Difference between revisions of "Mastermind Rogue (3.5e Alternate Class Feature)"
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|class=[[SRD:Rogue|Rogue]] | |class=[[SRD:Rogue|Rogue]] | ||
|level=1st to 20th | |level=1st to 20th | ||
− | |replaces=A Mastermind's Base Attack Bonus drop to Low (as a [[SRD:Wizard|Wizard]]) | + | |replaces=A Mastermind's Base Attack Bonus drop to Low (as a [[SRD:Wizard|Wizard]]) and her [[Reflex]] become Low: |
− | |benefit=A Mastermind receive the following class features: | + | |benefit=A Mastermind Rogue possess a Good [[Will]] Save receive the following class features: |
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'''Deceive:''' The 1st Mastermind know how to words her lies, making anyone she successfully used [[SRD:Bluff Skill|Bluff]] against one step friendlier towards her than normal, although it become one step less friendly than it originally was (so usually two step less friendly) if it discover the deception. | '''Deceive:''' The 1st Mastermind know how to words her lies, making anyone she successfully used [[SRD:Bluff Skill|Bluff]] against one step friendlier towards her than normal, although it become one step less friendly than it originally was (so usually two step less friendly) if it discover the deception. |
Revision as of 22:22, 17 March 2016
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Mastermind Rogue
A Mastermind is a rogue who use deception, manipulation and planning to win the fight. They possess uncanny abilities to deceive and manipulate outside of combat, granting them great social agility. The Mastermind need a high Intelligence to plan and grant herself non-negligible skill bonuses, however it also has an inherent problem with MAD. Both a high Dexterity and Charisma scores are highly beneficial to her in combat and out. This makes the Mastermind tricky to play, especially given that she sacrifice combat effectiveness for skills.
Class: Rogue
Level: 1st to 20th
Replaces: A Mastermind's Base Attack Bonus drop to Low (as a Wizard) and her Reflex become Low:
Benefit: A Mastermind Rogue possess a Good Will Save receive the following class features:
Deceive: The 1st Mastermind know how to words her lies, making anyone she successfully used Bluff against one step friendlier towards her than normal, although it become one step less friendly than it originally was (so usually two step less friendly) if it discover the deception.
Sweet Talker: A 1st level Mastermind Rogue either receive the Negotiator or Persuasive feat as a bonus feat at 1st level, at 5th level she receive the other.
Mastermind Skills: A 2nd level mastermind rogue add her Intelligence bonus to Bluff, Diplomacy, Disguise and Sense Motive checks in addition to the original ability modifier. The bonus granted by Mastermind Skill cannot be higher than 1/3rd of her class level or the skill's original ability bonus (whichever is higher).
Seduction: A 2nd level Mastermind Rogue gain seduce to learn ability.
Expert Manipulator: A 3rd level Mastermind Rogue gain Expert Manipulator as a bonus feat, even if shes does not meet the prerequisites. If she already possesses it, she may instead select another feat that she meet the prerequisite for.
Flexible Plan: When a 4th level Mastermind Rogue ready an action, she does not need to specify the condition under which she will take her readied action.
At 8th level she does not she do not need to specify the action she is readying.
Quick Counter: A 6th level Mastermind Rogue gain the Quick Counter feat as a bonus feat, even if she does not meet the prerequisites. If she already possesses it, she may instead select another feat that she meet the prerequisite for.
Improved Delay: A 7th level Mastermind Rogue may delay her action in one round without compromising her Initiative in the next round.
Back to Main Page → 3.5e Homebrew → Character Options → Alternate Class Features
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Author | Leziad + |
Class | Rogue + |
Identifier | 3.5e Alternate Class Feature + |
Rating | Undiscussed + |
Summary | A Mastermind is a rogue who use deception, … A Mastermind is a rogue who use deception, manipulation and planning to win the fight. They possess uncanny abilities to deceive and manipulate outside of combat, granting them great social agility. The Mastermind need a high Intelligence to plan and grant herself non-negligible skill bonuses, however it also has an inherent problem with MAD. Both a high Dexterity and Charisma scores are highly beneficial to her in combat and out. This makes the Mastermind tricky to play, especially given that she sacrifice combat effectiveness for skills. sacrifice combat effectiveness for skills. + |
Title | Mastermind Rogue + |