Nom de Masque (Ex): A costumed freak has a secondary identity as a costumed agent, which has a specific appearance (by costume, bearing, or disguise) that is different from her normal appearance and has its own name (often a code name or flamboyant title).
The costumed freak is extremely skilled at masking either her nom de masque as a heroic figure, or masking her normal self as drab and uninteresting as possible. (This decision is made at character creation). She gains a bonus to Disguise checks to create the desired effect equal to her class level (minimum +5).
If a costumed freak’s nom de masque is publicly revealed, she may create a new nom de masque (abandoning the old identity) when she next gains a level.
Heroic Speech (Ex): While in her nom de masque identity, a costumed freak can make a heroic speech as a move action. This gives her a bonus against creatures able to hear and understand her who are not aware of her normal identity. She gains a +2 bonus on Bluff, Perception, Sense Motive, and Survival checks against such creatures, as well as a +2 bonus on weapon attack and damage rolls against them. These bonuses last until the costumed freak sleeps, or she next uses this ability. These bonuses increase to +3 at 6th level, to +4 at 10th level, to +5 at 14th level, and to +6 at 18th level.
Costumed Freak Talents
The specialties of a costumed freak vary by training and experience, often developing in response to long-running struggles against a criminal empire or mastermind villain. As a costumed freak advances in level, she gains great costumed freak talents selected from the list below. She gains her first costumed freak talent at 2nd level, and gains additional costumed freak talents at 5th, 9th, 13th, and 17th level. Also, whenever a costumed freak gains a talent choice from her base class, she can choose one of these costumed freak talents instead.
Ambush (Ex): The costumed freak becomes fully practiced in the art of ambushing. When she acts in the surprise round, she can take a move action, standard action, and swift action during the surprise round, not just a move or standard action.
Blow for Justice (Ex): The costumed freak may take one of the following feats as a bonus feat: Agile Maneuvers, Blind-Fight, Catch Off- Guard, Cleave, Combat Expertise, Dazzling Display, Defensive Combat Training, Deflect Arrows, Improved Bull Rush, Improved Dirty Trick, Improved Disarm, Improved Feint, Improved Grapple, Improved Initiative, Improved Reposition, Improved Steal, Improved Sunder, Improved Trip, Improved Unarmed Strike, and Stunning Fist.
If these feats work differently for a monk than a member of another class, the costumed freak can treat her class levels as monk levels. You may select this talent more than once.
Flying Attack (Ex): If the costumed freak makes a charge attack in the surprise round or first round of combat, she adds her class level to the damage dealt.
Living Weapon (Ex): Select one weapon with which you have exotic proficiency. You deal damage with such weapons as if they were one size category larger. A costumed freak must be at least 7th level to select this talent.
Sweep (Ex): The costumed freak knows how to size up an area and get the lay of the land with a single sweep of her eyes. The costumed freak is allowed to make a Perception check with a +5 bonus at the beginning of any combat as a free action to notice everything within 30 feet of her. Anything not concealed can be spotted in a sweep with a successful DC 10 check. The DC for concealed or less obvious threats is equal to their Stealth check result.
Threat Assessment (Ex): The costumed freak can determine the relative strength of the dangers she faces. Whenever the costumed freak makes a successful Perception check to notice a trap or creature, she relates the danger of the threat compared to her: stronger (higher level or Hit Dice), on par (same level or HD), or weaker (lower level or HD).
Utility Belt (Ex): The costumed freak has an uncanny knack for having exactly the piece of equipment she needs. She has a pool of equipment she does not have to define until she uses it. At 1st level, this pool is equal to 10 caps. At every level after 1st, she may choose to restore this pool by spending caps to do so, with a maximum cap value equal to 50 caps per level in the pool at any given moment. Any equipment she pulls form the pool must weight 10 lbs or less, and has its value permanently deducted from her equipment pool. Equipment so procured otherwise works exactly like normal examples of such equipment.