Entry RequirementsSkills:
Bluff: 8 ranks
Knowledge (arcane) or (religion): 2 ranks
Perform(act): 4 ranks
Spellcraft: 2 ranks
Feats:
Skill Focus (Bluff)
Relatively easy to get into wouldn't you say? Charlatan Features- Moderate BAB
- Good Will Saves
- 6+(Int mod) Skill Points
- No proficiencies with weapons or armors
- Full of EX abilities that emulate spells
Average to poor for a skill oriented Prc. Class AbilitiesFalse Reputation (ex): Basically you start spreading a load of Bull about your prowess as a mage. Knowledge, Gather Info, and Bardic Knowledge pick up on these lies and, unless they score 10 or more above the appropriate DCs, they'll believe it.
Pretender (ex): A class level circumstance bonus to Disguise checks to impersonate a mage(arcane or divine).
Tricks of the Trade (ex): Through the use of some handy dandy alchemical items, such as Flash Paper and Smoke Powder, you can emulate
Burning Hands and
Flare at 1st level and
Glitterdust,
Obscuring Mist, and
Pyrotechnics at 3rd level. These are NOT actual spells so they bypass SR and work just fine in Anti-magic fields and such. Saves are still required however and considering your caster level is your Charlatan level they won't be extremely high. You can use them 1+(Charlatan level)+(Cha mod) per day. Still its kinda fun to watch the BBEG stare in shock as you appear to bypass his AMF trap.
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All this and you're only now moving on to level two.)
Feigned Casting (ex): You can pretend to cast any spell that doesn't contain a visual manifestation (no Fireballs but something like Mind Blank is ok) via a Bluff check opposed by Sense Motive or Spellcraft. Opponents get bonuses if they can't see or hear you. The "spell" doesn't actually affect anyone but with a few helpful "volunteers" you can pull off a pretty decent bluff.
Fortune Teller's Eye (ex): With a minute of study and a Sense Motive you can figure out something about the target. Half its alignment, basic class abilities, even power level(based on class or cr). These tid bits can be used to "divine" something about the target. Could be used as a crowd pleaser at cocktail parties I guess.
Steal the Credit (ex): "
Feel that earthquake last night? Yeah that was me." or "
My friend the fighter was under my control when he took down that arch-fiend the other day." are some samples of what one might proclaim when you've got this ability. Add a +4 circumstance bonus to bluff when you try to take credit for something you didn't have any part in. Make sure you read up on the daily happenings around town so your bluffs seem even more impressive.
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Starting to see where one could go with this? It only gets better now that you're moving on to level three.)
Fearsome Reputation (ex): "Do you know who I am?" You can draw on your reputation to scare opponents. As a full round action you can Bluff to make any who hear you shaken for 1d4 rounds. Save? What save? Its a Sense Motive to beat this little gem. If they manage to see through your Bluff they're immune for a week and the ability doesn't stack with itself but still...seriously...Do you KNOW who I am?!? Use in combination with Lesser Mind Trick or its Greater version.
Lesser Mind Trick (ex): Bluff casting one of these following spells on someone and, if they don't make the sense motive, it actually works! The list is short but sweet...
Charm Person,
Command,
Scare (one creature only), or
Tasha's Hideous Laughter. They're mind affecting and language dependant so that limits the targets. The spells themselves also tend to limit the kinds and power of targets available. If they make the check they're immune for a week. You get to use this ability a number of times per day as with Tricks of the Trade. Your caster level is your Charlatan level and any spell that would last more than one hour fizzles at the end of an hour.
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That was pretty cool huh? On to level four.)
Master of Lies (ex): You're so deeply sunk in your own Bull that divination spells only pick up on the Bull and get nothing on your real identity. There is some debate about whether this is a permanent effect or whether it can be turned on and off. I'm prone to believe it can be turned on and off. If it can't be playing a Changeling just got a little less interesting.
Fake Healing (ex): "By the power of Olidammara I command you sickeness...BEGONE!" Fake an
Atonement,
Remove Curse, or
Remove Disease a number of times per day and with an ECL as stated above. They beleive they've been healed if they don't beat your bluff check for 1d4 hours. They still suffer all the effects but you've covered them in so much Bull that they can't tell the difference. "
The heir of a major shipping company is on death's bed? Sure I can help...for a small fee. By the way when does the next ship out of town depart?"
Distracting Dispel (ex): You pull out all the stops on this one to fake a counterspell. You prep a counterspell action (only without the actual spell) and Bluff the caster (opposed by their Concentration check). If you beat them they lose the spell as if it had actually been counterspelled. You've got to be seen and heard by the caster for this to work and it only works once against a particular caster...but still. You can also disrupt and dispell an ongoing spell by bluffing (vs concentration).
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But wait...there's more!)
Greater Mind Trick (ex): As with Lesser Mind Trick only you get even better spells.
Bestow Curse (non-physical feature effects),
Crushing Despair (one creature only),
Fear (one creature only), and
Suggestion. Number of times per day, ECL, and length as Lesser Mind Trick.
Puppet Master (ex): As a full day's work you can pile on the Bull to change a whole cities feelings about someone. Spread rumors, form mobs, give speaches, etc. For each day's work you can shift a cities feelings one step up or down. The target can attempt to counter and make your check harder if they desire. The DC is also based on the population center's size. 15+5 per community size based on the DMG's list on page 137 so DC 20 for a thorp and 55 for a metropolis.