Mastermind (keystone)
“ALL ACCORDING TO KEIKAKU!” (Editor’s note: keikaku means plan)
*Master of Tactics: When you take any Step in Path of the Mastermind, you can Help as a minor action with a range of 100 feet. Additionally, you also add your Intelligence modifier when rolling for initiative. You also gain the Spark of Genius ability; once per short rest, you may modify any d20 roll by adding or subtracting your Intelligence modifier from the roll.
- Calculating: When using or benefitting from Avert or Aim, take +2 die sizes and an extra die of the same, and using or benefitting from Assail grants +1 die size as well. Up to three such effects in any combination may be active at once.
- Redlight: In a strife, passing Discern checks against the target imposes Lethal (P, stacks to 3P) for the duration of the strife. If you Scrutinized the target beforehand, it immediately goes to Lethal (3P).
- Anatomical Accuracy: If you are attacking a target’s anatomy, you can ignore either the hit or the crit penalty. If you roll for damage without targeting anatomy, add INT+P to the roll.
- Outmaneuver: When rolling for initiative or as a major action, switch positions with another target. If the target is unwilling, make a Discern check against their Will; if you break resistance, switch anyway. The range of Outmaneuver is equal to one and a half times your speed. Once per strife, you can Outmaneuver as part of Discerning, if the target is already Discerned.
- Inductive Reasoning: When landing a non-damaging ability (or take -100% damage to a damaging one), you may inflict the Breakdown (0, stacks to 5, 1 minute) condition on the target. Breakdown counts as either both Fade and Sunder, or Setback, chosen when inflicted. Whenever a Brokendown creature is Discerned, its magnitude increases by 1; if you already Scrutinized the target before inflicting it, it starts at Breakdown (3).
