MASTERMIND "Obey. Or you will discover worse things than death." Masterminds are representatives of the Elder Brain. How the Brain chooses them is known only to it. They are also responsible for creating and maintaining the slave population of the community, as well as Voidminds.
BECOMING A MASTERMIND An Illithid must be chosen by it's colonies Elder Brain.
ENTRY REQUIREMENTS Race: Mindflayer
Powers: Must be able to Manifest any two powers with the Compulsion descriptor.
Skills: Bluff 4 ranks, Intimidate 4 ranks, Knowledge (Psionics) 4 ranks
Feats: Greater Psionic Endowment, Psionic Endowment
Special: An Illithid must be chosen by it's colonies Elder Brain.
Class Skills The Mastermind's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (Any)(Int), Listen (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Use Psionic Device (Cha)
Skills Points at Each Level : 4 + int
Hit Dice: d4
[b] BAB Fort Ref Will Abilities[/b]
1. +0 +0 +0 +2 Extract (Healing)
2. +1 +0 +0 +3 Gifts of the Elder Brain (Psychic Static)
3. +1 +1 +1 +3 +1 Manifester Level
4. +2 +1 +1 +4 Extract (Create Thrall)
5. +2 +1 +1 +4 Gifts of the Elder Brain (Illusion of Pain)
6. +3 +2 +2 +5 +1 Manifester Level
7. +3 +2 +2 +5 Extract (Voidmind)
8. +4 +2 +2 +6 Gifts of the Elder Brain (Contingency)
9. +4 +3 +3 +6 +1 Manifester Level
10.+5 +3 +3 +7 Invest Power
Weapon Proficiencies: A Mastermind gains no new weapon or armor proficiencies.
Extract (Su): Beginning at 1st Level, whenever a Mastermind successfully extracts an Opponents Brain, he heals damage equal to twice his Mastermind Level.
At 4th Level he can forego killing the Opponent, choosing instead to make them a Thrall. This works like the Dominate spell, but duration lasts until the Mastermind is killed.
At 7th Level it can forego the above options and give an Opponent the Voidmind Creature Template.
Gifts of the Elder Brain (Su): At 2nd Level the Mastermind generates an aura of psychic static. This is a 10 ft. emanation centered on the Mastermind, and opponets within this area of effect have a -2 Penalty to their Willpower Saves.
At 5th Level the Mastermind can psychically attack all opponents within a 10 ft burst (this has a range of 60 ft) as a Standard Action. Opponents within this area must make a Willpower Save (DC is 10 plus 1/2 HD plus Int Modifier) or succumb to the illusion the area is suddenly swarming with barbed tentacles. A failed Save means they take 8d6 damage and are Dazed 1d4 Rounds, taking an additional 2d6 damage each round after the first that it is Dazed. A successful Save halves the damage and negates the Daze effect.
At 8th Level the Mastermind, anytime the Mastermind is attacked in melee it can Teleport up to 100 ft. as an Immediate Action. Once it uses this ability it cannot be used again for another 1d6 Rounds.
Manifester Level: At Levels 3, 6, and 9 the Manifester Level of the Infiltrator increases by +1.
Invest Power: At 10th Level your Manifester Level improves by +1, and you learn the invest Power Power (see below).
PLAYING A MASTERMIND You are entrusted with the control of the thrall population. Without you all is lost, and you must ensure you never waver from your purpose.
Combat: Masterminds rely on thralls to shield them while they unleash their psionic powers on opponents. If things go badly it will teleport out. It will make new thralls if it has the opportunity.
Advancement: You learn whatever the Elder Brain requires of you.
Resources: So long as you serve the Elder Brains goals you have it's full backing.
MASTERMINDS IN THE WORLD "Do not think these things. The Master is always listening." You rarely interact much with society, despite occupying one of the most important posts in it. Generally other Illithids believe that seeing you means something has gone horribly wrong.
Daily Life: Your days are consumed with creating, ordering and maintaining the thralls.
Notables:
Organizations: Every Elder Brain of worth has a handful of Masterminds, the Illithid society needs them.
NPC Reaction You're a slave owning brain eater. Even other Evil beings don't care for you.
MASTERMINDS IN THE GAME This ties the PC to an Elder Brain, so if it's not an all Illithid campaign this is best for NPC's.
Adaptation: This is meant for Illithids only. Since it modifies their racial attacks, it's not that flexible for adapting.
Encounters: Masterminds are found in defense of the Elder Brain, or occasionally on raids meant to acquire new thralls.
Sample Encounter EL 12: Voidmind creatures have been devastating the City's defenders, and you have been tasked with killing their creator.
Namealignment/Gender/Race/Levels
Init +0,
Senses: Listen +, Spot +,
Languages ------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +,
Ref +,
Will +
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Speed ft. ( squares)
Melee Base Atk +,
Grp +
Atk Options Combat GearSpells Prepared Supernatural Abilities -----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ Feats Skills PossessionsEPIC MASTERMIND Hit Die: d4
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Mastermind gains a Bonus Feat every 3 levels higher than 20th
Intrusive Taste LinkTelepathy[Mind-Affecting]
Level: Psion 3
Display: Mental and olfactory
Manifesting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: 1 Round/Level (D)
Saving Throw: Willpower Negates
Power Resistance: Yes
Power Points: 5
This power is generally limited to Illithids, and Illithid-Kin who also have the extract ability. Once Manifested, it has no effect until the Illithid extracts a brain, at which point both the Illithid's and victims thoughts and sensory information are telepathically broadcast into the mind of one chosen creature within range. That creature must make a Willpower Save or be Nauseated for 1d4 Rounds.
Augment: For every additional 2 power points you spend, this power affects one additional creature within range.