Factotum – Mastermind – D&D 3.5
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Mastermind
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![Mastermind](https://i0.wp.com/stellardragongames.com/wp-content/uploads/2024/04/factotum-mastermind-dnd-3-5.png?resize=1024%2C586&ssl=1)
But the most persistent urban legend in the Capital is that of the Mastermind.
He’s a masked man who appears to be behind the action of every criminal guild in the city.
A man standing behind a vast web of informants, blackmail, and criminals. All of these working towards his dark designs, one way or another.
The goal seems to be corrupting the very foundations of the Capital. Over the past decade, those plans have been weakening it for some unknown end.
Nobody knows who he is, but the legend says he wears a mask depicting a smiling devil of some sort. Not only that, but can help you with anything.
Be wary, though, because he also always collect his favors. And that price… well, it’s always far greater than it appears…
Race
Human
Class
Factotum 4/Monk 1/Swashbuckler 3/Disciple of Baalzebul 5/Bayushi Deceiver 2/Invisible Blade 5
Ability Scores
Str 8/Dex 14/Con 10/Int 18/Wis 10/Cha 14
Skills
Bluff 10, Diplomacy 8, Gather Information 4, Sense Motive 6
Equipment
A single kukri
Flaws
Murky Eyed, Inattentive
Goal
You add your Intelligence to nearly everything.
Strength, Dexterity and Skill Checks and Initiative benefit directly from this ability. Not only that, but you add Intelligence to damage, twice to your AC, to your HP, and your Sneak Attack too.
You can spend an Inspiration to add Intelligence to your attack roll, and with ability to summon an Osyluth for flanking to aid in your Sneak Attack, you can deal tremendous damage.
Throw on free action feints, and that aforementioned Intelligence bonus to Bluff checks and you’re contender for the ultimate Intelligence-based character.
Level | Class | HD | Feat | Special |
1 | Factotum | 12 | Faerie Mysteries Initiate(Passions), Able Learner, Darkstalker, Disciple of Darkness | Inspiration, Cunning Insight, Cunning Knowledge, Trapfinding |
2 | Swashbuckler | 1d10+4 | Weapon Finesse | – |
3 | Monk | 1d8+4 | Carmendine Monk, Improved Unarmed Strike, Stunning Strike | AC Bonus(Int), Unarmed 1d6, Flurry of Blows |
4 | Factotum | 1d8+4 | – | Arcane Dilettante(1 Spell), +1 Int |
5 | Factotum | 1d8+4 | – | Brains over Brawn, Cunning Defense |
6 | Factotum | 1d8+4 | Improved Initiative | Arcane Dilettante(2 Spells), Cunning Strike |
7 | Swashbuckler | 1d10+4 | – | Grace +1 |
8 | Swashbuckler | 1d10+12 | – | Insightful Strike, +1 Int |
9 | Disciple of Baalzebul | 1d6+5 | Weapon Focus(Kukri) | Tongue of the Devil |
10 | Disciple of Baalzebul | 1d6+5 | – | Sneak Attack +1d6 |
11 | Disciple of Baalzebul | 1d6+5 | – | Suggestion |
12 | Disciple of Baalzebul | 1d6+5 | Point-Blank Shot | Summon Osyluth, +1 Int |
13 | Disciple of Baalzebul | 1d6+5 | – | Sneak Attack +2d6 |
14 | Bayushi Deceiver | 1d8+5 | – | Sneak Attack +3d6, Poison Use |
15 | Bayushi Deceiver | 1d8+5 | Far Shot | Strike First, Strike Last |
16 | Invisible Blade | 1d6+21 | – | Dagger Sneak Attack +1d6, Unfettered Defense, +1 Int |
17 | Invisible Blade | 1d6+6 | – | Bleeding Wound |
18 | Invisible Blade | 1d6+6 | Craven | Dagger Sneak Attack +2d6, Uncanny Feint(Move Action) |
19 | Invisible Blade | 1d6+6 | – | Feint Mastery |
20 | Invisible Blade | 1d6+6 | – | Dagger Sneak Attack +3d6, Uncanny Feint(Free Action), +1 Int |