Mastermind Competencies

Your character starts with the following competencies:
Trickery: Perception and either deception or persuasion
Trade: Calligraphy
Languages: Thieves’ Cant (choose three cities) and two common languages of your choice

Mastermind Traits

Your character starts with the following traits:
Resilience. Your Reflex and Will increase by 1.
Leadership. You gain a rogue follower. This follower has d4 Eminence, d6, d6, d4, and d4 as their aptitude array, one archetype, may not choose a class, all equipment necessary for use of their competencies, 2 silver pieces, and 0 xp. If you gain this trait through the course of play rather than starting with it, the referee should work the follower in as soon as possible (no more than two sessions should pass), and they may be of a different archetype.
A Natural. If you listen to an accent for at least an hour, you can pass yourself off as a native speaker of that accent. You can only learn one accent at a time like this, and lose it after your next long rest.


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