pathfinder2e-notes/content/Mechanics/Character Building/Class Features/Mastermind.md
2024-05-18 23:33:21 +02:00

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---
title: "Mastermind"
noteType: ":luggage:"
aliases: "Mastermind"
foundryId: Item.bORt8tpo4WVcIKtt
tags:
- Item
---
# Mastermind
![[systems-pf2e-icons-features-classes-mastermind.webp|150]]
You rely on your intellect to craft intricate schemes, planning 10 steps ahead where others might plan three. You might be a driven detective, a spymaster in the service of a powerful house, or an aspiring crime lord or information broker.
If you successfully identify a creature using [[Recall Knowledge]], that creature is [[Off-Guard]] against your attacks until the start of your next turn; if you critically succeed, it's off-guard against your attacks for 1 minute.
You're trained in Society and one of the following skills of your choice: Arcana, Nature, Occultism, or Religion. You can choose Intelligence as your key attribute.