Charlatan Creature 3
NEMediumHumanHumanoidPathfinder 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.
