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Charlatan (PFS 4-05)Creature 3


NEMediumHumanHumanoid
Source Pathfinder Society Scenario #4-05: The Arclord Who Never Was
Perception +6
Languages Common
Skills Acrobatics +8, Deception +11, Diplomacy +9, Occultism +7, Performance +11, Society +7, Stealth +8, Thievery +8, Lore +9
Str +0, Dex +3, Con +0, Int +2, Wis +1, Cha +4

AC 18; Fort +5; Reflex +8; Will +10;
HP 40
Speed 25 feet

Shortsword One Action +10 (+6, +2) to hit (agile, finesse, versatile s) 1d6+2 Piercing
Sap One Action +7 (+3, -1) to hit (agile, nonlethal) 1d6+2 Bludgeoning

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.

Sneak Attack

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


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.


Occult Spontaneous Spells (DC 20, +10 to hit)

Cantrips (2nd Level): Daze, Ghost Sound, Mage Hand, Message, Prestidigitation
1st Level (3 slots): Charm, Illusory Disguise, Magic Aura, Unseen Servant, Ventriloquism
2nd Level (2 slots): Invisibility

Bard Composition Spells (DC 19, +10 to hit)

Cantrips (2nd Level): Inspire Courage
1st Level: Counter Performance


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.


Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.