Showing posts with label mountebank. Show all posts
Showing posts with label mountebank. Show all posts
Monday, April 15, 2013
Subclasses, Variants, and Filters (P. 1)
Dammit...sometimes my blog-hopping takes me farther afield than I normally "surf" and I end up leaving comments somewhere that...later...I can't find anywhere. Which is too bad, because I like to give credit when I'm ripping off someone else's thoughts and musings.
Oh well.
[EDIT: Thanks to Red for the suggestion...have I mentioned how terrible I am with this computer stuff? The "dude" in question was Talysman (duh) over at Nine and Thirty Kingdoms. Jeez, JB...here's the link to the post, along with my half-assed comments at the time]
So some dude was writing recently that he's having a hard time with the ability score prerequisites for subclasses. Which, I'd gather, means he's playing/complaining about AD&D (at least one of its iterations) since that's the only edition that really has "subclasses." Well, okay, both Supplement II (Blackmoor) and Supplement III (Eldritch Wizardry) use the terms "sub-class" when referring to the monk, assassin, and druid classes...and these, too, have ability score prerequisites...so I guess he might have been playing OD&D. But the term and concept is more ubiquitous to AD&D.
Anyway...
B/X doesn't, of course, have subclasses, only classes, and except for the demihumans (dwarf, elf, and halfling) it doesn't even have ability prerequisites. Do you want to play a skinny fighter? A clumsy thief? A stupid magic-user? Sure, you can do that...it's a longer, slower row to hoe (with that prime requisite XP penalty) but you can certainly do it.
Ahem...
BUT, there are no subclasses. Even my B/X supplements (the B/X Companion and The Complete B/X Adventurer) steer clear of the term "subclass." The former has a full enough plate just dealing with a rules expansion for the basic B/X classes...and the NEW classes in TCBXA are just that: "new classes," i.e. classifications of adventurer. The scout is not a subclass of anything, nor is the bounty hunter, nor the summoner. I suppose I could call them "subclasses" but that's not how they were designed. Like the beastmaster or gnome, all were created to fill specific niches not already covered in the B/X rule book.
But what if you wanted to adapt subclasses to your B/X game? Certainly, the Advanced Edition Companion (AEC) for Labyrinth Lord provides all the AD&D subclasses cut to the B/X mold, though they are inconsistently referred to as "subtypes," "types of," "varieties of," and "sub-types." Not that the lingo matters terribly; they're the same things you find in AD&D. The real question is, are they really subclasses? And if they are, is this the best way to present them?
We'll get to what I mean by "presentation" in a second. My own game, 5AK, does indeed have subclasses, but they are true "subclasses." Each main class has two subclasses, the subclass being the exact same as the main class, save that each loses a few class features while gaining a couple (minor) advantages not present in the usual class. This is generally done in order to provide niche or setting specific concepts for the players. For example, the mountebank subclass fills the concept of the magician that failed out of his apprenticeship (he couldn't hack it for whatever reason), but turned to thievery and flimflammery with the few "tricks" he learned in order to have an adventuring career. As a subclass of the thief class, the mountebank is exactly like the thief (same HPs, saves, attacks, skills, etc.) but he's spent less time honing his thieving abilities, in exchange for some of the knowledge of an apprentice magician.
[as a side note, the reverse concept...i.e. the thief taken off the streets and apprenticed to become a true magician...is NOT represented by a subclass. Instead such a character would simply be a magician with the randomly generated advantage, "misspent youth." Becoming a true magician takes years of study compared to picking up some minor ability at picking pockets. But I digress]
Similarly my temple knight subclass (the closest thing 5AK has to a "paladin") provides additional martial training not found in the saint/shaman class, at a cost of some of the divine favors (spells) the saint would normally access. No, it is not a subclass of fighter.
See that's one of the things that irk me about AD&D...the subclasses aren't really "sub-" in the true meaning of the prefix, which would indicate beneath, below, imperfect (as in subpar), or subordinate to. Paladins and rangers aren't subordinate to fighters...they fight the same, have the same or better saves, and have additional bonuses and powers that make them superior to the fighter class. An assassin has all the abilities of a thief, albeit as two levels lower, but has the ability to use all weapons, shields, the express ability to use and manufacture poisons, as well as the ability to disguise and assassinate targets. How does that make an assassin a "sub-" thief?
Other subclasses...like the druid and illusionist...are so expressly different from their parent classes that they might as well be their own. I suspect the reason monks were deemed to be their own class (as opposed to a subclass of cleric as originally stated in Supplement II) was for exactly this reason.
[to be continued]
Wednesday, September 1, 2010
B/X Mountebank
Level.....Title.....Experience Points.....Hit Dice
1.....Cheat.....0.....1D4
2.....Bilker.....1500.....2D4
3.....Grifter.....3000.....3D4
4.....Swindler.....6000.....4D4
5.....Pretender.....12,000.....5D4
6.....Huckster.....24,000.....6D4
7.....Con Man.....48,000.....7D4
8.....Charlatan.....96,000.....8D4
9.....Mountebank.....190,000.....9D4
10.....10th level Mountebank.....285,000.....9D4+1*
11.....11th level Mountebank.....380,000.....9D4+2*
12.....12th level Mountebank.....475,000.....9D4+3*
13.....13th level Mountebank.....570,000.....9D4+4*
14.....14th level Mountebank.....665,000.....9D4+5*
*Constitution bonuses no longer apply.
Mountebanks are frauds and shysters extraordinaire, using trickery, sleight of hand, and good old fashion fast talk to help separate marks from their gold. Some of the mountebanks’ skills seem magical in nature, and they often pass themselves off as magicians or alchemists; however, their skills are mainly physical, not mystical.
Mountebanks have two Prime Requisites: Intelligence and Dexterity. A mountebank with one of these abilities at 13 or better gains an additional +5% on earned experience points, and mountebanks with both Intelligence and Dexterity at 13 or better gain a +10% bonus. All mountebanks must have a minimum Charisma of 9.
RESTRICTIONS: Mountebanks use four-sided dice (d4) to determine their hit points. They never wear armor or use shields, preferring loose clothing with numerous folds and hidden pockets. They may wield any type of weapon but prefer easily concealable ones and missile weapons. Mountebanks may achieve a maximum of 36th level of experience. They use the same attack table as magic-users of the same level, and use the same saving throw table as thieves. A mountebank may attempt to use any magic item, regardless of class restrictions; however use of a restricted item carries a 25% chance of backfire (see below).
SPECIAL ABILITIES: Mountebanks have several skills that are of use in adventures:
Thief Skills – a mountebank may pick pockets, move silently, and backstab as a thief of the same level. A mountebank of 4th level or higher has the same ability to read languages (provided they are literate).
Disguise – mountebanks can disguise themselves to look like any humanoid of roughly the same size (though creative use of padding and extensions can make them appear larger or taller). The chance of passing un-noticed is the same as an equal level thief's ability to hide in shadows, though this chance drops by half if closely examined.
Sleight of Hand – the mountebank can palm, hide, and manipulate small objects without detection at a chance equal to his or her pick pockets ability. As with pick pockets, characters of higher level have a better chance of noticing mountebanks making “the switch.”
Fast Talk – mountebanks always receive a +1 bonus to Reaction rolls with anyone who does not know them to be a fraud or faker. What’s more, the mountebank may substitute his or her Intelligence bonus (13-15 +1, 16-17 +2, 18 +3) instead of Charisma when making Reaction rolls to represent the sham artist's ability to lie and tell people what they want to hear. A mountebank of 15th level or better can cast the equivalent of a confusion spell by weaving an outrageous and convoluted tale, but this ability can only be used once per day.
Smoke Powder – mountebanks manufacture a pyrotechnic powder for the use in making grand entrances or quick escapes. This chemical does no damage, but makes a flash and a cloud of smoke that quickly clears. Characters looking in the direction of the smoke powder explosion must save versus petrifaction or be stunned into inaction for the round. Smoke powder costs 50gp per flash to manufacture.
Brew Tonic & Potion – a mountebank of any level can brew any elixir or tonic one cares to name; drinking any such beverage, however, produces no noticeable effect. A mountebank of Name (9th level) or higher may attempt to brew actual potions with the same cost and components as per magic item creation; however there is always a chance the potion will backfire or fail in some spectacular fashion. Whether or not the potion was brewed successfully cannot be known until it is actually drunk; it always appears to have been brewed correctly (chance of success equal to 50% + the mountebank’s level; for example a 10th level mountebank has a 60% chance of successfully brewing a magic potion).
Use Magic Item – a mountebank may attempt to use any magic item, even those restricted to non-mountebank classes. However, use of such a restricted item always carries a flat 25% chance of failure (checked by the DM). Failure always indicates the item backfires or fails in some spectacular fashion.
Mountebanks can buy or build a home, castle, or store front as soon as they can afford it, though many prefer to remain on the move (and keep ahead of any swindled victims and enemies). In general, the only way a mountebank will ever become a dominion ruler is through impersonation of a warlord, wizard, or patriarch.
(*sigh*) No Illusionists
The last couple days I've been working on my OTHER new book (it's a little bizarre working on two books at once but it helps my "gamer ADD" to bounce back and forth between projects), and I've realized a couple things.
A) The classes I originally considered doing are probably not going to be the ones in the book, and
B) Regardless of whether "A" holds true or not, the Illusionist class will not be making an appearance.
Why no love for the illusionist class? Because it's already got enough love. Proctor and Goblinoid Games have already included a "B/X version" of the Illusionist in the Advanced Edition Companion. I already knew this, of course, but for whatever reason I wasn't thinking straight.
Labyrinth Lord is a retro-clone of B/X.
AEC adapts AD&D to B/X play.
AD&D contains the Illusionist class
Thus, there's no reason for me re-work the wheel.
After all, who am I to poach on Proctor's goods? My purpose in writing is NOT to spit in the eye of Goblinoid or say, 'hey, I can do this better than you.' Not only am I not interested in having the debate, I don't even care what the answer would be.
And as I said, that ain't my purpose. My purpose is to inspire people (if possible) and create books that would be useful for my own game and (hopefully) those of others as well. My purpose in writing these books is NOT to spit bile at ANYone...not even Wizards of the Coast, nor even 4th Edition "D&D."
I have a blog to do that.
; )
So much as I fantasized about taking my own stab at an illusionist class (and publishing it!) I will restrain myself. After all, there ARE other fish to fry.
For example, I was bumming around the 'net this afternoon and I ran into this little piece of Old School goodness I hadn't seen before. Hill Cantons has been around a while longer than the ol' B/X Blackrazor blog, but this is the first time I'd stumbled across it...surprisingly just doing a Google search for "LL AEC." And, man, am I glad I did because found HIS post about the Mountebank class to be completely inspiring.
So much so that the mountebank is going in the book...in PLACE of the illusionist.
Now, I'm not a total rip-off plagiarist...um, I don't think I am, anyway. For example, my version of the mountebank is entirely thief derived and mechanical and does not gain the ability to cast illusionist spells (sounds a little too much like that damn 2nd edition bard for my tastes). But I freely admit that if I had not come across this entry, there would only be 11 new classes slated for my book, instead of twelve.
Hmmm...maybe I should post MY version, and let y'all tell me what you think. Personally, I feel it's pretty badass...but I understand not everyone digs on the same stuff as me.
; )
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