Mastermind

Level 4
Creature· humanMediumRemaster
AC 20
HP 55
Speed 25 ft.
Fort +6
Ref +11
Will +16
Perc +10
Size Medium
Common
Spells
Occult Spontaneous Spells (DC 22, attack +14)
Bard Composition Spells (DC 22, attack +14)
Languages common
Skills performance +17, society +17, deception +15, diplomacy +15, intimidation +15, occultism +15, arcana +13, religion +11, stealth +11, thievery +9
Recall Knowledge society DC 19

Attacks

Melee Shortsword +13/+9/+5(agile, finesse, versatile S)
Damage: 1d6+6 piercing
Melee Fist +13/+9/+5(agile, finesse, nonlethal, unarmed)
Damage: 1d4+6 bludgeoning
Ranged Hand Crossbow +13/+8/+3 (range 60 ft.)(reload 1 ft.)
Damage: 1d6+6 piercing

Abilities

+7 to Sense Motiveinteraction
Manipulation Specialistinteraction

When competing in a social or intellectual arena, the mastermind is a 7th-level challenge.

Versatile Performanceinteraction

The mastermind can use Performance instead of Diplomacy to Make an impression and instead of Deception to Impersonate.

Scoundrel's Feintoffensive

When the mastermind successfully Feints, the target is Off-Guard against the mastermind's melee attacks until the end of the mastermind's next turn. On a critical success, the target is off-guard against all melee attacks for that time, not just the mastermind's.

Sneak Attackoffensive

The mastermind deals an extra 1d6 precision damage to Off-Guard creatures.

Description

Masterminds weave long-ranged plots to see their nefarious goals come to fruition, deftly manipulating those around them, turning enemies into friends and then pitting them against one another.


Villains pursue selfish and cruel goals, trampling over anyone in their way.