Mastermind

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Masterminds focus their expertise on intrigue and manipulation. Spies, courtiers and criminal under-bosses are often masterminds who wield words and orders as weapons just as lethal as a blade. Like all Rogues, masterminds are adept at fighting dirty and in the use of their trained skills. However, masterminds also possess a cunning insight into other people and are adept at misdirection, both in combat and in conversation.

Masterminds in Alleticia

Masterminds are almost always members or ex-members of the Olde Thieves Guild but most discover this unique skill-set while working with other criminal organizations. Some learn their scheming from more official groups like The Root, The Thalen War College, or most often, Tawny Marc’s Union of Boyers, Fletchers, Blacksmiths and Armorsmiths.

Masterminds are often criminal under-bosses, or full-fledged gang and guild leaders. Those few that choose the adventuring life, do so as a means to an end, and are often the leader of their parties. The Old Thieves Guild requires ex-members to maintain the Code of Thieves, but is often mistrusting of those that become Masterminds, and keep an eye on them from a far.

Unless noted all features below can be found in detail on SCAG pg.135

Mastermind Features

Level 3

Master of Intrigue – Masterminds learn to use disguise kits, forgery kits, and become skilled at playing one gambling game. They also learn two additional languages and learn to unerringly mimic accents and mannerisms that they observe for at least a minute, allowing them to pass off as a native of a particular land.

Master of Tactics – The mastermind can distract enemies, aid allies, and use superior tactics to change the tide of battle on the fly.

Improved Sneak Attack – The rogue adds additional damage on their attacks when fighting dirty.

Level 9

Insightful Manipulator – If the mastermind observes or interacts with a person for a minute or longer the mastermind effortlessly picks up information about the person regardless of the nature of the interaction or the activities that the person was doing while being observed. Personality traits, intelligence, wisdom, charisma, class skills, and character history are all information that can be learned by this observation.

Improved Sneak Attack – The rogue adds additional damage on their attacks when fighting dirty.

Level 13

Misdirection – If the mastermind is attacked while behind cover provided by another creature within 5 feet, the mastermind can make that creature the target of the attack.

Improved Sneak Attack – The rogue adds additional damage on their attacks when fighting dirty.

Level 17

Soul of Deceit – The Mastermind learns to shield its thoughts from telepathy, and divination magic and can even present false thoughts which come off as truthful to those types of magic.

Improved Sneak Attack – The rogue adds additional damage on their attacks when fighting dirty.

Notable Masterminds

As of this moment no known Masterminds have been met or revealed in this campaign.

Mastermind

Alleticia DM_O_Gorgon DM_O_Gorgon