🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Mask of Father SkinsawCreature 16


Rare​Medium​Fiend​Human​Humanoid​Unholy​
Source Pathfinder #206: Bring the House Down
Perception +32 (darkvision, truesight (precise) 60 feet)
Languages Common, Truespeech
Skills Lore +31, Acrobatics +31, Athletics +28, Crafting +29, Deception +30, Diplomacy +30, Intimidation +30, Religion +28, Society +27, Stealth +33, Thievery +31
Str +6, Dex +9, Con +5, Int +5, Wis +6, Cha +6

AC 39; Fort +25; Reflex +33; Will +28;
HP 290
Speed 30 feet

Shortsword One Action +33 (+29, +25) to hit (agile, finesse, magical, versatile p) 3d6+14 Slashing

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Reactive Strike Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Secretive Tattoos

The mask keeps their faith tattoo hidden (typically by wearing gloves to cover the palm). To use it as a divine focus, they must first Interact to uncover the tattoo. The tattoo then stays uncovered until the mask Interacts to cover it up. A mask's faith tattoo only allows for the casting of Harm. Upon the mask's death, the tattoo disappears.

Aspect's Agony

When a mask of Norgorber Strikes a foe with a weapon, they inflict an additional 1d6 persistent bleed damage. As long as a creature is taking this persistent damage, they're Off-Guard.

Invigorating Flense One Action (divine)

Frequency once per day


Effect The mask makes a quick striking motion, as if slicing flesh with a small knife, and targets a creature within 30 feet. The target immediately takes 12d6[slashing],5d6 bleed12d6 slashing and 5d6 persistent bleed damage (DC 37 fortitude save), and the mask becomes Quickened as long as the target continues to take persistent bleed damage. The mask can use the extra action only to Stride or Strike

Sneak Attack

A mask of Norgorber deals 2d6 extra precision damage to creatures who are Off-Guard.


Divine Innate Spells (DC 37, +29 to hit)

Cantrips (8th Level): Daze, Detect Magic, Message
1st Level: Heal
2nd Level: Blood Vendetta, Cleanse Affliction, Invisibility, Silence
5th Level: Sending, Shadow Blast, Truespeech (Constant)
6th Level: Spellwrack, Truesight (Constant)
7th Level: Divine Decree, Mask of Terror


These masks are murderers who revel in the ripping of an opponent's flesh.


When a powerful worshipper catches Norgorber's eye, he sometimes transforms that worshipper into one of his masks—supernatural incarnations who become powerful proxies to their god but sacrifice their free will.

Other Ancestries

Most of the masks of Norgorber are human, but not all. A mask's statistics don't change if it's a Small creature, and they gain increased space and reach if they're Large or larger. Change ancestry traits as needed, but Speed and languages are unchanged. All masks of Norgorber possess darkvision granted them by their deity. Whether or not you grant a mask additional ancestry-based abilities is left to you to decide.

Masks and the Afterlife

When a worshipper becomes a mask, they technically die and travel to the Boneyard to be judged by Pharasma, but in this case, the process is almost instantaneous. When Norgorber chooses someone to become a mask, a swift and nearly instantaneous blurring of the creature is the only indication of their change. Like most fiends, masks are immortal unless slain through violence or misadventure. Once slain, a mask's body decays as normal, and after a variable amount of time has passed, their soul returns to the Great Beyond to accrete its quintessence into Norgorber's realm of Duskfathom.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Fiend

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.