Mountebank - Faerûn (Character Kit)

Class Information 	Class Information
Class Requirements 	Thief
Racial Requirements 	Half-elf (moon), halfling
Ability Requirements 	Charisma 13, Dexterity 9, Intelligence 13
Prime Requisite 	Charisma, Dexterity, Intelligence
Aligments 	Any nonlawful
Social Rank 	Middle class
Hit Die Type 	d6
Attack as 	Rogue
Save as 	Rogue
Advance as 	Thief
Spell Ability? 	No
Exceptional Strength? 	No
Exceptional Constitution?	No
Starting Cash (x10 gp) 	2d6
Proficiencies 	Proficiencies
Weapon Slots 	2
Initial Weapons 	Standard thief
Additional WP Slot 	4
Additional Weapons 	Standard thief
Nonproficiency Penalty 	-3
Nonweapon Slots 	3
Additional NWP Slot 	4
Available Categories 	General, Rogue
Bonus Proficiencies 	Crowd working (CBardH), disguise, fast-talking (CTH), gaming
Recommended Proficiencies	Acting (CBardH), alertness (CRH), appraising, artistic ability, dancing, etiquette, forgery, fortune telling (CTH), herbalism (CTH), local history, languages (modern), observation (CTH), singing, ventriloquism
Secondary Skills 	Gambler, scribe, trader/barterer
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==Overview==
The halflings of Faerûn are fond of money and trickery, and some have carried the trade of mountebank to an ex-treme. Halfling mountebanks constantly swindle other races (humans in particular) out of their money using the most incredible scams imaginable, even creating fake religious cults to gather donations. Mountebanks are likeable and friendly, and their confidence schemes are colorful and entertaining. Still, as each sting plays out and collapses, the mountebank must stay on the move or face the wrath of his victims. Some mountebanks specialize in pulling scams on other criminals, which is an especially dangerous profession. Half-moon elf mountebanks are also noted for their clever schemes.
Most halfling mountebanks come from Luiren, whose people have long had a reputation for taking advantage of humans. Most of the rest are known from Tethyr's Purple Hills and Amn. Half-elf mountebanks come from any place in the Realms.
==Description==
Mountebanks vary widely in appearance, depending on the particular scam each is preparing to pull. Any disguise is possible, from wealthy merchant to traveling mystic to sole survivor of a spelljamming crash or oceanic shipwreck. Disguises are carefully researched for days or weeks before a scam is pulled, and they are often precise down to the last detail. A smart mountebank, however, always wears footwear allowing for a rapid escape if attacked. (Halflings need not worry about this as they go barefoot, of course, but they do make sure their clothing allows for rapid movement.)
==Roleplaying==
This kit should promote a great deal of "creative synergy" between the player and DM, as the player must think of new and different schemes for his character to execute, and the DM must think up ways for those schemes to run aground. A player with a quick wit should do well with this kit.
As a rule, mountebanks are charismatic and personable but have a hidden agenda to make themselves rich by deception. They rob others by spinning webs of half-truths, outright lies, and forgery, getting others to hand over their money freely and willingly. This life is not for anyone with a soft heart and troubled conscience. Still, there are mountebanks who donate some of their "earnings" to charity or special causes. The majority of their money is used for their own comfort, of course, or in whatever schemes they have hatched to better their lots in life. Though mountebanks have no particular restriction on weapons, they generally keep some small, easily hidden weapons on their persons at all times. Weapons not normally used by thieves may be worn or carried as props to support a particular disguise. However, mountebanks regard the use of weapons as truly a last, desperate resort ("I am not a barbarian," one charlatan sniffed when asked by arresting guardsmen if he carried any weapons), and they always attempt to talk their way out of trouble unless fight or flight are the only obvious alternatives. Many surrender in the face of greater strength but call upon forged documents or disguised allies to have themselves released—perhaps bilking their captors before they go.
Herbalism comes in handy when preparing quack medicines or potions for sale to the gullible. Forgers can specialize in currency, coin or paper, but the penalty for counterfeiting is often death. Fortunetelling is a fairly common scam with minor penalties, but experienced mountebanks think it is beneath them and often discard fortunetelling in favor of more elaborate schemes. Mountebanks who become professional gamblers do not always cheat, as their gaming skills can be exceptional, but only a fool would trust them.
Mountebanks do not often go adventuring, but their social graces and abilities at deception and disguise make them helpful in certain endeavors. Any group that a mountebank travels with, however, would do well to monitor his or her activities at all times, and be wary of any group plans the mountebank hatches.
==Special Advantages==
A mountebank who takes a minimum of one month to plan out a scheme, then makes an Intelligence check on 1d20, gains a +1 bonus to any disguise checks for his primary disguise in the scheme.
A mountebank is so skilled at lying that he adds a +1 bonus to his saving throw for every four levels of experience he has, when confronted with a detect lie spell. Thus, a 9th-level mountebank has a +3 bonus to his saving throw vs, detect lie.
Corrupting games of chance is the mountebank's forte. Because the mechanics of such games vary so widely, the DM must develop his own systems for adding bonuses to a mountebank's chances to win a game by cheating, while reducing his chances to be caught at it. The simplest system is to use the one suggested with the gaming proficiency description in the Player's Handbook: Have two players make their characters' gaming checks, with the best score winning. To cheat, a person need only add a +1 bonus to his ability score (Charisma) when making the check; he is caught on a roll of 17-20. A mountebank gains a +1 bonus to his ability score every four levels when making gaming checks but also reduces his chances to be caught by one step every four levels. Thus, a 9th-level mountebank who cheats gains a +3 bonus to his ability score, and he is caught only on a roll of 20. From 13th level onward, a mountebank who rolls a 20 while cheating at a game still avoids being caught only if he can make an Intelligence check (without bonuses) on 4d6.
Finally, a mountebank excels at smooth-talking his way out of trouble. If confronted by hostile opponents and battle has not yet been joined, the mountebank can step forward and talk to the angry people before him in an attempt to defuse the situation. All hostile beings within 30 feet of the mountebank are subject to smoothtalking, but the mountebank must speak to them in a language they can hear and understand. A group Wisdom check is rolled on 1d20, based on the highest Wisdom score among those confronting the mountebank. The check receives a positive modifier equal to the mountebank's Charisma reaction adjustment (PHB, Table 6) plus his level. If the Wisdom check is failed, the hostile mob is calmed—but only for 4d4 rounds. Anyone with the mountebank must say and do nothing during the time he is smoothtalking, or the effect is lost. The mountebank and his associates can use this time to leave. (They should run out of sight of their opponents, who return to their initial reaction the moment the smoothtalking wears off.) The second time this power is used on any being, the Wisdom check is left unmodified. This power does not work a third time on the same being.
==Special Disadvantages==
So much of a mountebank's life depends on deception that even his most trusted associates do not trust him very far. Apply a +3 modifier to all reaction rolls from NPCs who know the mountebank's true nature but have not themselves been cheated by him. A hostile attack is possible from someone who thinks the mountebank has become too corrupt.
As noted earlier, a mountebank is forced to keep moving from place to place to avoid arrest or assault for his schemes. While he might not face death for his crimes, he could be fined, whipped, imprisoned, maimed, enslaved, or even placed under charm or geas to perform public services.
At 10th level, a mountebank can read and use magical or clerical scrolls but cannot gain followers of any sort; as no one trusts him for very long. A mountebank prefers to cheat people rather than murder them and cannot perform backstabbing attacks as can a normal thief.