Mastermind
CREATURE 4Masterminds 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.
+10; (+17 to Sense Motive)
Common; two additional languages
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
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
Sneak Attack
The mastermind deals an extra 1d6 precision damage to Off-Guard creatures.
Pathfinder NPC CoreORC