Charlatan
Defense
AC: 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
HP: 21 (4d8)
Fort: +1 Ref: +6 Will: +2
Defensive Abilities: evasion, trap sense +1, uncanny dodge
Offense
Speed: 30 ft.
Melee: mwk rapier +3 (1d6–1/18–20)
Ranged: light crossbow +5 (1d8/19–20)
Special Attacks: sneak attack +2d6
Spell-Like Abilities: (CL 4th; concentration +5) 3/day—prestidigitation 2/day—disguise self
Statistics
Str: 8 Dex: 14 Con: 10 Int: 13 Wis: 12 Cha: 18
Base Atk: +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
SQ: rogue talents (major magic, minor magic), trapfinding +2
Languages: Common, Elven
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
Description
Human rogue 4
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.
Source: NPC Codex, p. 145
