Ahnehnois
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Charlatan
A Charlatan is a trickster. Much like the rogue, he hides in shadows or behind disguises, carefully plotting his next move. Unlike a rogue, however, a Charlatan makes a poor warrior. Charlatans make themselves annoying; they bluff and fool other people. They use traps and gadgets and tricks to get what they want.
Adventures: Charlatans love a challenge. They have little use for prolonged travel or glorious quests, but they greatly enjoy any chance to show off their abilities, and thus they may leave their homes to seek adventure. Charlatans also tend to love a little luxury, and they hoard gold as if it were a sign of their cleverness and skill (which it may very well be).
Characteristics: The charlatan has skills and many tricks to call on, but little ability to win a straight-up fight. He relies on his mischievous and effervescent personality to influence others in just the right way for his purposes.
Alignment: Charlatans, by nature, are often chaotic and never lawful. An evil charlatan uses his tricks to harm others, but a good charlatan uses them to help those in need. Both are equally common, but many charlatans are neither good nor evil, simply worrying about themselves and their “work.”
Religion: Charlatans tend not to be the religious type, but some are associated with gods of trickery or luck.
Background: Often, charlatans grow up on the streets, learning their skills as a way of surviving amongst the stronger and tougher denizens of the city. Others join thieves’ guilds or similar organizations, but their lack of focus makes them less likely to do this than the average rogue.
Races: Humans are often charlatans, as are halflings, many of whom enjoy trickery and find their small size an advantage. Gnomes are almost as likely to be charlatans as halflings are, but their dwarven kin are far too serious and lack the outgoing personality needed for the charlatan to succeed. Elves also find the path of the charlatan to be beneath them, but there are a few who deign to defy custom and use their grace and perceptive skill to become great charlatans.
Of the savage races, only satyrs are likely to be charlatans.
Other Classes: Charlatans often rub paladins and clerics the wrong way, but they usually know enough not to annoy the wrong person at the wrong time. Rogues and charlatans have a lot in common, but rogues tend to be less outgoing and more focused on their work. Still, members of the two classes often work together to lay traps and teach each other secrets about clandestine operations.
Role: The charlatan can serve as the party scout, spy, and can be relied upon to draw the attention of the most combustible opponent in a fight. He is also “streetwise” enough to be able to help locate people and information in an urban setting.
Game Rule Information
Abilities: Charlatans depend on charisma to get them out of tight spots. They also need Intelligence for when their charms don’t work and to improve their allotment of skills. When all else fails, a good Dexterity score keeps the charlatan alive, and a good Constitution doesn’t hurt either
Alignment: Any.
Hit Die: d6.
Starting Gold: 4d4x10 gp
Class Skills
The charlatan treats the following skills as class skills:
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.
Base Attack: 1/2
Saves: Good Ref; bad Fort and Will
Table: The Charlatan
Level Special
1st Dodge, trapfinding, trickery
2nd Improved Feint, trick
3rd Sneak Attack +1d6
4th Trick
5th Distracting defense, speed bonus +5 ft.
6th Trick
7th Sneak attack +2d6
8th Trick, uncanny feint
9th Dodge (+2)
10th Crafty, trick
11th Sneak attack +3d6
12th Trick
13th Skill mastery
14th Bewildering feint, trick
15th Sneak attack +4d6
16th Trick
17th Dodge (+3), speed bonus +10 ft.
18th Trick
19th Sneak attack +5d6
20th Lethal feint, trick
Class Features
All of the following are class features of the charlatan.
Weapon and Armor Proficiency: A charlatan is proficient with all simple weapons, as well as the hand crossbow and the sap. Charlatans are proficient with light armor, but not with shields.
Dodge: At 1st level, a charlatan gains Dodge as a bonus feat. At every 8 levels thereafter, the dodge bonus granted increases by +1 (to +2 at 9th level and +3 at 17th level). The feat does not function if the charlatan carries a medium or heavy load or wears medium or heavy armor.
Trapfinding: Charlatans 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.
Charlatans 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 charlatan who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Trickery (Ex): A charlatan can improvise a trick on the fly. This requires a standard action, and the charlatan must roll a level check, modified by Intelligence or Charisma (1d20 + the charlatan’s class level + his Intelligence or Charisma modifier). He may not take 10 on this check. The DC depends on the specific trick; the ability score required depends on the trick, and is noted next to the trick’s name. Some tricks are Intelligence-based, but those that rely on the charlatan’s powers of influence use Charisma instead. If the check fails, the charlatan’s trick has no effect, but the standard action is still expended.
A trick is an extraordinary ability that does not provoke attacks of opportunity. Some tricks are fear, mind-affecting, or language-dependent effects; others have certain material requirements, as noted in the trick’s description. If a trick requires a saving throw, the DC is 10 + ½ the charlatan’s class level + the key ability modifier for the trick (not the DC of the level check required to use the trick).
Tricks normally target one creature and have a default range of 5 ft. Thus, a charlatan must be within that distance of the target for the trick to work. A trick that can affect more targets or has a greater range is noted as such in the description. Tricks normally affect all types of creatures; exceptions are noted in the description. The DM may rule that a certain trick is ineffective for some creatures or situations.
A 1st level charlatan begins play knowing the Daze trick. At every even-numbered charlatan level, he may learn a trick from the charlatan trick list. Some tricks are classified as greater tricks. Only a 10th level or higher charlatan can learn greater tricks. A few tricks have other tricks as prerequisites.
Improved Feint: A 2nd level charlatan gains the Improved Feint feat, whether he meets the prerequisites or not. However, he may only use it if wearing light or no armor.
Sneak Attack: If a charlatan of 3rd level or higher can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage.
The charlatan’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the charlatan flanks his target. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every four charlatan levels thereafter. Should the charlatan score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a charlatan can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A charlatan can sneak attack only living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A charlatan cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Distracting Defense (Ex): Against the creature designated for his Dodge feat, a 5th level or higher charlatan adds his charisma bonus to AC as he taunts, feints, and otherwise distracts the target from attacking. The AC bonus does not apply against creatures with no intelligence score, or against creatures immune to mind-affecting effects, but it does apply against those with an Intelligence score of 1 or 2.
Speed Bonus (Ex): A charlatan learns that no matter how clever he is, sometimes he needs to leave the scene quickly. At 5th level, he gains a +5 ft. enhancement bonus to his land speed; this bonus increases to +10 ft. at 17th level. The speed increase only applies if the charlatan wears light or no armor and is unencumbered.
Uncanny Feint (Ex): A charlatan of 8th level or higher may feint as a free action, up to once before each attack he makes.
Crafty (Ex): A charlatan of 10th level or higher adds his Intelligence bonus (if any) to Bluff checks (in addition to his Charisma modifier, as normal).
Skill Mastery: A 13th level charlatan selects a number of skills equal to his Intelligence bonus, in addition to the Bluff, Disguise, and Sleight of Hand skills. When using any of these skills, he may take 10 even if distractions would normally prevent him from doing so.
Bewildering Feint (Ex): After a 14th level charlatan successfully feints a creature, the creature is left bewildered, wondering what just happened. As a result, the creature may take only a move action or a standard action on its next turn, but not both. This effect does not stack with the slow spell, and feinting a creature multiple times in one round does not increase the effect.
Lethal Feint (Ex): Whenever a 20th level charlatan successfully feints a creature and then hits the creature with an attack immediately afterwards, he can make an attack of opportunity against the creature, which is denied its dexterity bonus to AC for this attack as well. Even though it counts as an attack of opportunity, a charlatan may only use lethal feint once per round, even if he has the Combat Reflexes feat.
New Charlatan-related feats:
Clever Trickster [General]
You are very good at outwitting opponents with your tricks.
Prerequisite: Trickster class ability, Intelligence 13+
Benefit: You gain a +2 bonus to the modified level check to use any Intelligence-based trick.
Trickster’s Charm [General]
You are very good at influencing people with your tricks.
Prerequisite: Trickster class ability, Charisma 13+
Benefit: You gain a +2 bonus to the modified level check to use any Charisma-based trick.
A Charlatan is a trickster. Much like the rogue, he hides in shadows or behind disguises, carefully plotting his next move. Unlike a rogue, however, a Charlatan makes a poor warrior. Charlatans make themselves annoying; they bluff and fool other people. They use traps and gadgets and tricks to get what they want.
Adventures: Charlatans love a challenge. They have little use for prolonged travel or glorious quests, but they greatly enjoy any chance to show off their abilities, and thus they may leave their homes to seek adventure. Charlatans also tend to love a little luxury, and they hoard gold as if it were a sign of their cleverness and skill (which it may very well be).
Characteristics: The charlatan has skills and many tricks to call on, but little ability to win a straight-up fight. He relies on his mischievous and effervescent personality to influence others in just the right way for his purposes.
Alignment: Charlatans, by nature, are often chaotic and never lawful. An evil charlatan uses his tricks to harm others, but a good charlatan uses them to help those in need. Both are equally common, but many charlatans are neither good nor evil, simply worrying about themselves and their “work.”
Religion: Charlatans tend not to be the religious type, but some are associated with gods of trickery or luck.
Background: Often, charlatans grow up on the streets, learning their skills as a way of surviving amongst the stronger and tougher denizens of the city. Others join thieves’ guilds or similar organizations, but their lack of focus makes them less likely to do this than the average rogue.
Races: Humans are often charlatans, as are halflings, many of whom enjoy trickery and find their small size an advantage. Gnomes are almost as likely to be charlatans as halflings are, but their dwarven kin are far too serious and lack the outgoing personality needed for the charlatan to succeed. Elves also find the path of the charlatan to be beneath them, but there are a few who deign to defy custom and use their grace and perceptive skill to become great charlatans.
Of the savage races, only satyrs are likely to be charlatans.
Other Classes: Charlatans often rub paladins and clerics the wrong way, but they usually know enough not to annoy the wrong person at the wrong time. Rogues and charlatans have a lot in common, but rogues tend to be less outgoing and more focused on their work. Still, members of the two classes often work together to lay traps and teach each other secrets about clandestine operations.
Role: The charlatan can serve as the party scout, spy, and can be relied upon to draw the attention of the most combustible opponent in a fight. He is also “streetwise” enough to be able to help locate people and information in an urban setting.
Game Rule Information
Abilities: Charlatans depend on charisma to get them out of tight spots. They also need Intelligence for when their charms don’t work and to improve their allotment of skills. When all else fails, a good Dexterity score keeps the charlatan alive, and a good Constitution doesn’t hurt either
Alignment: Any.
Hit Die: d6.
Starting Gold: 4d4x10 gp
Class Skills
The charlatan treats the following skills as class skills:
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.
Base Attack: 1/2
Saves: Good Ref; bad Fort and Will
Table: The Charlatan
Level Special
1st Dodge, trapfinding, trickery
2nd Improved Feint, trick
3rd Sneak Attack +1d6
4th Trick
5th Distracting defense, speed bonus +5 ft.
6th Trick
7th Sneak attack +2d6
8th Trick, uncanny feint
9th Dodge (+2)
10th Crafty, trick
11th Sneak attack +3d6
12th Trick
13th Skill mastery
14th Bewildering feint, trick
15th Sneak attack +4d6
16th Trick
17th Dodge (+3), speed bonus +10 ft.
18th Trick
19th Sneak attack +5d6
20th Lethal feint, trick
Class Features
All of the following are class features of the charlatan.
Weapon and Armor Proficiency: A charlatan is proficient with all simple weapons, as well as the hand crossbow and the sap. Charlatans are proficient with light armor, but not with shields.
Dodge: At 1st level, a charlatan gains Dodge as a bonus feat. At every 8 levels thereafter, the dodge bonus granted increases by +1 (to +2 at 9th level and +3 at 17th level). The feat does not function if the charlatan carries a medium or heavy load or wears medium or heavy armor.
Trapfinding: Charlatans 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.
Charlatans 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 charlatan who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Trickery (Ex): A charlatan can improvise a trick on the fly. This requires a standard action, and the charlatan must roll a level check, modified by Intelligence or Charisma (1d20 + the charlatan’s class level + his Intelligence or Charisma modifier). He may not take 10 on this check. The DC depends on the specific trick; the ability score required depends on the trick, and is noted next to the trick’s name. Some tricks are Intelligence-based, but those that rely on the charlatan’s powers of influence use Charisma instead. If the check fails, the charlatan’s trick has no effect, but the standard action is still expended.
A trick is an extraordinary ability that does not provoke attacks of opportunity. Some tricks are fear, mind-affecting, or language-dependent effects; others have certain material requirements, as noted in the trick’s description. If a trick requires a saving throw, the DC is 10 + ½ the charlatan’s class level + the key ability modifier for the trick (not the DC of the level check required to use the trick).
Tricks normally target one creature and have a default range of 5 ft. Thus, a charlatan must be within that distance of the target for the trick to work. A trick that can affect more targets or has a greater range is noted as such in the description. Tricks normally affect all types of creatures; exceptions are noted in the description. The DM may rule that a certain trick is ineffective for some creatures or situations.
A 1st level charlatan begins play knowing the Daze trick. At every even-numbered charlatan level, he may learn a trick from the charlatan trick list. Some tricks are classified as greater tricks. Only a 10th level or higher charlatan can learn greater tricks. A few tricks have other tricks as prerequisites.
Improved Feint: A 2nd level charlatan gains the Improved Feint feat, whether he meets the prerequisites or not. However, he may only use it if wearing light or no armor.
Sneak Attack: If a charlatan of 3rd level or higher can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage.
The charlatan’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the charlatan flanks his target. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every four charlatan levels thereafter. Should the charlatan score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a charlatan can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A charlatan can sneak attack only living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A charlatan cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Distracting Defense (Ex): Against the creature designated for his Dodge feat, a 5th level or higher charlatan adds his charisma bonus to AC as he taunts, feints, and otherwise distracts the target from attacking. The AC bonus does not apply against creatures with no intelligence score, or against creatures immune to mind-affecting effects, but it does apply against those with an Intelligence score of 1 or 2.
Speed Bonus (Ex): A charlatan learns that no matter how clever he is, sometimes he needs to leave the scene quickly. At 5th level, he gains a +5 ft. enhancement bonus to his land speed; this bonus increases to +10 ft. at 17th level. The speed increase only applies if the charlatan wears light or no armor and is unencumbered.
Uncanny Feint (Ex): A charlatan of 8th level or higher may feint as a free action, up to once before each attack he makes.
Crafty (Ex): A charlatan of 10th level or higher adds his Intelligence bonus (if any) to Bluff checks (in addition to his Charisma modifier, as normal).
Skill Mastery: A 13th level charlatan selects a number of skills equal to his Intelligence bonus, in addition to the Bluff, Disguise, and Sleight of Hand skills. When using any of these skills, he may take 10 even if distractions would normally prevent him from doing so.
Bewildering Feint (Ex): After a 14th level charlatan successfully feints a creature, the creature is left bewildered, wondering what just happened. As a result, the creature may take only a move action or a standard action on its next turn, but not both. This effect does not stack with the slow spell, and feinting a creature multiple times in one round does not increase the effect.
Lethal Feint (Ex): Whenever a 20th level charlatan successfully feints a creature and then hits the creature with an attack immediately afterwards, he can make an attack of opportunity against the creature, which is denied its dexterity bonus to AC for this attack as well. Even though it counts as an attack of opportunity, a charlatan may only use lethal feint once per round, even if he has the Combat Reflexes feat.
New Charlatan-related feats:
Clever Trickster [General]
You are very good at outwitting opponents with your tricks.
Prerequisite: Trickster class ability, Intelligence 13+
Benefit: You gain a +2 bonus to the modified level check to use any Intelligence-based trick.
Trickster’s Charm [General]
You are very good at influencing people with your tricks.
Prerequisite: Trickster class ability, Charisma 13+
Benefit: You gain a +2 bonus to the modified level check to use any Charisma-based trick.
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