Mastermind Rogue (3.5e Alternate Class Feature)

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Author: Leziad (talk)
Date Created: 8th February 2016
Status: Finished
Editing: Clarity edits only please
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Mastermind Rogue

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.

Class: Rogue

Level: 1st to 20th

Replaces: Sneak Attack, Trap Finding, Trap Sense

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 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.

Poison Use: A 1st level Mastermind Rogue trained in the use of poison, and cannot accidentally poison herself when applying poison to a weapon.

Sweet Talker: A 1st level Mastermind Rogue either receive the Negotiator or Persuasive feat as a bonus feat at 1st level, at 5th level she receive the other.

Mastermind (Ex): A 2nd level Mastermind Rogue add her Intelligence bonus to Bluff, Diplomacy, Disguise and Sense Motive checks in addition to the original ability modifier.

Seduction (Ex): A 2nd level Mastermind Rogue gain seduce to learn ability.

Expert Manipulator: A 3rd level Mastermind Rogue gain Expert Manipulator as a bonus feat, even if shes does not meet the prerequisites. If she already possesses it, she may instead select another feat that she meet the prerequisite for.

Flexible Plan (Ex): When a 4th level Mastermind Rogue ready an action, she does not need to specify the condition under which she will take her readied action.

At 8th level she does not she do not need to specify the action she is readying.

Fast Talker (Ex): A 5th level Mastermind Rogue may rush a Diplomacy check as a full-round action without the -10 penalty.

Quick Counter: A 6th level Mastermind Rogue gain the Quick Counter feat as a bonus feat, even if she does not meet the prerequisites. If she already possesses it, she may instead select another feat that she meet the prerequisite for.

Superior Poison Use (Ex): A 6th level mastermind rogue can apply an alchemical compound or poison to a weapon as a swift action, additionally she increase the DC of any poison she use by her half Intelligence modifier, up to a maximum of 10 + 1/2 Class level + her Intelligence modifier.

Improved Delay (Ex): A 7th level Mastermind Rogue may delay her action in one round without compromising her Initiative in the next round.



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Leziad's Homebrew (4519 Articles)
Leziadv
AuthorLeziad +
ClassRogue +
Identifier3.5e Alternate Class Feature +
RatingUndiscussed +
SummaryA Mastermind is a rogue who use deception,
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.
fice much combat effectiveness for skills. +
TitleMastermind Rogue +