Charlatan

Charlatans breeze through social situations with fast talking and through combat by demoralizing their foes.



Base Class

Demoralize

You attempt to demoralize a creature within range. It must succeed a willpower save or suffer a -2 penalty to attack rolls and armor class until the start of your next turn.

Fast Talking

You have a pool of 4d6 that you can add to charisma skill checks. In addition, you become trained in one skill of your choice and three instruments. You regain Fast Talking dice at the end of a short or long rest



Accomplice 1

3 SP | 4 HP | Trained in insight and persuasion

Helping Hand

You expend a Fast Talking die to allow an ally within range to add a d6 to any roll of their choice. This feature lasts until the end of the ally's next long rest.



Imposter 1

3 SP | 4 HP | Trained in forgery kit and disguise kit

Two Faced

You gain a +4 bonus to deception and performance skill checks made while attempting to pass as someone other than yourself.



Performer 1

3 SP | 4 HP | Trained in acrobatics and performance

Charming Decoy

You can distract any number of creatures within range that can see or hear you. Each creature must make a willpower save or suffer a -2 penalty to perception and memory skill checks for the duration.



Rowdy 1

3 SP | 4 HP | Trained in athletics and improvised weapons

Bar Fighter

You can use Fast Talking on attack rolls and agility and energy saves.



Swindler 1

3 SP | 4 HP | Trained in sleight of hand and deception

Smoke and Mirrors

You can use your Fast Talking feature when rolling sleight of hand checks.