TEXT: OF MISCHIEF AND MOUNTEBANKS  
  Just because magic is real doesn’t mean every magician is!   
  By Jeff Binder 
  The hedge wizard and the village witch may be limited in the scope of their power, but they are, nevertheless, 
  powerful – genuine representatives of the arcane and the divine. But the existence of the real thing doesn’t mean 
  that charlatans and tricksters won’t exist; indeed, they’re likely to be even more common. In this article, we present 
  two such classes, the fool and the mountebank. These classes aren’t spellcasters in the traditional sense, though 
  they often pretend to be. And sometimes, to their own surprise, they just may succeed… 
  FOOL 
  Prime Requisite: CHA 
  Requirements: 
  None 
  Hit Dice: 1d6 
  Maximum Level: 14 
   
  Fools are characters illuminated by a spark of divine luck but who lack the means, focus, inclination, emotional 
  balance, or moral fortitude to embrace their divine gift fully or bring it to productive fruition. Fools are misfits - 
  societal, physical, or mental. Many are knaves, rascals, and/or children. They are fate’s mirror, reflecting luck’s harsh 
  mockery to those harboring delusions of grandeur and the belief that one day, their power will rival that of the 
  whims of the gods. As living embodiments of the divine comedy, fools are typically touched with a bit of madness. 
  Some find comfort in the dust and filth of humanity because they see more than most that no matter the grand 
  achievements, dust is the inevitable and eternal throne of all man. Others are quite sane and just along for the ride. 
  As fools gain experience and notoriety, they are welcomed to grand courts and into the bosom of the most powerful 
  and influential as living vessels touched by the divine, fonts of homespun or awkward wisdom, and as a breathing 
  reminder of one’s infinitesimal place in the hierarchy of the gods, no matter how besotted one becomes with 
  temporal power.  
   
   
  Fool Level Progression 
  Experience 
  Title 
  Level 
  Hit Dice 
  Backstab 
  0 
  Nuisance 
  1 
  1d6 
  x2 
  3,000 
  Mischief 
  2 
  2d6 
  x2 
  6,000 
  Knave 
  3 
  3d6 
  x2 
  12,000 
  Rascal 
  4 
  4d6 
  x2 
  24,000 
  Imp 
  5 
  5d6 
  x3 
  48,000 
  Larker 
  6 
  6d6 
  x3 
  95,000 
  Scapegrace  
  7 
  7d6 
  x3 
  190,000 
  Varlet 
  8 
  8d6 
  x3 
  310,000 
  Fool 
  9 
  9d6 
  x4 
  430,000 
  Fool of Fools 
  10 
  9d6+2* 
  x4 
  550,000 
  Lord of Fools 
  11 
  9d6+4* 
  x4 
  670,000 
  High Fool 
  12 
  9d6+6* 
  x4 
  790,000 
  Prince of Fools 
  13 
  9d6+8* 
  x5 
  910,000 
  King of Fools 
  14 
  9d6+10* 
  x5 
  *Hit point modifiers from constitution are ignored 
  
  As they often incite (however unintentional) or find themselves witness to violence, fools are surprisingly accurate 
  (some might say uncannily lucky) combatants, though they lack the toughness, protection, and damaging power of 
  truly experienced warriors. At first level (Nuisance), they hit an unarmored foe (AC 0) with an attack throw of 10+. 
  They advance in attack throws and saving throws as fighters, by two points every three levels of experience. Fools 
  cannot wear armor heavier than hide armor, though they may use shields, and typically wear a motley patchwork of 
  hide, skins, and padded heavy quilts (treated as hide).  They are quite limited in the weapons they may wield – clubs, 
  daggers, bolas, and slings. Fools may fight with two weapons or with a weapon and a shield. Through prescience, 
  luck, or the ability to make the best of an opening when they see one, fools can backstab as thieves of equal level. 
  All fools begin play with a number of skills germane to their unique calling. They are adept in some kind of 
  performance, though the specific type of performance varies and may be chosen by the player. They take naturally 
  to slight-of-hand and other dexterous tricks and are able to pick pockets as a thief of equal level.  Additionally, fools 
  possess no mean skill in acrobatics. They are experts at presenting themselves as harmless or beneath notice or can 
  blend into crowds and groups (treat as hiding in shadows). Finally, all fools have an uncanny ability to hear noise. 
  Beginning at 2nd level (Mischief), a fool can taunt an intelligent creature (through word, gesture, or other action) in 
  order to goad them into heedlessly berating or attacking the fool in preference to all else. The taunted creature must 
  be within 30’, be able to see or hear the fool, and must succeed at a saving throw versus Spells or be overcome with 
  rage for 1d4 rounds plus 1 round per level of the fool. In combat environments, hostile creatures who have been 
  successfully taunted will heedlessly attack the fool in preference to all others for the duration with disregard for 
  their own safety, while in more social situations (such as at court), the creature’s reaction immediately turns 
  unfriendly (see page 99 of the ACKS core rulebook) or hostile (if already unfriendly) and the creature will become 
  verbally or possibly physically abusive to the fool should the chance present itself. The Judge may grant bonuses or 
  penalties to the saving throw depending on circumstances, the temperament or natural inclinations of the creature, 
  and/or their training (such as a diplomat in court possessing ranks in Diplomacy). A fool may taunt a creature no 
  more than once per hour. 
  At 3rd level (Knave), a fool has learned a series of physical tricks, confusing nonsense, or baffling patter so profound 
  or confusing that it serves to preternaturally distract creatures. Up to 1d6 living creatures within 30’ of the fool may 
  be affected. Creatures with the fewest HD are affected first. Each affected creature may make a saving throw versus 
  Spells to resist the distraction. Creatures already engaged in an extremely stressful or life-threatening situation (such 
  as combat) gain a +4 bonus to saving throws to resist the distraction. Those that fail the saving throw will take no 
  actions (though they are not helpless) while they are beguiled by the antics of the fool, and are considered distracted 
  for purposes of sneaking and surprise (see page 98 of the ACKS core rulebook). The fool may attempt this sort of 
  distraction no more than once every 8 hours. 
  At 4th level (Rascal), a fool may spend an action to whisper a quick prayer or charm to grant himself fool’s luck. For 
  the next 6 turns, an enemy attempting to attack or cast a spell upon the fool will be foiled in the attempt and spare 
  the fool of any potential damage or malevolent effect. Until 6 turns have passed, the fool may be spared 1d4 times 
  before his luck is exhausted. Area-effect spells and area attacks cannot be protected against, nor will they exhaust 
  any potential instances of fool’s luck the fool currently possesses. Fool’s luck may be invoked no more than once 
  every 8 hours. 
  By 5th level (Imp), a fool’s white luck presence immediately influences the reactions of others. Whenever a reaction 
  roll is made in the presence of a fool, the reaction is rolled twice and the better (or worse, fool’s choice) roll is taken. 
  An 8th level fool (Varlet) may attempt to use wands, staffs, and other magical items only usable by mages. A failed 
  proficiency throw means the attempt backfires in some desultory way. 
  
  At 9th level a fool gains the uncanny ability of prophecy. The fool is subject to mad jibberings, dreams, riddles, obtuse 
  insights, or the random attention of various gods and godlings. These visions will be both cryptic and useful, and 
  functions as the commune spell. This ability may be called upon once per week. 
  At 9th level (Fool), a fool does not gain land or establish a domain, 
  but he may find a patron. A patron is a wealthy or well-connected 
  individual who provides aid and succor to the fool in exchange for 
  his services and insight. Patrons are typically grand or powerful 
  nobles such as kings or queens, grand dukes or duchesses, 
  emperors and empresses, but may also be extremely wealthy and 
  influential merchants. The fool is automatically granted lodging 
  within his patron’s seat of power and support within the patron’s 
  domains by those loyal to the patron. The fool gains the patron’s 
  allies and enemies while in the patron’s service. 
  Furthermore, through his patron’s resources a fool may request 
  one favor per month (such as goods and services, loaned soldiery, 
  introductions to other powerful patrons, a loaned permanent 
  magical item with each month held counting as that month’s favor, 
  or several disposable magical items). The maximum value of the 
  monthly favor (in gp) is determined by the level of the fool’s patron 
  as detailed in the adjoining chart. 
  The Judge determines the extent of a favor’s fulfillment and the availability of favors requested. In general, the favor 
  may not encompass more goods, services, or personnel beyond what may be acquired monthly in the patron’s 
  largest controlled Market (or in the case of a merchant, the largest Market they operate in or where they have 
  established successful ongoing mercantile ventures). 
  Fools use the Henchman Loyalty table (ACKS Core Rulebook, p. 51) to determine their relationship with their patron. 
  They begin with a Loyal (9-11) patron. However, the fool is always subject to the whims of the powerful, and they 
  must roll on the Henchman Loyalty chart once per year and whenever their relationship with their patron is tested 
  to determine how their relationship with their benefactor fairs. A fool gains a +1 bonus to the Loyalty roll for every 
  level they are above their patron, and a -1 penalty to their Loyalty roll for every two levels they are below their 
  patron. Requests for more than one favor per month forces an immediate reaction roll at a -2 penalty from their 
  patron. A modified roll of 5 or less indicates the dismissal of the fool from the Patron’s service, and a roll of 2 or less 
  indicates an uncivil parting. It is possible for a fool to maintain service with a patron for many years or to move from 
  patron to patron, depending on the whim of the dice. 
  At 14th level (King of Fools), a fool is gifted with luck’s boon, and once per day may reroll (or force a reroll) on an 
  attack roll, saving throw, or any other randomly rolled effect within 60’. The fool automatically chooses the most 
  beneficial of the two rolls. 
  Proficiencies: Alertness, Animal Training, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, incapacitate, 
  knock down), Contortionism, Diplomacy, Disguise, Divine Blessing, Divine Health, Endurance, Fighting Style, 
  Gambling, Intimidation, Lip Reading, Mimicry, Mystic Aura, Performance, Precise Shooting, Prestidigitation, Riding, 
  Running, Skirmishing, Swashbuckling, Weapon Finesse, Weapon Focus. 
   
   
  Value of a Patron’s Favor per Month 
  Class Level of 
  Patron 
  Maximum 
  Value (gp) 
  0 
  12 
  1 
  25 
  2 
  50 
  3 
  100 
  4 
  200 
  5 
  400 
  6 
  800 
  7 
  1600 
  8 
  3,000 
  9 
  7,250 
  10 
  12,000 
  11 
  32,000 
  12 
  50,000 
  13 
  135,000 
  14 
  350,000 
  
   
  Fool Skill Progression 
  Level 
  Acrobatics 
  Pick Pockets 
  Hide in Shadows 
  Hear Noise 
  Arcane Dabbling 
  1 
  18+ 
  17+ 
  19+ 
  14+ 
  - 
  2 
  17+ 
  16+ 
  18+ 
  13+ 
  - 
  3 
  16+ 
  15+ 
  17+ 
  12+ 
  - 
  4 
  15+ 
  14+ 
  16+ 
  11+ 
  - 
  5 
  14+ 
  13+ 
  15+ 
  10+ 
  - 
  6 
  13+ 
  12+ 
  14+ 
  9+ 
  - 
  7 
  12+ 
  10+ 
  12+ 
  8+ 
  - 
  8 
  11+ 
  8+ 
  10+ 
  7+ 
  4+ 
  9 
  10+ 
  6+ 
  8+ 
  6+ 
  3+ 
  10 
  9+ 
  4+ 
  6+ 
  5+ 
  3+ 
  11 
  8+ 
  2+ 
  4+ 
  4+ 
  3+ 
  12 
  7+ 
  -1+ 
  3+ 
  3+ 
  3+ 
  13 
  6+ 
  -3+ 
  2+ 
  2+ 
  3+ 
  14 
  5+ 
  -5+ 
  1+ 
  1+ 
  3+ 
  * -1 penalty on the proficiency throw per each level the acrobat is lower than the victim. 
  Fool Attack and Saving Throws 
  Level 
  Petrification & Paralysis 
  Poison & Death 
  Blast & Breath 
  Staffs & Wands 
  Spells 
  Attack Throw 
  1 
  15+ 
  14+ 
  16+ 
  16+ 
  17+ 
  10+ 
  2-3 
  14+ 
  13+ 
  15+ 
  15+ 
  16+ 
  9+ 
  4 
  13+ 
  12+ 
  14+ 
  14+ 
  15+ 
  8+ 
  5-6 
  12+ 
  11+ 
  13+ 
  13+ 
  14+ 
  7+ 
  7 
  11+ 
  10+ 
  12+ 
  12+ 
  13+ 
  6+ 
  8-9 
  10+ 
  9+ 
  11+ 
  11+ 
  12+ 
  5+ 
  10 
  9+ 
  8+ 
  10+ 
  10+ 
  11+ 
  4+ 
  11-12 
  8+ 
  7+ 
  9+ 
  9+ 
  10+ 
  3+ 
  13 
  7+ 
  6+ 
  8+ 
  8+ 
  9+ 
  2+ 
  14 
  6+ 
  5+ 
  7+ 
  7+ 
  8+ 
  1+ 
   
   
   
  
  FOOL TEMPLATES 
  3d6 
  Roll 
   
  Template 
   
  Proficiencies 
   
  Starting Equipment 
  3-4 
  Outcast  
  Combat Trickery (Incapacitate) 
  Intimidation 
  Sling, 20 rough-hewn bullets, club, raggedy tunic and 
  leggings, ratty leather belt, well-worn low boots, backpack, 
  small bag of marbles, small bag with collected knickknacks 
  (trash), moldy bread, pet mouse, 4gp 
  5-6 
  Fortune’s Child 
  Divine Health 
  Mimicry 
  Piecemeal armor (hide), rough worn leather boots, carved 
  rod showing many childlike images (club), dagger, sling with 
  12 colored marble bullets, hemp belt, pouches with colored 
  chalk and string, pouch full of jacks, a ragdoll, backpack, 
  waterskin, 7 gp 
  7-8 
  Jester 
  Prestidigitation 
  Performance (clowning) 
  Mottled yet colorful patchwork armor (hide), soft boots, bell-
  laden leather belt, heavy  stick with bell-tipped clown face on 
  end (club), dagger, theatrical makeup, sheep’s bladder, flame 
  juggling sticks (torches), “Punch and Judy” puppets, 
  backpack,  7gp 
  9-10 
  Wildcard 
  Swashbuckling 
  Alchemy 
  Patchwork armor (hide), dagger, bola, sling with 20 bullets, 
  leather belt with 2 small pouches, evergreen and yellow 
  cloak, bag of smooth marbles, 50’ rope, backpack, wineskin, 
  10gp 
  11-12 
  Addertongue 
  Seduction 
  Intimidation 
  Formfitting dyed armor sewn from unknown skins (hide),  
  bola, two slender daggers, sling with 20 polished black 
  bullets, high hard boots, sable cloak, black leather belt with 
  several pouches, flask of hard liquor, 25’ silk rope, 15gp 
  13-14 
  Odd Diplomat 
  Diplomacy 
  Seduction 
  Well appointed padded (hide) armor, fine tunic and leggings, 
  patterned gray cloak, fine dagger, platinum-tipped walking 
  stick (club), fine hard black boots, fine leather belt, 4 belt 
  pouches, pepper box, backpack, 1 week’s iron rations, 
  wineskin, 10gp 
  15-16 
  Luckbender 
  Divine Blessing 
  Gambling 
  Hardened, pale, skin-stitched hide armor, ivory-handled 
  dagger, iron rod shaped like a dragon with ivory grip (club), 
  sling with smooth white-marble stones, off-white tunic with 
  black embroidery on cuff and collar, ermine and sable cloak, 
  fine black belt with four belt pouches, backpack, 1 week’s 
  iron rations, wineskin, 15 gp 
  17-18 
  Godtouched 
  Mystic Aura 
  Intimidation 
  Lionskin hide armor, heavy oaken club carved into the shape 
  of a snarling-toothed maw, bone-handled dagger, brass-
  rimmed heavy oaken shield, ivory holy symbol, lionskin cloak, 
  hide belt with three belt pouches, pouch brimming with 
  strange mushrooms, 1 week’s iron rations, wineskin, 20gp 
   
   
   
   
  
  MOUNTEBANK 
  Prime Requisite: DEX and CHA 
  Requirements: 
  None 
  Hit Dice:  
  1d4 
  Maximum Level: 14 
   
  Mountebanks are charlatans, swindlers, and con artists, typically from society’s underclass but not always so. 
  Roguish connivers and grifters, mountebanks separate people from their possessions using guile, fast-talk, charm, 
  and trickery.  Unlike thieves, who pride themselves on the possessions they can take from others, the mountebank 
  is a master at tricking marks into freely giving up the things they value most.  
  Mountebank Level Progression 
  Experience 
  Title 
  Level Hit Dice 
  Special Abilities 
  Backstab 
  0 
  Dodger 
  1 
  1d4 
  Alchemy, Brew Quacksalves, Backstabbing, 
  Bargaining, Hear Noise, Impersonation, Pick 
  Pockets, Prestidigitation, Profession (huckster) 
  x2 
  1,250 
  Cheat 
  2 
  2d4 
  - 
  x2 
  2,500 
  Slicker 
  3 
  3d4 
  - 
  x2 
  5,000 
  Rascal 
  4 
  4d4 
  Read Languages 
  x2 
  10,000 
  Grifter 
  5 
  5d4 
  - 
  x3 
  20,000 
  Gouger 
  6 
  6d4 
  - 
  x3 
  40,000 
  Fraud 
  7 
  7d4 
  - 
  x3 
  80,000 
  Rook 
  8 
  8d4 
  - 
  x3 
  180,000 
  Mountebank  
  9 
  9d4 
  Hideout 
  x4 
  280,000 
  Mountebank Lord 
  10 
  9d4+2* 
  Read Scrolls 
  x4 
  380,000 
  Jack of Knaves 
  11 
  9d4+4* 
  - 
  x4 
  480,000 
  Jack of Patches 
  12 
  9d4+6* 
  - 
  x4 
  580,000 
  Jack of Spades 
  13 
  9d4+8* 
  - 
  x5 
  680,000 
  King of Knaves 
  14 
  9d4+10* - 
  x5 
  *Hit point modifiers from constitution are ignored 
   
  Mountebanks are trained combatants, although not as skilled as fighters. At first level (Dodger), mountebanks hit an 
  unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points 
  every four levels of experience. Mountebanks cannot wear armor heavier than leather, and they cannot use shields. 
  They may use any missile weapons and any one-handed melee weapons, and may wield a weapon in each hand if 
  desired. 
  Like thieves, mountebanks have the ability to backstab surprised opponents, usually because the mountebank is 
  disguised or distracts them in some way. When backstabbing, the mountebank will receive an attack bonus of +4 
  and, if successful, deal additional damage for every four levels he or she has attained. A mountebank at 1st through 
  4th levels does double the normal damage, at 5th-8th levels does triple the normal damage, at 9th-12th levels does 
  quadruple the normal damage, and at 13th level or higher does quintuple the normal damage. 
  Mountebanks have a range of other skills to assist them their profession. All mountebanks are expert bargainers and 
  showmen peddlers, possessing both the Bargaining and Profession (huckster) proficiencies at the start of play. They 
  are also masters at creating minor magical effects, trickeries, and distractions to impress or draw attention away 
  from what they are actually doing (as the Prestidigitation proficiency). Mountebanks can also hear noises and pick 
  pockets with the same efficacy as thieves. 
  
  Mountebanks often have cause to create a persona, disguise their appearance, or take the identity of another 
  individual in order to avoid retribution, put a mark at ease, or potentially surprise a target -- particularly in places 
  where they have already plied their trade. Therefore, all mountebanks possess the ability to impersonate others. 
  The chance of mountebanks successfully impersonating others improves by level, as shown on the Mountebank 
  Skills Progression table below. Mountebanks who select the Disguise proficiency gain a +4 bonus to their proficiency 
  throws to impersonate others. Mimicry and other relevant proficiencies may add additional bonuses to the throw, 
  depending on the circumstances. 
  The Judge should adjust the target value depending on the impersonation intended and the tools, trappings, and 
  time available to the mountebank. Typically, general impersonations (such as impersonating an orc soldier in a large 
  military encampment) are far easier to accomplish than impersonations of individuals (such as impersonating Ugrok 
  One-Hand, advisor to the Orc Chieftain). A character who is intimately familiar with the impersonated subject may 
  make a proficiency throw of 14+ to see through the mountebank’s impersonation. The character may add his WIS 
  modifier to the roll, but must apply a penalty based on the mountebank’s level, as shown on the Mountebank Skills 
  Progression table.  
  All mountebanks know a smattering of alchemy (as the proficiency), but rather than pursue true alchemical expertise 
  they instead favor the dubious practice of brewing quacksalves. Quacksalves are similar to the potions brewed by 
  alchemists and mages, but of much lower cost and far more dubious efficacy. Thus a quack potion of healing is 
  similar to a potion of healing but cheaper and less reliable.  
  Brewing a quacksalve costs 50gp per level of the spell effect imbued in the quacksalve. The brewing process requires 
  one day per spell level. After the money and time is invested, the Judge makes a proficiency throw on behalf of the 
  mountebank against the target value listed on the Mountebank Skills Progression table. The mountebank gains a +2 
  bonus on the throw per rank of Alchemy. The mountebank suffers a -2 penalty on the throw per level of the spell 
  effect. Regardless of the target value, a natural roll of 1-3 always fails. 
  If the proficiency throw is successful, a quacksalve potion has been successfully created. It functions exactly like a 
  normal potion of the same type. If the proficiency throw fails with a natural 1, or with a modified roll of 1 or less, a 
  counter-potion has been created. The counter-potion somehow does the opposite of the potion’s intended effect. 
  (A counter-potion of healing might deal damage; a counter-potion of invisibility might make the character glow 
  brightly.) If the proficiency throw fails with a natural 2-3, or by missing the target value by at least 4, then a potion 
  of delusion is created. On any other result, the quacksalve is completely ineffectual.  
  The Judge should keep the results of the mountebank’s proficiency throw to brew the quacksalve a secret, so that 
  the mountebank is unsure whether or not his quacksalve is effective. If the mountebank (or another character) uses 
  an Alchemy proficiency throw to identify a quacksalve, a successful result will reveal what the quacksalve is intended 
  to do, but not what it actually does. Since many quacksalves cause delusion or death, wise characters simply don’t 
  drink them!  
  To create a quacksalve potion, the mountebank must possess a formula or sample of the equivalent (genuine) potion 
  (e.g. to brew a quack potion of healing, the mountebank must have a formula or sample of a genuine potion of 
  healing). A mountebank without any formulas or samples of genuine potions cannot make quacksalves at all! 
   
   
  
  The mountebank must also possess a set of brewing equipment. A minimum of 400gp must be invested in the 
  brewing equipment to allow the creation of 1st level quacksalves. For each subsequent level of quacksalve to be 
  created, an additional 200gp must be invested in the brewing equipment. For every 1,000gp of value in brewing 
  equipment above the minimum required for the item, the mountebank receives a +2 bonus on his proficiency throw 
  to brew quacksalves. Unlike the workshops and laboratories of mages and alchemists, the equipment a mountebank 
  uses to brew quacksalves is typically very portable, as there is often a great need to gather belongings quickly and 
  make a hasty exit from his or her current location! For encumbrance purposes, each 500gp worth of brewing 
  equipment counts as 1 stone of weight.  
  Regardless of their available formulas, samples, and equipment, mountebanks can only attempt to brew quacksalves 
  with spell effects equal to one-half their class level, rounded up. Thus a 1st level mountebank can only brew 1st level 
  quacksalves, while a 7th level mountebank can brew 1st, 2nd,  3rd, or 4th level quacksalves.  
  EXAMPLE #1: Fornata the Glib, a 1st level mountebank, has 400gp in brewing equipment and a sample potion of 
  healing. She wishes to create a quack potion of healing. The cost to create the quacksalve is 50gp and 1 day of 
  brewing. Fornata spends the time and gold required, then makes a proficiency throw to brew quacksalve. As a 1st 
  level mountebank, Fornata has a target value of 18+. Fornata has one rank in Alchemy, so she gains a +2 bonus to 
  her throw. Because a potion of healing uses a 1st level effect in its creation, so she suffers a -2 penalty to her throw. 
  The Judge makes the throw secretly on behalf of Fornata. The die roll is an 18, a success! When quaffed, the quack 
  potion of healing will actually work as intended.  
  EXAMPLE #2: Fornata, now a 5th level mountebank, has become a well-known purveyor of potions. She now owns 
  brewing equipment worth 600gp, and her level allows her to brew 1st, 2nd, and 3rd level quacksalves. She is 
  approached by a band of adventurers seeking a potion of invisibility and a potion of polymorph. They have formulas 
  for both that she can work from. Fornata cannot create a quack potion of polymorph, as polymorph is a 4th level 
  effect and a 5th level mountebank can only create 3rd level quacksalves (5/2 = 2.5 rounded to 3). She can, however, 
  brew a quack potion of invisibility, because invisibility is only a 2nd level effect. The cost to create the quacksalve is 
  100gp and 2 days of brewing. Fornata spends the time and gold required, then makes a proficiency throw to brew 
  quacksalve. As a 5th level mountebank, Fornata has a target value of 14+. Fornata has one rank in Alchemy, so she 
  gains a +2 bonus to her throw. Invisibility is a 2nd level effect, so she suffers a -4 penalty to her throw. The Judge 
  makes the throw secretly on behalf of Fornata. The die roll is an 11, modified (+4 – 2) to a 9. Since the target throw 
  is 14, Fornata failed to create the potion of invisibility. Furthermore, because she missed the target value by 4 or 
  more, she accidentally creates a potion of delusion instead! When Fornata learns of the disastrous effect her 
  quacksalve has on the expedition into the dwarven mines, she wisely gathers her belongings and hurries out of town. 
  EXAMPLE #3: Fornata is now a 10th level mountebank. Despite occasional “incidents” with adventurers, she has 
  become quite wealthy, and upgraded her brewing equipment to a value of 2,200gp. She has decided to create a 
  potion of polymorph for her henchman to take with her on a dangerous adventure. The cost to create the quacksalve 
  is 200gp and 4 days of brewing. Fornata spends the time and gold required, then makes a proficiency throw to brew 
  quacksalve. As a 10th level mountebank, Fornata has a target value of 6+. She now has two ranks in the Alchemy 
  proficiency, so she gains a +4 bonus to her throw. Polymorph self is a 4th level  effect, so she suffers a -8 penalty to 
  her throw. The Judge makes the throw secretly on behalf of Fornata, and the die roll is a natural 1. A counter-potion 
  has been inadvertently created. Since a potion of polymorph allows the imbiber to choose to transform into new 
  forms, the Judge secretly decides that the counter-potion will cause the imbiber to randomly transform into new 
  forms each round. This ends badly for the henchman. 
  
  Upon attaining 4th level, a mountebank gains the ability to read languages (including ciphers, treasure maps, and 
  dead languages, but not magical writings). The mountebank succeeds with a proficiency throw of 5+ on 1d20. If the 
  roll does not succeed, the mountebank may not try to read that particular piece of writing until he reaches a higher 
  level of experience. 
  When a mountebank attains 9th level (Mountebank), he can establish a hideout, and 2d6 mountebank apprentices 
  of 1st level will come to work with the character. If hired, they must be paid standard rates for ruffians. These 
  apprentices may be used to engage in hijinks. Mountebanks may substitute disguise ability as the required skill for 
  the spying and treasure hunting hijinks. Additional rules for hideouts are detailed in the Campaigns chapter of the 
  ACKS Core Rulebook.  
  At 10th level, a mountebank can read and cast magic from arcane scrolls with a proficiency throw of 3+ on 1d20. 
  However, a failed throw means the spell does not function as expected, and can create a horrible effect at the Judge’s 
  discretion. 
   
  Mountebank Proficiency List: Acrobatics, Alertness, Animal Training, Arcane Dabbling, Bargaining, Bribery, Climbing, 
  Combat Trickery (disarm, incapacitate), Contortionism, Diplomacy, Disguise, Fighting Style, Gambling, Healing, 
  Intimidation, Illusion Resistance, Lip Reading, Mapping, Mimicry, Performance, Running, Seduction, Signaling, 
  Skirmishing, Sniping, Swashbuckling, Weapon Finesse.  
   
  Mountebank Skill Progression 
  Level 
  Impersonation* 
  Hear Noise 
  Pick Pockets** 
  Read Languages 
  Quacksalves 
  1 
  14+/-0 
  14+ 
  17+ 
  - 
  18+ 
  2 
  13+/-1 
  13+ 
  16+ 
  - 
  17+ 
  3 
  12+/-1 
  12+ 
  15+ 
  - 
  16+ 
  4 
  11+/-1 
  11+ 
  14+ 
  5+ 
  15+ 
  5 
  10+/-1 
  10+ 
  13+ 
  5+ 
  14+ 
  6 
  9+/-2 
  9+ 
  12+ 
  5+ 
  13+ 
  7 
  8+/-2 
  8+ 
  10+ 
  5+ 
  12+ 
  8 
  7+/-2 
  7+ 
  8+ 
  5+ 
  10+ 
  9 
  6+/-2 
  6+ 
  6+ 
  5+ 
  8+ 
  10 
  5+/-3 
  5+ 
  4+ 
  5+ 
  6+ 
  11 
  4+/-3 
  4+ 
  2+ 
  5+ 
  5+ 
  12 
  3+/-3 
  3+ 
  -1+ 
  5+ 
  4+ 
  13 
  2+/-3 
  2+ 
  -3+ 
  5+ 
  4+ 
  14 
  1+/-4 
  1+ 
  -5+ 
  5+ 
  4+ 
  *The first number indicates the throw necessary to succeed, while the second number indicates the penalty applied to someone 
  intimately familiar with the subject of the impersonation to notice some flaw in the mountebank's ruse. 
  *-1 penalty on the proficiency throw for each level the mountebank is lower than the victim. 
   
  Mountebank Attack and Saving Throws 
  Level 
  Petrification & Paralysis 
  Poison & Death 
  Blast & Breath 
  Staffs & Wands 
  Spells 
  Attack Throw 
  1-2 
  13+ 
  13+ 
  16+ 
  14+ 
  15+ 
  10+ 
  3-4 
  12+ 
  12+ 
  15+ 
  13+ 
  14+ 
  9+ 
  5-6 
  11+ 
  11+ 
  14+ 
  12+ 
  13+ 
  8+ 
  7-8 
  10+ 
  10+ 
  13+ 
  11+ 
  12+ 
  7+ 
  9-10 
  9+ 
  9+ 
  12+ 
  10+ 
  11+ 
  6+ 
  11-12 
  8+ 
  8+ 
  11+ 
  9+ 
  10+ 
  5+ 
  13-14 
  7+ 
  7+ 
  10+ 
  8+ 
  9+ 
  4+ 
   
  
  MOUNTEBANK TEMPLATES 
  3d6 
  Roll 
   
  Template 
   
  Proficiencies 
   
  Starting Equipment 
  3-4 
  Villain  
  Combat Trickery 
  (Incapacitate) 
  Intimidation 
  Sling, 20 rough-hewn bullets, short sword, tattered 
  leather armor, rough hewn cloak, tunic and pants, ratty 
  leather belt, well-worn low boots, backpack, sap, 1 
  week’s iron rations, 4 gp 
  5-6 
  Ringleader 
  Animal Training 
  Performance (Oration) 
  Trainer’s whip, bola, net, serviceable leather armor, 
  ruffled tunic and breaches, worn red coat with tails, top 
  hat, short sword, leather belt with large buckle, high 
  black boots, hair grease, moustache wax, backpack, 1 
  week’s iron rations, 7 gp 
  7-8 
  Imposter 
  Disguise 
  Mimicry 
  Crossbow, case with 20 bolts, makeup kit, short sword, 
  leather armor, gray tunic and pants, dark gray traveling 
  cloak, high boots, leather belt, 2 flasks of common oil, 
  lantern, wineskin, 1 week’s iron rations, 2 daggers 
  hidden in boots, 7 gp 
  9-10 
  Rake 
  Seduction 
  Diplomacy 
  Crossbow, case with 20 bolts, fine rapier, form fitting 
  leather armor, ruffled tunic and tight pants, 
  gentleman’s cloak, fine low boots, leather belt, dagger 
  with sheath, cologne, well groomed riding horse with 
  tack, 1 week’s iron rations 
  11-12 
  Fortune Teller 
  Arcane Dabbling 
  Knowledge (Occult) 
  Crossbow, case with 20 bolts, leather armor, billowy 
  robes, leather belt, 2 belt pouches, crystal ball (non-
  magical) with stand, occult fortune cards, backpack, 
  flash powder, incense bowl, short sword, concealed 
  dagger, low soft boots, 1 week’s iron rations, 4 gp 
  13-14 
  Physic 
  Alchemy 
  Healing 
  Shortbow, quiver with 20 arrows, leather armor, 
  university robes and cap, leather belt, 2 belt pouches, 
  backpack, soft low boots, physicians apparatus, 
  brewing equipment, several phials filled with liquid, 
  riding horse with tack, 1 week’s iron rations, 7 gp 
  15-16 
  Four Flusher 
  Lip Reading 
  Gambling 
  Crossbow, case with 20 bolts, short sword, leather 
  armor, respectable tunic and pants, high boots, 
  smoking pipe and tobacco, leather belt, backpack, belt 
  pouch, playing cards or plaques, concealed thin dagger, 
  3 shells and 1 marble, 1 week’s iron rations, 7 gp 
  17-18 
  Grafter 
  Bribery 
  Intimidation 
  Shortbow, quiver with 20 arrows, fine rapier, fine 
  leather armor, well cared for tunic and pants, fine 
  cloak, snuffbox, leather belt, belt pouch, high hard 
  boots, riding horse and tack, leather saddlebags, 1 
  week’s iron rations, 7 gp 
   
   
   
  
  DESIGN NOTES 
  The Mountebank is a straight re-skin of the Thief class, built as HD 0, Fighting 1, Thievery 3. Like the Thief, the class 
  has ten custom powers, with nine selected at 1st level and one custom power traded for a power at 4th and 10th level. 
   
  The Fool is a much more complex build. While all other existing human custom classes were built with 4 build points 
  across the Class Category Values, the Fool was built with just 3: Fighter 2 (1000 XP) and Hit Die Value 1 (500 XP). The 
  Fool’s inordinate number of custom powers comes from taking 10(!) Fighter Trade offs (1500 XP). The Fool spends 
  many of these Custom Powers on thief abilities – which normally cannot be taken with Fighting Value trade-offs. We 
  again made an exception for this unusual class. The nature of the Fool is, after all, to be a breaker of rules, and if it’s 
  a broken class, it’s broken in a way that isn’t game-breaking. 
   
  We traded Unlimited Armor for Restricted Armor to gain 3 Custom Powers.  
   
  We traded Unlimited Weapons for Restricted Weapons to gain 4 Custom Powers.  
   
  We traded Two-handed Weapons fighting style to gain 1 Custom Power.  
   
  We traded Fighter Damage Bonus to gain 2 Custom Powers.  
   
  We then bought Backstab, Acrobatics, Performance, Pick Pockets, Hide in Shadows, and Hear Noise for 6 
  Custom Powers.  
   
  We traded 2 Custom Powers to take additional Custom Powers at levels 2, 4, and 9.  
   
  We traded 2 Custom Powers to take additional Custom Powers at levels 3, 5, and 7.  
   
  We traded the Custom Power at level 7 to take additional Custom Powers at level 8 and 14.  
   
  The Taunt power is a variation of the spell Hideous Laughter from ACKS Dwimmermount, and was bought 
  as a spell-like ability. 
   
  The Distract power is a variation of the spell Hypnotism from ACKS Dwimmermount, and was bought as a 
  spell-like ability. 
   
  The Fool’s Luck power is a variation of the spell Mirror Image from ACKS, and was bought as a spell-like 
  ability. 
   
  
SOURCE: textdata/thevault/Adventurer Conqueror King/ACKS Patreon Content/Of Mischief and Mountebanks (ACKS).pdf