Post by peterlind on Oct 22, 2013 23:35:36 GMT -6
This is my take on the illusionist/mountebank class concept for OD&D. I am very appreciative of the concept of the original class as presented in SR and would allow such a character in my game without hesitation. Nevertheless, here is my effort to re-work the class to fill the mountebank/trickster archetype . . .I make no claim to originality and your comments are welcome.
MOUNTEBANK
Alignment: Neutral or Chaotic.
Prime Requisite: Intelligence and Charisma.
Fighting Ability: As magic-user.
Saving Throws: As magic-user.
Hit Dice: d4.
Spells & Level: As cleric (i.e. start spellcasting at level 2; max. spell level of 5 (if Men & Magic only) or 7 (if Greyhawk).
Armor: None.
Weapons: Dagger or Dart.
Magic Items: No magic armor or weapon (other than dagger or sling); Magical items usable by mages only related to illusion or to the mind.
Special Abilities: Mountebank Abilities; Spellcasting (see below).
Spellcasting: Mountebanks are able to learn and cast arcane magical spells related to illusions and phantasm, tricks of light, shadows, and sound, after having gone through an apprenticeship under a mentor or magical school. (i.e. Illusionist spells per SR).
Mountebank Abilities: Mountebanks are considered to have gone through a specialized apprenticeship in relation to a local guild of thieves, travelling circus or carnival.
Confidence Trick: This is one of the first skills learned by a mountebank. This is the ability to gain someone’s confidence through verbal assurances, then bait him or her through false promises, and then get him or her to part with his or her valuable item or money.
Base Chance: 30%, +5% per level.
Detect Illusions and Tricks: Mountebanks are trained to notice the tricks and stratagems of other mountebanks and to detect magical illusions.
Base Chance: 25%, +5% per level.
Find/Remove Traps: Like thieves, mountebanks are trained to find and remove small traps. They are also trained to locate and bypass magical tricks and tricks.
Base Chance: 20%, +5% per level.
Fast-Talk: This is the mountebank’s ability to say the right thing, at the right time, and in the right manner, to remove someone’s suspicion about him or her.
Base Chance: 20%, +5% per level.
Impersonation: This is the Mountebank’s ability to act convincingly like he or she is someone else. Related to this skill is the ability to prepare a disguise so as to appear as someone else.
Base Chance: 30%, +5% per level.
Sleight of Hand. Mountebanks have the ability to perform parlor tricks with their hands to conceal small items and to entertain the crowd.
Base Chance: 25%, +5% per level.
MOUNTEBANK
Alignment: Neutral or Chaotic.
Prime Requisite: Intelligence and Charisma.
Fighting Ability: As magic-user.
Saving Throws: As magic-user.
Hit Dice: d4.
Spells & Level: As cleric (i.e. start spellcasting at level 2; max. spell level of 5 (if Men & Magic only) or 7 (if Greyhawk).
Armor: None.
Weapons: Dagger or Dart.
Magic Items: No magic armor or weapon (other than dagger or sling); Magical items usable by mages only related to illusion or to the mind.
Special Abilities: Mountebank Abilities; Spellcasting (see below).
Spellcasting: Mountebanks are able to learn and cast arcane magical spells related to illusions and phantasm, tricks of light, shadows, and sound, after having gone through an apprenticeship under a mentor or magical school. (i.e. Illusionist spells per SR).
Mountebank Abilities: Mountebanks are considered to have gone through a specialized apprenticeship in relation to a local guild of thieves, travelling circus or carnival.
Confidence Trick: This is one of the first skills learned by a mountebank. This is the ability to gain someone’s confidence through verbal assurances, then bait him or her through false promises, and then get him or her to part with his or her valuable item or money.
Base Chance: 30%, +5% per level.
Detect Illusions and Tricks: Mountebanks are trained to notice the tricks and stratagems of other mountebanks and to detect magical illusions.
Base Chance: 25%, +5% per level.
Find/Remove Traps: Like thieves, mountebanks are trained to find and remove small traps. They are also trained to locate and bypass magical tricks and tricks.
Base Chance: 20%, +5% per level.
Fast-Talk: This is the mountebank’s ability to say the right thing, at the right time, and in the right manner, to remove someone’s suspicion about him or her.
Base Chance: 20%, +5% per level.
Impersonation: This is the Mountebank’s ability to act convincingly like he or she is someone else. Related to this skill is the ability to prepare a disguise so as to appear as someone else.
Base Chance: 30%, +5% per level.
Sleight of Hand. Mountebanks have the ability to perform parlor tricks with their hands to conceal small items and to entertain the crowd.
Base Chance: 25%, +5% per level.