Mastermind

**Description**: Masterminds pride themselves on planning for every contingency, knowing their enemies' every strength and weakness, and learning to use both against them. Regardless of their physical power, Masterminds employ complex tactics, manipulation and mind games, and strategic thinking with military precision. Before they walk into a room, they have already played out every possible scenario in their minds and planned for them all. Masterminds are particularly good at either inspiring or terrorizing their lieutenants into serving them with unquestioning efficiency. They get especially good use out of abilities that provide helpers and servants (i.e., Ally, Connection, Grunt, Minion, Personal Assistant) or those that grant the ability to aid or inspire others in combat (Improved Team Player, Error: Reference source not found). Though the Mastermind may seem best suited as a villain, they can just as easily be inspirational leaders of men and women. The difference between Masterminds and Champions, though, is that Masterminds often will not stand shoulder-to-shoulder with their followers in battle, instead taking up a less glorious, but potentially more useful, position far behind the lines.

**Hit Die:** d6

**Power Die:** 10

**Skill Point per Level:** 6 + Int modifier

**Class Skills:** Bluff (Cha), Computers (Int), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Int), Perception (Wis), Pilot (Dex), Profession (Int), Sense Motive (Wis), Sleight of Hand (Dex), Use Device (Cha).

**Proficiencies**: Masterminds are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

**Class Features**

**Combat Training**: A Mastermind may combine combat spheres and talents to create powerful martial techniques. Masterminds use the Proficient talent progression. A Mastermind's practitioner modifier is Wisdom.

**Brawl** (Ex): At level 1, you get the Brawl feat for free because all superheroes need to throw the occasional punch.

**Imposing Presence** (Ex): At level 1, Masterminds receive a +2 competency bonus to all Perception and Sense Motive checks. The bonus increases by +3 at levels 6 (+6), 11 (+9), and 16 (+12).

**Tactical Genius** (Ex): At level 2, as a movement action, Masterminds can grant a +2 competence bonus to the skill checks and attack rolls of anyone who fights on their side and remains visible to the Mastermind and to whom the Mastermind can deliver orders/suggestions. Once activated, this ability can be sustained as a free action every turn. This effect lasts for a number of rounds each day equal to the Mastermind's Wisdom modifier + 1/2 their Mastermind Level that can be used non-consecutively. The bonus increases by +2 at level 7 (to +4), 12 (to +6), and 17 (to +8).

**Special Ability** (Ex): At levels 2, 7, 11, 14, and 19, Masterminds can take one of the abilities listed below. They can take each ability only once, unless the text says otherwise. Unlike Class Features, Special Abilities that replicate feats require prerequisites, just like a normal feat.

*Encyclopaedic Memory:* You can re-roll any failed Knowledge check once. You can do this twice per session.

*Exhort Lieutenants:* By expending a Hero Point and a free action, you can grant a +1 bonus to the skill checks and saves of up to ten people at a time. The effect lasts a number of rounds equal to your Wisdom modifier.

*Bonus Feat:* You can pick a free feat from one of the following groups: Combat, Saves, and Skills.

*Opportunist:* Any time an opponent within your standard melee reach takes damage from someone else's attack, you can choose to make an Attack of Opportunity against that opponent. You can do so only once per round, even with Combat Reflexes, and this attack counts against your total number of Attacks of Opportunity.

*Scare Tactics:* Once per day, Masterminds can roll two d20s for any Intimidate check and select the best result.

*Slippery Mind* : If you fail a Will Save against a mind-affecting spell or power, you can re-roll that Will Save once, on your next turn.

*Vanish Into Another Life:* Free 4 CP Additional Identity, ready for use at all times.

**Inspiring Presence** (Ex): At level 3, Masterminds grant a +2 morale bonus to attack and damage rolls and Will saves against fear or charm effects to anyone who fights on their side and remains within 50 ft. This effect requires not effort on the Mastermind's part and lasts for as long as the Mastermind actively fights in the battle. This bonus increases at level 8 (to +4), 13 (to +6), and 18 (to +8).

**Bombastic Aura** (Su): At level 4, Masterminds become so magnificent, awesome, or scary that they add their Wisdom modifier to their AC as a insight bonus. This bonus affects only those who are within 30 ft.

**Inflexible Will** (Ex): At level 9, Masterminds can Take 10 on any Will Save, but they must declare their intention to do so before they make their rolls.

**Mind Expansion**: At levels 10, 15, and 20, Masterminds apply a inherent bonus +2 to either Intelligence, Wisdom, or Charisma (player's choice).