Cool Mastermind (3.5e Alternate Class Feature)

From Dungeons and Dragons Wiki
Revision as of 19:18, 3 April 2021 by Leziad (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
Homebrew.png
Author: Leziad (talk)
Date Created: 9th December 2018
Status: Finished
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article

Cool Mastermind

The Cool Mastermind is an extremely capable manipulator with a tendency to pull quick one. They however do not possess any alchemical abilities, simply relying on their moxie to get their job done.

Class: Investigator

Prerequisites: Charisma 15

Level: 1st-20th

Replaces: Alchemy, Poison Lore, Poison Resistance, Swift Alchemy

Benefit: A Cool Mastermind gain the following class features:

Luck Pool: A Cool Mastermind is complete control of her destiny, which by that that they are extremely lucky. She gain her Charisma modifier in luck points, which may be spent to improve any d20 roll she make, costing 1 point for each +1 she add to the roll. She may only add up to +5 to a single roll. This pool refresh at the rate of 1 points each 10 minutes, up to Cool Mastermind's Charisma bonus. This bonus is a luck bonus.

A Cool Mastermind may 'burn' one of her luck point for the day, reducing her maximum pool by 1 until she next rest to effectively increase the result of the dice by 1. This can negate a natural 1, or make a roll a natural 20. This does not trigger any weapon special effects that normally trigger upon a natural 20 (such as a vorpal weapon).

Plot Armor (Ex): A Cool Mastermind add her Charisma bonus as an insight bonus to her AC as long as she wear light or no armor, it is limited by armor's max dexterity bonus if any.

Cool Demeanor (Ex): A Cool Mastermind of 2nd level gain a +2 bonus on all saving throws against [fear]-effect and provocation (such as the Goad feat). This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the cool mastermind becomes completely immune to [fear]-effect and provocation.

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

Flexible Plan (Ex): When a 4th level Cool Mastermind 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.

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



Back to Main Page3.5e HomebrewCharacter OptionsAlternate Class Features

Leziad's Homebrew (4521 Articles)
Leziadv
AuthorLeziad +
ClassInvestigator +
Identifier3.5e Alternate Class Feature +
RatingUndiscussed +
SummaryThe Cool Mastermind is an extremely capable manipulator with a tendency to pull quick one. They however do not possess any alchemical abilities, simply relying on their moxie to get their job done. +
TitleCool Mastermind +