The Charlatan is a
master of manipulating people. Using their intelligence, charisma and other
abilities, they prey upon the foolish, overconfident, and greedy people around
him. Even though charlatans seem bold and boisterous, they are always
maintaining self-control.
There is a downside to this profession as well. When a charlatan's façade is
pierced, he is in grave danger (nobody likes to be conned). Then the
charlatan's quick feet may serve him better then his quick wit.
Hit Die: d6
Requirements:
To qualify to become a Charlatan, a character must fulfill all the following
criteria.
Alignment: Chaotic Good, Chaotic Neutral, Neutral, Neutral Evil
Bluff: 6 Ranks
Sense Motive: 6 Ranks
Disguise: 4 Ranks
4 Ranks in any four of the following skills: Appraise, Diplomacy, Gather
Information, Forgery, Knowledge (Local), Perform, Pick Pockets
Feats: Charlatan, Dodge, Improved Initiative, Run
BAB Progression: Wizard
Good Saves: Reflex
1st: Detect Fakery, The Jig is Up!, Spellcasting
2nd: Masquerade 1/Day, Skill Addition, Sneak Attack 1d6
3rd: Charm 1/Day
4th: Skill Addition
5th: Sneak Attack 2d6
6th: Masquerade 2/Day, Skill Addition
7th: Charm 2/Day
8th: Skill Addition, Sneak Attack 3d6
9th:
10th: Charm 3/Day, Masquerade 3/Day, Skill Addition
Class Skills
The charlatan's class skills (and the key ability for each skill) are Appraise
(Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy
(Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information
(Cha), Innuendo (Wis), Intuit Direction (Wis), Knowledge (Local) (Int), Listen
(Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex),
Profession (Int), Read Lips (Int), Search (Int), Sense Motive (Wis), Spellcraft
(Int), Spot (Wis). See Chapter 4: Skills in the Player's Handbook for skill
descriptions.
Skill Points at Each Level: 6 + Int modifier
Class Features
All of the following are class features for the charlatan.
Armor and Weapon Proficiency: A charlatan's only weapon proficiencies
are the dagger, short sword and longsword due to the fact that these weapons
are so common; they should not be passed over. The charlatan is also proficient
with light armor but not with shields. However, due to the fact that a
charlatan has to often 'fake' being of a different class, he may use other
weapons and armor with less of a penalty then characters that do not have those
proficiencies. When using other weapons he is not normally proficient with, he
only suffers a -2 penalty on attack rolls. When using armor he's not proficient
with, he suffers only half the armor check penalty to attack rolls. The armor
check penalties still remain when rolling for the appropriate skill checks.
Detect Fakery: Because charlatans are so skilled at faking their personalities,
lying, and concealing their feelings and reactions, they can see right through
false personae and verbal trickery when others attempt them. When the Charlatan
is not assuming a fake role, he may add his character level to his Sense Motive
skill check. If the Charlatan is assuming a role, he may only add his Charlatan
level to his Sense Motive check. If the Charlatan's Sense Motive roll is higher
then his target's Bluff roll, not only does he know the target is a fake, he
also knows his true alignment.
Spellcasting: Sometimes a Charlatan needs to assume the identity of a
wizard or sorcerer. However, a Charlatan doesn't have time to keep his head in
a spellbook. Nor does he really have the ability to cast those powerful spells
the legitimate spellcasters can. In order to keep up his ruse, the Charlatan
has access to a small number of impromptu spells he has memorized.
The Charlatan's spellcasting ability is similar to a Bard's or Sorcerer's. To
cast a spell, a Charlatan must have a Charisma score of at least 10+ the
spell's level, so a Charlatan with a Charisma score of 10 or less cannot cast
spells. Charlatan bonus spells are based on Charisma, and saving throws against
these spells have a Difficulty Class of 10 + spell level + Charisma modifier.
The spells known by the Charlatan may be selected from the list below. If there
is a 0 under spells per day, he may only use bonus spells.
Spells Per Day
Level 1st 2nd 3rd
1st 0 - -
2nd 0 - -
3rd 1 - -
4th 1 0 -
5th 1 0 -
6th 1 1 -
7th 1 1 0
8th 1 1 0
9th 1 1 1
10th 1 1 1
Spells Known
Level 1st 2nd 3rd
1st 2* - -
2nd 3* - -
3rd 3 - -
4th 3 1* -
5th 3 2* -
6th 3 2 -
7th 4 2 1*
8th 4 2 2*
9th 4 2 2
10th 4 3 2
*Provided the Charlatan has sufficient Charisma to have a bonus spell of
this level.
The Jig is Up!: Occasionally, the Charlatan will be unable to con or
fool anybody, so he has to rely on a last-ditch strategy - running. When the
Charlatan's ruse has been pierced, he has to focus all his efforts in escaping
capture, eluding prosecution, and dodging death. The Charlatan's base movement
increases by 10 feet, gains a dodge bonus of +2 AC (which supercedes the Dodge
feat), and a +2 bonus to his Reflex save which lasts for a number of rounds
equal to the Charlatan's Dex bonus (or one round, whichever is better).
During this time, he can't use the Masquerade ability, and will not be able to
use it until he assumes a new identity. If he is able to assume a new identity
before The Jig is Up! ends, the ability automatically ends. At the end of The
Jig is Up!, the Charlatan is winded (-2 Str, -2 Dex, can't run or charge) for a
duration of the encounter. This can only be used when he is in light or no
armor.
Masquerade: Unlike a true bard, the charlatan only appears to be a
jack-of-all trades. He does not study skills to use them, but for the sake of
conning others into believing he has them. Sometimes though, he must produce
legitimate results or his ruse will be discovered. Beginning at 2nd level, when
being watched by others that do not know his true identity, a Charlatan may use
his Bluff skill rank and add it to any attack roll, save, or skill check once
per day. If he is using Masquerade for a Bluff check, he doubles his skill rank
for that roll. At 6th level, the Charlatan may do this twice a day, and three
times at 10th level.
Skill Addition: Beginning at 2nd level, and every other level after
that, the charlatan may select a skill that was not normally a class skill.
That skill is now considered a class skill.
Sneak Attack: This is the same as the rogue's ability. At 2nd level, and
every third level after that, add +1d6 whenever an opponent is denied her Dex
bonus to AC, or when you have the opponent flanked by another ally. This damage
bonus stacks with any sneak attack damage you might have received earlier from
past levels.
Charm: At 3rd level, the charlatan becomes so believable, that he can
charm his victims into doing what he wants. This ability can only be used when
the victim is calm (an opponent in combat against you would find whatever you
say unbelievable) and the Charlatan must be able to speak his or her language.
After making a successful Bluff check against a victim's Sense Motive (whether
the charlatan is incognito or not), the charlatan may make an attempt to charm
his victim. The victim must make a Will save (DC: 10 + Charisma bonus +
Charlatan level). If the victim fails, she is affected like a charm person
spell was cast on her. If succeeded, the ruse becomes apparent to the victim.
This ability can be done once a day. At 7th level, he may do use this ability
twice a day, then an additional use every third level after that.
Charlatan Spell List
The Charlatan selects the spells he knows from the following list:
1st - Alarm, Charm Person, Comprehend Languages, Daze, Flare, Ghost Sound, Identify,
Mage Hand, Message, Prestidigitation, Read Magic, Ventriloquism
2nd - Detect Thoughts, Locate Object, Misdirection, Obscure Object, Silent
Image, Suggestion, Tongues, Undetectable Alignment
3rd - Charm Monster, Clairaudience/Clairvoyance, Confusion, Emotion,
Illusory Script, Lesser Geas, Minor Image, Scrying