snake-oil-salesman-bigSnake Oil Salesman

Level

KXP

Illusion
123 456 7

1

0

1-- --- -

2

3.6

2-- --- -

3

7.2

21- --- -

4

14.4

32- --- -

5

36

421 --- -

6

72

431 --- -

7

144

432 --- -

8

270

432 1-- -

9

504

533 2-- -

10

1044

543 21- -

11

1584

543 32- -

12

2124

554 321 -

13

2664

554 322 -

14

3204

554 322 1

15

3744

554 422 2

16

4284

555 432 2

17

4824

555 532 2

18

5364

555 533 2

19

5904

555 543 2

20

6444

555 543 3

21

6984

555 554 3

22

7524

555 555 4

23

8064

555 555 5

24

8604

666 655 5

25

9144

666 666 6

26

9684

777 766 6

27

10224

777 777 7

28

10764

888 877 7

29

11304

888 888 8

30

11844

999 988 8

31

12384

999 999 9

32

12924

AAA A99 9

33

13464

AAA AAA A

34

14004

BBB BAA A

35

14544

BBB BBB B

36

15084

CCC CCC C

Requisites:

Dex 18, Int 14, Chr 18

Alignment:

NE

HD/level:

+d6

Weapon Prof.:

3+level/3

To Hit Table:

Wiz

Save Table:

Rog

Groups:

Wizard, Rogue

Specialized in Illusion; pick an opposite. You may cast healing sphere spells as Illusion spells.

Gets 50 Rogue points per level.

Level 1: 1M, LVL/d: Create a snake oil elixir (5 dose potion) of a healing spell you can cast. There’s a 100-(LVL^2)% chance that the drinker will disbelieve the elixir (min 1% chance).

Level 1: +100% gp from selling snake oil elixirs.

Level 1: Fast-Talking: All targets (one group) must save vs. spell or believe what you are saying.

Level 2: Tophat and Tails: +3+LVL AC (may be combined with armor).

Level 2: Handlebar Mustache: Your Fast-Talking saves are at a -2xlevel penalty.

Level 2: Pointing Stick: 1d6/1d6 Stick, +LVL” movement, counts as a +LVL/2 magic item.

Level 6: 1M, 1/d: Summon a Horse and Buggy with 2 DL=LVL/2 Horses as a mount.

 

Lvl

Ability | -50% | -100% | -150%

Act

Base

Penalty

Bonus

1

Appraisal: Monetary Value | XP Value | Multiplier & Ego & Alignment | Know History

M

10

Int-13

Int-15

1

Blend in (everyone believes OK that you're here)

-

50

Chr-12

Chr-14

1

Doctor: Binding wounds is 4+LVL hp. 1M, 1/d: Remove the "wounding" effect.

1

Backstab (each 40% = x1) (increases 10/level)

0

70

Int-6

Int-20

1

Summon DL I Shill/Accomplice ( || per +1 DL)

V

0

Chr-11

Chr-13

1

Charm/Influence Reaction ||| Erase a "!" mark in dungeon

S

10

Chr-10

Chr-13

1

Impersonation (Physical/Personality/Mannerisms)

-

10

Chr-10

Chr-12

2

Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane)

M

0

Int-8

Int-20

2

Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking

V

75

Dex-11

Dex-15

6

Read Magic (Wizard/Priest) ||| Read Magic (Concordant)

M

15

Int-13

Int-15

9

Backstorm (each 50%: +1 att is considered a backstab)

-

0

Dex-16

Dex-22

9

Great Medic: Binding wounds is (LVL-8)*5% of max hp (can be more than 100%, current still can't go over max)

10

Speed: (x2 move) | (+1V) | (+1P) | (+1M) | (+1 Full) | (+1 Opp)

VV

5

Dex-14

Dex-17

12

Control Movements | Control Physicals | Control Mentals | Control 0 Actions

MM

0

Chr-19

Chr-21

14

Smooth Talker: As long as you and your friends are not hostile, enemies will not attack you 90% (1 check /min)

20

0,1/r: Unspend (amount made by) Rogue points

-

0

NA

NA