Darkmask
Requirements
Spellcasting: Must be able to cast 2nd-level divine spells.
Patron: Vhaeraun.
Special: Must have survived a combat encounter against one or more clerics of Lolth.
- Hit Die
- d6
- Skill Points
- 6+ Int
Class Skills
| Balance | DEX |
| Bluff | CHA |
| Climb | STR |
| Concentration | CON |
| Craft | INT |
| Diplomacy | CHA |
| Disguise | CHA |
| Escape Artist | DEX |
| Heal | WIS |
| Hide | DEX |
| Jump | STR |
| Knowledge (religion) | INT |
| Listen | WIS |
| Move Silently | DEX |
| Open Lock | DEX |
| Profession | WIS |
| Sleight of Hand | DEX |
| Spot | WIS |
| Survival | WIS |
| Tumble | DEX |
| Use Magic Device | CHA |
| Use Rope | DEX |
Advancement
| Level | BAB | Fort | Ref | Will | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +2 | Darkfire, pass without trace | +1 level in existing class |
| 2nd | +1 | +0 | +3 | +3 | Change self, Skill Focus | +1 level in existing class |
| 3rd | +2 | +1 | +3 | +3 | Dark embrace, sneak attack | +1 level in existing class |
| 4th | +3 | +1 | +4 | +4 | Resist illusions, cloak of shadows | +1 level in existing class |
| 5th | +3 | +1 | +4 | +4 | Bladebend | +1 level in existing class |
Weapon and Armor Proficiency: Darkmasks gain no proficiency in weapons, armor, or shields of any type.
Spellcasting: A darkmask continues training in divine magic while practicing his secret skills. Thus, when a new darkmask level is gained, the character increases his spellcasting ability as if he had also gained a level in a divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of rebuking or commanding undead, favored enemy, and so on). This essentially means that he adds the level of darkmask to the level of some other divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one divine spellcasting class before he became a darkmask, he must decide to which class he adds each level of darkmask for purposes of determining spellcasting when he adds the new level.
Darkfire (Sp): A darkmask can use the darkfire spell once per day as a spell-like ability.
Pass Without Trace(Sp): A darkmask can use the pass without trace spell once per day as a spell-like ability.
Change Self (Sp): A darkmask of 2nd level or higher can use the change self spell once per day as a spell-like ability.
Skill Focus (Ex): A 2nd-level darkmask gains the Skill Focus feat, which must be applied to one of the darkmask class skills.
Dark Embrace (Su): A darkmask of 3rd level or higher has the ability to invoke dark embrace once per day, which manifests as a mask of shadow that girds the darkmask’s face. The darkmask then casts a divine spell, which is absorbed by the mask of shadow; the spell must be a touch spell or a target spell. As a free action, the darkmask may command the mask to fly at a single creature within 100 feet, at which point that creature is affected by the absorbed spell. (saving throws and spell resistance apply normally to the spell) and the dark embrace ends. The dark embrace can remain for 10 minutes. If it vanishes before its stored spell is unleashed, the spell is lost.
Sneak Attack (Ex): A darkmask of 3rd level or higher gains the sneak attack ability (as per the rogue class feature).
Resist Illusions (Ex): A darkmask of 4th level or higher gains a +4 bonus on saving throws against illusions.
Cloak of Shadows (Su): A darkmask of 4th level or higher can create a cloak seemingly woven out of mundane shadows. The cloak provides a resistance bonus on saving throws and a profane bonus on Hide checks equal to +1 per class level of the darkmask; The cloak lasts 1 round per class level of the darkmask and can be created once per day.
Bladebend (Su): This defensive ability causes the weapon of a single creature attacking the darkmask to turn back and strike its wielder. The darkmask selects the target creature as a free action. If the target creature attacks the darkmask, it makes an attack roll as normal, but the attack is made against the target creature’s AC, and if the attack succeeds, the target creature suffers the damage instead of the darkmask. This ability can be activated once per day and lasts 5 rounds. It only affects slashing and piercing weapons, and does not affect natural weapons of any kind.