Author Topic: Brainstorming an evil mastermind prc  (Read 7904 times)

Offline sirpercival

  • Epic Member
  • ****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Brainstorming an evil mastermind prc
« on: December 09, 2012, 08:11:28 PM »
There are a dearth of good Factotum prestige classes.  Since it's one of my favorite classes, I find this deplorable.  There are also few evil prcs that are at all interesting to me.

So, I'd like to 'brew a prc for the factotum, based around the idea of an evil mastermind.  This is a Bond villain, who uses inspiration points to (a) design death rays, hack the world's banks, and breed sharks with frickin' lasers on their heads, and (b) always be able to say "ah, but you didn't expect this, did you?"

Any suggestions?
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline phaedrusxy

  • DnD Handbook Writer
  • ****
  • Posts: 10717
  • The iconic spambot
    • View Profile
Re: Brainstorming an evil mastermind prc
« Reply #1 on: December 09, 2012, 08:30:19 PM »
Hmm... an interesting idea. I remember some abilities from other feats/classes which I think would work well for this, but unfortunately I can't remember where I saw them...

1) The ability to reposition yourself and/or allies at the start of a battle as an immediate/free action. Fluffwise, this wouldn't represent you actually moving, but instead that you'd predicted how your enemy was going to approach, and positioned yourselves to best take advantage of it.

2) The ability to never be flat-footed, and always get to go in a surprise round.

3) The ability (by spending an inspiration point?) to pull out any item within your allowed WBL, whether you'd had it down on your character sheet or not previously. This would be another "I Knew You'd Do That, So I Brought This!" abilities, fluff-wise. As part of this ability, you could "sell" items in your inventory to free up the money for this "purchase".

4) The BBEG has "connections", so he can get things more easily than other people. You can sell items at full cost, instead of half. This would let him totally customize his set of gear, especially combined with #3.

5) Similar to #3, except that this would let you use any spell or item that you have access to as a "pre-buff" as an immediate action after combat had already started, as long as the duration for the "pre-buff" would have lasted at least one round longer than the encounter had at the point it was used.

6) Once per day (or whatever), you can declare that one of the "good guys" attacking you/etc is actually a "sleeper agent". This could represent your blackmailing them or otherwise forcing/seducing them to the dark side, or that you've secretly replaced them with a doppelganger. Mechanically, this would let you turn an enemy into an ally, and wouldn't be mind-affecting or anything like that. You could even replace the NPC on the other team with one with a different set of abilities, as long as the new one had the ability to credibly replace the original.



Now... I'm pretty sure I actually saw several of these as part of a homebrew Prestige Class that is themed similarly to what you're wanting. I just have to remember what it was...
« Last Edit: December 09, 2012, 08:43:25 PM by phaedrusxy »
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.

Offline sirpercival

  • Epic Member
  • ****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Brainstorming an evil mastermind prc
« Reply #2 on: December 09, 2012, 09:24:15 PM »
Those sound great... I'd just have to be careful not to make them infinitely abusable...

This has sparked an idea: a Handbook of Villainy, full of homebrew for interesting and flavorful Villains, with a capital VEE, not just evil PCs or NPCs.  I found EoE rather underwhelming in that department... what do we think?  We could have an Evil Henchman class, where you could learn to throw hats with deadly force or have iron teeth, or be a sexy sadomasochist...
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline phaedrusxy

  • DnD Handbook Writer
  • ****
  • Posts: 10717
  • The iconic spambot
    • View Profile
Re: Brainstorming an evil mastermind prc
« Reply #3 on: December 09, 2012, 11:20:54 PM »
I like the idea, and have at least a few contributions I can make. :D
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.

Offline Harald

  • Hero Member
  • ***
  • Posts: 595
  • wielding a 30 Tons Tank as an improvised flail.
    • View Profile
Re: Brainstorming an evil mastermind prc
« Reply #4 on: December 11, 2012, 01:56:02 PM »
We really need a way to :
- make evil laugh a class feature ;
- encourage the Mastermind to capture his foes, and jail them in an DEADLY trap of DOOM for a slow and ineluctable death, instead of just shooting them in the head ?
- to allow the Mastermind some way to escape his demise, to come back again.

Colour me interrested in helping you for such an handbook !
"-Lady-Captain, we detect 20 hostile vessels against us,  and Erasmus Haarlock's Spear of Destiny ! What are your orders ?
-RAMMING SPEED !

final result : 6 slaughts vessels, 4 imperial frigates, 2 imperial cruisers destroyed. Haarlock sent into the warp. 0 losses. Flawless Victory.

Offline sirpercival

  • Epic Member
  • ****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Brainstorming an evil mastermind prc
« Reply #5 on: December 11, 2012, 02:06:14 PM »
We should probably have multiple villainous prc's based on either role/mechanic or archetype.

For example, we could have the Strong Villain, the Sneaky Villain, the Tough Villain, etc.... or we could have the Skillful Villain, the Arcane Villain, the Divine Villain, etc.  Thoughts?
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline Harald

  • Hero Member
  • ***
  • Posts: 595
  • wielding a 30 Tons Tank as an improvised flail.
    • View Profile
Re: Brainstorming an evil mastermind prc
« Reply #6 on: December 11, 2012, 02:13:38 PM »
I suggest more on Archetype. As for what they can do, I sugger we steal some nice ideas among Spirit of the Century stunts, for a nice pulpy feel.
For instance, a Master of Disguise, the Mad Scientist, the Cult Master...
"-Lady-Captain, we detect 20 hostile vessels against us,  and Erasmus Haarlock's Spear of Destiny ! What are your orders ?
-RAMMING SPEED !

final result : 6 slaughts vessels, 4 imperial frigates, 2 imperial cruisers destroyed. Haarlock sent into the warp. 0 losses. Flawless Victory.

Offline sirpercival

  • Epic Member
  • ****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Brainstorming an evil mastermind prc
« Reply #7 on: December 11, 2012, 03:08:24 PM »
OK, so here's a preliminary list of PrC names:

Evil Mastermind
Master of Disguise
Mad Scientist
Cult Leader
Gentleman Torturer
Cruel Warlord

Start brainstorming, people!
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline FireInTheSky

  • Epic Member
  • ****
  • Posts: 3870
  • "Insight is the sudden cessation of stupidity."
    • View Profile
Re: Brainstorming an evil mastermind prc
« Reply #8 on: December 11, 2012, 11:06:09 PM »
The "Evil Laugh" could be uses of Bardic Music


EDIT:

Also, what archetypes do these characters fit into:
  -Mab (Dresden Files) / Queen of Hearts (Alice in Wonderland) / Ice Queen (Chronicles of Narnia)
  -Davey Jones / Blackbeard (Pirates of the Caribbean)
  -Cutler Beckett (Pirates of the Caribbean)
  -Maeve (Dresden Files)
  -Mavra (Dresden Files)
  -Bianca (Dresden Files)
  -Jack the Ripper
« Last Edit: December 11, 2012, 11:22:24 PM by FireInTheSky »

Offline Amechra

  • Epic Member
  • ****
  • Posts: 4560
  • Thread Necromancy a specialty
    • View Profile
Re: Brainstorming an evil mastermind prc
« Reply #9 on: December 11, 2012, 11:18:06 PM »
They need to get a little kitty. That they can stroke while the cackle.

Actually, that's an idea: have it be a Factotum PrC that augments a familiar, with the Familiar boosting some of the class features.

So, when you cackle normally, it inflicts a -2 morale penalty to opponent saves, but if you are adjacent/sharing a space with your familiar, it inflicts a -4 morale penalty.

Or whatever amounts you think are OK.
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline sirpercival

  • Epic Member
  • ****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Brainstorming an evil mastermind prc
« Reply #10 on: December 12, 2012, 08:38:01 AM »
The "Evil Laugh" could be uses of Bardic Music


EDIT:

Also, what archetypes do these characters fit into:
  -Mab (Dresden Files) / Queen of Hearts (Alice in Wonderland) / Ice Queen (Chronicles of Narnia)
  -Davey Jones / Blackbeard (Pirates of the Caribbean)
  -Cutler Beckett (Pirates of the Caribbean)
  -Maeve (Dresden Files)
  -Mavra (Dresden Files)
  -Bianca (Dresden Files)
  -Jack the Ripper

OK, a couple new PrCs:

Caligula (covers maeve & queen of hearts)
Archenemy (covers Moriarty, Bianca, Mavra, Davy Jones)
Serial Killer (Jack the Ripper)

I don't think Mab really counts as a villain, she's never been the bad guy in story terms.  I have no idea who cutler beckett is.
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline veekie

  • Spinner of Fortunes
  • Epic Member
  • ****
  • Posts: 5423
  • Chaos Dice
    • View Profile
Re: Brainstorming an evil mastermind prc
« Reply #11 on: December 12, 2012, 11:22:33 PM »
Schemer might work better than Archenemy, since it's more descriptive. Serial Killer...doesn't quite roll off the tongue as a class name. Slasher maybe?
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline sirpercival

  • Epic Member
  • ****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Brainstorming an evil mastermind prc
« Reply #12 on: December 13, 2012, 08:03:27 AM »
Schemer might work better than Archenemy, since it's more descriptive. Serial Killer...doesn't quite roll off the tongue as a class name. Slasher maybe?

Schemer I think puts it more into Evil Mastermind territory, and doesn't quite get the flavor I'm looking for.  I thought about using Nemesis instead, though... is that descriptive enough?  (Yes, I know they're synonyms.)

I'm not crazy about serial killer as a PrC in general... SKs seem too low-level to me.  I think they're probably just some sort of assassin-style base class that preys on Commoners and Experts.
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline veekie

  • Spinner of Fortunes
  • Epic Member
  • ****
  • Posts: 5423
  • Chaos Dice
    • View Profile
Re: Brainstorming an evil mastermind prc
« Reply #13 on: December 13, 2012, 09:51:49 AM »
Nemesis, funny enough, works just fine. Words, how do they fucking work?
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline Harald

  • Hero Member
  • ***
  • Posts: 595
  • wielding a 30 Tons Tank as an improvised flail.
    • View Profile
Re: Brainstorming an evil mastermind prc
« Reply #14 on: December 18, 2012, 04:41:04 PM »
I'm working on it. I'm doing the following :
-brewing a Mastermind base class , based on the factotum, with a Signature (Master of Disguise, Caligula, Cult Leader) instead of Trapfinding ;
- instead of Inspiration, Schemes, with a lower recovery rate but can be recharged by a full round action cackling madly/ beating a minion/ monologuing about evil plans/throwing a hero in a complicated trap of inexorable doom, leaving the mastermind flat-footed during said round ;
- instead of Cunning Strike => Nemesis. Get a bonus on someone to hit/damage , said someone can be anything. a group of adventurers, a whole race, an organisation. But be careful ! If you don't manage to destroy them, these pesky nemesis will meddle with your plans ! (something like they get the same bonus against your minions, and on knowledge/Gather Info/bardic lore checks to discover what you are doing :p)
- Opportunistic Piety is no more, replaced by Tools of the Evil Trade (temporary names) : Minions ! a deadly Right hand ! A Doomsday Device, or a Lair, or a garantee to get a Dramatic Entrance/exit !
-Feats like Dangerously Genre Savvy, or Card Carying Vilain !

Does it sound interresting or not ?
"-Lady-Captain, we detect 20 hostile vessels against us,  and Erasmus Haarlock's Spear of Destiny ! What are your orders ?
-RAMMING SPEED !

final result : 6 slaughts vessels, 4 imperial frigates, 2 imperial cruisers destroyed. Haarlock sent into the warp. 0 losses. Flawless Victory.

Offline sirpercival

  • Epic Member
  • ****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: Brainstorming an evil mastermind prc
« Reply #15 on: December 18, 2012, 04:50:26 PM »
I think this looks lovely!  I look forward to your results :D
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline Harald

  • Hero Member
  • ***
  • Posts: 595
  • wielding a 30 Tons Tank as an improvised flail.
    • View Profile
Re: Brainstorming an evil mastermind prc
« Reply #16 on: December 18, 2012, 05:00:52 PM »
Ok. As you know, I'm not english native, thus, once I'm done, we'll need to translate my work in legalese english, 'cause I do think I'm a bit rusty and green in that field. Better we do not create a brocken homebrew, don't we ?
What kind of Tier do we aim for ? I'd say high 3, but if we create a Signature allowing our mastermind to be a full caster, there should be a cost. For an evil guy? I'm found of costly, dangerous magic...
"-Lady-Captain, we detect 20 hostile vessels against us,  and Erasmus Haarlock's Spear of Destiny ! What are your orders ?
-RAMMING SPEED !

final result : 6 slaughts vessels, 4 imperial frigates, 2 imperial cruisers destroyed. Haarlock sent into the warp. 0 losses. Flawless Victory.

Offline Harald

  • Hero Member
  • ***
  • Posts: 595
  • wielding a 30 Tons Tank as an improvised flail.
    • View Profile
Re: Brainstorming an evil mastermind prc
« Reply #17 on: December 24, 2012, 12:28:10 PM »
here is where I am with the Mastermind base class. It's still a WIP, but comments are already welcome !
I need to write some class features, and I do not know yet what kind of special ability to offer at level 19.
As well, I need to write a sample archetype, or Signature.

BAB : ¾ (Like Cleric).
Saves : High Will, Low Reflex, Low Fortitude.
Skills known : All of them. 6+Int/level.
HD : d8.

Weapon and Armor Proficiency: A Mastermind is proficient with all simple and martial weapons, and with light armor and shields (except tower shields). Because he uses spells as if they were spelllike abilities, a Mastermind can wear armor without incurring the normal arcane spell failure chance. A multiclass Mastermind still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Schemes: The Mastermind is a brilliant polymath, a genius of many schemes and plots, thinking in plans within plans within plans. Always ready to use anything to advance his objectives, he will prepare himself, be it by studying ancient spells, paying lip services to gods to steal their powers, learning the art of masters –and killing them for practice.
But while a Mastermind learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when
the situation calls it. Beware of the Mastermind when everything goes along to his plans, for he will leverage any potential situation to further his purpose dramatically.
To represent this seemingly random body of knowledge and perfect planning, a Mastermind gains Scheme points that he can spend to activate his abilities. Each day, he gains a number of inspiration points determined by his level. A mastermind can also, by a full action, renew his Scheme points, leaving him flat flooted until the beginning of his next round :  an appropriate description of such action can be cackling like a maniac, monologing, taunting an enemy with a martial flourish in combat, petting a cat, pondering broodily on your throne, killing a minion or sending an helpless victim in an extraordinarily complicated Trap of inexcapable –slow- death, watching Rome burn while reciting poetry, or anything else deemed sufficiently stylishly evil. Should the Mastemind pool be full, he can also use said action to gain an additional Scheme Point for each full round spent doing this, up to a maximum of his Int bonus * his mastermind class level. Thes additional Scheme Points should be used first, and disappear if not used after 24h. 
Brutal Cunning (Ex): You have no qualm using your massive intellect to hurt others and to avoid to be hurt. Before making an attack roll, damage roll, or saving throw, you can spend 1 Scheme point to gain a competence bonus on the roll equal to your Intelligence modifier. Brutal Cunning does not require an action, and you can use it as often as you wish during your turn or others’ turns—provided that you have the Scheme points to spend. Because this ability provides a competence bonus, it does not stack with itself.
Evil Doctorate (Ex): When making a check involving a skill in which you have at least 1 rank, you can spend 1 Scheme point to gain a bonus on the check equal to your Mastermind level. You can use this ability once per day for a particular skill. For example, if you use Evil Doctorate  knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.
Signature (Ex): You are not a mere Overlord-wanabe. You have something different, a potent talent that will grow with you, and the reason why you can be a credible candidate for World Domination.
Surnatural Plotting (Sp): At 2nd level, through dark pacts, an extensive training or be being that good and dedicated to your plans, you manage sometime to do something that looks like magic. You know that with a few weird hand gestures and an array of grunts and bizarre words, you can conjure up something that looks like a spell. By spending 1 Scheme point, you can mimic a spell as a spell-like ability. At the start of each day, choose a number of spells from any spell list based on your Mastermind level. You can choose one spell at 2nd level, and you gain additional spells as shown on Table 1–1. The maximum level of spell you can use, according to your class level, is also shown on the table. You can select any spell up to that level, but you can prepare only one spell of your maximum level. Your caster level equals your level in this character class. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier.
Once you have used a spell, you cannot use it again until you have rested for 8 hours. After resting for this time, you choose new spells and lose any unused spells from the previous day, though you can select the same spell on consecutive days. You cannot prepare the same
spell multiple times to use it more than once during the same day.
You cannot use spells that require an XP cost. You must otherwise provide the necessary material components as normal.
If you wish to enhance a spell with a metamagic feat, you must apply the feat when you prepare the spell. In addition, you must be capable of using a spell of the modified spell’s level.
Cunning Brutality (Ex): You are not above using brutal force to solve a problem if need be, but you will do it intelligently. At 3rd level, you gain your Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.
Cunning Denial (Ex): The Fools ! Nothing can stop you, especially not their pitiful attempts to put you down ! Starting at 3rd level, you can spend 1 Scheme point to gain your Intelligence bonus as a dodge bonus to Armor Class against one opponent for 1 round. Using this ability is a free action. You gain this benefit even while wearing medium or heavy armor. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once during your turn against a single foe.
Nemesis (Ex): No more will this interlopers meddle with your plans ! You will not allow this anymore ! Starting at 4th level, you can designate a target, a group, an organisation, a race, a country, a religion or even a whole world as your Nemesis. In a free action, you swear that you will bring down your Nemesis. From now on, you gains a +2 un-typed bonus on Bluff, Gather Information, Knowledge, Listen, Sense Motive, Spot, and Survival checks when using these skills against your Nemesis. Likewise, you get a +2 un-typed bonus to hit and  on weapon damage rolls against it. However, Fate is a cruel mistress : your Nemesis will gain as well such a bonus against you and your associates. This bonus  will stay until you, or your Nemesis, or both, dies. Should you or your Nemesis come back to life, the bonus will come again as soon one of them learn that the Nemesis is alive. You can get as many Nemesis as you wish.
At 8th level and every four levels thereafter ((12th, 16th and 20th level),, the bonus against the Nemesis and you increases by 2.
Overlord : Masterminds are legendary for the resources they can gather to further their plots, and gaining more. At 5th level and every Five level therafter (10th, 15th and 20th level), you can choose one of  the following special abilites :

- Doomsday Device : access to artefacts of doom. Pay a hefty sum of Scheme Points. Invested scheme points on ti while on completion are not lost (cf the 24 hour duration of the additional Scheme Points).
- Dramatic Entrance/Exit : insure you a way to be at (or OUT) the right place at the right time by spending .
- Improved Doomsday Device : exactly what it says on the tin.
- Improved Minions :
- Improved Lair : Moon bases and the like. Immediately available if a Nemesis destroy the first one.
- Improved Personal Lieutnant
- Lair : to get a nice lair. Landlord feat ? should at least include a mandatory auto-destruction device. Should the lair be destroyed by the deeds of a Nemesis : get a new one after a delay? Spend Scheme points to improve your Lair !
- Minions : spend Schemes points to have a bunch of disposable lackeys at your side right now !
- No One could have survived that! Allow you to come back to life. The one who killed you is now a Nemesis. Can only work once against the same opponent.
- Personnal Lieutnant
Just as Planned (Ex): Starting at 8th level, you plot so well that your plans unravel in a mere blink of the eye. By spending 3 Scheme points, you can take an extra standard action during your turn.
Absolute Ruthlessness (Su): Starting at 11th level, your keen mind allows you to study an opponent and gain a brief flash of insight to breach her defenses. By spending 2 Scheme points as a free action, you can ignore a single target’s spell resistance and damage reduction for 1 round. The target automatically fails any spell resistance check that she attempts to avoid your spell.
That’s all you can do ? (Ex): At 13th level, you have defeated so many vain attempts to stop you that you have a contingency prepared against almost everything. If you take damage that would reduce you to 0 or fewer hit points, you can spend 4 Scheme points as an immediate action to ignore the damage. You dodge out of the way, take cover from a spell, throw a minion on the way, escape or simply laugh the attack off at the face at your assaillant. You can use this ability once per day.
Improved Cunning Denial (Ex): At 16th level, you gain your Intelligence bonus as a dodge bonus to Armor Class. You no longer need to spend an inspiration point to gain this benefit. Unlike the standard cunning defense ability, you do not gain this benefit when wearing medium or heavy armor.
Master Scheme (Ex): At 19th level…

Signature :  it should work in steps :
- level 1 : basic.
- level 6 : advance effect.
- level 12 : master effect.
- level 18 : epic effect.
We can give there goodies according to the archetype : for instance, give a Better Fort Save and heavy armor proficiency for a combat archetype.
If there is an archetype for an evil caster, I suggest that the spells have a cost on the caster to be launched, or the surroundings, as well as increasing the Scheme points costs. better be careful with said archetype/signature.

same SLA progression as factotum. We can perhaps forget them, and give something else, and  offer them in a Signature.
"-Lady-Captain, we detect 20 hostile vessels against us,  and Erasmus Haarlock's Spear of Destiny ! What are your orders ?
-RAMMING SPEED !

final result : 6 slaughts vessels, 4 imperial frigates, 2 imperial cruisers destroyed. Haarlock sent into the warp. 0 losses. Flawless Victory.

Offline phaedrusxy

  • DnD Handbook Writer
  • ****
  • Posts: 10717
  • The iconic spambot
    • View Profile
Re: Brainstorming an evil mastermind prc
« Reply #18 on: December 24, 2012, 12:53:37 PM »
That's awesome. After you suggested it, and added some needed fluff, the Factotum mechanics do seem like a perfect match for this type of character/class.

I don't like 1/day abilities, so how about making That’s all you can do? once per encounter?

And how about allowing them to "cast" spells with XP components, but stating that they have to pay the XP cost?
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.

Offline Harald

  • Hero Member
  • ***
  • Posts: 595
  • wielding a 30 Tons Tank as an improvised flail.
    • View Profile
Re: Brainstorming an evil mastermind prc
« Reply #19 on: December 24, 2012, 02:42:00 PM »
I've left the factotum abilities as close to the original as possible at first. But yes, I'm not found  of 1/day abilities too. Perhaps we can let it that way, but allow a Mastermind to renew it through his Scheme points recharge ?
Myself, I do not see what's wrong with allowing xp component spells - except that I hate that artificial cost anyway.

how about the things I've modified :
-does the scheme point system seems to work ? I know from experience that many DM do not like encounter based systems, thus, I've put a day based system, with a renewal opportunity. Is a full action enough, or too much ?
- how about the Nemesis ? With the latter, an extended Ranger-like favored ennemy with a potential cost basically, I do not expect something really brocken, but better to be safe.
- I'll need some help for Overlord, especially Doomsday Device. For every Overlord ability, I'll need to find a suitable amount of Scheme Point costs. After all, instead of giving a Lair, it might be better to make the player to play and pay for it through his actions.
- For minions, I'll suggest, for simplicity sake, to consider that minions are identical to the Mastermind state wise with a few levels off, or to give basic ones : a brute minion, a sneaky minion, an adviser/artisan minion, etc. With the second solution, archetype can give different goodies ( for instance, a Necromancer Archetype can give the undead type to all minions.)
- How about the SLA ? shall we keep them ? If we don't, we can give more granularity to Archetypes, allowing the Mastermind to devellop a few different Signature perhaps...
« Last Edit: December 24, 2012, 03:30:03 PM by Harald »
"-Lady-Captain, we detect 20 hostile vessels against us,  and Erasmus Haarlock's Spear of Destiny ! What are your orders ?
-RAMMING SPEED !

final result : 6 slaughts vessels, 4 imperial frigates, 2 imperial cruisers destroyed. Haarlock sent into the warp. 0 losses. Flawless Victory.