There is no other villain as scheming, sinister, or nefarious as the criminal mastermind. Often driven by megalomania, the criminal mastermind uses his intellectual prowess in his quest for complete power. Financial gain and worldy influence are mere benefits of his true goal - world domination. He has a need to extend his own personal views onto the world around him. Sometimes he will do this in secret as he bids his time waiting for the right moment to reveal his existence to the world. Other times, he will openly challenge the world to match his intellect as he strives for total control of all around him. While criminal masterminds may differ in their tactics, they share one trait - they will let no one interfer with their thirst for power.
Game Rule Information
Criminal masterminds have the following game statistics.
Abilities: Intelligence and Charisma are necessary for a criminal mastermind to successfully out think and maniuplate others. A high Constitution and Wisdom can also benefit a criminal mastermind.
Vitality: 1d6 plus Constitution modifier per level.
Class Skills: The criminal mastermind class skills, and the key ability for each of them, are as follows: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Profession (Int), Repair (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, and Spot (Wis).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Class Features
All of the following are class features of the criminal mastermind.
Infamy: A criminal mastermind gains reputation as other characters do, but their reputation are infamous, inspiring fear rather than respect. It works as same as the Gangster ability of the same name.
Iron Will: A criminal mastermind gains this feat for free at first level.
Underworld Contact: At 1st level and every three levels thereafter, the criminal mastermind gains a new contact in the Underworld. It works as the Gangster ability of the same name.
Weapon Proficiencies: The criminal mastermind begins play with the following feats: Weapon Proficiency (simple), and Weapon Proficiency (pistols).
Bonus Feat: At 2nd level, and every three levels thereafter, the criminal mastermind gains a new feat. These bonus feats may only be picked from the following list: Alertness, Dodge, Fame, Improved Initiative, Neck Hairs Rise, Persuasive, Secret Identity, Sharp-Eyed, Skill Emphasis, Stealthy, and Steely Gaze.
Exceptional Resources: The criminal mastermind uses his superior intellect to amass a considerable fortune. His Resource Rating increases by one level at levels 3, 9, and 15. Should the criminal mastermind max out his Resource Rating (the Billionaire rating), then any additional Exceptional Resources gained equal stored windfalls (at a ratio of 1 Exceptional Resource bonus = 5 windfalls. He may continue to store excessive windfalls past the normal limit of five per rating). For example, a criminal mastermind who is a Billionaire at level three would have an additonal 10 windfalls at level 15 (thus meaning he would have to spend 15 windfalls to fall to the next lower Resource Rating of Wealthy).
Skill Mastery: A criminal mastermind gains this ability at 4th level and again at levels 9, 13, and 18. This ability behaves exactly the same as the Explorer ability of the same name.
Minions: At 6th level, the criminal mastermind gains the Minions feat for free.
Greater Minions: At 12th level, the criminal mastermind's Reputation score is doubled when calculating his Leader Score.
TABLE CRMD-1: THE CRIMINAL MASTERMIND
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Pulp Heroes, Dungeon & Dragons, Psionics Handbook are trademarks owned by Wizards of the Coast. Pulp Heroes was written by David Noonan. The Criminal Mastermind NPC Class, including the name, description text and game mechanics, are designated as Open Game Content.