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.
- You can use this option when a creature rolls to attack you or rolls against your Strength, Agility, or Will. The creature must use your Intellect score for the target number of the roll.
- You can use this option when you use a reaction. Gain one reaction to be used before the end of the round or it’s lost.
- You can use this option when you get a success on a roll to attack. The target takes an extra 3d6 damage. At level 10, the target takes an extra 6d6 damage instead.
- You can use this option when you gain an affliction. The affliction ends.
- You can use this option when you take damage. You take no damage instead.
Level 10 Mastermind
Health: +12
Staggering Intelligence: Your Intellect score increases to 20.