Inaccurate?

Mountebank

(Dragon Compendium variant, p. 42)

Hit die

d6

Alignment

Any non-good

Starting gold

5d4x10

Skill points

6 + Int

Class Features

Weapon and Armor Proficiency: A mountebank is proficient with all simple weapons and light armor, but
not with any shields.

Beguiling Stare (Su): As a standard action, the mountebank can stare into her target's eyes and attempt to hypnotize him through the force of her infernal gaze. The target of this ability must make a Will save (DC 10 + 1/2 mountebank's level + mountebank's Cha modifier). If this save fails, the target becomes beguiled until the end of the mountebank's next turn. The mountebank can use this ability at will, but she cannot attempt to use it against a single target more than once per day.

A beguiled character loses his Dexterity bonus to Armor Class. He also suffers a -2 penalty on all Will saves and a -5 penalty on all Sense Motive checks. The mountebank's infernal power overwhelms the target's mind, leaving his thoughts foggy and his body leaden. If the mountebank's target succeeds in his save, he has no knowledge of the mountebank's attempt to beguile him unless he makes a DC 20 Knowledge (the planes) check. In the target's mind, he merely stared into her eyes for a moment.

Beguiling stare is a mind-affecting ability.

Bonus Language: The mountebank gains either Abyssal or Infernal as a bonus language to better communicate with her sinister masters.

Mark of Damnation: A mountebank pledges her soul to an infernal power, be it a demon, devil, or similar baleful lord. When the mountebank dies, her soul is consigned to her master. Any attempt to return her to life has a chance of failure, as the mountebank's master determines the fate of her soul. The mountebank must make a DC 25 Bluff or Diplomacy check (her choice) to return to the living. She gains a bonus on this check equal to half her mountebank level, as the dark lords of the Outer Planes prefer to let their more accomplished and skilled pawns return to the Material Plane to wreak further misery.

Trapfinding: Mountebanks can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Mountebanks can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A mountebank who beats a trap's DC by 10 or more with a Disable Device check can study the trap, figure out how it works, and bypass it without disarming it.

Deceptive Attack: If a mountebank of at least 2nd level can lull an opponent into dropping his defenses, she can make a sudden, devastating strike.

The mountebank's attack deals extra damage against any target that is beguiled (as per the mountebank's beguiling stare ability) or against targets that she successfully feints. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four mountebank levels thereafter. The mountebank never multiplies deceptive attack damage on a successful critical hit. The mountebank cannot use this ability with ranged weapons, nor can she use it to deal nonlethal damage.

This bonus damage applies against all creatures, even those immune to critical hits or sneak attacks. The speed and sudden nature of the mountebank's attack allows her to make a telling blow, rather than a strike against a specific spot in her opponent's anatomy.

Infernal Patron (Su): Owing to her close connection to an infernal patron or similar, sinister master, the mountebank can channel the energies of the Lower Planes to aid her in clouding the minds of others. In a manner similar to how a cleric calls upon the power of his deity the mountebank turns to her master for aid. She can call upon her patron's aid a number of times per day equal to 1/2 her mountebank level + Charisma modifier. Channeling this energy and using it to power her abilities is a standard action. The mountebank gains the ability to use this power in a number of different ways.

Mass Beguile (Su): At 3rd level, the mountebank can use her infernal patron ability to cloud the minds of her enemies. She channels her power into a 30-foot burst, with a range of 100 feet + 10 feet per mountebank level. All creatures within this area must make Will saves (DC 10 + 1/2 mountebank's level + mountebank's Cha modifier). Creatures that fail this save are beguiled for a number of round equal to the mountebank's Charisma bonus, with a minimum of 1 round. This power affects only those creatures with Hit Dice less than or equal to the mountebank's level. This is a mind-affecting ability.

Infernal Guise (Sp): By expending one use of her infernal patron ability, the mountebank can use alter self as a sorcerer with a caster level equal to her mountebank level.

Disguise the Soul's Aspect (Su): Whenever an opponent attempts to use a spell capable of determining or detecting the mountebank's alignment, the mountebank may expend one of her daily infernal patron uses to make a Charisma check opposed by the Sense Motive of the person attempting to discern her alignment. If she succeeds, she picks the alignment that the caster detects. In some cases, this might lead the caster to detect nothing. For example, Abelard the paladin attempts to use detect evil on the area occupied by Joreena the mountebank. Joreena's Charisma check beats Abelard's, and she decides to detect as lawful good. Thus, Abelard's ability does not detect her.

After making a successful Charisma check, the mountebank foils that specific opponent's attempts for 24 hours. If her check fails, the mountebank cannot make another opposed check against that target for 24 hours.

Infernal Defense (Sp): The mountebank can call upon her foul patron to protect her from attacks. By expending one of her uses of her infernal patron ability, the mountebank can use displacement upon herself as a sorcerer with a caster level equal to her mountebank level.

Infernal Jaunt (Sp): By expending one of her uses of her infernal patron ability, the mountebank can slide through planar space in a manner similar to a dimension door. She can use this ability to travel a total of 10 feet + 5 feet per mountebank level. She activates this ability as a move action and may take her other actions as normal after arriving at her destination. When the mountebank uses this ability, she disappears and re-appears in a small puff of brimstone.

If the mountebank wears a cloak of the mountebank, the cloak adds 100 feet to her daily use of this ability in addition to its normal benefits.

If the mountebank makes a melee attack immediately after using her infernal jaunt ability, she gains the benefits of her deceptive attack damage against her foe.

Infernal Influence (Sp): By expending one of her uses of her infernal patron ability, the mountebank can use confusion against a single target (rather than as an area of effect ability). She otherwise uses the spell as a sorcerer with a caster level equal to her mountebank level.

Infernal Escape (Su): By expending two of her uses of her infernal patron ability, the mountebank can use teleport as a sorcerer with a caster level equal to her mountebank level, but with one important exception. The mountebank can only use this ability on herself. She cannot transport any other creature except a familiar, if she has one from levels in an appropriate class.

Infernal Deception (Sp): By expending one use of her infernal patron ability, the mountebank can use mislead as a sorcerer with a caster level equal to her mountebank level.

Aspect of the Damned: At 20th level the mountebank's soul comes due to her master. She gains the half-fiend emplate unless already one. Her alignment shifts to evil unless already evil. In any case, she becomes her master's willing thrall. She transports to the Outer Planes and becomes an NPC under the DM's control.

Only a quest to break her pact with her demonic or infernal overlord can free the mountebank from this fate. The exact nature of this quest is left to the DM, but it usually requires a mountebank to defeat her patron or his most powerful minions, render him a great service, or trick him into releasing her from their contract.

Advancement

Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Beguiling stare, bonus language, mark of damnation, trapfinding
2nd +1 +0 +3 +0 Deceptive attack +ld6
3rd +2 +1 +3 +1 Infernal patron, mass beguile
4th +3 +1 +4 +1 Infernal guise
5th +3 +1 +4 +1 Disguise the soul's aspect
6th +4 +2 +5 +2 Deceptive attack +2d6
7th +5 +2 +5 +2
8th +6/+1 +2 +6 +2 Infernal defense
9th +6/+1 +3 +6 +3
10th +7/+2 +3 +7 +3 Deceptive attack +3d6, infernal jaunt
11th +8/+3 +3 +7 +3
12th +9/+4 +4 +8 +4 Infernal influence
13th +9/+4 +4 +8 +4
14th +10/+5 +4 +9 +4 Deceptive attack +4d6
15th +11/+6/+1 +5 +9 +5
16th +12/+7/+2 +5 +10 +5 Infernal escape
17th +12/+7/+2 +5 +10 +5
18th +13/+8/+3 +6 +11 +6 Deceptive attack +5d6
19th +14/+9/+4 +6 +11 +6
20th +15/+10/+5 +6 +12 +6 Aspect of the damned, infernal deception

Class skills

Skill name Key ability Trained only Armor check penalty
Appraise INT no no
Balance DEX no yes
Bluff CHA no no
Concentration CON no no
Diplomacy CHA no no
Disable Device INT yes no
Disguise CHA no no
Escape Artist DEX no yes
Forgery INT no no
Gather Information CHA no no
Hide DEX no yes
Intimidate CHA no no
Knowledge (the planes) INT yes no
Move Silently DEX no yes
Open Lock DEX yes no
Search INT no no
Sense Motive WIS no no
Sleight of Hand DEX yes yes
Spellcraft INT yes no
Tumble DEX yes yes
Use Magic Device CHA yes no

Spells for Mountebank

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