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Mastermind Feats

Shadowed Opportunist (Tier 1)

You masterfully exploit your enemies’ mistakes, striking with precision whenever they falter.
Prerequisite : Mastermind Racket, Master in Deception or Stealth
Trigger : An enemy within 30 feet fails a Perception check to detect you or critically fails a saving throw.
Action : Reaction
Effect : You immediately make a ranged or melee Strike against the triggering enemy. If the Strike hits, the enemy takes an additional 3d8 precision damage and becomes Flat-Footed until the end of your next turn.  

Vicious Feint (Tier 2)

Your deceptions cut deeper, leaving enemies vulnerable and off-balance.
Prerequisite : Mastermind Racket, Master in Deception
Action : 1 Action (Feint)
Effect : When you successfully Feint, you can choose one of the following additional effects:
  • The target takes a –2 penalty to AC against your attacks for 1 round.
  • The target is Flat-Footed against all attacks until the start of your next turn.
If the target critically fails their save, they also take 2d12 mental damage as the weight of their misstep unnerves them.  

Cloak of Subterfuge (Tier 3)

You vanish into the shadows, leaving only confusion in your wake.
Prerequisite : Legendary in Stealth
Action : 2 Actions
Effect : You immediately become Invisible for up to 1 minute or until you make an attack. When you become invisible, choose one of the following effects:
  • Leave an illusory double of yourself behind that lasts for 1 round. Enemies must succeed at a Will save (DC = class DC) or believe the double is you, targeting it instead of you.
  • Cause an auditory distraction (a loud noise, a crashing object) within 30 feet to redirect attention away from your last known position.

Mastermind’s Gambit (Tier 4)

Your tactical genius allows you to turn even the most dire situation into an opportunity.
Prerequisite : Legendary in Deception or Intimidation, Mastermind Racket
Action : Free Action, Trigger : You or an ally fails a saving throw, misses an attack, or takes critical damage.
Effect : You devise an immediate counterstrategy, allowing the triggering character to reroll their failed roll or gain an immediate reaction to move up to half their speed. If they critically succeed on their reroll or make a critical hit, the enemy takes an additional 3d12 precision damage as part of your plan.
Special : You can use this ability once per minute.

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