Mastermind

Little surprises you. Your razor-sharp intellect lets you see several steps in advance. You understand how events ought to play out and respond appropriately. While your enemies jockey for position on the battlefield, you have already deduced the most likely outcomes based on your keen observation. Your genius lets you see patterns in your surroundings and choose the best course of action.

Level 7 Mastermind

Attributes: Increase three attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Languages: Any one
Genius Intellect: You make Intellect rolls with 1 boon and impose 1 bane on rolls against your Intellect. When you make an Agility roll or Will roll in combat, you can make an Intellect roll instead. At level 10, you make Intellect rolls with 3 boons and impose 3 banes on rolls against your Intellect.
Best Idea Ever: You can use this talent whenever you would make an attribute roll outside of combat. You can use Intellect in place of the attribute you would normally use. Once you use this talent, you lose access to it for 1 minute.
Intimidating Intellect: When a creature makes an attribute roll against your Intellect and gets a failure, the creature becomes frightened of you until it overcomes the affliction with a successful Will roll.

Level 8 Mastermind

Health: +12
Stratagems: You can make use of each of the following options once during each combat provided you lack the confused, controlled, stunned, and unconscious afflictions. When you use them all, you regain the ability to use them all again.

Level 10 Mastermind

Health: +12
Staggering Intelligence: Your Intellect score increases to 20.