Atlantean Trilogy Archive
A grinning man in blue and green robes conjures sparks from his fingertips before an awed crowd at a lantern-lit night market.

Charlatan

Profession, single-classed

A rogue magician with real intelligence but too little Will to master any one field, so it dabbles at first level in several. It mixes minor spell craft with con artistry, thievery and performance.

From the book

Charlatans are roguish magicians with little genuine magical power. Usually clever enough for magical study, they lack the Will to excel in one field, so they never rise past first level ability in any field and instead dabble across several; being free of one discipline lets them pick up talents other casters cannot.

A new charlatan starts with a 1st level magician's abilities, then gains one thieving or performing skill per level; two such picks may be traded for 1st level skill in another field of magic (not Divine Magic), and any single pick may instead buy a new weapon or +1 to hit with a known one.

They gain one extra spell per level like other casters but cannot cast any spell above first level except from a scroll or magic item. Many work in traveling sideshows, where performing skills come easily; others are mountebanks and swindlers, sometimes partnered with rogues or highwaymen.

Skills by level

  1. Level 1
  2. Level 3
    • +1 to Hit
    • Pick Pockets
  3. Level 5
  4. Level 6
    • +1 to Hit
    • Add Any Thieving Skill
  5. Level 7
  6. Level 9
  7. Level 10
  8. Level 11
  9. Level 12
    • +1 to Hit
  10. Level 15, 18, 21, etc.
    • +1 to Hit

At a glance

Minimum attributes
INT 14, WILL 10, DEX 12
Alignment
Any
Combat training
Skilled
Hit points per level
1 H.P. per point of CON, plus 4 H.P. at first level; then +4 H.P. and any CON bonus per level gained; after 12th level, +1 H.P. per level with no CON bonus (optional rule, page 48)
Special abilities
Begins with a first level magician's abilities but never rises above first level in any field of magic, and can cast no spell above first level except from a scroll or magic item. Like other spell casters, gains 1 more spell per level. Each level gained also adds one thieving or performing skill; any two of these may be exchanged for first level skill in another field of magic (Divine Magic excepted), and any one may be exchanged for a new weapon or +1 to hit with a weapon already known.
Fields of magic
Enchantment (as a 1st level magician), 1st level skill in any other field except Divine Magic (optional)
Free skill choices
One additional thieving or performing skill per level gained, plus any thieving skill at level 6 (skills table); two picks may be traded for first level skill in any field of magic except Divine Magic; one pick may be traded for a new weapon or +1 to hit with a known weapon
Restrictions
Never above first level of ability in any single field of magic; No spell above first level except from a scroll or magic item; Cannot take Divine Magic
Open to races
Humans

The table gives no extra attacks per round. The text's 'one skill per level' and the table's level 6 'Add Any Thieving Skill' are both printed; how they interact is not stated.