Biscuit
2022-11-19, 07:59 AM
D&D 3.5 - Mountebank
(Dragon Compendium variant, p. 42)
The mountebank is a trickster allied with the fell powers of the Outer Planes: the herald of a demon prince, a duke of Hell, or a similar power. Some mountebanks seek out such an alliance, their thirst for power blotting out any fears they might have of eternal damnation or servitude. Other mountebanks are opportunists forced to embrace an infernal pact for lack of any better options. In any case, the mountebank is a master trickster who derives power from their link to a dark master.
Mountebanks excel at manipulating others with careful lies, ruses, and other stratagems. Their connection to the dark powers allows them to generate magical effects that normally require extensive arcane training and skill to create. Their hypnotic gaze can leave even the stoutest warriors vulnerable to attack, while their magical talents make them almost impossible to trap. Mountebanks thrive on swindling the trusting, stealing from those who use their wealth to help others, and doing whatever else they can to spread misery. Some mountebanks fight against the temptation to do evil. These brave souls strike a bargain with evil and try to turn it against their foul masters. Few of them succeed.
Hit Die: d6
Alignment: Any non-good
Starting Gold: 5d4x10(125gp)
Skill Points: 6 + Int
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (The Planes) (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Tumble (Dex), and Use Magic Device (Cha)
LevelBABFortReflexWillClass FeaturesBonus Languages[/tr]
1+0+2+2+0Beguiling Stare, Mark of Damnation, TrapfindingInfernal or Abyssal
2+1+3+3+0Tongue of the Devil-
3+2+3+3+1Deceptive Attack +1d6, Infernal Patron, Mass Beguile-
4+3+4+4+1Infernal Guise+1
5+3+4+4+1Disguise the Soul's Aspect-
6+4+5+5+2Deceptive Attack +2d6, Infernal Charm-
7+5+5+5+2Deceptive Opportunity-
8+6/+1+6+6+2Infernal Defense+1
9+6/+1+6+6+3Deceptive Attack +3d6-
10+7/+2+7+7+3Infernal Jaunt-
11+8/+3+7+7+3Slippery Mind-
12+9/+4+8+8+4Deceptive Attack +4d6, Infernal Influence+1
13+9/+4+8+8+4Patron's Gift-
14+10/+5+9+9+4Infernal Escape-
15+11/+6/+1+9+9+5Deceptive Attack +5d6, Risky Opportunity-
16+12/+7/+2+10+10+5Infernal Deception+1
17+12/+7/+2+10+10+5Fiend Sight-
18+13/+8/+3+11+11+6Deceptive Attack +6d6, Infernal Domination-
19+14/+9/+4+11+11+6Stare of the Damned-
20+15/+10/+5+12+12+6Aspect of the Damned+1
Class Features
Weapon and Armor Proficiency: A Mountebank is proficient with all simple weapons, whips, hand crossbows, rapiers, and light armor, but not with any shields.
Beguiling Stare (Su): As a standard action, the Mountebank can stare into their target's eyes and attempt to hypnotize them through the force of their infernal gaze. The target of this ability must make a Will save (DC 10 + 1/2 Mountebank's level + Mountebank's Cha modifier). Creatures that fail this save are beguiled for a number of rounds equal to the Mountebank's Charisma bonus, with a minimum of 1 round. Any creature that succeeds in their save against it gain immunity to further uses of the ability for 24 hours. The Mountebank can use this ability at will.
A beguiled character loses his Dexterity bonus to Armor Class. They also suffers a -2 penalty on all Will saves and opposed Trip and Disarm checks, and suffer a -5 penalty on all Sense Motive checks. The Mountebank's infernal power overwhelms the target's mind, leaving his thoughts foggy and his body leaden. If the Mountebank's target succeeds in his save, he has no knowledge of the Mountebank's attempt to beguile them unless he makes a DC 25 Knowledge (The Planes) check. In the target's mind, they merely stared into their eyes for a moment.
At 10th level, a Mountebank has become so adept at the art of beguiling their targets, they can now do so at a mere glance, using only a swift action instead of a standard action to use their Beguiling Stare.
This ability is a mind-affecting effect and requires that the target has eyes in which to gaze.
Bonus Language (Ex): The Mountebank gains either Abyssal or Infernal as a bonus language to better communicate with their sinister masters. At every 4th level after that, the mountebank picks up a new language of their choosing to better help charm, deceive, or otherwise manipulate an ever-wider audience.
Mark of Damnation: A Mountebank owes their soul to an infernal power, be it a demon, devil, or similar baleful lord or lady. When the Mountebank dies, their soul is consigned to their master. Any attempt to return their to life has a chance of failure, as the Mountebank's master determines the fate of their soul. The Mountebank must make a DC 25 Bluff or Diplomacy check (their choice) to return to the living. They gains a bonus on this check equal to half their Mountebank level, as the dark lords of the Outer Planes prefer to let their more accomplished and skilled pawns return to the Material Plane to wreak further misery.
Tongue of the Devil (Ex): Their cunning misdirection leaves others at the Mountebank's mercy. Mountebanks add their Intelligence bonus (if any) to Bluff, Diplomacy, and Intimidation checks
Trapfinding: Mountebanks can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Mountebanks can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Mountebank who beats a trap's DC by 10 or more with a Disable Device check can study the trap, figure out how it works, and bypass it without disarming it.
Deceptive Attack: If a Mountebank of at least 3rd level can lull an opponent into dropping his defenses, They can make a sudden, devastating strike.
The Mountebank's attack deals extra damage against any target that is beguiled (as per the Mountebank's beguiling stare ability) or against targets that they successfully feint. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every three Mountebank levels thereafter. The Mountebank never multiplies deceptive attack damage on a successful critical hit.
This bonus damage applies against all creatures, even those immune to critical hits or precision damage. The speed and sudden nature of the Mountebank's attack allows them to make a telling blow, rather than a strike against a specific spot in their opponent's anatomy.
Infernal Patron (Su): Owing to their close connection to an infernal patron or similar, sinister master, the Mountebank can channel the energies of the Lower Planes to aid their in clouding the minds of others. In a manner similar to how a cleric calls upon the power of his deity the Mountebank turns to their master for aid. They can call upon their patron's aid a number of times per day equal to 1/2 their Mountebank level + Charisma modifier. Channeling this energy and using it to power their abilities is a standard action. The Mountebank gains the ability to use this power in a number of different ways.
Mass Beguile (Su): At 3rd level, the Mountebank can use their infernal patron ability to cloud the minds of their enemies en mass. They channel their beguiling stare into a 30-foot burst, with a range of 100 feet + 10 feet per Mountebank level. All creatures within this area must make the appropriate Will save or become beguiled as per the Mountebank's beguiling stare.
Infernal Guise (Sp): By expending one use of their infernal patron ability, the Mountebank can use Alter Self as a sorcerer with a caster level equal to their Mountebank level.
Disguise the Soul's Aspect (Su): Whenever an opponent attempts to use a spell capable of determining or detecting the Mountebank's alignment, the Mountebank may expend one of their daily infernal patron uses to make a Bluff check opposed by the Sense Motive of the person attempting to discern their alignment. If she succeeds, she picks the alignment that the caster detects. In some cases, this might lead the caster to detect nothing. For example, Abelard the paladin attempts to use detect evil on the area occupied by Joreena the Mountebank. Joreena's Bluff check beats Abelard's check, and she decides to detect as lawful good. Thus, Abelard's ability does not detect her.
Infernal Charm (Sp): The Mountebank can call upon their foul patron to help them avoid conflicts and manipulate others. By expending one of their uses of their infernal patron ability, the Mountebank can use either Charm Person or Hypnotism (chosen upon expenditure) as a sorcerer with a caster level equal to their Mountebank level.
Deceptive Opportunity (Su): Whenever an enemy makes an attack of opportunity against a Mountebank and fails to hit, the Mountebank may expend one of their daily infernal patron uses as an immediate action to cause them to make an appropriate save or become beguiled as per the Mountebank's Beguiling Stare ability, so long as the enemy in question has not already succeeded in saving against the Mountebank's beguiling stare that day, thus already being safeguarded against the Mountebank's use of Beguiling Stare for 24 hours.
Infernal Defense (Sp): The Mountebank can call upon their foul patron to protect their from attacks. By expending one of their uses of their infernal patron ability, the Mountebank can use either Blur or Displacement (chosen upon expenditure) upon themselves as a sorcerer with a caster level equal to their Mountebank level.
Slippery Mind (Ex): Starting at 11th level, whenever you are affected by an enchantment spell or effect and you fail your saving throw, you can attempt it again 1 round later at the same DC. You get only one extra chance to succeed on your save using this ability.
Infernal Jaunt (Sp): By expending one of their uses of their infernal patron ability, the Mountebank can slide through planar space in a manner similar to a dimension door. They can use this ability to travel a total of 10 feet + 5 feet per Mountebank level with each use. They activate this ability as a move action and may take their other actions as normal after arriving at their destination. When the Mountebank uses this ability, they disappear and re-appears in a small puff of brimstone smoke.
If the Mountebank wears a Cape of the Mountebank (https://www.d20srd.org/srd/magicItems/wondrousItems.htm#capeoftheMountebank), they gain an additional effect. Their Infernal Jaunt's the travel distance is increased by an additional 25 feet. The cape also functions twice a day when used by a Mountebank instead of once, and its effect can be activated by a move action instead of a standard action. These additional effects provided to a Mountebank are in addition to the cape's normal benefits.
If the Mountebank makes an attack of some kind immediately after using their infernal jaunt ability or a Cape of the Mountebank (https://www.d20srd.org/srd/magicItems/wondrousItems.htm#capeoftheMountebank)'s Dimension Door effect, they gain the benefits of their Deceptive Attack's additional damage against their foe, even if they are not currently Beguiled or Feinted.
Infernal Influence (Sp): By expending one of their uses of their infernal patron ability, the Mountebank can use Charm Monster and Confusion against a single target (rather than as an area of effect ability). They otherwise use either spells as a sorcerer with a caster level equal to their Mountebank level.
Patron's Gift: At the 13th level, a Mountebank can now call upon their patron's aid a number of times per day equal to their Mountebank level + Charisma modifier.
Risky Opportunity: At the 15th level, a Mountebank can now make a number of attacks of opportunity equal to their Charisma modifier each round. This does not stack with Combat Reflexes - a Mountebank of 15th level or higher that also possesses the Combat Reflexes feat gets the benefit of whichever ability gives the higher amount of attacks of opportunity per round.
When a Mountebank makes an attack of opportunity, the Mountebank may expend one of their daily infernal patron uses as part of their attack action in order to cause them to make an appropriate save or become beguiled as per the Mountebank's Beguiling Stare ability, so long as the enemy in question has not already succeeded in saving against the Mountebank's beguiling stare that day, thus already being safeguarded against the Mountebank's use of Beguiling Stare for 24 hours. This save must be made and resolved before the attack of opportunity itself takes effect.
Infernal Escape (Su): By expending two of their uses of their infernal patron ability, a Mountebank of 14th level or higher can use Teleport as a sorcerer with a caster level equal to their Mountebank level, but with one important exception. A Mountebank can only use this ability on themselves. They cannot transport any other creature except a familiar, if they have one from another source.
Fiend Sight (Su): A Mountebank of 17th level becomes so emersed in the art of deception, they can discern falsehoods and illusions as a matter of course. A Mountebank is under a constant Discern Lies effect, but it is not limited to a single target at a time, does not need to concentrate on the effect to benefit, and the range is anywhere within hearing range.
They also gain the benefit of True Seeing as a continuous effect. Both effects can be suppressed or resumed as a free action.
Infernal Deception (Sp): By expending one use of their infernal patron ability, a Mountebank of 16th level or higher can now use either Mislead or Veil (chosen upon expenditure) as a sorcerer with a caster level equal to their Mountebank level.
Infernal Domination (Sp): By expending one use of their infernal patron ability, a Mountebank of 18th level or higher can use Dominate Monster as a sorcerer with a caster level equal to their Mountebank level.
Stare of the Damned (Su): Whenever you Beguile a target, the normal penalties become more encompassing. They still lose their dexterity bonus to their AC, but now they suffers a -4 penalty on all Will saves and opposed Trip and Disarm checks (and no longer gain any size bonus on either type of check, if applicable), suffer a -10 penalty on all Sense Motive checks, and the Knowledge (The Planes) check know if they have been beguiled raises from 25 to 30, as the Mountebank has mastered the art of Beguiling their targets with a subtle glance.
By expending two uses of their infernal patron ability after a successful Beguiling attempt, they can keep the subject Beguiled while concentrate on doing so - keeping their eyes locked onto those of their victim. While maintaining concentration on keeping a target Beguiled, they cannot expend uses of their infernal patron ability or use any class feature to Beguile any additional targets. If they lose line of sight in any way, the concentration is considered broken. Any time concentration is broken or the Mountebank choses to cease concentration, the target is released from the Beguile effect at the end of the Mountebank's next turn, as normal.
Aspect of the Damned: At 20th level the Mountebank's soul comes due to their master. they gains the half-fiend template unless they already happen to be one. Their alignment shifts to evil unless already evil. In any case, they becomes either their master's willing servant, or a dominated thrall.
In the case of an unwilling Mountebank (who is forced into becoming a thrall), only a quest to break their pact with their demonic or infernal overlord can free the Mountebank from this fate. The exact nature of this quest is left to the DM, but it usually requires a Mountebank to defeat their patron or his most powerful minions, render them a great service, or trick them into releasing their from their contract.
Added a few sensible weapon proficiencies that tie into class features well (mainly the usual suspects for trip & disarm) and hand crossbow so they are not restricted to just slings if they want a ranged attack.
Gave them Good Fort saves. A devil/demon returned them to life to spread their influence - why would they return them so unnecessarily fragile if they want them to live and do their job?
I altered Beguiling Stare to function as a swift action once the character becomes level 10, because action economy makes this a terrible feature to base a class off of otherwise, especially at those levels. Also added penalty to opposed Trip and Disarm checks for the same reason.
Deceptive Attack is now increased every three levels instead of every 4, but starts at level 3 instead of level 2.
Added the Tongue of the Devil and Slippery Mind class features from the Complete Scoundrel's (p. 57) prestige class version of Mountebank to fill in two dead levels because they are actually very appropriate abilities for the class.
Added bonus languages to get more use out of their core skills - Bluff, Diplomacy, and Intimidate. Can't con people if you can't talk to them.
Added Patron's Gift to slightly increase the number of uses of their Infernal Patron ability at level 13.
Added Deceptive Opportunity and Risky Opportunity to fill in dead levels. Still burns a use of Infernal Patron, but allows for actual counter-strategies that is sneaky (and risky, hence the name)
Added Infernal Charm because it makes perfect sense to have such an ability. Even if it is 5 levels after a sorcerer could do the same.
Made Tongue of the Devil good for Bluff, Diplomacy, and Intimidate instead of just Bluff.
Added the Feind Sight ability for a decent utility passive effect for high levels.
Added Stare of the Abyss to fill a dead level and attempt to at least somewhat scale the core class ability for such high-level play, even if most everything will be immune to it by then.
Dropped mediocre Infernal Deception ability from 20th to 16th level to fill the dead level. It mimics a 5th level Bard spell. Definitely does not need to be a level 20 capstone ability.
Added Infernal Domination as an 18th level filler ability. The only SLA they get at the same level that a sorcerer would get at the same level, and by level 18 they basically need it to be at all relevant.
Cleaned up the wording as a whole and streamlined the functionality a bit here and there.
Removed the ranged-attack restriction from applying Deceptive Attack damage because it was too restrictive. You're a sneaky liar and being forced into the role of a melee fighter would just be stupidly cruel.
(Dragon Compendium variant, p. 42)
The mountebank is a trickster allied with the fell powers of the Outer Planes: the herald of a demon prince, a duke of Hell, or a similar power. Some mountebanks seek out such an alliance, their thirst for power blotting out any fears they might have of eternal damnation or servitude. Other mountebanks are opportunists forced to embrace an infernal pact for lack of any better options. In any case, the mountebank is a master trickster who derives power from their link to a dark master.
Mountebanks excel at manipulating others with careful lies, ruses, and other stratagems. Their connection to the dark powers allows them to generate magical effects that normally require extensive arcane training and skill to create. Their hypnotic gaze can leave even the stoutest warriors vulnerable to attack, while their magical talents make them almost impossible to trap. Mountebanks thrive on swindling the trusting, stealing from those who use their wealth to help others, and doing whatever else they can to spread misery. Some mountebanks fight against the temptation to do evil. These brave souls strike a bargain with evil and try to turn it against their foul masters. Few of them succeed.
Hit Die: d6
Alignment: Any non-good
Starting Gold: 5d4x10(125gp)
Skill Points: 6 + Int
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (The Planes) (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Tumble (Dex), and Use Magic Device (Cha)
LevelBABFortReflexWillClass FeaturesBonus Languages[/tr]
1+0+2+2+0Beguiling Stare, Mark of Damnation, TrapfindingInfernal or Abyssal
2+1+3+3+0Tongue of the Devil-
3+2+3+3+1Deceptive Attack +1d6, Infernal Patron, Mass Beguile-
4+3+4+4+1Infernal Guise+1
5+3+4+4+1Disguise the Soul's Aspect-
6+4+5+5+2Deceptive Attack +2d6, Infernal Charm-
7+5+5+5+2Deceptive Opportunity-
8+6/+1+6+6+2Infernal Defense+1
9+6/+1+6+6+3Deceptive Attack +3d6-
10+7/+2+7+7+3Infernal Jaunt-
11+8/+3+7+7+3Slippery Mind-
12+9/+4+8+8+4Deceptive Attack +4d6, Infernal Influence+1
13+9/+4+8+8+4Patron's Gift-
14+10/+5+9+9+4Infernal Escape-
15+11/+6/+1+9+9+5Deceptive Attack +5d6, Risky Opportunity-
16+12/+7/+2+10+10+5Infernal Deception+1
17+12/+7/+2+10+10+5Fiend Sight-
18+13/+8/+3+11+11+6Deceptive Attack +6d6, Infernal Domination-
19+14/+9/+4+11+11+6Stare of the Damned-
20+15/+10/+5+12+12+6Aspect of the Damned+1
Class Features
Weapon and Armor Proficiency: A Mountebank is proficient with all simple weapons, whips, hand crossbows, rapiers, and light armor, but not with any shields.
Beguiling Stare (Su): As a standard action, the Mountebank can stare into their target's eyes and attempt to hypnotize them through the force of their infernal gaze. The target of this ability must make a Will save (DC 10 + 1/2 Mountebank's level + Mountebank's Cha modifier). Creatures that fail this save are beguiled for a number of rounds equal to the Mountebank's Charisma bonus, with a minimum of 1 round. Any creature that succeeds in their save against it gain immunity to further uses of the ability for 24 hours. The Mountebank can use this ability at will.
A beguiled character loses his Dexterity bonus to Armor Class. They also suffers a -2 penalty on all Will saves and opposed Trip and Disarm checks, and suffer a -5 penalty on all Sense Motive checks. The Mountebank's infernal power overwhelms the target's mind, leaving his thoughts foggy and his body leaden. If the Mountebank's target succeeds in his save, he has no knowledge of the Mountebank's attempt to beguile them unless he makes a DC 25 Knowledge (The Planes) check. In the target's mind, they merely stared into their eyes for a moment.
At 10th level, a Mountebank has become so adept at the art of beguiling their targets, they can now do so at a mere glance, using only a swift action instead of a standard action to use their Beguiling Stare.
This ability is a mind-affecting effect and requires that the target has eyes in which to gaze.
Bonus Language (Ex): The Mountebank gains either Abyssal or Infernal as a bonus language to better communicate with their sinister masters. At every 4th level after that, the mountebank picks up a new language of their choosing to better help charm, deceive, or otherwise manipulate an ever-wider audience.
Mark of Damnation: A Mountebank owes their soul to an infernal power, be it a demon, devil, or similar baleful lord or lady. When the Mountebank dies, their soul is consigned to their master. Any attempt to return their to life has a chance of failure, as the Mountebank's master determines the fate of their soul. The Mountebank must make a DC 25 Bluff or Diplomacy check (their choice) to return to the living. They gains a bonus on this check equal to half their Mountebank level, as the dark lords of the Outer Planes prefer to let their more accomplished and skilled pawns return to the Material Plane to wreak further misery.
Tongue of the Devil (Ex): Their cunning misdirection leaves others at the Mountebank's mercy. Mountebanks add their Intelligence bonus (if any) to Bluff, Diplomacy, and Intimidation checks
Trapfinding: Mountebanks can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Mountebanks can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Mountebank who beats a trap's DC by 10 or more with a Disable Device check can study the trap, figure out how it works, and bypass it without disarming it.
Deceptive Attack: If a Mountebank of at least 3rd level can lull an opponent into dropping his defenses, They can make a sudden, devastating strike.
The Mountebank's attack deals extra damage against any target that is beguiled (as per the Mountebank's beguiling stare ability) or against targets that they successfully feint. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every three Mountebank levels thereafter. The Mountebank never multiplies deceptive attack damage on a successful critical hit.
This bonus damage applies against all creatures, even those immune to critical hits or precision damage. The speed and sudden nature of the Mountebank's attack allows them to make a telling blow, rather than a strike against a specific spot in their opponent's anatomy.
Infernal Patron (Su): Owing to their close connection to an infernal patron or similar, sinister master, the Mountebank can channel the energies of the Lower Planes to aid their in clouding the minds of others. In a manner similar to how a cleric calls upon the power of his deity the Mountebank turns to their master for aid. They can call upon their patron's aid a number of times per day equal to 1/2 their Mountebank level + Charisma modifier. Channeling this energy and using it to power their abilities is a standard action. The Mountebank gains the ability to use this power in a number of different ways.
Mass Beguile (Su): At 3rd level, the Mountebank can use their infernal patron ability to cloud the minds of their enemies en mass. They channel their beguiling stare into a 30-foot burst, with a range of 100 feet + 10 feet per Mountebank level. All creatures within this area must make the appropriate Will save or become beguiled as per the Mountebank's beguiling stare.
Infernal Guise (Sp): By expending one use of their infernal patron ability, the Mountebank can use Alter Self as a sorcerer with a caster level equal to their Mountebank level.
Disguise the Soul's Aspect (Su): Whenever an opponent attempts to use a spell capable of determining or detecting the Mountebank's alignment, the Mountebank may expend one of their daily infernal patron uses to make a Bluff check opposed by the Sense Motive of the person attempting to discern their alignment. If she succeeds, she picks the alignment that the caster detects. In some cases, this might lead the caster to detect nothing. For example, Abelard the paladin attempts to use detect evil on the area occupied by Joreena the Mountebank. Joreena's Bluff check beats Abelard's check, and she decides to detect as lawful good. Thus, Abelard's ability does not detect her.
Infernal Charm (Sp): The Mountebank can call upon their foul patron to help them avoid conflicts and manipulate others. By expending one of their uses of their infernal patron ability, the Mountebank can use either Charm Person or Hypnotism (chosen upon expenditure) as a sorcerer with a caster level equal to their Mountebank level.
Deceptive Opportunity (Su): Whenever an enemy makes an attack of opportunity against a Mountebank and fails to hit, the Mountebank may expend one of their daily infernal patron uses as an immediate action to cause them to make an appropriate save or become beguiled as per the Mountebank's Beguiling Stare ability, so long as the enemy in question has not already succeeded in saving against the Mountebank's beguiling stare that day, thus already being safeguarded against the Mountebank's use of Beguiling Stare for 24 hours.
Infernal Defense (Sp): The Mountebank can call upon their foul patron to protect their from attacks. By expending one of their uses of their infernal patron ability, the Mountebank can use either Blur or Displacement (chosen upon expenditure) upon themselves as a sorcerer with a caster level equal to their Mountebank level.
Slippery Mind (Ex): Starting at 11th level, whenever you are affected by an enchantment spell or effect and you fail your saving throw, you can attempt it again 1 round later at the same DC. You get only one extra chance to succeed on your save using this ability.
Infernal Jaunt (Sp): By expending one of their uses of their infernal patron ability, the Mountebank can slide through planar space in a manner similar to a dimension door. They can use this ability to travel a total of 10 feet + 5 feet per Mountebank level with each use. They activate this ability as a move action and may take their other actions as normal after arriving at their destination. When the Mountebank uses this ability, they disappear and re-appears in a small puff of brimstone smoke.
If the Mountebank wears a Cape of the Mountebank (https://www.d20srd.org/srd/magicItems/wondrousItems.htm#capeoftheMountebank), they gain an additional effect. Their Infernal Jaunt's the travel distance is increased by an additional 25 feet. The cape also functions twice a day when used by a Mountebank instead of once, and its effect can be activated by a move action instead of a standard action. These additional effects provided to a Mountebank are in addition to the cape's normal benefits.
If the Mountebank makes an attack of some kind immediately after using their infernal jaunt ability or a Cape of the Mountebank (https://www.d20srd.org/srd/magicItems/wondrousItems.htm#capeoftheMountebank)'s Dimension Door effect, they gain the benefits of their Deceptive Attack's additional damage against their foe, even if they are not currently Beguiled or Feinted.
Infernal Influence (Sp): By expending one of their uses of their infernal patron ability, the Mountebank can use Charm Monster and Confusion against a single target (rather than as an area of effect ability). They otherwise use either spells as a sorcerer with a caster level equal to their Mountebank level.
Patron's Gift: At the 13th level, a Mountebank can now call upon their patron's aid a number of times per day equal to their Mountebank level + Charisma modifier.
Risky Opportunity: At the 15th level, a Mountebank can now make a number of attacks of opportunity equal to their Charisma modifier each round. This does not stack with Combat Reflexes - a Mountebank of 15th level or higher that also possesses the Combat Reflexes feat gets the benefit of whichever ability gives the higher amount of attacks of opportunity per round.
When a Mountebank makes an attack of opportunity, the Mountebank may expend one of their daily infernal patron uses as part of their attack action in order to cause them to make an appropriate save or become beguiled as per the Mountebank's Beguiling Stare ability, so long as the enemy in question has not already succeeded in saving against the Mountebank's beguiling stare that day, thus already being safeguarded against the Mountebank's use of Beguiling Stare for 24 hours. This save must be made and resolved before the attack of opportunity itself takes effect.
Infernal Escape (Su): By expending two of their uses of their infernal patron ability, a Mountebank of 14th level or higher can use Teleport as a sorcerer with a caster level equal to their Mountebank level, but with one important exception. A Mountebank can only use this ability on themselves. They cannot transport any other creature except a familiar, if they have one from another source.
Fiend Sight (Su): A Mountebank of 17th level becomes so emersed in the art of deception, they can discern falsehoods and illusions as a matter of course. A Mountebank is under a constant Discern Lies effect, but it is not limited to a single target at a time, does not need to concentrate on the effect to benefit, and the range is anywhere within hearing range.
They also gain the benefit of True Seeing as a continuous effect. Both effects can be suppressed or resumed as a free action.
Infernal Deception (Sp): By expending one use of their infernal patron ability, a Mountebank of 16th level or higher can now use either Mislead or Veil (chosen upon expenditure) as a sorcerer with a caster level equal to their Mountebank level.
Infernal Domination (Sp): By expending one use of their infernal patron ability, a Mountebank of 18th level or higher can use Dominate Monster as a sorcerer with a caster level equal to their Mountebank level.
Stare of the Damned (Su): Whenever you Beguile a target, the normal penalties become more encompassing. They still lose their dexterity bonus to their AC, but now they suffers a -4 penalty on all Will saves and opposed Trip and Disarm checks (and no longer gain any size bonus on either type of check, if applicable), suffer a -10 penalty on all Sense Motive checks, and the Knowledge (The Planes) check know if they have been beguiled raises from 25 to 30, as the Mountebank has mastered the art of Beguiling their targets with a subtle glance.
By expending two uses of their infernal patron ability after a successful Beguiling attempt, they can keep the subject Beguiled while concentrate on doing so - keeping their eyes locked onto those of their victim. While maintaining concentration on keeping a target Beguiled, they cannot expend uses of their infernal patron ability or use any class feature to Beguile any additional targets. If they lose line of sight in any way, the concentration is considered broken. Any time concentration is broken or the Mountebank choses to cease concentration, the target is released from the Beguile effect at the end of the Mountebank's next turn, as normal.
Aspect of the Damned: At 20th level the Mountebank's soul comes due to their master. they gains the half-fiend template unless they already happen to be one. Their alignment shifts to evil unless already evil. In any case, they becomes either their master's willing servant, or a dominated thrall.
In the case of an unwilling Mountebank (who is forced into becoming a thrall), only a quest to break their pact with their demonic or infernal overlord can free the Mountebank from this fate. The exact nature of this quest is left to the DM, but it usually requires a Mountebank to defeat their patron or his most powerful minions, render them a great service, or trick them into releasing their from their contract.
Added a few sensible weapon proficiencies that tie into class features well (mainly the usual suspects for trip & disarm) and hand crossbow so they are not restricted to just slings if they want a ranged attack.
Gave them Good Fort saves. A devil/demon returned them to life to spread their influence - why would they return them so unnecessarily fragile if they want them to live and do their job?
I altered Beguiling Stare to function as a swift action once the character becomes level 10, because action economy makes this a terrible feature to base a class off of otherwise, especially at those levels. Also added penalty to opposed Trip and Disarm checks for the same reason.
Deceptive Attack is now increased every three levels instead of every 4, but starts at level 3 instead of level 2.
Added the Tongue of the Devil and Slippery Mind class features from the Complete Scoundrel's (p. 57) prestige class version of Mountebank to fill in two dead levels because they are actually very appropriate abilities for the class.
Added bonus languages to get more use out of their core skills - Bluff, Diplomacy, and Intimidate. Can't con people if you can't talk to them.
Added Patron's Gift to slightly increase the number of uses of their Infernal Patron ability at level 13.
Added Deceptive Opportunity and Risky Opportunity to fill in dead levels. Still burns a use of Infernal Patron, but allows for actual counter-strategies that is sneaky (and risky, hence the name)
Added Infernal Charm because it makes perfect sense to have such an ability. Even if it is 5 levels after a sorcerer could do the same.
Made Tongue of the Devil good for Bluff, Diplomacy, and Intimidate instead of just Bluff.
Added the Feind Sight ability for a decent utility passive effect for high levels.
Added Stare of the Abyss to fill a dead level and attempt to at least somewhat scale the core class ability for such high-level play, even if most everything will be immune to it by then.
Dropped mediocre Infernal Deception ability from 20th to 16th level to fill the dead level. It mimics a 5th level Bard spell. Definitely does not need to be a level 20 capstone ability.
Added Infernal Domination as an 18th level filler ability. The only SLA they get at the same level that a sorcerer would get at the same level, and by level 18 they basically need it to be at all relevant.
Cleaned up the wording as a whole and streamlined the functionality a bit here and there.
Removed the ranged-attack restriction from applying Deceptive Attack damage because it was too restrictive. You're a sneaky liar and being forced into the role of a melee fighter would just be stupidly cruel.