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.
Recall Knowledge - Humanoid (Society): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13
Charlatan, Criminal 3
Source Gamemastery Guide pg. 209
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
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.
Items lute, disguise kit, sap, shortsword, thieves' tools
AC 18; Fort +5, Ref +8, Will +10
HP 40
Speed 25 feet
Melee shortsword +10 [+6/+2] (agile, versatile S), Damage 1d6+2 piercing
Melee sap +7 [+3/-1] (agile, nonlethal), Damage 1d6+2 bludgeoning
Occult Spontaneous Spells DC 20, attack +10; 2nd charm, illusory disguise, invisibility (2 slots); 1st illusory disguise, magic aura, unseen servant, ventriloquism (3 slots); Cantrips (2nd) daze, ghost sound, mage hand, message, prestidigitation
Bard Composition Spells DC 19, 1 Focus Point; 1st counter performance; Cantrips (1st) inspire courage
Sneak Attack The charlatan deals an extra 1d6 precision damage to flat-footed creatures.
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