Mountebanks are thieves, grifters, and rogues. They live by their wits, no matter how slim, and are always looking for a way to make quick cash.
Mountebank Advancement Table
Mountebank Class Abilities
Weapon and Armor Restrictions: Mountebanks are not trained in the use of metal armor of any kind and therefore are restricted only to leather. They may; however, use any weapon or shield.
Skills: Mountebanks possess certain skills that make their job as flimm-flamm man easier. These include Climb, Hear Noise, Open Doors, Search, Sleight of Hand, and Tinker. To perform these skills, a Mountebank must roll the number indicated on the above chart on a d6. In the case of skills that have their own attribute based chart, such as Open Doors, the Mountebank uses either the skill chart or the attribute chart - whichever is higher. Mountebanks also use this x in 6 chance to determine the chance that they surprise an opponent when sneaking off alone. Note that Mountebank’s carrying lit torches or lanterns still cannot surprise monsters in a dungeon.
Spell Casting: Mountebanks may attempt to cast spells found on magic user spell scrolls; however, in order to do so successfully they must make a successful saving throw with a penalty equal to the level of the spell. If the saving throw is failed, the opposite of the intended effect of the spell occurs, usually in a way that is reflected back on the mountebank. A mountebank may also attempt to cast a spell directly from a spellbook, but the spell disappears in the same manner as a scroll.