A class designed for a B/X or old school game.
Same progression and stats as a thief. Instead of thief abilities, some different talents.
Using the special abilities, success depends on the status of the target.
- Easy Mark. The target will respond enthusiastically to appropriate goading, but if the target makes the saving throw, the target will become suspicious or confused.
- Normal Mark. The target will be confused or agreeable, but if the target makes the saving throw, the target is actively suspicious or disbelieving.
- Hardened Mark. The target will be swayed into ambiguity (introducing a little doubt into certainty), but if the target makes the saving throw, the target sees through the effort.
There are three special abilities.
TRUE FACTS. Targets must make a saving throw to disbelieve what the Fabulist tells them. For a plausible statement (true or false) the target may save v. Spells. For a questionable statement, the target may save v. Paralysis. For an outrageous statement, the target may save v. Poison.
REFRAMED. Describe the situation from another point of view, or leading to an alternate conclusion. If the target fails a morale save or a save v. Spells, the target is at least swayed to consider the alternate frame. Targets who fail a save tend to move one level easier as a mark.
SLEAZY BULLSHIT. If the fabulist is free to blather, trash talk, harangue, name call, tattle, and generally mouth off, gain a pool to use once a round after any roll. The pool is equal to (1 per 2 fabulist levels.) The bonus can improve the fabulist’s armor class against one attack, add a bonus or penalty to the foe’s morale test, or penalize one target’s to-hit roll, damage roll, or saving throw.