NPC Codex | Rules | Core Class NPCs | Rogue | Rogues | Charlatan

Charlatan

Super Race: human rogue 4. Cr: 3. Xp: 800. Alignment: CN. Size: Medium. Creature Type: Humanoid. Creature Subtype: human.
Init: +2. Senses: Perception +8. Ac: 16, touch 12, flat-footed 14 (+4 armor, +2 Dex).
Hp: 21 (4d8).
Fortitude: +1. Reflex: +6. Will: +2. Defensive Abilities: evasion, trap sense +1, uncanny dodge.
Speed: 30 ft.. Melee: mwk rapier +3 (1d6–1/18–20). Ranged: light crossbow +5 (1d8/19–20). Special Attacks: sneak attack +2d6. Strength: 8. Dexterity: 14. Constitution: 10. Intelligence: 13. Wisdom: 12. Charisma: 18.
Base Attack: +3. Cmb: +2. Cmd: 14.
Feats: Combat Expertise, Deceitful, Improved Feint.
Skills: Bluff +13, Diplomacy +11, Disable Device +9, Disguise +13, Heal +3, Knowledge (local) +8, Perception +8, Perform (sing) +9, Sense Motive +8, Sleight of Hand +9, Stealth +9, Use Magic Device +11.
Languages: Common, Elven. Special Qualities: rogue talents (major magic, minor magic), trapfinding +2. Combat Gear: potion of cure moderate wounds, scroll of bless, scroll of burning hands, scroll of cure light wounds, scroll of magic missile, alchemist's fire (2), holy water, thunderstone. Other Gear: +1 studded leather, light crossbow with 10 bolts, masterwork rapier, disguise kit, everburning torch, healer's kit, thieves' tools, wizard's spellbook, wooden holy symbol, 129 gp.
rogue spell-like abilities: (CL 4th, concentration +5)

3/day-prestidigitation

2/day-disguise self


Tactics

Before Combat Using Bluff or Disguise, the rogue avoids combat.

During Combat The rogue uses Improved Feint to make sneak attacks while trying to escape.

Using tricks, the charlatan imitates a mage, a priest, or an official.

Ezekari

Quick-witted Ezekari cons people by pretending she's a spellcaster, picking up useful information in the process.