Mastermind
Creature 4 — human, humanoid
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.
Source: pathfinder-npc-core
Perception +10
Skills arcana +13, deception +15, diplomacy +15, intimidation +15, occultism +15, performance +17, religion +11, society +17, stealth +11, thievery +9
Str
+0
Dex
+3
Con
+0
Int
+4
Wis
+2
Cha
+4
AC 20
Fort +6
Ref +11
Will +16
HP 55
Speed 25 feet
Offense
Melee Shortsword +13, Damage 1d6+6 piercing
Melee Fist +13, Damage 1d4+6 bludgeoning
Ranged Hand Crossbow +13, Damage 1d6+6 piercing
Abilities
+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 and instead of Deception to .
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.
Spells
Blur (rank 2)
Invisibility (rank 2)
Paranoia (rank 2)
Charm (rank 1)
Charm (rank 1)
Courageous Anthem (rank 1)
Daze (rank 1)
Detect Magic (rank 1)
Illusory Disguise (rank 1)
Illusory Object (rank 1)
Message (rank 1)
Prestidigitation (rank 1)
Sigil (rank 1)
Uplifting Overture (rank 1)
Run Mastermind in the encounter builder — free, no install.
Open in PathfinderGM →