Easily Worn: This mask is designed to be quickly put on or taken off. The time needed to put it on or take it off is reduced to 1 minute. If the xenoalchemist level is at least 5, is instead reduced to a full-round action. If it is at least 10, the time is reduced to a standard action. If it is at least 15, the time is reduced to a move action.
Prop Mask: This mask is designed to help with a specific task. Upon making it, select a single charisma based skill other than disguise or use magic device (or use psionic device, etc.). The wearer of the mask gains an untyped bonus to that skill equal to one fourth the xenoalchemist level of the mask, rounded up. The mask ability may be select for the same mask more than once, though each time must be for a different skill.
Sizeable Mask: This mask can alter the size of the wearer. For every 5 xenoalchemist levels the mask has, it may increase or decrease the size of the wearer by 1 size category (the total amount chosen when the mask is made). This size change grants a +2 Str and -2 Dex to the wearer per size category increase and -2 Str and +2 Dex to the wearer per size category decrease instead of the normal ability score changes. Note, that these size changes are real, unlike the normal illusionary ones if this ability is not possessed by the mask. As such they cannot be seen through with true seeing and are not suppressed in antimagic fields.
Durable Mask: This mask has its own pool of hit points equal to the twice the xenoalchemist level. When worn, this pool is added to the hit point pool of the wearer. Like temporary hit points, this hp is lost before the hp of the wearer (though after any temporary hit points they might have). Unlike temporary hit points, it may be healed back up line normal hit points. If not worn, the mask regains 1 hp per graft level of the mask per day. Unlike other mask abilities, this one may be added to the same mask multiple times. While the hit point pools stack, this does not increase the rate at which the mask recovers hit points if not worn.
Adaptive Mask: This mask allows the wearer to adapt better to costume prosthesis they possess. While worn, up to half xenoalchemist level of the mask costume prosthesis do not grant penalties to the wearer. The ones that do not grant penalties are chosen upon the creation of the mask or when the postop procedure ability is used on it.
Prosthesis Mask: This mask does not require the wearer to have costume prosthesis grafts to benefit from the grafts of the mask. Up to half the xenoalchemist level grafts on the mask that are at least 2 graft levels lower than the graft level of the mask ma be granted to the wearer, so long as they do not exceed the graft limit of the wearer. If the wearer has a graft in that slot already, it is suppressed and does not count toward their maximum number of grafts while wearing the mask. If the wearer some but not all of the grafts would exceed the graft limit of the wearer, the wearer may choose which grafts to have function upon donning the mask. Choose which grafts benefit for this effect upon adding them to the mask.
Feature Mask: This mask grants some feature of the creature it is made from. Upon making the mask, select one graft with a graft level less than one fifth the xenoalchemist level of the mask (rounded down), and at least one level below the graft level of the mask, that the creature the materials for the mask were harvested from could provide. The wearer of the mask gains the benefits of that graft even if they do not have a costume prosthesis graft in that graft slot. If they have another graft in that slot it is suppressed for as long as the mask is worn. The mask may not have another graft attached in the slot that the graft granted from this mask ability would normally fill (note that the Mad Surgeon feat may be used to change the slot used as normal). If the grafts granted by the mask would exceed the wearer's limit, this graft is always granted, suppressing the graft in the slot it fills to reduce the wearer's graft count, or suppressing another graft they have of their choice upon donning the mask.
Mannerism Mask: This mask causes the wearer it take on the mannerisms of the individual who's face it was made from. This grants the wearer a bonus to disguise checks to appear as that individual equal to half the xenoalchemist level. This ability may only be applied to face masks.
Living Mask: This mask contains the soul and essence of the individual it was made from. When this mask is made, the body of the individual it is made from is left a hollow shell while their essence stored within the mask. While still alive, the body will be mindless and make no actions of its own.
The mask however is very much alive, the individual it was trapped inside it.
When not worn, the individual has full control of the facial features of the mask, including the ability to see and hear, though it cannot speak unless a throat graft is attached to the mask.
When worn, the individual and the wearer may mentally communicate with each other. The individual gains access to all the wearers senses, though it cannot control them. Additionally, the wearer can always sense the surface emotions of the individual as if with the
empathy power. A number of rounds per day equal to half the xenoalchemist level of the mask, divided as the wearer chooses, the wearer may treat the individual as if under the effects of the
mind probe power. Treat the xenoalchemist level as the manifester level, and use wearer's charisma as the caster stat for the DC. The individual however may, 3 times per day, attempt to influence the wearer as if with the
suggestion spell. Treat the 3/4 xenoalchemist level rounded up as the caster level, and use the individuals charisma score as the caster stat for the DC.
If a Living Mask is placed on the hollow body made by creating a Living Mask, it has full control of the body. If the mask also has the controlling mask mask ability, the abilities granted by it can override this control.
This mask ability requires that the mask be a face mask, and that it also have the Mannerism Mask mask ability.
Detecting Mask: The individual in this mask is protected from the normal effects of being a living mask. The wearer of this mask does not gain the ability to read the individuals surface emotions or to
mind probe them. Instead, the individual can read the surface emotions of the wearer as if with the
empathy power, and may for a number of rounds per day equal to half the xenoalchemist level of the mask, divided as the individual chooses, subject the wearer to the effects of the
mind probe power. Treat the xenoalchemist level as the manifester level, and use individual's charisma as the caster stat for the DC.
This mask ability may only be added to face masks with the living mask mask ability.
Suppressed Mask: This mask does not seem to change the appearance of the wearer outside them having a mask on. As such it does not grant the normal disguise bonus. It does however grant any other abilities it has. The wearer may choose to have the mask stop being suppressed as a full-round action. If they do so, suppressing it again is a full-round action.
Tempting Mask: Once worn, this mask makes the wearer want to continue wearing it. Taking it off requires a Will save with a DC of 5 + the number of times they've previously worn the mask + the number of hours they've had it on. This cannot exceed 10 + the Xenoalchemist level of the mask.
Controlling Mask: This mask exerts an influence on the wearer. You may subject the wearer to the effects of a
suggestion spell a number of times per day equal to one fifth the xenoalchemist level (round down, minimum 1). If the graft level of the mask is 2, it instead allows one fourth the xenoalchemist usages per day (round down, minimum 1). If the graft level is at least 3, it instead grants one third xenoalchemist level uses per day (round down, minimum 1). If the graft level is 4, it additionally allows you to subject the wearer to the effects of the
dominate monster spell a number of times per day equal to one tenth your xenoalchemist level. If the graft level is 5, it instead grants one fifth the xenoalchemist uses of
dominate monster per day. For all spells, use the xenoalchemist level as the caster level, and your charisma as the casing stat for DCs, and treat them as supernatural abilities.
You may choose to apply conditional triggers for the usages of the spells. You may give the mask up to 3 + one fifth xenoalchemist level conditional triggers for them, the specific suggestion or commands needing to be chosen when they are made. These will automatically trigger any time the conditions are met if there are daily uses remaining. The Postop Procedure ability may be used to change the conditional triggers after the mask is created.
If the tempting mask ability is also possessed by the mask, any time the wearer fails a will save to remove the mask, it regains a daily usage of suggestion.
If the living mask ability is also possessed by the mask, upon creation the mask maker may choose to allow the individual to make use of the spells on the wearer. This choice may not be changed once made.