Mountebank class


Dragon Compendium


Has anyone tried out the mountebank class for a villain? How effective have they been and what tactics have you used to make them challenging? I want to convert a recurring bard opponent into a mountebank (rather than using the mountebank prestige class from Complete Scoundrel) in order to make him a bit more nefarious.


I hope James gets a reply for this. The Mountebank looks an interesting class, but perhaps would work best as a gestalt villain.

Sovereign Court

This class seems very cool, but I hate the alignment restrictions and the demonic transformation at 20th level.

Just reading just the abilities this class doesn't scream "evil" to me. I think if I ever used it in my campaign I'd simply say any alignment and allow the mountebank to choose between demons, devils, fey, and deities with the trickery domain as a patron.


Well first of, the DCI version of the Mountebank is definitely much more interesting than the CS version.

As for using one as a villain, I cannot help you, but I have used one as a PC in a campaign. It wasn't an all-evil one. I think I was CN or CE, but I used that alignment hiding thing they had to make the paladin in the party think I was just a simple rogue who really liked to dress in black and creepy demonic stuff...still didn't get him completely off my back.

Was a while back though. I don't remember much more than that. It was a very short campaign if I remember correctly, so I don't have any details in my head besides the paladin thing.

Maybe I should use one as a villain sometime soon. I mean, they are really really cool.

Sovereign Court

My re-write for the Mountebank:
Characteristics: A mountebank no long needs to gain power exclusively though infernal pact.

Alignment: mountebanks must be within one step of their patron’s alignment. Because there are neutral good patrons, it is now possible to build a lawful good mountebank.

Religion: Mountebanks now worship and gain their powers from gods of trickery, non-lawful paragons, wild or dangerous fey, or demons/ infernal powers.

Bonus language: add language spoken by mountebank's patron as a bonus language.

Mark of Damnation: although the mountebank no longer needs to pledge their soul to demonic/infernal powers, other patrons are no more forgiving of debts. This feature remains more or less the same.

Aspect of the damned: ignore alignment change, PC becoming NPC, and quest. I find these ideas silly really. Apply appropriate template.


I ran a game with a mountebank character (not a villain per se) for quite a while in Black days of Kor Kammor (see campaign journals). The character was reasonable effective with allies or when running a well-planned ambush, but quickly got whacked in a stand-up fight or when alone.

As a vaillain that has minions to assist, or *as* assisting minions, I think she'd work great. But if you want a big bad guy to take on the heroes alone, i recommend something beefier.


One of my Savage Tide groups features a Mountebank. The character works well with other PCs, filling in the "rogue" slot nicely without being a stereotype. The slow sneak attack progression hurts, but the gaze penalties have been more useful than any of us suspected in a variety of situations. The character's ties to Hell are only dimly known to the rest of the party, and an agent of the Lord of Lies fits in well in a quest against Demogorgon. Inspired by the diplomacy check to return from the dead mechanic and the novel Lord Toade, I actually allowed the Mountebank to return from the dead WITHOUT a spell because of a very convincing argument.

I find the class well balanced, thematically fun and comparatively appropriate for a bad guy pc in a good guy party, but I don't think the class would stand up as a villain without minions aplenty. That said, the gaze can be pretty effective when you have a friend to back it up. The half-fiend thing bothers me a little, too - esp. since it becomes an NPC - but we'll cross that bridge when we get there.


Plunging Forward:
As to the 20th-level/half-fiend thing, gaining that template makes the character effectively ECL 24. Wouldn’t that be enough? As it’s the last adventure, let him remain a PC, as the slight power imbalance shouldn’t overwhelm the others- and if it does, then consider the following suggestion.

You could have that PC gain aid from his patron at the end of the campaign, as one of the forces that attack Big Bad’s plane. If you’re smooth about it, you could even fit that element into the latter adventures so that it seemed part of the AP all along (instead of shoe-horned in by you).
Then, once the Big Bad is done over, you could have (an avatar of) the patron showing up shortly after the finale, holding his hand out to the PC, saying something to the effect of: “My side of our bargain is complete. You have finished your task. It is time for you to return with me…”
This would lead to a possible shock for the other players, and a nice tragic end to that PC’s story, as he completes his side of the pact and goes with the Patron; however, if you wanted to continue into epic-level, you could then have the other PCs seek to free the mountebank, with the mountebank’s player running a replacement PC, obviously.


Eric,
Your suggestion got me thinking. Maybe level 20 will include the first level of the half-fiend template, which I can then spread over a few levels. The mountebank has already allowed me to bring the nine hells into the savage tide, which is great. By the time my group gets to Big D, they'll all be epic anyhow. You're right to saay that even if I just gave the PC the full template, it probably wouldn't do much as a +4 level adjustment template doesn't mean nearly as much at level 20 as it does at level 1. Thanks for the suggestion.


The class becomes more interesting if you play this soul-sold character trying to find a way out of his pact.

However, having a patron akin to a relationship to a deity is a nice idea; perhaps as a Prestige Class?


Also, as a feat suggestion for a Mountebank… Beguiling Voice. One could use its beguiling usage audibly but only for a certain range; say, 5 feet per charisma trait bonus?

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