Charlatan Creature 3

NEMediumHumanHumanoid

Pathfinder Gamemastery Guide (Second Edition), page 209; family: Criminals

Charlatans use pretense and misdirection to swindle money and other valuables from the credulous and confused. Selling snake oil (literally or figuratively), distracting marks to pick their pockets, or faking mediumship are classic grifts.


Perception +6

Languages Common

Skills Acrobatics +8, Deception +11, Diplomacy +9, Occultism +7, Performance +11, Society +7, Stealth +8, Thievery +8, Underworld Lore +9

Str +0, Dex +3, Con +0, Int +2, Wis +1, Cha +4

Items disguise kit, lute, sap, shortsword, thieves’ tools

Versatile Performance The charlatan can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. They can also use an acting Performance instead of Deception to Impersonate.

AC 18; Fort +5, Ref +8, Will +10

HP 40

Speed 25 feet

Melee ◆ shortsword +10 (agile, versatile S), Damage 1d6+2 piercing

Melee ◆ sap +7 (agile, nonlethal), Damage 1d6+2 bludgeoning

Occult Spontaneous Spells DC 20, attack +10; 2nd (2 slots) charm, illusory disguise, invisibility; 1st (3 slots) illusory disguise, magic aura, unseen servant, ventriloquism;

Cantrips (2nd) daze, ghost sound, mage hand, message, prestidigitation

Bard Composition Spells 1 Focus Point, DC 19; 1st counter performance (Core Rulebook 386); Cantrips (1st) inspire courage (Core Rulebook 386)

Sneak Attack The charlatan deals an extra 1d6 precision damage to flat-footed creatures.