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Mastermind

CREATURE 4

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.


Perception +10; (+17 to Sense Motive)
Languages Common; two additional languages
Skills Arcana +13, Deception +15, Diplomacy +15, Intimidation +15, Occultism +15, Performance +17, Religion +11, Society +17, Stealth +11, Thievery +9, Underworld Lore +17
Str +0, Dex +3, Con +0, Int +4, Wis +2, Cha +4
+7 to Sense Motive
Manipulation Specialist

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

Versatile Performance

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


AC 20; Fort +6, Ref +11, Will +16
HP 55

Speed 25 feet
Melee Shortsword +13 (agile, finesse, versatile s), Damage 1d6+6 piercing
Melee Fist +13 (agile, finesse, nonlethal, unarmed), Damage 1d4+6 bludgeoning
Ranged Hand Crossbow +13 (reload 1, range increment 60 feet), Damage 1d6+6 piercing
Occult Spontaneous Spells DC 22, attack +14; 2nd (3 slots) Blur, Invisibility, Paranoia, Charm; 1st (3 slots) Charm, Illusory Disguise, Illusory Object; Cantrips (2nd) Daze, Detect Magic, Message, Prestidigitation, Sigil
Bard Composition Spells DC 22, attack +14, 1 Focus Point; Cantrips (2nd) Courageous Anthem, Uplifting Overture
Scoundrel's Feint

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 Attack

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

Pathfinder NPC CoreORC