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Template Grafts | Universal Monster Rules


Charlatans

Source Interstellar Species pg. 158
Throughout the galaxy charlatans run countless cons, scams, and tricks, from small scale to large, from harmless to downright dangerous. Although their methods, modes, and goals vary, charlatans are nearly always selfish, greedy, and unscrupulous. Occasionally, a charlatan uses their skills to entertain, inspire, and astound—or to rip off oppressors, villains, and faceless mega corporations—but they’re the exception, not the rule. The following charlatans represent a diverse array of con artists, scammers, and impostors.

Aliens in the "Charlatans" Family

NameCR
Con Artist1/2
False Prophet8
Grifter2
Impostor6

Charlatans, Impostor

Source Interstellar Species pg. 158

Impostor CR 6

XP 2,400
Astrazoan
NE Medium aberration (shapechanger)
Init +1; Senses darkvision 60 ft.; Perception +13

Defense

HP 80
EAC 18; KAC 19
Fort +5; Ref +5; Will +11
Defensive Abilities friendly face

Offense

Speed 30 ft.
Melee distortion mirage dagger +14 (1d4+8 F)
Ranged corona laser pistol +12 (2d4+6 F; critical burn 1d4)

Statistics

STR +2; DEX +1; CON +0; INT +3; WIS +2; CHA +5
Skills Bluff +18, Culture +18, Diplomacy +13, Disguise +18, Intimidate +13, Sense Motive +13
Languages Common, up to 2 others
Other Abilities change form , compression , cover slip-up, deep cover, many forms
Gear lashunta mind mail I (glamer projector), corona laser pistol with 2 batteries (20 charges each), distortion mirage dagger with 2 batteries (20 charges each)

Special Abilities

Cover Slip-Up (Ex) The first time each day a creature would succeed at a Perception check to see through the impostor’s disguise or a Sense Motive check to disbelieve the impostor’s lie, treat that creature’s result as if it rolled a natural 1 on its check.
Deep Cover (Ex) Twenty-four hours after initially adopting a persona, an impostor gains a +2 bonus on Bluff checks to lie and Disguise checks made to maintain that persona. The impostor loses these bonuses immediately upon impersonating another person with Disguise or change form.
Friendly Face (Ex) As a reaction when the impostor is the target of an attack roll, they can temporarily shift their facial features and demeanor to resemble an innocent or someone their attacker knows. The impostor attempts a Disguise check with a DC equal to 10 + their attacker’s Sense Motive modifier. On a success, the attacker takes a –2 penalty to the triggering attack roll.

Description

Impostors are expert actors and liars, trained to look like countless species and to portray these species in conjunction with other cultures, social strata, jobs, and personalities. Impostors are perceptive, think on their feet, and always ready to adapt to changing circumstances. More benign impostors find work as actors, celebrity impersonators, and comedians.

Impostor

Source Starfinder #23: Hive of Minds pg. 55

Impostor CR 8

XP 4,800
CE Medium outsider (extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +21

Defense

HP 113
EAC 20; KAC 21
Fort +7; Ref +9; Will +11
Defensive Abilities enhance doubt
Weaknesses vulnerability to self-confidence

Offense

Speed 50 ft.
Melee doubt blade +18 (1d12+9 C & S; critical staggered [DC 18])
Offensive Abilities mocking visage (DC 18)

Statistics

STR +1; DEX +4; CON +1; INT +2; WIS +2; CHA +6
Skills Bluff +21, Disguise +21, Intimidate +16, Sense Motive +16, Stealth +16
Languages Common and up to 2 others

Ecology

Environment any (Astral Plane)
Organization solitary

Special Abilities

Doubt Blade (Su) As a swift action, an impostor can manifest a blade made of pure doubt and cold darkness in its hand. This blade exists only when the impostor wields it, and they can dismiss it at will (this takes no action).
Enhance Doubt (Su) A creature that fails to hit an impostor is filled with self-doubt and must succeed at a DC 18 Will saving throw or gain the shaken condition until the end of its next turn. This is a mind‑affecting effect.
Mocking Visage (Su) As a move action, an impostor can alter its face into a twisted version of the face of a creature within 15 feet that can see it. The targeted creature must then succeed at a DC 18 Will saving throw or gain the flat-footed condition against the impostor until the beginning of the impostor’s next turn. This is a mind-affecting, sense-dependent effect.
Vulnerability to Self-Confidence (Su) An impostor takes half again as much damage (+50%) when it takes damage from a creature benefiting from a morale bonus.

Description

From the fumbling fool to the universally respected prodigy, every being suffers from moments of doubt when they believe all of their successes are due only to luck and that they will soon be revealed to be the frauds they are. Such thoughts usually pass quickly, but sometimes they can leave a psychic impression on the Astral Plane. When a creature’s lack of confidence returns again and again, these imprints grow strong enough to create a rare outsider known as an impostor—a creature that feeds on self-doubt.

An impostor takes on a form reminiscent of the creature whose doubt created it. However, it is a nightmarish, funhouse-mirror version of the creature, with an elongated face and hollow eyes. When an impostor is created, it can push its way onto the Material Plane, its only thought to end its progenitor’s life. As a creature born from the dark places of the mind, an impostor can manifest doubt as a weapon: a cold blade that seems to absorb light.

Once an impostor has finished off its creator, it seeks ways to undo their accomplishments. Though an impostor is rarely mistaken for its progenitor, it knows their every shameful secret and worst impulses, and it uses this knowledge to further its cruel agenda. Once it thoroughly spoils a person’s reputation, the impostor fades from existence, its energy returning to the Astral Plane.