|Unofficial rules compendium|
A mastermind is a kingpin who fights using fencing. Often seen as more sophisticated, the mastermind really just belongs in martial-arts or swashbuckling settings.
Starting Wealth: 2d6 x 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Hit Die: d8
The mastermind has all the kingpin's class features, except as noted.
Weapon and Armor Proficiency
A mastermind is proficient with all simple and martial weapons but not with any armor or shields.
Canny Defense (Ex)
When wearing light encumbrance and wearing no armor and not using a shield, a mastermind adds his Intelligence bonus as a dodge bonus to CMD and Armor Class while wielding a melee weapon. If a mastermind is caught unarmed or is flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. A mastermind with the Improved Unarmed Combat feat is never considered unarmed. This replaces the bonus feat gained at level 2 and 17.
Uncanny Dodge (Ex)
At 9th level, a mastermind can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A mastermind with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. This replaces the bonus feat gained at level 9.
|1st||+0||+0||+2||+2||Kingpins' cunning, canny defense, deeds (gang, gang alertness, plots within plots), teamwork feat||20 ft.|
|2nd||+1||+0||+3||+3||Skill trick||20 ft.|
|3rd||+2||+1||+3||+3||Deeds (exemplar of skills, mob flanking, teamwork)||30 ft.|
|4th||+3||+1||+4||+4||Skill trick||30 ft.|
|5th||+3||+1||+4||+4||Teamwork feat||30 ft.|
|6th||+4||+2||+5||+5||Skill trick||30 ft.|
|7th||+5||+2||+5||+5||Deeds (coax self, confidence under stress, uncanny alertness)||40 ft.|
|8th||+6/+1||+2||+6||+6||Skill trick||40 ft.|
|9th||+6/+1||+3||+6||+6||Uncanny dodge||40 ft.|
|10th||+7/+2||+3||+7||+7||Skill trick||40 ft.|
|11th||+8/+3||+3||+7||+7||Deeds (coax action, hands-on leadership, uncanny coordination)||50 ft.|
|12th||+9/+4||+4||+8||+8||Skill trick||50 ft.|
|13th||+9/+4||+4||+8||+8||Teamwork feat||50 ft.|
|14th||+10/+5||+4||+9||+9||Skill trick||50 ft.|
|15th||+11/+6/+1||+5||+9||+9||Deeds (coordinate skill tricks, getaway, skill supremacy)||60 ft.|
|16th||+12/+7/+2||+5||+10||+10||Skill trick||60 ft.|
|18th||+13/+8/+3||+6||+11||+11||Skill trick||60 ft.|
|19th||+14/+9/+4||+6||+11||+11||Deeds (coax the gang, inspire skill supremacy, team spirit)||70 ft.|
|20th||+15/+10/+5||+6||+12||+12||Skill trick, supreme mastery||70 ft.|
Summary of Lost Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Armor Proficiency
- Bonus Feats (level 2, 9, 17)
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