Mountebank

In the coldest winter ever known, you can always find a buyer for the ice you happened to collect. No one is so greedy that they wouldn’t lend you a coin when you ask them. And when you feel moved to snatch candy from a baby, the infant does not even sniffle. You know people. You know what makes them tick. And your skill at manipulating others makes certain you have friends wherever you go. By the time they grow wise to what you’re about, you’re long gone.
You might have an incredible disregard for others and a willingness to use people, but this doesn’t have to be the case. You could be different from other such scoundrels. Perhaps you developed your talents to get back at the real criminals, to expose them for all their venality, cruelty, and wickedness, and then destroy them.

Level 3 Mountebank

Attributes: Increase two attributes by 1 each.
Health: +8, Bonus Damage: +1d6
Languages: Any one
Inveigle: If you can speak, you can use a reaction when an enemy within 5 yards chooses you as the target of its attack. If the enemy can hear you, make an Intellect roll against its Intellect.
On a success, the enemy either becomes Intellect impaired (luck ends) or Will impaired (luck ends), as you choose, and you switch the target of the enemy’s attack to a different eligible target. If there are no other eligible targets, the enemy’s attack results in a failure.
On a critical success, the enemy becomes controlled by you until it ends the impaired affliction or it can no longer hear you.
On a failure, the enemy becomes immune to this talent for 24 hours.

Level 4 Mountebank

Health: +8
Double-Cross: You make rolls to attack Intellect impaired or Will impaired targets with 1 boon, and your attacks against such targets deal an extra 2d6 damage, or 3d6 damage at level 6.

Level 6 Mountebank

Health: +8
One Step Ahead: When an Intellect impaired or Will impaired creature gets a failure on a roll to attack you and you lack the held and slowed afflictions, you can move up to 2 yards. You count as having the Slippery trait for this movement if you don’t have it already.

Level 9 Mountebank

Health: +8, Bonus Damage: +1d6
Diabolical Cunning: You make Intellect rolls with 1 boon, and you impose 1 bane on rolls against your Intellect.
Enemy Undone: You grant 1 boon on rolls to attack targets that have the Intellect impaired or Will impaired affliction and that are within 5 yards of you.