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PFS LimitedMastermind

Masterminds weave long-ranged plots to see their nefarious goals come to fruition, deftly manipulating those around them, and turning enemies into friends and then pitting them against one another. When competing in a social or intellectual arena, the mastermind is a 7th-level challenge.

Recall Knowledge - Humanoid (Society): DC 19
Unspecific Lore: DC 17
Specific Lore: DC 14

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak MastermindCreature 3

Legacy Content

NE Medium Human Humanoid 
Source Gamemastery Guide pg. 246
Perception +10
Languages Common
Skills Arcana +11, Deception +13, Diplomacy +13, Intimidation +13, Occultism +13, Performance +15, Religion +9, Society +15, Stealth +7, Thievery +7, Underworld Lore +15
Str +0, Dex +3, Con +0, Int +4, Wis +2, Cha +4
Versatile Performance The mastermind can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. The mastermind can also use an acting Performance instead of Deception to Impersonate.
Items chain shirt, disguise kit, hand crossbow (10 bolts), shortsword
AC 19; Fort +4, Ref +9, Will +14
HP 39
Speed 25 feet
Melee [one-action] shortsword +11 [+7/+3] (agile, finesse, versatile S), Damage 1d6-2+6 slashingRanged [one-action] hand crossbow +11 [+6/+1] (range increment 60 feet, reload 1), Damage 1d6-2+3 piercingOccult Spontaneous Spells DC 20, attack +12 (-4 dmg); 2nd blur, charm, invisibility, paranoia (3 slots); 1st charm, illusory disguise, illusory object (3 slots); Cantrips (2nd) daze, detect magic, message, prestidigitation, sigil
Bard Composition Spells DC 20 (-4 dmg); Cantrips (2nd) inspire competence, inspire courage
Scoundrel's Feint When the mastermind successfully Feints, the target is flat-footed against the mastermind's melee attacks until the end of the mastermind's next turn. On a critical success, the target is flat-footed against all melee attacks for that time, not just the mastermind's.Sneak Attack The mastermind deals an extra 1d6 precision damage to flat-footed creatures.

All Monsters in "Villains"

NameLevel
Antipaladin5
Despot5
Gang Leader7
Mastermind4
Reckless Scientist6
Saboteur2

Villains

Source Gamemastery Guide pg. 246
Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way.