Master of Disguise
Level 7Attacks
Abilities
At most times, a master of disguise has infiltrated a specific organization, gaining a +2 circumstance bonus to , , , or when dealing with its members.
For social encounters involving impersonation, the master of disguise is a 10th-level challenge.
If the master of disguise and the creature they're Impersonating are in each others' presence, the genuine creature must Lie if they're vouching for their own identity, and are treated as though they were Impersonating themself if someone Seeks in an attempt to pierce their disguise. The genuine creature can use their Deception modifier, Diplomacy modifier, or a +15 modifier, whichever is highest.
The master of disguise creates a disguise and Impersonates. They gain a +5 status bonus to Deception checks to or to tell a that helps them maintain their disguise. When a spell or magical effect tries to read their mind, detect whether they're lying, or reveal their identity, they can attempt a deception check against the spell or effect's DC. If they succeed, the effect reveals information appropriate to their cover identity or nothing (the GM determines which
The master of disguise removes their disguise with a dramatic gesture. Any creatures that previously failed to see through the disguise is Off-Guard to the master of disguise until the end of the turn.
The master of disguise deals an additional 3d6 precision damage to Off-Guard creatures.
A master of disguise uses costuming, makeup, and minor illusions to deceive. Some conceal their identity for years, infiltrating organizations under deep cover.
In the underbelly of society, the lawless reign supreme.