

This ability replaces trap sense and damage reduction.

Elaborate Masks (Ex) At 11th level, a masquerade reveler gains a deeper connection to her masks. All of her masks increase from 4 to 6 evolution points of evolutions, and she may switch out one of her old masks for a new mask. Ankou Mask This ability replaces greater rage. danger suffusing her dulcet voice, “Come now. Come Avatar of a Thousand Masks (Ex) to me and you shall understand.” At 20th level, a masquerade reveler has fully The weight of magic was heavy upon her beckoning embraced her connection to the world of Faerie. All of call, but I reminded myself of what she would do and her masks increase to 8 evolution points of evolutions, broke her spell, changing my mask and striking out and she may switch out one of her masks for a new with thorny vines, ablaze with the flame of my mask 1/day as a standard action. Additionally, her 5112905 resolve. Did you know that , despite being 606109 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 following sections include a variety of predefined the last, she was there, her fingers lying softly masks for use by masquerade revelers. Each mask against my exposed skin, filling me with desire and includes a 4 point version, a 6 point version, and an 8 shame. “Give up my dear,” she cooed, “You’re point version, so it is ready to use for Masquerade outnumbered.” Revelers of any level. Sometimes, a mask’s 4 point version cannot be used at level 1 because of a level I knew I only had one chance. I changed my mask requirement for one or more of the evolutions, so the again, calling upon the power of the ankou, assassins minimum level appears after the name of each mask of the fey lords, as I formed four duplicates of myself in parentheses. Many of these masks possess new out of the shadows. I sent three of them to deal with evolutions from later in this book. the three charmed allies, while the last one flanked Lorelei with me. “Now who’s outnumbered, bitch?”

—Melusine, Autumn’s Whisper Fey Masks Apluachra Mask (Fey, Level 1) A is never someone you want as an enemy, 4 points: Gills, Numbing Slime, Swim, Tiny but sometimes it can’t be avoided. 6 points: Bite, Gills, Numbing Slime, Skilled (Stealth), Swim, Tiny “The lily is mine,” Lorelei intoned, more than a hint of 8 points: Bite, Gills, Low-Light Vision, Numbing

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Slime, Skilled (Stealth), Swim, Tail, Tiny Lesser Spell Resistance

Ankou Mask (Fey, Level 6) Cold Rider Mask (Level 7) 4 points: Bleed, Flight 4 points: Icewalking, Immunity (cold), Skilled (Ride) 6 points: Flight, Shadow Doubles 6 points: Energy Weapons (Cold), Icewalking, 8 points: Bleed, Flight, Shadow Doubles Immunity (cold), Skilled (Ride) 8 points: Energy Weapons (Cold), Icewalking, Atomie Mask (Fey, Level 5) Immunity (cold), Lesser Spell Resistance, Skilled 4 points: Flight, Speak With Animals, Tiny (Ride) 6 points: Fey Cantrip (dancing lights), Flight (3 points for extra speed), Speak With Animals, Tiny Mask (Fey, Level 6) 8 points: Fey Cantrip (dancing lights), Fey Magic 4 points: Fey Magic (tree shape), Speak With Plants (invisibility (self only)), Flight (3 points for extra 6 points: Fey Magic (tree shape), Speak With Plants, speed), Speak With Animals, Tiny Tree Meld 8 points: Fey Magic (tree shape), Low-Light Vision, Baobhan Sith Mask (Fey, Level 3) Skilled (Craft (woodworking)), Speak With Plants, 4 points: Bite, Blood Drain, Skilled (Perform (dance)) Tree Meld 6 points: Bite, Blood Drain, Dying Words, Skilled (Perform (dance)) Mask (Level 1) 8 points: Bite, Blood Drain, Dying Words, Fey Magic 4 points: Resistance (Acid, Cold, Electricity), Skilled (detect thoughts), Skilled (Perform (dance)) (Acrobatics) 6 points: Bleed, Resistance (Acid, Cold, Electricity), Biloko Mask (Fey, Level 6) Skilled (Acrobatics) 4 points: Fey Magic (charm person), Persuasion, 8 points: Bleed, Blur, Haste Scent 6 points: Bite, Fey Magic (charm person), Low-Light Faun Mask (Fey, Level 6)

5112906 Vision, Persuasion, Scent 4 points: Fey Magic (hideous laughter), Fey Cantrip 606110 8 points: Bite, Fey Magic (charm person), Low-Light ( 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 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 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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(Fire), Skilled (Bluff, Diplomacy, Intimidate) 8 points: Ability Increase (Charisma), Fey Magic (obscuring mist), Resistance (Fire), Skilled (Bluff, Diplomacy, Intimidate)

Gathlain Mask (Fey, Level 6) 4 points: Fey Magic (entangle), Flight 6 points: Fey Magic (entangle), Flight, Low-Light Vision, Improved Natural Armor 8 points: Fey Magic (entangle, feather step), Flight, Low-Light Vision, Improved Natural Armor

Gremlin Masks

Fuath Mask (Fey, Level 1) 4 points: Congeal Water, Gills, Tiny

6 points: Congeal Water, Darkvision, Gills, Swim, Monaciello Mask Tiny 8 points: Claws, Congeal Water, Darkvision, Fey Nuglub Mask (Level 1) Cantrip (prestidigitation), Gills, Swim, Tiny 4 points: Claws, Climb, Kneecapper, Trip 6 points: Bite, Claws, Climb, Darkvision, Kneecapper, Grimple Mask (Fey, Level 6) Trip 4 points: Climb, Putrid Vomit, Tiny 8 points: Bite, Claws, Climb, Darkvision, Grab (Bite), 6 points: Climb, Flight, Putrid Vomit, Tiny Kneecapper, Skilled (Intimidate), Trip 8 points: Climb, Fey Magic (grease), Flight, Putrid 5112907 Vomit, Tiny Pugwampi Mask (Fey, Level 1) 606111 4 points: Darkvision, Fey Cantrip (prestidigitation), Haniver Mask (Fey, Level 1) Skilled (Stealth), Tiny 4 points: Gills, Misplacement, Swim, Tiny 6 points: Darkvision, Tiny, Unluck Aura 6 points: Flight, Gills, Misplacement, Swim, Tiny 8 points: Darkvision, Tiny, Unluck Aura (6 points) 8 points: Bite, Darkvision, Flight, Gills, Misplacement, Swim, Tiny Vexgit Mask (Fey, Level 4) 4 points: Skilled (Disable Device), Speedy Sabotage, Jinkin Mask (Fey, Level 1) Tiny 4 points: Darkvision, Fey Cantrip (prestidigitation), 6 points: Climb, Darkvision, Skilled (Disable Device), Skilled (Disable Device), Tiny Speedy Sabotage, Tiny 6 points: Bite, Darkvision, Fey Cantrip 8 points: Climb, Darkvision, Lesser Spell Resistance, (prestidigitation), Skilled (Craft (traps), Skilled Skilled (Disable Device), Speedy Sabotage, Tiny (Disable Device), Tiny 8 points: Darkvision, Dimension Door, Fey Cantrip Grig Mask (Fey, Level 5) (prestidigitation), Skilled (Disable Device), Tiny 4 points: Flight, Skilled (Acrobatics), Tiny 6 points: Fiddle, Flight, Skilled (Acrobatics), Tiny Monaciello Mask (Fey, Level 1) 8 points: Fiddle, Flight, Fey Magic (invisibility (self 4 points: Blasphemous Resistance, Compression, only), Tiny Tiny, Skilled (Stealth) 6 points: Blasphemous Resistance, Compression, Fey Grimstalker Mask (Level 7) Magic (glitterdust), Tiny, Skilled (Stealth) 4 points: Claws, Poison, Skilled (Stealth) 8 points: Blasphemous Resistance, Compression, 6 points: Claws, Poison, Sneak Attack, Skilled Tiny, Skilled (Stealth), Stymie Channeling (Stealth) 8 points: Claws, Fey Magic(tree shape), Poison, Sneak Attack, Skilled (Stealth)

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Huldra Mask (Fey, Level 1) 4 points: Resistance (Cold), Slam, Tail, Tail Slap 6 points: Darkvision, Resistance (Cold), Scent, Slam, Fey and Masquerade Revelers Tail, Tail Slap 8 points: Darkvision, Fey Magic (charm person), Fey vary wildly in the way they treat masquerade Resistance (Cold), Scent, Slam, Tail, Tail Slap revelers, and it also depends greatly on the reveler’s situation. Revelers, one and all, bear a permanent Ijiraq Mask (Fey, Level 5) mark from their time amongst the fey. It is fairly 4 points: Bite, Gore, Hide in Plain Sight (Icy) common to find a reveler who ate the faerie food and 6 points: Bite, Claws, Gore, Improved Natural Armor, drank the wine and simply became lost in the revelry Hide in Plain Sight (Icy) for a time, only to return home much later than she 8 points: Bite, Dimension Door, Gore, Hide in Plain expected and somewhat distant from those with Sight (Icy) whom she was once close. Others voluntarily lose themselves in the dance and ever-changing forms of Mask (Fey, Level 1) Faerie. A few, like Melusine, retain active status in a fey court. The most dangerous of them all are the 4 points: Gills, Resistance (Fire), Slam, Swim revelers of the fair folk themselves, embodiments of 6 points: Gills, Grab, Resistance (Fire), Skilled the masquerade whose form and beauty are aching (Disguise), Slam, Swim perfection. 8 points: Gills, Grab, Resistance (Fire), Improved

Natural Armor, Skilled (Disguise), Slam, Swimx2 In a game of faerie politics, perceived weakness is

weakness, but unpredictability is a hidden strength, as Korred Mask (Fey, Level 7) those who are plotting against you cannot calculate 4 points: Animated Hair, Stone Stride countermeasures against something they cannot 6 points: Animated Hair, Lesser Spell Resistance, predict. As such, fey nobles consider masquerade Stone Stride revelers to be useful pawns, and they seek to exploit 8 points: Animated Hair, Spell Resistance, Stone the reveler’s sense of solitude and disconnection from 5112908 Stride other mortals to establish a dominant relationship, 606112 sweet words flowing from the noble’s lips about how Mask (Fey, Level 6) only among the fey is the reveler truly home. 4 points: Darkvision, Fey Magic (meld into stone), Ultimately, this is a tactic intended to isolate the Weep target from other influences in order to begin bending 6 points: Ability Increase (Dexterity), Darkvision, Fey her to the noble’s will. In this case, the noble leverages Magic (meld into stone), Weep the otherness of the reveler and makes it into a 8 points: Ability Increase (Charisma, Dexterity), weakness. Darkvision, Fey Magic (meld into stone), Weep Many rank and file fey, however, generally treat Larabay Mask (Fey, Level 6) revelers slightly better than ordinary mortals, though 4 points: Fey Magic (gust of wind), Flight not as highly as faerie knights unless the reveler has a 6 points: Fey Magic (gust of wind), Flight, Resistance powerful patron. These fey can feel an alien empathy (electricity, fire) for the mortal who has embraced a part of their own 8 points: Fey Magic (gust of wind), Flight, Resistance mercurial nature, allowing them to feel more (cold, electricity, fire), Skilled (Disguise) comfortable around the reveler.

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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Lurker in Light Mask (Fey, Level 5) 4 points: Blend With Light, Fey Cantrip (dancing lights) 6 points: Blend With Light, Fey Cantrip (dancing lights), Flight 8 points: Blend With Light, Fey Cantrip (dancing lights), Fey Magic (blindness/deafness), Flight

Mite Mask (Fey, Level 5) 4 points: Darkvision, Skilled (Stealth), Vermin Empathy 6 points: Darkvision, Fey Cantrip (prestidigitation), Skilled (Sleight of Hand, Stealth), Vermin Empathy 8 points: Climb, Darkvisionx2, Fey Cantrip (prestidigitation), Skilled (Sleight of Hand, Stealth), Vermin Empathy

Nereid Mask (Fey, Level 4) 4 points: Gills, Swim, Transparency 6 points: Gills, Immunity (Cold), Swim, Transparency 8 points: Gills, Swim, Transparency, Unearthly Grace

Nixie Mask (Fey, Level 6) 4 points: Fey Magic (charm person), Gills, Swim 6 points: Fey Magic (charm person), Gills, Swim, Oceanid Mask Wild Empathy

5112909 8 points: Fey Magic (charm person), Gills, Lesser 6 points: Darkvision, Earth Mastery, Petrify Proof, 606113 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 Mask (Fey, Level 6) 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 Mask (Fey, Level 1) Mask (Fey, Level 7) 4 points: Ability Increase (Charisma), Wild Empathy 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) Oceanid Mask (Fey, Level 6) 8 points: Puffballs, Putrefying Aura, Skilled (Craft (alchemy), Stealth, Survival), Speak With Plants 4 points: Gills, Swim, Waveglide

6 points: Gills, Swim, Water Telekinesis, Waveglide Pooka Mask (Fey, Level 7) 8 points: Gills, Swimx3, Water Telekinesis, Waveglide 4 points: Fey Magic (invisibility (self only)), Poison Mask (Fey, Level 1) Dust, Tiny 6 points: Fey Magic (invisibility (self only)), Flight, 4 points: Darkvision, Earth Mastery, Petrify Proof, Poison Dust, Tiny Stone Knowledge

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8 points: Darkvision, Fey Cantrip (detect magic), Fey Magic (invisibility (self only)), Flight, Poison Dust, Tiny Revelers without the Fey

Quickling Mask (Fey, Level 3) By default, the masquerade reveler archetype is 4 points: Increased Speed, Supernatural Speed strongly tied to the ever-changing world of the fey. It 6 points: Increased Speedx3, Supernatural Speed is easy to run a reveler in a game where fey themes are 8 points: Increased Speedx5, Supernatural Speed less common, but what if your world doesn’t have a fey realm at all? The masquerade reveler archetype is Mask (Fey, Level 9) extremely flexible, so while you would need to 4 points: Boot Stomp, Red Cap abandon the fey-themed masks below, consider the 6 points: Boot Stomp, Increased Speedx2, Red Cap following as alternative power sources (and names) 8 points: Boot Stomp, Increased Speedx3, Red Cap (4 for masquerade revelers in your game: points) Alienist--The alienist’s mind and body have been Rusalka Mask (Fey, Level 9) touched by elder horrors from beyond our dimension. Instead of a masquerade, the alienist has daily rounds 4 points: Tresses of madness, during which she embraces the aspects of 6 points: Staggering Touch, Tresses aberrations. The mask of the void is a fitting mask for 8 points: Grab (Tresses), Staggering Touch, Tresses an alienist, and the tentacles and no breath evolutions

are particularly appropriate. Mask (Fey, Level 6) 4 points: Fey Magic (charm person), Gore, Skilled Phantasmagorist--The phantasmagorist taps not into (Perform (wind instruments)) the primal revelry of the fey but into the fears and 6 points: Fey Magic (charm person), Gore, Skilled nightmares that lurk in the darkness of mortal hearts. (Perception, Perform (wind instruments), Stealth) Anything can become real during a nightmare, and 8 points: Fey Cantrip (dancing lights), Fey Magic the phantasmagorist collects nightmares, spending

5112910 (charm person), Gore, Improved Natural Armor, rounds of her nightmare ability (instead of 606114 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 , 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 . 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 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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(glitterdust), Resistance (cold, electricity), Skilled (Perception, Stealth)

Thin Man Mask (Fey, Level 9) 4 points: Burrow, Compression, 6 points: Burrow, Claws, Compression, Skilled (Stealth) 8 points: Bleed, Burrow, Claws, Compression, Skilled (Stealth)

Tooth Mask (Fey, Level 1) 4 points: Tiny, Tricky Thief 6 points: Flight, Tiny, Tricky Thief 8 points: Bite, Darkvision, Flight, Tiny, Tricky Thief

Twigjack Mask (Fey, Level 5) 4 points: Bramble Jump, Tiny, Woodland Stride 6 points: Bramble Jump, Sneak Attack, Tiny, Woodland Stride Dweomercat Mask 8 points: Bramble Jump, Darkvision, Improved Natural Armor, Sneak Attack, Tiny, Woodland Stride nettles. The creatures are generally harmless scavengers when they are not provoked, though that is an observation best not tested. However, , I had something else in mind this time. I began to poke the Beast Masks skrik nettle with a stick. The creature ceased singing and hissed, striking at me with one of its little beaks. The enormous praying mantis claw sliced through

5112911 “Much obliged, Tiny” I thanked it, and I relaxed my 606115 the tree trunk as though it were a blade of grass, and body, allowing the poison to spread. the head, half-orchid, half-spider, released a terrifying hunting howl. I thought these things were Of course, Tiny didn’t feel particularly grateful to supposed to protect the jungle? receive my thanks, and he continued to bite at me, filling me up with more venom. And as the poison As long as I continued to wear my mask, I outpaced spread, I began to float up into the air. As I rose, the creature, but I couldn’t keep this up for long. In uncontrollably, my eyes upon a passing jungle island retrospect, things went sour the moment I entered above, my pursuer burst out of the undergrowth the Whistling Jungles. The jungles here float on below me and let loose one last indignant howl, islands in the sky, and you could sometimes see the furious to be denied its prey. other islands above. The air isn’t right, either. You can still breathe it, but it’s thin. You can fall faster From above, I could see a strange green mold oozing here without the air resistance, and wings simply from cracks in the beast’s head. The creature looked don’t work at all. Otherwise, I could fly away from enough like undergrowth already that it was the creature chasing me. As I continued to run at full impossible to spot from below. That explained it! The speed, my luck ran out. mindslavers were expanding their territory…

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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Grodair Mask Magically. The entire sea. (Beast[Aquatic], Level 1) Immediately, I leapt into the air and changed masks, 4 points: Swim, Tentacle, Tentacle, Water Blast gossamer wings stretching out behind me as I 6 points: Muddy Field, Swim, Tentacle, Tentacle, became the Lost Butterfly. Water Blast

8 points: Darkvision, Improved Natural Armor, But immediately wasn’t fast enough. The sea rushed Muddy Field, Swim, Tentacle, Tentacle, Water Blast out at me from all directions, a ravenous of

salt and steam that buffeted me on all sides, forming Skrik Nettle Mask (Beast, Level 9) into serpentine maws that nipped at my flesh and 4 points: Flight (4 points for perfect maneuverability), turned the sea foam crimson. Tentacle Beakx3, Levitation Poison (Tentacle Beak) 6 points: Flight (4 points for perfect maneuverability), Perhaps he could have killed me if he went for a clean Spill Poison, Tentacle Beakx3, Levitation Poison blow instead. Regardless, I slipped out of the tendrils (Tentacle Beak) of water, ascending just past their reach. This was 8 points: Flight (4 points for perfect maneuverability), my advantage—I had no intention of defeating a fey Reach (Tentacle Beak)x2, Spill Poison, Tentacle lord, even a minor one. If I wanted to fight him, I Beakx3 Levitation Poison (Tentacle Beak) would have to pursue him into the water, and that would be the end. But right now, if he stayed in his Tunche Mask place of power, I could simply fly away. I had (Beast[Quadruped], Fey, Level 6) wounded his pride, though. He couldn’t allow that. 4 points: Climb, Rend, Swim 6 points: Climb, Enormous, Limbs (Legs), Rend Sure enough, he emerged, rising on a waterspout, a 8 points: Claws, Climb, Enormous, Limbs (Legs), funnel ascending from the sea into the growing Rend, Swim storm and tearing through all in its path, as he stood, almost placidly, atop the devouring vortex. I threw a Zomok Mask javelin at him, and as he dismissively waved his 5112912 (Beast[Quadruped], Level 5) hand, causing a massive wave to rise from the sea 606116 and block my attack, I used that momentary opening 4 points: Flight, Lesser Plant Traits to dart away, with close on my heels. 6 points: Enormous, Flight, Lesser Plant Traits, Wing

Buffet —Melusine, Autumn’s Whisper 8 points: Enormous, Flight, Lesser Plant Traits, Tail,

Tail Slap, Wing Buffet All-Seeing Mask (Level 9)

4 points: Blindsense, Darkvision 6 points: Blindsense, See in Darkness Theme Masks 8 points: Blindsight, Blindsense, Low-Light Vision

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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Improved Natural Armorx3 8 points: Ability Increase (Dexterity), Ferocity, Improved Natural Armorx5

Invulnerable Mask (Level 9) 4 points: Damage Reduction (Lawful), Ferocity 6 points: Damage Reduction (Lawful, 5 points for DR 10; requires level 12), Ferocity 8 points: Ability Increase (Constitution), Damage Reduction (Lawful, 5 points for DR 10), Ferocity

Mask of Alluring Beauty (Level 6) 4 points: Ability Increase (Charismax2) 6 points: Ability Increase (Charismax3; requires level 12) 8 points: Ability Increase (Charismax4)

Mask of Arms (Level 1) 4 points: Limbs (Arms)x2 6 points: Limbs (Arms)x3 8 points: Limbs (Arms)x4

Mask of Dazzling Intellect (Level 6) Mask of Roots 4 points: Ability Increase (Intelligencex2) 6 points: Ability Increase (Intelligencex3; requires Mask of Frost (Level 7) level 12) 4 points: Energy Weapons (Cold), Immunity (Cold) 5112913 8 points: Ability Increase (Intelligencex4) 606117 6 points: Chill, Energy Weapons (Cold), Immunity

(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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Mask of Storms (Level 7) 6 points: Ability Increase (Dexterityx3; requires level 4 points: Energy Weapons (Electricity), Immunity 12) (Electricity) 8 points: Ability Increase (Dexterityx4) 6 points: Energy Weapons (Electricity), Immunity (Electricity), Shock Mask of Vitriol (Level 7) 8 points: Energy Weapons (Electricity), Immunity 4 points: Energy Weapons (Acid), Immunity (Acid) (Electricity), Reach (Slam), Shock, Slam 6 points: Corrode, Energy Weapons (Acid), Immunity (Acid) Mask of Stone (Level 9) 8 points: Corrode, Energy Weapons (Acid), Immunity 4 points: Burrow, Earth Mastery, (Acid) Reach (Slam), Shock, Slam 6 points: Burrow, Earth Mastery, Tremorsense 8 points: Burrow, Earth Mastery, Fey Magic (meld Mask of Waves (Level 1) into stone), Tremorsense 4 points: Gills, Swim, Water Blast, Water Mastery 6 points: Compression, Gills, Swimx2, Water Blast, Mask of Taiga’s Breath (Level 9) Water Mastery 4 points: Breath Weapon (Electricity) 8 points: Compression, Gills, Slam, Swimx2, Water 6 points: Breath Weapon (Electricity, 6 points for Mastery, Water Telekinesis 3/day) 4 points: Breath Weapon (Electricity, 8 points for Mask of the Wild (Level 6) 5/day) 4 points: Nature’s Infusion, Skilled (Knowledge (nature), Survival) Mask of the Tapestry (Level 11) 6 points: Nature’s Infusion, Resistance (Cold), Scent, 4 points: — Skilled (Knowledge (nature), Survival) 6 points: Flight, No Breath 8 points: Nature’s Infusion, Resistance (Cold, Fire), 8 points: Flight (4 points for Perfect maneuverability), Scent, Skilled (Knowledge (nature), Perception, No Breath Survival)

5112914 606118 Mask of Tarn’s Breath (Level 9) Mask of Winds (Level 5) 4 points: Breath Weapon (Acid) 4 points: Air Mastery, Flight (3 points for extra speed) 6 points: Breath Weapon (Acid, 6 points for 3/day) 6 points: Air Mastery, Flight (5 points for extra speed 4 points: Breath Weapon (Acid, 6 points for 3/day), and perfect maneuverability) Head 8 points: Air Mastery, Compression, Flight (6 points for extra speed twice and perfect maneuverability) Mask of Timeless Wisdom (Level 6) 4 points: Ability Increase (Wisdomx2) Mask of Wizardry (Level 4) 6 points: Ability Increase (Wisdomx3; requires level 4 points: Basic Magicx2, Minor Magic 12) 6 points: Basic Magic, Minor Magic, Major Magic 8 points: Ability Increase (Wisdomx4) 8 points: Basic Magic, Minor Magicx2, Major Magic

Mask of Tor’s Breath (Level 9) Mediator’s Mask (Level 1) 4 points: Breath Weapon (Fire) 4 points: Skilled(Bluff, Diplomacy, Intimidate, Sense 6 points: Breath Weapon (Fire, 6 points for 3/day) Motive) 4 points: Breath Weapon (Fire, 8 points for 5/day) 6 points: Ability Increase (Charisma), Skilled(Bluff, Diplomacy, Intimidate, Sense Motive) Mask of Truespeech (Level 6) 8 points: Ability Increase (Charismax2), Skilled(Bluff, Diplomacy, Intimidate, Sense Motive) 4 points: Speak With Animals, Speak With Plants

6 points: Fey Magic (tongues), Speak With Animals, Speak With Plants Penumbral Mask (Level 1) 8 points: Fey Magic (tongues), Speak With Animals, 4 points: Shadow Blend, Shadow Form Speak With Plants, Vermin Empathy 6 points: Compression, Darkvision, Shadow Blend, Shadow Form Mask of Uncanny Agility (Level 6) 8 points: Compression, See in Darkness, Shadow Blend, Shadow Form 4 points: Ability Increase (Dexterityx2)

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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

5112915 ’s Mask (Level 11) 606119 4 points: — Mask (Undead, Level 11) 6 points: Fast Healing (6 points for Fast Healing 2) 4 points: — 8 points: Fast Healing (8 points for Fast Healing 3) 6 points: Flight, Lifesense 8 points: Incorporeal Form, Lifesense

Forbidden Masks Mask (Undead, Level 5) 4 points: Energy Weapons (Cold), Dullahan’s Mount Honestly, I should have realized that Winter’s 6 points: Death’s Calling, Dullahan’s Mount champion would have some kind of trick up his 8 points: Energy Weapons (Cold), Death’s Calling, sleeve, but at the time I didn’t see it coming. I Dullahan’s Mount expected another one of those stuffy Faerie Knights the fey lords usually send, so my first surprise was to be dealing with another masquerade reveler. Mythic Masks “Nicholas the Wolf,” he introduced himself in mocking tones. Going up against another reveler, I It’s not often that you’ll see emissaries of two courts needed to use everything I knew to my advantage. working together. Usually, they simply can’t trust He certainly would. I wracked my brain for the each other enough to make it worthwhile. But things weaknesses of any masks involving lupine powers. A being what they are, of the Court of Spring wolf made sense as a champion of the Court of was about the best I was going to get. She probably Winter. Unlike the ever-changing Court of Autumn, wouldn’t betray me for her own inscrutable motives. the Court of Winter was harsh and powerful. Probably,given ’s crimes against her court, and Spartan in the bleak pursuit of destruction, a reveler the promises she made. The latter weren’t worth of winter wouldn’t have any frills, only fangs and much more than the literal letter of the agreement, cold, hard steel. though. The blodeuwedd queen and I had trailed Dolos for three weeks. Other than the fact that he

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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 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

5112916 falling for his most recent trick. In reality, it was a —Melusine, Autumn’s Whisper 606120 ploy to draw the real Dolos into the patch of bushes where Liriope had “missed” an attack with some Chaneque Mask seeds earlier, in actuality planting quick-growing (Fey, Mythic, Level 9) tetori vines in that area. 4 points: Steal Soul

6 points: Flight, Steal Soul And the plan worked. The vines grabbed the unseen 8 points: Flight, Mythic Fey Magic (fear), Steal Soul Dolos, rendering him unable to escape, even with

freedom magic or via dimensional routes. As Liriope Leanan Sidhe Mask outlined him in faerie fire, I began my own fight. Even though he couldn’t move away or use another (Fey, Mythic, Level 3) trick, Dolos was no pushover, and although I was 4 points: Ability Increase (Charisma), Deadly Blessing inflicting significant damage on him, I was also 6 points: Deadly Blessing, Unearthly Grace beginning to tire. It was time for me to use my last 8 points: Deadly Blessing (4 points), Unearthly Grace trick. I readied myself to switch masks...

But before I could do anything, I heard a strangely Tane Masks high-pitched yell, as if someone was moving towards

us at unfathomable speed. Another of Dolos’s tricks? You don’t know how awful it feels to be eaten alive.

Really, honestly, it’s one of the worst possible Just then, a shirtless, well-muscled man landed sensations. The steady, pulsing throb of crushing nearby from incredibly high velocity, moving nearly agony as you feel yourself forcibly pushed down the as fast as sound itself. He left a small crater in the creature’s gullet, slathered in mucus and bodily ground beneath. He was a mortal, but...there was fluids, and the sudden splash of painful, burning something else about him, an aura surrounding him. agony as you land in its digestive juices. From inside,

you can hear the beating of its heart —if you can “Yo, I’m Amairgen,” he said, brushing himself off, as clear yourself of the pounding of your own. a strange mask unlike any I had ever seen began to

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In hindsight, I should have probably listened to the ’s strange poems and limericks. There had been something in there about a vorpal sword, biting jaws), and advice to shun several dangerous creatures. But you have to understand, the wee fellow was rhyming and singing incessantly, following along beside me as I was trying to think. He literally would not stop talking. He was lewd and crude and made me feel like I needed to take a bath in the lake, even when I was taking a bath in the lake and his little head popped out nearby. It’s honestly no wonder I told him to stick his shillelagh where the sun doesn’t shine. There is nothing in the world worse than having to put up with a rhyming leprechaun...well, except being eaten alive.

As I drew my decidedly non-vorpal sword, I tried to imagine that the giant bird’s gizzard was the leering chortling leprechaun. Somehow, that made the whole thing easier.

—Melusine, Autumn’s Whisper

Bandersnatch Mask (Beast[Quadruped], Tane)

5112917 606121 Lesser: Bandersnatch Rake, Bounding Charge, Climb, Enormousx2, Limbs (Legs), Pain, Planar Acclimation, Pounce, Quill Defense, Quills, Skilled (Survival), Tail Greater: Bandersnatch Rake, Bounding Charge, Climb, Enormousx2, Lash Out, Limbs (Legs), Pain,

Planar Acclimation, Pounce, Quick Recovery, Quill Defense, Quills, Skilled (Survival), Tail, Tail Slap Jabberwock Mask

Jabberwock Mask Grab (Bite), Planar Acclimation, Shriek, Swallow (Beast[Quadruped], Tane) Whole, Talons, Tane Fast Healingx2, Lesser: Enormousx2, Eye Rays, Fear of Vorpal Weapons, Flight, Grab (Claws), Immunity (Fire), Sard Mask (Beast, Tane) Jabberwock Damage Reduction, Planar Acclimation, Lesser: Climb, Electrical Jolt, Enormousx2, Immunity Tail, Vulnerability (Cold), Wing Buffet (Electricity), Increased Speedx2, Limbs (Legs), Planar Greater: Burble, Enormousx2, Eye Rays, Fear of Acclimation, Plant Traits, Sard Poison, Sard Slams, Vorpal Weapons, Flight, Grab (Claws), Immunity Tane Fast Healing, Thorns, Vulnerability (Sonic) (Fire), Jabberwock Burn, Jabberwock Damage Greater: Climb, Electrical Jolt, Enormousx2, Reductionx2, Planar Acclimation, Tail, Tail Slap, Immunity (Electricity), Increased Speedx2, Limbs Vulnerability (Cold), Whiffling, Wing Buffet (Legs), Planar Acclimation, Plant Traits, Sard Death Throes, Sard Lightning, Sard Poison, Sard Slams, Jubjub Bird Mask Tane Fast Healingx2, Thorns, Vulnerability (Sonic) (Beast[Avian], Tane) Lesser: Adaptive Defense, Deadly Bite, Enormousx2, Thrasfyr Mask Grab (Bite), Planar Acclimation, Talons, Tane Fast (Beast[Quadruped], Tane) Healing Lesser: Air Walk, Bite, Entangling Chains, Greater: Adaptive Defense, Deadly Bite, Enormousx2, Enormousx2, Gore, Head, Immunity (Fire, Sonic),

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Limbs (Legs), Planar Acclimation, Powerful Charge, Vulnerability (Cold) Greater: Air Walk, Bite, Claws, Entangling Chains, New evolutions and the Enormousx2, Gore, Head, Immunity (Fire, Sonic), Limbs (Legs), Planar Acclimation, Powerful Charge, summoner’s eidolon Tane Breath Weapon (80-foot cone of fire), Vulnerability (Cold) The new evolutions in this book are balanced particularly with the masquerade reveler, a class that can access them for a limited number of rounds per day, in mind. As such, it is not a good idea to allow Evolutions these evolutions on eidolons, who possess them at all times. Moreso even than usual, you should ask your “This is your last chance, wench. There’s plenty of GM’s permission to take any of these evolutions with worse things we could do to you, but we just want the an eidolon. GMs, looking to balance these evolutions lily.” on an eidoloncan limit the number of rounds that the eidolon can use them in a day (like the incorporeal As a rule, sky pirates from the Court of Winds are evolution) or double the cost of evolutions that would ruthless, cunning, and quick. But they’re also quick to become particularly powerful with unlimited use. leap to action without all the information. And this one didn’t know who he was dealing with. I did a quick scan across the dandelionship to make sure none of the leshies were in danger of falling after Blasphemous Resistance (Su) being rammed by the pirates’s vessel, and, seeing The reveler becomes resilient to the energies of divine none, I breathed a slight sigh of relief that the pirate spellcasters. She receives a +2 racial bonus to all captain took as a sign of surrender. saving throws against divine spells.

“I’m glad you’ve seen reason—” he began, but he Boot Stomp (Ex)

5112918 stopped in his tracks as I began to change. The reveler’s footwear grows sharp spikes, allowing 606122 her to make a secondary kick attack for 1d6 damage (if My clothing transformed into lichen and flowers and Medium). She can also make a kick attack as a my hair into velvety moss and living grass. I smiled standard action partway through her movement. as the mask took me. It had been a gift from an unexpected friend. The pirates began to gasp and Compression (Ex) wheeze as the allergens I was emitting took their The reveler can move through an area as small as one- effect, and I felt a connection to the dandelionship quarter her space without squeezing, or one-eighth itself, drawing in the ship’s energy to protect me as if her space when squeezing. the living vessel itself sought to keep me safe. Darkvision (Ex) “Why don’t you hand over your weapons and gear, The reveler gains 60-foot darkvision. boys,” I asked them, my lips twitching into a wicked

half-smile, “After all, there are plenty of worse things Earth Mastery (Ex) I could do to you.” The reveler draws her strength from the earth. She —Melusine, Autumn’s Whisper gains a +1 bonus on attack and damage rolls if both she and her foe are touching the ground. If an opponent is airborne or waterborne, she takes a –4 penalty on attack and damage rolls. These modifiers 1-Point Evolutions apply to bull rush and overrun maneuvers, whether she is initiating or resisting these kinds of attacks. Air Mastery (Ex) The reveler becomes adept at fighting in the air. Enormous [Beast] (Ex) Airborne creatures take a –1 penalty on attack and The reveler’s bestial form is particularly massive. A damage rolls against her. reveler wearing a mask with this evolution increases to Large size. She gains a +2 size bonus to Strength and a –2 size penalty to Dexterity. The reveler must be

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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 Constitution score. standard action instead of a move action unless it uses 5112919 606123 magic, such as a handy haversack. After spending the Fey Cantrip (Sp) standard action, the creature takes mental inventory The reveler has learned some of the fey’s magical and is no longer affected unless the reveler steals tricks. She chooses dancing lights, detect magic, something again. ghost sound, or prestidigitation and can cast the chosen cantrip at will. She may only activate Fey Numbing Slime (Ex) Cantrip while wearing a number of different masks Whenever the reveler comes in bodily contact with equal to her Charisma modifier (minimum 1) each another creature through natural attacks, grappling, day. The caster level for the cantrips is equal to her touch attacks, or any other means, that creature must barbarian level, and the save DC is 10 + her Charisma succeed at a saving throw of DC 10 + 1/2 the reveler’s modifier. The reveler must have a Charisma of at least barbarian level + the reveler’s Constitution modifier 10 to select this evolution. or take a –4 penalty to all tactile Perception checks as well as all other checks that require tactile senses Icewalking (Ex) (such as Disable Device and Sleight of Hand) for 24 The reveler and any creature she rides can move hours. If a creature succeeds at the saving throw, she across icy surfaces without penalty and do not need to is immune to the slime from this mask for 24 hours. make Acrobatics checks to run or charge on ice. They may climb icy surfaces as though under the effects of Panpipes (Su) the spider climb spell. Three times per day, the reveler can play a set of masterwork panpipes as a swift action while using the Increased Speed (Ex) Fey Cantrip or Fey Magic evolutions to increase any The reveler is particularly fleet of foot. Her base DC of that casting by 2. movement speed increases by 10 feet. She may select this evolution more than once. Persuasion (Su) The reveler can gradually insinuate her desires into the minds of those affected by her Fey Magic charm

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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.

Poison Dust (Su) Vault (Su) As a standard action, the reveler can blow across her The reveler can leap up to 20 feet (vertically or palm and create a 5-foot diameter cloud of horizontally in any combination) as a move action intoxicating dust. The reveler decides when she uses without provoking attacks of opportunity. this ability whether the dust acts as an inhaled poison

(with the same effects as a successful hit with the 5112920 Water Blast (Ex) 606124 Poison evolution) or a mild intoxicant (equivalent to 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 Putrefying Aura (Su) ranged touch attack. A successful hit deals 1d8 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 Water Mastery (Ex) reveler’s barbarian level + her Constitution modifier). 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 Shillelagh (Sp) opponent or the reveler is touching the ground, the 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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panicked. This is a mind-affecting fear effect that relies on audible components. The reveler must be at least 6th level before selecting this evolution.

Woodland Stride (Ex) The reveler may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. The reveler must be at least 5th level before selecting this evolution.

2-Point Evolutions

Allergen Aura (Ex) The reveler exudes an aura of pollen and other irritating allergens that forces living creatures within 30 feet to make a Fortitude save (DC 10 + 1/2 her barbarian level + her Constitution modifier) or become sickened, coughing and sneezing for 1d6 rounds. This counts as a disease effect. Creatures who successfully save cannot be affected by the same mask’s aura for 24 hours. A reveler can suppress this aura at will as a free action. The reveler must be at 5112921 least 8th level before selecting this evolution. 606125

Animal Form (Deinonychus) Animal Form (Su)

The reveler can transform into an animal, but she Any creature hit by one of the reveler’s attacks suffers retains most of her own physical qualities. Select one 1d6 bleed damage. The reveler must be at least 6th Small or Medium animal. This ability functions as level before selecting this evolution beast shape I for that specific type of animal only, but

the reveler does not adjust her ability scores (although Blur (Sp) she gains any other abilities of the creature she mimics). The reveler is blurry and difficult to see. She gains concealment at all times as though under the effect of Animated Hair (Su) a blur spell. The reveler must be at least 3rd level before selecting this evolution. The reveler’s hair is constantly writhing and

twitching. As a free action, she can cause her long hair to reach out and interfere with adjacent creatures— Blood Drain (Ex) tugging at clothes and weapons, tangling feet and The reveler is able to sup on the blood of mortals. She arms, tickling, and generally making a nuisance of can suck blood from a grappled or helpless opponent; itself. The reveler can select which adjacent targets are if she establishes or maintains a pin, she deals bite affected by her animated hair. These targets must damage and drains blood, dealing 1d4 points of make a Reflex save (DC 10 + 1/2 her barbarian level + Strength damage and 1d4 points of Constitution her Dexterity modifier) each round to avoid becoming damage each round. The reveler must have the Bite entangled for 1 round. The reveler must be at least 7th evolution and must be at least 3rd level before level before selecting this evolution. selecting this evolution.

Bleed (Ex) Bramble Jump (Su) The reveler’s attacks become jagged and sinister, The reveler can travel short distances between capable of inflict deep wounds that bleed profusely. brambles, shrubs, or thickets as dimension door as

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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

5112922 606126 opponent using the Energy Attacks (Cold) or Energy only save once per round, even if it comes in contact 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.

Energy Weapons (Su) Hide in Plain Sight (Su) The reveler’s weapons become charged with energy. The reveler has learned how to hide herself in a Pick one energy type: acid, cold, electricity, or fire. As particular environment. She selects a ranger favored long as she attacks with at least one manufactured terrain category. Whenever she is in an environment weapon attack, all of the reveler’s manufactured of that sort, she can use the Stealth skill even when weapon attacks, unarmed strikes, and natural attacks being observed and without actually hiding behind deal 1d6 points of energy damage of the chosen type anything. This ability cannot be used while flying. The

5112923 606127 on a successful hit. The reveler must be at least 5th reveler must be at least 5th level before selecting this level before selecting this evolution. evolution.

Fated (Su) Levitation Poison (Su) The reveler’s ties to fate allow her to react quickly. She The reveler produces an unusual fey poison that lifts may add her Charisma modifier as an insight bonus its victims into the air. This evolution acts exactly the on initiative checks. The reveler must be at least 12th same as the Poison evolution (including the once per level before selecting this evolution. round limit) except for the following change:

Fey Magic (Sp) Levitation poison The reveler has learned to emulate the spells of the Type poison, injury; Save Fort negates; fey. She chooses either charm person, entangle, Frequency 1/round for 5 rounds; feather step, grease, obscuring mist, or vanish Effect 1 Dexterity damage + levitate (victim rises 10 (3/day) or blindness/deafness, detect thoughts, heat feet as per the spell per failed save);Cure 2 metal, glitterdust, gust of wind, hideous laughter, consecutive saves. invisibility (self only), meld into stone, mirror image, or tongues (1/day). She may only activate Fey Magic This effect can either be healed as a poison or while wearing a number of different masks equal to removed via dispel magic as though it was a spell her Charisma modifier each day. The caster level for effect with a caster level equal to the reveler’s the spell-like ability is equal to her barbarian level, barbarian level. The reveler must be at least 9th level and the save DC is either 11 + her Charisma modifier before selecting this evolution. (for the 3/day spell-like abilities) or 12 + her Charisma modifier (for the 1/day spell-like abilities). Muddy Field (Su) The reveler must have a Charisma of at least 12 and be As a standard action when on sand, soil, or other at least 6th level to select this evolution. types of loose earth, the reveler can gush standing water into the area surrounding her. Upon doing so,

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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 5112924 606128 always act on the surprise round. The reveler must be rolled, and the target must abide by the result of this at least 9th level before selecting this evolution. second roll. The reveler must be at least 15th level and must possess the Fated and Prescient evolutions Puffballs (Ex) before selecting this evolution.

The reveler has learned how to nurture deadly puffballs upon her body. Each 6-inch- diameter Shock 2 (Ex) spherical fungus has a thorny internal stalk covered The reveler’s electric attacks build up electric charge, by a thin skin of spore-laden flesh. As a standard making her opponent more vulnerable to metal. action that does not provoke an attack of opportunity, Whenever the reveler deals electric damage to an the reveler can pluck and throw a puffball with a opponent using the Energy Attacks (Electricity) or range of 20 feet. On a successful hit, the thorns Energy Weapons (Electricity) evolution, attacks with expand and pulsate on impact, bursting through the metal weapons gain a cumulative +1 bonus to hit the flesh of the puffball. This inflicts 1d6 points of damage opponent for 1 round (maximum +4 bonus). The and releases fungal spores that infect the victim with reveler must be at least 7th level and possess the pulsing puffs. As soon as a puffball has been plucked, Energy Attacks (Electric) or Energy Weapons another grows in its place. Once a puffball has been (Electric) evolution before selecting this evolution. plucked, it decomposes after 1 round, becoming inert. Sneak Attack (Ex) Pulsing Puffs The reveler learns how to strike vital points for Type: disease (injury); Save Fort DC 10 + 1/2 the maximum damage, gaining +1d6 sneak attack reveler’s barbarian level + her Constitution modifier; damage. This ability is identical to, and stacks with, Onset 1 minute; Frequency 1/day; the rogue ability of the same name. The reveler must Effect 1d6 Dex damage; Cure 2 consecutive saves. be at least 6th level before selecting this evolution, and she may select it a second time at level 12 or Pulsing puffs is a disease characterized by small, blue- higher and a third time at level 18 or higher. white spores sprouting within a creature's wounds. These spores quickly grow into phosphorescent,

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Snip Thread (Su) The reveler can call upon her connection with the mighty norn in order to end a threat forever. As a standard action up to three times per day but no more often than once every 1d4 rounds, she may produce a golden thread linked to a creature's fate and then attempt to snip it short with her shears. The target creature must be within 120 feet and in the reveler's line of sight. The target immediately takes 20d6 points of damage (Fortitude DC 10 + 1/2 the reveler’s barbarian level + her Charisma modifier). If the target dies from this damage, the reveler has cut through the threadIn this case, the target may only be restored to life via miracle, wish, or divine intervention. This is a death effect. The reveler must be at least 18th level and possess the Shift Fate evolution before selecting this evolution.

Speak With Animals (Sp) The reveler benefits from a constant speak with animals. She can ask questions of and receive answers from animals, but the evolution doesn't make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward the reveler, it may do some favor or service for her. 5112925 606129 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

5112926 606130 for new ones at any time; discarded skins rot and same field (potentially miles away). This ability 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

5112927 606131 barbarian level for determining her total modifier to and is instead sickened for the duration of the slow the check. and for one round thereafter. The reveler must be at least 3rd level before selecting this evolution.

Tricky Thief (Su) 3-Point Evolutions The reveler is adept at fighting dirty with her pliers. While using a set of pliers in tandem with a steal or Blend With Light (Su) dirty trick combat maneuver, she receives a +4 racial The reveler becomes one with the light, making bonus on the combat maneuver check. Against foes herself harder to see. When in bright or normal light, with fingers or teeth, she can use a dirty trick combat the reveler gains the effects of total concealment. If maneuver with her pliers to pinch an opponent's she is flying using wings, this effect is reduced to fingers, or a steal combat maneuver to steal an partial concealment. In areas of dim light or lower, opponent's tooth. A finger pinch deals 1 point of this ability ceases to function, but she retains Dexterity damage. Stealing a tooth deals 1 point of whatever concealment is appropriate for the light Charisma damage and 1 point of bleed damage. If the level. The reveler must be 5th level or higher before stolen tooth is reattached within 10 minutes and the selecting this evolution. character receives any amount of magical healing, the tooth reattaches, the bleed damage ends, and the Red Cap (Su) Charisma damage is cured. The reveler can gain benefits from the blood of her foes. If the reveler is wearing a cap dipped in the blood of a foe whose CR is at least half of her 4-Point Evolutions character level that she helped to kill, she gains fast healing 1 and a +2 racial bonus to all damage rolls. Death’s Calling (Su) [Undead] Dipping the cap takes a standard action. As long as Once per day as a standard action, the reveler may she possesses this ability (even if she is not currently place death’s calling on a target within 60 feet gaining the benefits of it), whenever anyone presents

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(Fortitude save DC 10 + 1/2 her barbarian level + her Tresses (Su) Charisma modifier negates). If the reveler knows and The reveler gains long, powerful hair capable of speaks the target’s name, the target takes a –2 penalty making four secondary bludgeoning natural attacks on the save. If the victim fails the save, he becomes per round. Each of these attacks deals 1d4 points of staggered for 1d6 rounds. For the next 24 hours (or damage for a Medium reveler. The reveler can select until the reveler is slain), all critical hits against the the tresses when taking the Grab evolution. If she victim automatically confirm. Finally, the victim does so, she adds her Charisma modifier in addition automatically fails all Constitution checks to stabilize to her Strength modifier when using Grab with her while dying. This is a mind-affecting curse effect. Only tresses. The reveler must be at least 9th level before a reveler with access to the dullahan mask can gain selecting this evolution. this evolution, and she must be at least 11th level before selecting it. Unearthly Grace (Su)

The reveler’s otherworldly beauty protects her from Haste (Sp) harm. She gains her Charisma modifier as a racial The reveler’s incredible speed offers her numerous bonus on all her saving throws and as a deflection advantages in combat. She is constantly under the bonus to Armor Class. The reveler must be at least effects of the haste spell. The reveler must be at least 11th level and possess at least 19 Charisma before 12th level before selecting this evolution. selecting this evolution.

Shadow Doubles (Su) Once per day as a free action, the reveler can conjure Unluck Aura (Su) up to four shadowy duplicates, which appear The reveler radiates an aura of unluck to a radius of anywhere within 60 feet of the reveler and last a 20 feet. Any other creature in this area must roll two number of rounds equal to the reveler's Charisma d20s whenever a situation calls for a d20 roll (such as modifier. These shadow doubles are identical to the an attack roll, a skill check, or a saving throw) and original in all respects except that when conjured they must use the lower of the two results generated. Each have a number of hit points equal to 20% of the true time this causes the roll to fail, the victim receives a Will save (DC 10 + 1/2 the reveler’s barbarian level + 5112928 reveler's total hit points. The doubles have all of the 606132 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, , 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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resistance 30 to that energy type until the end of her next turn. If an attack causes more than one type of energy damage, she gains resistance 30 to all the types of energy damage dealt.

Air Walk (Sp) The reveler is constantly under the effects of the air walk spell.

Bandersnatch Rake (Ex) This evolution acts as the Rake evolution, but the reveler can make up to 4 rakes instead of 2.

Bounding Charge (Ex) The reveler can charge through difficult terrain.

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

5112929 attack to create a 60-foot line of sonic energy that 606133 + her Dexterity modifier) halves the damage and deals 20d6 points of sonic damage Reflex save for half negates the entangled condition. An entangled at the same DC. The confusion effect is mind- creature can escape with a Reflex save at the same DC affecting; both are sonic effects. or a DC 30 Escape Artist check made as a full-round

action. The chains can only hold up to six creatures, Deadly Bite (Ex) one for each chain, and she must release all creatures The reveler applies 1-1/2 times her Strength modifier from being entangled to use this ability again. The to damage dealt by her bite attack. A successful chains can also be sundered (hardness 10, hp 20, critical hit decapitates and instantly slays a Large or Break DC 28), and for each chain missing, the damage smaller victim (Fort DC 10 + 1/2 the reveler’s decreases by 1d6 and the DC decreases by 2. If all six barbarian level + her Strength modifier negates chains are severed, the reveler cannot use this ability. decapitation; creatures without a head are immune to The reveler creates these chains from her own body— this effect) and deals triple normal damage regardless destroyed chains take 24 hours to regrow, even if the of the decapitation result. reveler removes this mask.

Electrical Jolt (Su) Eye Rays (Su) Every time a creature strikes the reveler with a metal The reveler can project beams of fire from her eyes as melee weapon, arcs of electricity deal 1d10 points of a ranged touch attack as a standard action, with a damage to the attacker. range increment of 60 feet. She projects two beams, and can target different creatures with these beams if Entangling Chains (Su) she wishes as long as both targets are within 30 feet of The reveler can control the six chains that hang from each other. A creature that takes damage from an eye her body as if they were her own limbs. As a standard beam suffers Jabberwock Burn if the reveler possesses action, she can cause these chains to snake outward to it. a radius of 30 feet. All creatures in this area take 10d6 points of slashing damage and become entangled—a Reflex save (DC 10 + 1/2 the reveler’s barbarian level

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Fear of Vorpal Weapons (Ex) Powerful Charge (Ex) Though she gains the strength of the jabberwock, the When charging, the reveler can make a single gore reveler also gains its primal fear of vorpal weapons. As attack with base damage dice as though she were two soon as she takes damage from a vorpal weapon, she size categories larger, adding twice her Strength becomes shaken for 1 round. If she is hit by a critical bonus. threat from a vorpal weapon, whether or not the critical hit is confirmed, she is staggered for 1 round. Quick Recovery (Su) The staggering effect on a critical is not a fear effect. When debilitated, the reveler recovers with frightening speed. If she starts her turn affected by Jabberwock Burn (Ex) any or all of the following conditions, these conditions This ability acts like the Burn evolution, but it applies end at the end of her turn: confused, dazed, dazzled, to all the reveler’s natural attacks as well as her Eye exhausted, fatigued, nauseated, sickened, and Rays, in addition to affecting enemies who make non- stunned. Furthermore, if she is affected by ability reach melee attacks against the reveler. The damage damage, ability drain, or mind-affecting effects that each round from Jabberwock Burn is 6d6. allow saves, then she receives a single additional save against the effect from that list of her choice at the Jabberwock Damage Reduction (Ex) original DC at the end of her turn in order to shake off The reveler gains damage reduction 5/vorpal. Only the effect. If the additional save fails, she may not weapons with the vorpal enhancement bypass this attempt any further saves against that particular damage reduction. This evolution may be selected effect. twice. The second time, the damage reduction increases to 15/vorpal. Quill Defense (Ex) Any creature that strikes the reveler with a non-reach Lash Out (Ex) melee weapon, unarmed strike, or natural weapon As a swift action, the reveler can make a single attack takes 1d10 points of piercing damage from the with a bite, claw, or tail slap. She cannot lash out on reveler's quills and suffers from the reveler's pain attack. 5112930 the same round she charges. 606134

Pain (Ex) Quills (Ex) Whenever a creature takes damage from the reveler's With a snap of her tail, the reveler can loose a volley of tail slap attack, quills, or quill defense, that creature four quills as a standard action (make an attack roll must make a Reflex save (DC 10 + 1/2 the reveler’s for each spike). This attack has a range of 300 feet barbarian level + her Dexterity modifier) or a quill with no range increment. All targets must be within lodges in its flesh, causing the creature to become 30 feet of each other. The quills each deal 1d10 sickened until the quill is removed. Removing one damage + the reveler’s Strength modifier. Launched quill requires a DC 20 Heal check made as a full- quills regrow in a single round, during which the round action. For every 5 by which the check exceeds reveler’s defensive abilities are unaffected. the DC, one additional quill can be removed. On a failed check, a quill is still removed, but the process Sard Death Throes (Su) deals 1d10+6 points of damage to the victim. If the reveler dies while wearing this mask, her remains explode with a blast of lightning into razor- Planar Acclimation (Ex) sharp splinters of wood. All creatures within 30 feet of The reveler is always considered to be on her home her when she explodes in this manner take 12d6 plane, regardless of what plane she finds herself upon. points of electricity damage and 12d6 points of She never gains the extraplanar subtype. piercing damage. A Reflex save (DC 10 + 1/2 barbarian level + Constitution modifier) halves this Plant Traits (Ex) damage.

The reveler transforms almost entirely into a plant. She becomes immune to mind-affecting effects, Sard Lightning (Sp) paralysis, poison, polymorph, sleep effects, and The reveler gains lightning bolt at will as a spell-like stunning. ability. The save DC is equal to 13 + the reveler’s Charisma modifier.

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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

5112931 from the recipient and either heals the reveler 5 hit 606135 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 The reveler gains fast healing 5. This evolution can be recipient prefers to use the token, refuses to get rid of taken multiple times. Each time, the reveler’s fast it, and finds that it returns if stolen or discarded. The healing increases by 5. reveler can destroy the token as a standard action at any range. She can have a number of tokens in

Thorns (Ex) existence equal to her Mythic Rank. Only a reveler 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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points or gains 5 temporary hit points. If the Constitution drain is removed before the end of the day, the spellcaster loses the extra spell slots. The reveler can end this blessing as a standard action at any range. The number of blessed creatures she can have at the same time is equal to her Mythic Rank. Only a reveler with access to the leanan sidhe mask can gain this enhancement, and she must be at least Rank 3 before selecting it.

Mythic Fey Magic (Sp) The reveler’s mythic power allows her to emulate powerful fey magic. She chooses either fear or steal soul 3/day. She may only activate Mythic Fey Magic while wearing a number of different masks equal to her Charisma modifier each day. The caster level for the spell-like ability is equal to her barbarian level, and the save DC is either 14 + her Charisma modifier (for the 3/day spell-like abilities) or 15 + her Charisma modifier (for the 1/day spell-like abilities). The reveler must have a Charisma of at least 15 and be at least 12th level and Mythic Rank 1 to select this evolution. Normally, only a reveler with access to the chaneque mask may select this evolution, but new mythic fey could open up other 4th level spell-like abilities 3/day or 5th level spell-like abilities 1/day. Mythic Fey Magic 5112932 606136 Steal Soul (Su) As a ranged attack, the reveler can pelt an opponent with a ritually prepared, soul-stealing fey skull. If the Feats skull strikes its target, he must succeed at a Will saving throw (DC 10 + 1/2 the reveler’s barbarian Honestly, the lion-hilted blade looked pretty silly, level + her Wisdom modifier) to prevent it from andhy would you cool a forged blade in alcohol ripping his soul from his body. If the victim fails the anyway? I was in the midst of once again saving throw, the skull temporarily devours his soul, questioning the wisdom of relying upon Astrid’s leaving him vulnerable to the commands of whoever hunch when I felt the gorge rising in the back of my holds the skull. Thereafter, the skull's possessor (even throat as my worst fears began to play out in front of if the possessor is not the reveler) can use it to my eyes. command the victim, as the dominate person spell by spending 1 point of mythic power. An initial or It might creep you out to hear that the bogeyman secondary Will saving throw can negate the dominate slunk out of the darkness, whispering in a menacing effect, which necessitates spending additional mythic voice, but the truth was actually more like the human power to renew it. The soul remains stolen until the condition. Nasty, brutish, and short. The creature possessor chooses to release the victim or the skull is made no sound, but simply emerged from the destroyed. While the reveler can carry multiple skulls darkness and struck me with a claw. The lion on the on her belt, she can only have one soul stolen at any blade roared. Okay, I know that’s about the most given time, even if she gains this evolution on multiple cliched thing that could have happened, but it did. masks. Only a reveler with access to the chaneque Somehow, perhaps because of the absurdity of it all, I mask can gain this evolution, and she must be at least began to laugh, and the fear melted away. Lady, but 9th level and Mythic Rank 1 before selecting it. this sword was ridiculous!

The bogeyman’s mouth might have been hanging open in shock if he had one. As it was, I managed a series of quick, graceful strikes that ended the

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creature’s reign of terror. I felt a bit drunk on the rush. And then I realized, somehow the blade had freed me from the creature’s power. Task revelers like Astrid, as a rule, are considered second-class to other masquerade revelers at best. Anyone who could hold the same mask and perform a single-minded action over and over again didn’t understand the ever-changing nature of the masquerade. I myself have often thought the same. But I realized that Astrid’s forge was also a place of change and transformation. And that day, I learned a little more about the masquerade, something that the short- sighted revelers will always miss. Oh, and I also killed a bogeyman. With a lion sword forged in feywine.

—Melusine, Autumn’s Whisper

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 5112933 your own faerie beast mask with the Beast descriptor 606137

using one of the base forms listed in the table below. While wearing a mask with the Beast descriptor, you Deep Masquerade may never gain the Hands (Arms) evolution or wield weapons through any means. Additionally, you may However, each round of masquerade you must spend not wear armor or gain an armor bonus through any a number of masquerade rounds equal to the number means. However, you gain a base natural armor bonus of masks you chose. equal to that of an eidolon belonging to a summoner of your masquerade reveler level. Deep Masquerade Normal: A masquerade reveler is considered to be a When you enter a masquerade, you gain more of the biped form eidolon with the arms and legs evolution. mask’s power but keep less of yourself. Prerequisites: Masquerade class feature Form Benefit Benefit: When you enter a masquerade, you can Aquatic Bite, Improved Natural designate it as a deep masquerade. If you do, you lose Armor, Gills, Swimx2 access to all of your rage powers, but you gain Avian Bite, Flight, Limbs (Legs) additional power from your mask. If the mask is listed Quadruped Bite, Claws, Limbs here, use the next highest version if you are high (Legs)x2 Serpentine Bite, Climb, Reach (Tail), enough level to qualify. For all other masks, select an Tail, Tail Slap additional 2 evolution points worth of evolutions when you select this feat to use during a deep Chimerical Masquerade masquerade. Once selected, these additional evolutions cannot be changed unless you switch out You have worn so many masks that you can, with the mask entirely. great effort, wear multiple guises at the same time.

Prerequisites: 3 or more masks Benefit: When entering a masquerade, you may Extra Mask choose to divide your evolution points evenly You have mastered more masks than others who (rounded down) among any number of your masks. dance the masquerade.

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Prerequisites: Masquerade class feature Benefit: You gain one additional mask. You still must meet the mask’s prerequisites.

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

5112934 606138 Vision and count as both Fey type and your original

type. If the mask you are wearing already has Low- Light Vision, you gain Improved Natural Armor Tane Reveler instead. evolutions from deep masquerade. If you possess the Mythic Reveler Avatar of a Thousand Masks ability, you can instead wear the greater version of the Tane mask you Your mythic power strengthens your masquerade, selected. Since all Tane masks also have the Beast allowing you to emulate the powers of mythic fey. descriptor, follow all rules from Beast Reveler. Also, Prerequisites: Three or more masks, Mythic Rank 2 since Tane evolutions have no cost, the reveler can Benefit: You may choose any of the listed masks with never gain them with Become the Mask. the mythic descriptor when selecting new masks. Special: You may select this feat multiple times. Donning any of these masks costs one point of mythic Each time you select this feat, you may choose an power. additional Tane mask to be your next new mask.

Tane Reveler Task Reveler During your revelry, you feel the deepest power of the When you set your mind on a particular task, your fey lords pulsing within your veins, waiting to be masquerade carries you through. unleashed Prerequisites: Masquerade class feature Prerequisites: Intricate Masks class feature, Twelve Benefit: While in a masquerade, if you begin a skill or more masks, Beast Reveler, Deep Masquerade check, Wild Empathy check, Vermin Empathy check, or any other single check that requires more than a Benefit: Choose one of the listed masks with the single round to complete, you may choose to spend Tane descriptor to be your next new mask. When two rounds of masquerade as a swift action. If you do using your deep masquerade ability, you can wear the so, so long as you consecutively work on that single lesser version of the selected Tane mask, but it costs 3 check without interruption, the remaining rounds of rounds of masquerade for every round you spend masquerade you spend do not count against your wearing that mask and you do not gain any extra daily limit.

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gains 1 additional evolution point worth of abilities Magic Items when using the Become the Mask ability.

Sometimes, they ask me why I don’t wear a mask of lost identity. Many revelers consider it to be the single most powerful item they could possibly find. But they have never run into the gancanagh fey lord the Dollmaster.

I had the misfortune to come across the Dollmaster and the fortune to escape the encounter as a version of myself that was still recognizable. His masked Dolls attend him, but they aren’t constructs. Each one was once a powerful mortal adventurer or immortal in their own right. Sporting specially tailored masks of lost identity that mockingly recall who they once were, these piteous creatures were once paladins, bards, succubi, , and all manner of heroes, villains, and immortals, but now they have lost all of that. All that is left of them is to serve him, and whatever else he invents to feed his own twisted sense of humor. He might decide that a paladin and an antipaladin are best friends now, and dress them up in matching outfits, one white and one black.

That vile creature sickens me. I may never be powerful enough to stand against him, but if ever I

5112935 am, he will be the first to fall before my blade. I hope 606139 you can see now why I would never consider putting one of those things on my face.

—Melusine, Autumn’s Whisper Mask of Lost Identity

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.

5112936 the Elaborate Masks ability, she instead gains the 8 606140 point version of the Nereid Mask, and if she possesses Construction the Avatar of a Thousand Masks ability, she keeps the Requirements Craft Wondrous Item, 8 point version and gains the Nereid special ability transformation; Cost 5,000 gp Beguiling Aura. However, she also gains the Nereid weakness Shawl, tied to the masked shawl, even when not in her masquerade. This effect persists even after the masked shawl is destroyed. This includes the ability to recraft the shawl from water in 1d4 hours by making a DC 25 Will Save. If successful, the new shawl is permanent and has all the powers of the masked shawl, including the fact that the wearer has stored the Nereid Mask’s powers within the shawl.

Construction Requirements Craft Wondrous Item, shrink item, touch of the sea; Cost 5,000 gp

Stilettos of Dancing Forms Aura moderate transmutation; CL 9th Slot feet; Price 10,000 gp; Weight — Description These sequined stilettos trace faintly-glowing patterns of colorful, twinkling dust just behind each of the wearer’s steps. Whenever the wearer moves, all squares she enters glow as the light spell for one round.

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