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The Charlatan-Another new base class

Ahnehnois

First Post
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.
 
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Ahnehnois

First Post
This is still not a full list; I am continuing to add to this mechanic. Any comments on what's here now (or on what isn't but could be) would be appreciated.

Charlatan Tricks:


Tricks have certain similarities to spells. They may have range, duration, target, or save entries, as well as certain descriptors such as Language-Dependent or Mind-Affecting. These terms operate for tricks the same way they do in any other circumstance.
Tricks have a default target of 1 creature, and a default range of 5 ft. If no range or target entry is in the trick’s description, use these defaults as needed.


Daze (Int or Cha) [Mind-Affecting]
Use DC: 12
Range: 30 ft.
Duration: 1 round
Save: Will negates
The character performs a befuddling act of sleight of hand, feinting, ventriloquism, or otherwise confounds the target. If the target fails its save, it is dazed for 1 round. It can’t take actions, but can defend itself normally.
Special: Charlatans know the Daze trick automatically. The character using the trick chooses to use his Intelligence or Charisma modifier for the level check and to determine the DC. It is not a Charisma and Intelligence based trick at the same time for the purposes of feats such as Clever Trickster and Trickster’s Charm, the character must choose one of the two ability scores.

Lesser Tricks:

Confuse (Cha) [Language-Dependent, Mind-Affecting]
Use DC: 17
Range: 60 ft.
Duration: 1 round
Save: Will negates
The character gets into the target’s head, affecting its actions. If the target fails its save, it is confused for one round. Its behavior for that round is determined randomly by rolling d% and consulting the following table:
d% Behavior
01–10 Attack the character using the trick with melee or ranged weapons (or close with character using the trick if attack is not possible).
11–20 Act normally.
21–50 Do nothing but babble incoherently.
51–70 Flee away from caster at top possible speed.
71–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).

Dazzle (Int)
Use DC: 15
Duration: 1 minute
Save: Fortitude negates
The character shines a bright light in the target’s eyes (the target must have a sense of sight and obvious eyes for the trick to work). If the creature fails its save, it is dazzled, taking a -1 penalty to attacks for 1 minute.
Material Requirement: The charlatan must have a mirror or other suitable reflective object, as well as a light source at least as powerful as a torch (bright sunlight may be used instead).

Delay (Int)
Use DC: 15
Duration: 1d4 rounds
Save: Will negates
By getting in the target’s way or otherwise interfering, the character delays the target’s actions a little bit. If the target fails its will save, it takes a -4 penalty to initiative, possibly changing the initiative order. After the duration of 1d4 rounds, the target regains its bearings and returns to its normal spot in the initiative order.

Demean (Cha) [Language-Dependent, Mind-Affecting]
Use DC: 17
Range: 60 ft.
Duration: 1 minute or less (see text)
Save: Will negates
The character hurls insults or otherwise gets into the target’s head. If the target fails the will save for this trick, it takes a -2 morale penalty on its next will save. If the target has not rolled another will save in one minute, the duration of the effect expires and the penalty no longer applies.

Disrupt Concentration (Cha) [Mind-Affecting]
Use DC: 17
Range: 60 ft.
Duration: 1 round
Save: Special (see text).
The character mocks the target creature’s actions, shouts out distracting insults at inopportune times, or otherwise breaks the creature’s concentration. If the targeted creature casts a spell (or does anything else that requires concentration) within 1 round, it must make a Concentration check against the trick’s save DC or lose the spell.

Distract (Int) [Mind-Affecting]
Use DC: 17
Range: 60 ft.
Duration: 1 round (see text)
The creature targeted by this trick takes a -2 penalty on its next attack (if the attack takes place within 1 round), as the character creates some kind of distraction, usually either verbally or by throwing something at the target (an object may be used, but is not required).

Frighten (Cha) [Fear, Mind-Affecting]
Use DC: 17
Range: 30 ft.
Duration: 1d4 rounds or one round (see text)
Save: Will partial (see text)
The character suddenly produces a weapon, shouts threats, or otherwise strikes fear into the target. If the target fails its save, it is frightened for 1d4 rounds. If it succeeds its save, it is shaken for 1 round.

Hinder (Int)
Use DC: 15
Duration: 1 round
Save: Reflex negates
The character wraps an object (see below) around the target, or similarly uses it to hinder his movement. If the target fails its reflex save, it is entangled for one round. It moves at half speed, cannot run or charge, and takes a -2 penalty on attack rolls and a -4 penalty to its effective Dexterity score. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell's level) or lose the spell.
The creature may attempt to break through the hindrance by making a strength check to break the object in question or by using attacks to destroy it. Otherwise, the object is on the ground in the creature’s space after the duration has expired
Material Requirement: A net, large piece of cloth, rope, or other similar object that the DM allows that can briefly entangle the target.

Joke (Cha) [Language-Dependent, Mind-Affecting]
Use DC: 19
Range: 60 ft.
Duration: 1d4 rounds
Save: Will negates
The character gets the target off-guard through some act of hilarity. If the target fails its save, it laughs uncontrollably for 1d4 rounds, falling prone and unable to take actions, although it is not considered helpless. If the target is actively engaged in combat or is being threatened with a fight it gains a +5 bonus to the save. If the creature is of a different type than the character using the trick, it gains a +4 bonus to the save, because humor doesn’t translate well. These bonuses stack, if both apply.

Provoke (Cha) [Language-Dependent, Mind-Affecting]
Use DC: 21
Range: 60 ft.
Duration: 1 round
Save: Will negates
By using some very unpleasant language, the character provokes the target into attacking. If the target fails its will save and makes any attack during the next round (not just with a weapon, but any spell or other ability that constitutes an attack), the attack must affect the character using the trick. For example, if the target fires a bow, all arrows must target the character using Provoke, if the target uses the fireball spell, the area must include the character as well. This does not prevent the target from taking actions other than attacks, such as healing an ally or moving.

Smokescreen (Int)
Use DC: 19
Range: Personal
Target: The character using the trick
In a matter of seconds, the character disappears into a cloud of smoke. In the course of the standard action needed for this trick, he produces the materials needed (see below) uses them (either ignites the smokestick or casts the fog cloud spell, for instance), and doesn’t provoke an attack of opportunity. He may take a move action, as normal, which also does not provoke an attack of opportunity because the character is now concealed behind the smoke.
If a magical source of smoke is used, the normal rules apply. For instance, using a wand of fog cloud still requires a Use Magic Device check if the character cannot normally use it, and using a wand provokes an attack of opportunity as normal.
Material Requirement: A smokestick along with flint and steel, a tindertwig, flame or other comparable ignition source allowed by the DM. An equivalent source of smoke (such as a wand of fog cloud) may be used instead.

Ventriloquism (Cha) [Mind-Affecting]
Use DC: 21
Range: 120 ft.
Duration: 1 round
Save: Will negates
The target hears the character’s voice behind him, and thinks someone is there. If the target fails its save, it is considered flanked by any opponent within melee reach, even if the opponent does not meet the normal conditions for flanking. Any melee attacks made against the target creature for the next round gain a +2 bonus, and characters with the sneak attack ability may use it against the target (including the character using the trick, during his next turn).

Greater Tricks:

Blind (Int)
Use DC: 27
Range: 10 ft.
Duration: Permanent or 1d4 rounds (see text)
Save: Fortitude partial
The character hurls a splash weapon, making a normal thrown weapon attack against the target (if the trick fails, the character may not attack because he has spent the time waiting for an opening in the creature’s defenses). If the attack is a direct hit, it does damage normally but also hits the creature in the eyes (the creature must have functional eyes for this trick to work). The target must make a fortitude save. If it fails, it is permanently blinded; on a success, it is blinded for 1d4 rounds.
Material Requirement: A vial of acid, or any other splash weapon that deals at least 1d6 damage to the target on a direct hit.

Greater Confuse (Cha) [Language-Dependent, Mind-Affecting]
Use DC: 25
Range: 90 ft.
Duration: 4d6 rounds
As Confuse, except the range and duration are greater.
Prerequisite Trick: Confuse.

Entangle (Int)
Use DC: 23
Duration: 1d4 minutes
As Hinder, except the duration is longer.
Prerequisite Trick: Hinder

Humble (Cha) [Language-Dependent, Mind-Affecting]
Use DC: 29
Range: 90 ft.
Save: Will negates
As Demean, except that the range is greater, and if the creature fails its will save it takes a morale penalty on its next will save equal to the charisma bonus (if any) of the character using the trick.
Prerequisite Trick: Demean

Terrify (Cha) [Fear, Mind-Affecting]
Use DC: 27
Range: 30 ft.
Area: A 30 ft. burst
Duration: 1d4 minutes or 1 round (see text)
Save: Will partial (see text)
As Frighten, except that it affects all creatures within 30 ft. of the character using the trick. Any creature that fails its will save is panicked for 1d4 minutes, running away or cowering if cornered. A creature that succeeds its save is shaken for 1 round.
Prerequisite Trick: Frighten
 
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Turanil

First Post
Unlike a rogue, however, a Charlatan makes a poor warrior, nor is he a good scout.
This class has same hit-point, BAB as rogue, and also gets sneak attack. As such I don't see it being a "poor fighter" when compared to a rogue.

Otherwise, I see a "charlatan" as being a swindler and con-man. In this regard, nothing strikes me "charlatanic" in this class, which is too close to a regular rogue to be that interesting IMO. I would rather give d6 hit-points but wizard bab and high Will save only. No sneak attack. 8 skill points per level, and for special abilities I would heavily borrow from d20 Modern charismatic hero class (plenty of OGC stuff that would fit perfectly with this class - see MSRD on Wizars' website).
 

Ahnehnois

First Post
This class has same hit-point, BAB as rogue, and also gets sneak attack. As such I don't see it being a "poor fighter" when compared to a rogue.
Well, he's also kind of dragged down by having to put a good stat in Cha, and his sneak attack is only half as much as a rogue...

Of course I could see both lowering the BAB and sneak attack, but then the class would be utterly punchless (and feinting wouldn't help much). I was looking into Modern when I wrote this (Trick is based on the smart hero ability), but I didn't see anything that would make up for the loss of a BAB category and 5d6 SA.
If I trashed the BAB I'd probably have to throw in another ability so he can hit someone. Int to attack rolls most likely.
Flavorwise, the more mischevious types I very well see trying to fool someone or sneak up on them and then stab them where it hurts. I don't see the charlatan being as combat oriented as the rogue or cleric, but maybe as much as the bard. He's right on the borderline of 1/2-3/4 BAB to me.

I don't want the good will, because to me, a charlatan is somewhat scatterbrained and unfocused.

I will probably change some things later today to separate it a bit more from the rogue.
 

Ismaul

Explorer
Well, here we go again.

Since your class in pretty much a variant rogue, let's compare it with him.

At first look, your class seems overpowered. Feinting is on of the best things for a rogue, as it gives free sneak attacks. Having less sneak attack doesn't really offset this bonus, as he is trading some occasional extra damage to always have this smaller amount of extra damage.

Defensively, he is also much better. Dodge and distracting defense are worth more than evasion and uncanny dodge. Dodge etc. protects most of the time, while uncanny dodge etc. doesn't come up as often, if at all. After all, a rogue often has high spot/listen ranks, so he generally knows the enemy is there anyway.

Free improved feint as first level makes me uneasy. It's a feat that has 2 prerequisites, and I see people taking a level of Charlatan instead of spending a feat on Combat expertise and favoring their Intelligence score. Instead, do like the Ranger, give it a 2nd level.

Trick is powerful. It could mean the death of an opponent easily if used strategically. You also don't say what action it takes to do. Maybe make him pass a check or something so he can actually "cast" the effect, just like an attack roll or skill check.

Also, why does he get skill focus? He's not more of a skill monkey than the rogue, so he shouldn't. Give him something else that fits the fluff, but that doesn't involve feinting. He's got plenty of that already, if not too much.

Ahnehnois said:
Unlike a rogue, however, a Charlatan makes a poor warrior, nor is he a good scout.
and this one in the Role section:
Ahnehnois said:
The charlatan can serve as the party scout, spy,...
I don't see how he is worse than the rogue at scouting. I'd also say he is much better than the rogue at a straight up fight.

Seriously, you should take a look at my core class, the Lorethief (hint, hint ;p). It's got much in common with both your Sage and Charlatan, but offers something new too. Also, for the class you are presenting, someone could just do that with a rogue/PrC. Take combat expertise + Improved feint at low levels, maybe a level of sorcerer for tricks, and the invisible blade PrC (in Complete Warrior), a variant, or the arcane trickster and you're set.
 
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Ahnehnois

First Post
Free improved feint as first level makes me uneasy. It's a feat that has 2 prerequisites, and I see people taking a level of Charlatan instead of spending a feat on Combat expertise and favoring their Intelligence score. Instead, do like the Ranger, give it a 2nd level.
I don't see how this would be anymore prevalent than people dipping in rogue to get sneak attack. Anyway, if he doesn't get the feat at level 1, what would I give him? Not sneak attack, but it would have to be an ability worth almost as much (like Improved Feint).
I don't see how he is worse than the rogue at scouting. I'd also say he is much better than the rogue at a straight up fight.
Mainly the contention here is that he has to blow a good score on charisma, which hurts a lot. In a straight-up fight, he will do less damage more often, due to feinting all the time to get his lesser sneak attack.
Trick is powerful. It could mean the death of an opponent easily if used strategically. You also don't say what action it takes to do. Maybe make him pass a check or something so he can actually "cast" the effect, just like an attack roll or skill check.
I don't know how powerful it is. Seems to me it's basically equivalent to a low-level spell, witha scaling, rolled DC. A check to get it might be in order (like the ability it's based on).
Also, why does he get skill focus? He's not more of a skill monkey than the rogue, so he shouldn't. Give him something else that fits the fluff, but that doesn't involve feinting. He's got plenty of that already, if not too much.
To emphasize the "Trickster" skills. I don't know what I'd give him if I dropped that.
Seriously, you should take a look at my core class, the Lorethief (hint, hint ;p). It's got much in common with both your Sage and Charlatan, but offers something new too. Also, for the class you are presenting, someone could just do that with a rogue/PrC. Take combat expertise + Improved feint at low levels, maybe a level of sorcerer for tricks, and the invisible blade PrC (in Complete Warrior), a variant, or the arcane trickster and you're set.
Why have a swashbuckler? Fighter/Rogue Duelist is about the same thing. Heck, a ranger is just a fighter/druid. I want classes for every niche I can think of, core classes that emphasize the neglected ability scores, and I don't want to force players to compromise or multiclass just because what they want isn't perfectly represented in the PHB. Also, there simply isn't a class that gets much use out of charisma without casting spells, rogue and invisible blade included.

I have several more classes I am working on, most of which are less rogue-like (probably no more 8+int sp coming). I think that there should be a lot more nonmagical classes, not because I have a low-magic campaign (I never have), but because I want people playing nonmagical characters to have the same variety and flavor the caster classes have. I can find several different primary casters based on each of the mental ability scores, just in WotC books. I want non-caster classes in the same amount (at least).

The Charlatan does need some better defining, but I plan on finishing it and continuing to make classes, because I like making classes.
 

Ismaul

Explorer
Ahnehnois said:
The Charlatan does need some better defining, but I plan on finishing it and continuing to make classes, because I like making classes.
Yup, that's the big problem of the class. It really hasn't something to call its own, and that's why I said that with the only things you have here, you could achieve the same with what is already existant. Define the class more and it will hold interest.

While making my Lorethief, I first wanted to make a charlatan/trickster unable to combat effectively. Then was the question, why would he go on adventures? That's the reason he evolved into a hunter of obscure knowledge. From there he has gone a long way, and now has exclusive abilities. While the Lorethief is a possible evolving of the charlatan/trickster type, yours could go in another direction. You have to remember that core classes always have something distinctive from others, something different that makes it refreshing. Otherwise, it's just another variant, which is fine but not enough IMO to make it a core class.

I too prefer core classes to define characters instead of PrCs. I believe developpers should spend more time making variant core classes, creating new paths and options for a definite class instead of plethora of PrCs. But I wouldn't consider them core classes, just variants. Well, I guess it's just me being pointy about personal definitions. :uhoh:
 
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Arkhandus

First Post
The Demoralize Trick lasts far too long, considering that its' effect is more than twice as powerful as Dazzle, without relying on sight so far as I can tell (unlike Dazzling which is in essence partially blinding the foe for a moment with a flash of light in their eyes). Reduce the duration of the Demoralize Trick effect to 2 rounds. As for the Clever Feint ability, I'd suggest having it add their Intelligence (or maybe Charisma) modifier to damage with whatever attack follows a successful feint. Or possibly instead have the follow-up attack ignore half the target's armor bonus to AC, rounded down (or perhaps instead an amount of armor AC equal to the Charlatan's Int mod).

However, all in all your Charlatan class is too powerful compared to a Rogue, and doesn't really distinguish itself except by having slightly more focus on skill use and feinting (which is itself a skill use effect) in exchange for less Sneak Attack and no Uncanny Dodge/Trap Sense. Fiddle with it some more to make it more distinguished without making it more powerful. Take away a few of its traits, maybe reduce the BAB to 1/2 level while boosting skill points to 12 per level (or perhaps to 10/level but with HD boosted to d8), and in general just weaken it a bit. Feinting as a free action should probably only be doable twice or so in a round, possibly thrice.

Tricks currently have a very high Will save DC (initially likely to be 1d20+2+2 so an average of 14/15, by middle levels 1d20+5+4 so an average of 19/20....) and they're apparently useable at will, which is too potent. Spellcasters would have to wait until high levels to gain a feat from Tome & Blood or Complete Arcane to gain a 1st-level spell useable at will, and the Tricks are somewhere between 0-level and 1st-level in power but with higher save DCs. I'd suggest reducing the DC to 1d20 + Int mod + 1/3 charlatan level (rounded up), and add the limitation that any given opponent will only fall for that character's Trick ability once per encounter, after which they'll be too wary of such tricks to be fooled so again.

Power it down a bit more beyond that, and remove/swap out some of its abilities for less potent abilities that better fit whatever theme you have for the class.
 

Ahnehnois

First Post
The Demoralize Trick lasts far too long
Point taken. The ability will see substantial revision.
As for the Clever Feint ability, I'd suggest having it add their Intelligence (or maybe Charisma) modifier to damage with whatever attack follows a successful feint. Or possibly instead have the follow-up attack ignore half the target's armor bonus to AC, rounded down (or perhaps instead an amount of armor AC equal to the Charlatan's Int mod).
I like that second suggestion.
reduce the BAB to 1/2 level
I'm thinking I will.
Take away a few of its traits
Some class abilities I may swap out, but a d6 HD, 1/2 BAB, good ref save only class with charisma as the prime ability needs a lot of special abilities. I may remove some of the rogue abilities if I can come up with some new stuff.
Feinting as a free action should probably only be doable twice or so in a round, possibly thrice.
Invisible Blade doesn't even state once per attack on its comparable ability (an obvious error). I think the restriction I have now is alright (especially since with 1/2 BAB he'll never get a third attack that way).
Tricks currently have a very high Will save DC (initially likely to be 1d20+2+2 so an average of 14/15, by middle levels 1d20+5+4 so an average of 19/20....) and they're apparently useable at will, which is too potent
It's hard to rationalize and not what I want to have daily usage limits on nonmagical abilities (as a general rule). My solution I think is to require a check and to make the DC 10+1/2 level+int mod, comparable to any other class ability (stunning fist, for example). I know I want a trick ability, but the mechanics of this still need more work than anything else in the class.

I will revise it substantially to fix abilities, swap them, and other things, and try to come up with some more distinctive abilities. Probably tomorrow. Then I'll start work on four more planned classes. But first this one.
 

Ahnehnois

First Post
A substantial revision. Cut BAB, moved back SA and feinting, and removed a bunch of abilities. Less frontloaded/dippable now than most core classes. If anything, it's weak at level 1 but I think it can get by.
I haven't done trick yet, but the idea is to make them sort of nonmagical spells (like marshall auras, sort of). At every even level he chooses a new one from a list of various abilities.
Each one will probably require a level+int check against a set DC and have a save of 10+1/2 class level+int mod. Coming up with a suitable supply of good tricks will take me some time, ideas would be appreciated (though I have some already).
 

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