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Mastermind Rogue (3.5e Alternate Class Feature)

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{{3.5e Alternate Class Feature
|name=Mastermind Rogue
|summary=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 much combat effectiveness for skills.
|prereq=
|class=[[SRD:Rogue|Rogue]]
|level=1st to 20th
|replaces=A Mastermind's Base Attack Bonus drop to Low (as a [[SRD:Wizard|Wizard]]) and , her [[Reflex]] become Lowand her hit dice drop by one (usually to 1d4). She also lose Trapfinding at 1st level.
|benefit=A Mastermind Rogue possess a Good [[Will]] Save receive the following class features:
}}'''Deceive {{Ex}}:''' A 1st level Mastermind Rogue know how to words her lies, making anyone she successfully used [[SRD:Bluff Skill|Bluff]] against one step friendlier towards her than normal (to a maximum of helpful), although it become one step less friendly than it originally was (so usually two step less friendly) if it discover the deception.