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I have a player in my STAP campaign who wants to start taking levels in the Master of Masks prestige class. The class fits really well for him (he's a thespian with levels in bard and swashbuckler) and he loves the idea of getting different cool abilities, but mechanically the class is ... wonky.

We've decided to up the BAB to 3/4 and to give him two "favored masks" that basically give those masks a bit more power:

Spoiler:

Archmage--Can use each spell-like ability twice per day instead of once.
Assassin--Sneak-attack damage doubled.
Demon--Can use Summon Monster [#] twice per day instead of once.
Dragon--Gains an extra breath weapon use at 4th, 7th, and 10th (for a total of 6 uses at 10th).
Faceless--Competences bonus on saves against mind-effecting spells and abilities doubled. The DC of the Faceless's mask nondetection-like effect is 15 + 1.5x your Master of Masks level instead of 15 + your Master of Masks level. So if you were a 4th level Master of Masks with Faceless as a Favored Face, the DC against the nondetection would be 21.
Gladiator--Competence bonus to attack and weapon damage rolls doubled.
High Priest--Can use each spell-like ability twice per day instead of once.
Jester--Competence bonus to the skills that the Jester Mask gives a bonus to doubled.
Lich--Can use each spell-like ability twice per day instead of once.
Lord--Can use each spell-like ability twice per day instead of once. Your competence bonus to Diplomacy and Gather Information are +3 instead of +2 at 1st level, +6 instead of +4 at 4th, +9 instead of +6 at 7th, and +12 instead of +8 at 10th.
Savage--Your natural claw attacks deal 1d6 damage instead of 1d4 at 1st level, 1d8 instead of 1d6 at 4th, 2d6 instead of 1d8 at 7th, and 2d8 instead of 2d6 at 10th.

Stolen from here

Has anyone actually used this class in play? Does anyone have any opinions on how this fix would work?

Thanks in advance,
El Skootro


I've never gotten to play the Master of Masks, but it's almost certainly my single favorite thing from Complete Scoundrel. Nonetheless, I thought it was rather underpowered even before 3.75 upped the standards. I improved the masks as follows (keep in mind I made these changes to suit 3.5 - I've updated the skills here, but making it properly suitable for Pathfinder would probably take even more work):

Angel – gain permanent fly speed 60 feet (while wearing the mask) at 10th level; +2 to Fly checks, +4 at 4th level, +6 at 7th, +8 at 10th
Savage – claw attacks gain +1 Enhancement bonus/2 levels; alignment treated as Neutral Neutral
Lich – improved spell-like abilities as follows: chill touch, false life at 1st level, command undead, vampiric touch at 4th level, fear, bestow curse at 7th level, eyebite, finger of death at 10th level, each once per day
Lord – grants bonuses to Diplomacy and Intimidate checks; improved spell-like abilities as follows: remove fear, eagle's splendor at 1st level, enthrall, heroism at 4th level, suggestion, shout at 7th level, dispel Chaos, dominate person at 10th level, each once per day
Jester – grants bonuses to Acrobatics and Sleight of Hand checks; grants the following spell-like abilities each once per day: hideous laughter, fox's cunning at 1st level, glitterdust, confusion at 4th level, minor creation, Chaos hammer at 7th level, animate objects, reverse gravity at 10th level
High Priest – improved spell-like abilities as follows: cure light wounds, protection from Evil, sanctuary, magic weapon, lesser restoration, bless at 1st level, aid, augury, cure moderate wounds, remove curse at 4th level, cure serious wounds, neutralize poison, prayer, dispel magic at 7th level, death ward, divination, heroes' feast at 10th level, each once per day
Gladiator – gain 1 extra attack per round, at lowest base attack bonus, at 10th level
Faceless – gain permanent mind blank effect (while wearing the mask) at 10th level
Dragon – breath weapon gains additional use at 4th, 7th, and 10th level each; cone is 60 ft. at 10th level; alignment treated as Chaotic Evil
Demon – may summon monster 1/day/2 levels (minimum 1)
Assassin – grants bonuses to Stealth and Disguise checks; use poison with no risk of accident; 1: +2d6 4: +3d6 7: +4d6 10: +5d6
Archmage – improved spell-like abilities as follows: prestidigitation, dancing lights, silent image, magic missile, true strike, invisibility at 1st level, scorching ray, gust of wind, levitate, wall of fire at 4th level, lightning bolt, ice storm, baleful polymorph at 7th level, dimension door, telekinesis, prismatic spray at 10th level, each once per day


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