Mastermind Creature 4

NEMediumHumanHumanoid

Pathfinder Gamemastery Guide (Second Edition), page 246; family: Villains

Masterminds weave long-ranged plots to see their nefarious goals come to fruition, deftly manipulating those around them, and turning enemies into friends and then pitting them against one another. When competing in a social or intellectual arena, the mastermind is a 7th-level challenge.


Perception +10

Languages Common

Skills Arcana +13, Deception +15, Diplomacy +15, Intimidation +15, Occultism +15, Performance +17, Religion +11, Society +17, Stealth +9, Thievery +9, Underworld Lore +17

Str +0, Dex +3, Con +0, Int +4, Wis +2, Cha +4

Items chain shirt, disguise kit, hand crossbow (10 bolts), shortsword

Versatile Performance The mastermind can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. The mastermind can also use an acting Performance instead of Deception to Impersonate.

AC 21; Fort +6, Ref +11, Will +16

HP 54

Speed 25 feet

Melee  shortsword +13 (agile, finesse, versatile S), Damage 1d6+6 slashing

Ranged  hand crossbow +13 (range increment 60 feet, reload 1), Damage 1d6+3 piercing

Occult Spontaneous Spells DC 22, attack +14; 2nd (3 slots) blur, charm, invisibility, paranoia; 1st (3 slots) charm, illusory disguise, illusory object; Cantrips (2nd) daze, detect magic, message, prestidigitation, sigil

Bard Composition Spells DC 22; Cantrips (2nd) inspire competence (Core Rulebook 386), inspire courage (Core Rulebook 386)

Scoundrel’s Feint When the mastermind successfully Feints, the target is flat-footed against the mastermind’s melee attacks until the end of the mastermind’s next turn. On a critical success, the target is flat-footed against all melee attacks for that time, not just the mastermind’s.

Sneak Attack The mastermind deals an extra 1d6 precision damage to flat-footed creatures.