TheYoungKing
2010-04-08, 06:58 PM
The Charlatan
"If THEY had a problem with us, don't you think THEY would stop us?"
-John Brydges, Human Charlatan
The handiwork of the Gods is everywhere- and Charlatans use that fact to its fullest potential. Like people, Gods can be fooled, tricked, flattered- and used. Combining solitary meditation and their unnatural force of will to access the power of divine magic, a Charlatan pretends to act as an intermediary of the Gods- thus channeling divine spells much as their real intermediaries- a Cleric.
Good Charlatans may use their divine abilities much as a Good Cleric- to heal, protect and avenge wrongs. Evil Charlatans take delight in stealing divine power- and in misusing it to cause pain to others. And much like a Cleric, a Charlatan may use their access to divine powers to improve their own lot in life.
Adventures: The typical Charlatan adventures to improve their own abilities and to make use of their divine power. What use is stealing from a God if you use it to work at a local tavern?
Charlatans also see adventures as a challenge- a test to see how far they can push their access to divine magic, and how well their abilities of manipulation can be used, against the mundane or the divine.
Some Good Charlatans adventure to prove themselves as Good- their theft of divine powers often being seen as a vile crime. Sometimes they will even try and disguise themselves as a Cleric (even if the disguise changes from place to place.) Evil Charlatans revel in being blasphemers and being set apart- "above" in their minds.
Characteristics: Charlatans may not be as adept at divine magic as Clerics and they cannot channel positive or negative energy, but they are versatile. They have access to more skills than other casters and unlike a Cleric, may change their domain to gain access to different spells and domain powers as the situation warrants.
Alignment: The Charlatan's acquisition of spells is inherently unlawful. However, the method by which they attain and prepare their spells (meditation) is ordered and methodical- so they tend towards neutral rather than law or chaos. Being thieves of divine power, they are often despised by society. Detached from the morals of society at large, they tend more towards neutral or evil than good.
Religion: Owing to the origin of their powers, Charlatans often view Gods as "more of the same" as earthly powers. Some Charlatans may come to believe in and worship a God, although they are welcomed more often into the worship of Chaotic or Evil deities.
Background: Charlatans come from a variety of backgrounds. Some Charlatans were taught by a master Charlatan, some stumbled into it from a life of swindling, and some discovered it through religious study.
Regardless of their origins, most Charlatans hide their powers from society at large for fear of retribution. Charlatans have no tendency to congregate together, and many may pass another by without even realizing it. Most try and mask their powers, either pretending to be a Cleric, or, less often a Sorcerer or Favored Soul. Discovered Charlatans do have a sense of camaraderie together, owing to their pariah status.
Races: Humans, half-elves and half-Orcs are most common among Charlatans, being the least religious of the common races. That being said, Halfling and Gnome Charlatans may delight in the grandest of trickery- that of the Divine- and Elves may find the same solace in the divine magic of a Charlatan as in the arcane magic of a Wizard. Only Dwarves, with their insistence on tradition and propriety, are truly uncommon among the handful of Charlatans in the world.
Savage races often lack the patience or subtlety needed to become a Charlatan- but that is not to say the discipline is unknown among them.
Other Classes: Charlatans finding a party that isn't offended by their blasphemy may be thrilled to have any open company- but they often find the best company to be Rogues, Bards and Sorcerers.
They obviously conflict with Clerics and also with Wizards- who view them much as they view sorcerers- buffoons who happened upon magical power by chance.
Role: The Charlatan is much like the Rogue or Bard in party role. Like a Bard, he can use his casting to help other characters in their roles and he can be a surprisingly good fit for some general roles (especially with proper domain choice). Like a Rogue, a Charlatan can use his skills for the party so they don't have to. In addition, he can work as a secondary caster, lacking the spells-per-day and healing ability of a cleric and the offensive power of an arcane caster's spells.
Game Rules Information
Abilities: Charisma determines how powerful a spell the Charlatan can cast, how many spells a Charlatan gets per day and how hard those spells are to resist. Charisma, Dexterity and Intelligence are important for many of the Charlatan's class skills.
Alignment: Any nonlawful
Hit Die: d6
Class Skills
A Charlatan's class skills (and the key abilities for each) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (Int), Spellcraft (Int) and Use Magic Device (Cha).
Skill Points at 1st Level: 6 + (Int modifier X 4)
Skill Points at Each Additional Level 6 + Int modifier
{table=head]Level|Base Attack Bonus| Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+2|
+2|Domain Trickery (1) 1/week, Divine Spell Resistance (su)|3|1
2nd|
+1|
+0|
+3|
+3|Indiscernible Aura (ex)|4|2|
3rd|
+1|
+1|
+3|
+3|Skill Focus: Bluff|4|2|1|
4th|
+2|
+1|
+4|
+4||4|3|2||
5th|
+2|
+1|
+4|
+4|Domain Trickery (1) 2/week, Spell Resistance (su)|4|3|2|1|-|-
6th|
+3|
+2|
+5|
+5|Slippery Mind (ex)|4|3|3|2|-|-|-
7th|
+3|
+2|
+5|
+5||4|4|3|2|1|||
8th|
+4|
+2|
+6|
+6|Siphon Spell Power (ex) 1/day|4|4|3|3|2|||||
9th|
+4|
+3|
+6|
+6||4|4|4|3|2|1||||
10th|
+5|
+3|
+7|
+7|Domain Trickery (1) 3/week|4|4|4|3|3|2||||
11th|
+5|
+3|
+7|
+7||4|4|4|4|3|2|1|||
12th|
+6/+1|
+4|
+8|
+8|Tongue of the Gods (ex)|4|4|4|4|3|3|2|||
13th|
+6/+1|
+4|
+8|
+8||4|4|4|4|4|3|2|1||
14th|
+7/+2|
+4|
+9|
+9||4|4|4|4|4|3|3|2||
15th|
+7/+2|
+5|
+9|
+9|Domain Trickery (2) 3/week|4|4|4|4|4|4|3|2|1|
16th|
+8/+3|
+5|
+10|
+10||4|4|4|4|4|4|3|3|2|-
17th|
+8/+3|
+5|
+10|
+10||4|4|4|4|4|4|4|3|2|1
18th|
+9/+4|
+6|
+11|
+11|Copy Spell-Like Ability (su)|4|4|4|4|4|4|4|3|3|2
19th|
+9/+4|
+6|
+11|
+11|Siphon Spell Power 2/day|4|4|4|4|4|4|4|4|3|3
20th|
+10/+5|
+6|
+1|
+12|False God (su) 1/day|4|4|4|4|4|4|4|4|4|4[/table]
Weapon and Armor Proficiencies: A Charlatan is proficient with all simple weapons, all light armor and shield (except for tower shields.
Unlike other divine spellcasters, a Charlatan who wears medium or heavy armor or uses a shield is subject to spell failure if the spell includes somatic components. (As a Bard's arcane spell failure, See Bard; PHB pg. 28)
Spells: A Charlatan casts divine spells (the same type of spell cast by the Cleric, Druid, Paladin and Ranger) which are drawn from the Cleric spell list and the domain spell list chosen by Domain Trickery.
Unlike a Cleric, a Charlatan is not barred from casting a spell opposed to their alignment. However, the casting of such a spell will have an effect on their Aura. (see below)
To prepare a spell, a Charlatan must have a Charisma score equal to at least 10 + the spell level (10 for 0-level spells, 11 for 1st-level spells, and so on) The Difficulty Class for a saving throw against a Charlatan’s spell is 10 + the spell level + the Charlatan’s Charisma modifier.
Charlatans do not acquire their spells from books or scrolls, nor do they prepare them through study or prayer. Instead, they meditate- a time during which their mind must navigate the source of divine magic. A Charlatan must choose a time at which he must spend 1 hour each day in quiet meditation to regain his daily allotment of spells. A Charlatan's time of meditation may be at any time of day, although they usually develop their own ritual and routine around it. Time spent resting has no effect on whether a Charlatan can prepare spells. A Charlatan may prepare and cast any spell on the cleric spell list (and from the domain chosen by Domain Trickery), provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Spells from domains may be prepared in any appropriate and available slot, Charlatans do not gain Domain spell slots as Clerics do. For 1 hour after their meditation, a Charlatan is fatigued.
Domain Trickery (ex): Starting at 1st level, a Charlatan may choose a domain while meditating for their spells. Doing so adds an additional hour of fatigue after their meditation. They are then considered to have access to that domain, gain all granted powers associated with that domain and choose spells from that domain's spell list to prepare for the day. (This includes class skills granted by access to a domain. If a Charlatan gains a level while they have access to such a domain, they may treat the associated skill as a class skill for that level.) They retain access to the chosen domain until they choose a new one using Domain Trickery.
At 1st level, they may change their chosen domain 1/week. At 5th level, they may change their chosen domain 2/ week. At 10th level, they may change their chosen domain 3/week. At 15th level, they may choose two domains to have access to.
Indiscernible Aura (ex): This class feature functions as the Cleric's Aura (ex) with a few notable differences. When a Charlatan meditates for the day, they may determine the alignment of their aura as would be determined by detect evil and the like.
When a Charlatan casts an alignment spell that does not match the aura alignment they chose for the day, their aura changes to reflect that. The Charlatan may attempt to return it to the chosen alignment with a Concentration check (DC 10 + spell level of alignment spell) This is an immediate action. There is no retry allowed; the Charlatan cannot willfully change the aura's alignment until their next meditation.
Divine Spell Resistance (ex): Owing to their trespasses into the divine realm, Charlatans develop a slight resistance to the effect of magic- arcane and divine.
Starting at 1st level, Charlatans have Divine Spell Resistance (affecting divine spells and the spell-like abilities of outsiders) equal to their class level + 5. Starting at 5th level, they gain Spell Resistance (affecting all spells and spell-like abilities) equal to their class level. Thus, a level 20 Charlatan has Divine Spell Resistance 25 and Spell Resistance 20. These two abilities do not stack.
Slippery Mind (ex) As the Rogue ability of the same name. PHB pg. 51
Siphon Spell Power (ex) Because they steal their divine powers, Charlatans come to understand their divine powers more clearly than Clerics do. A Charlatan of 8th level or higher can temporarily sacrifice two (or more) lower level spell slots and use those slots to prepare a higher level spell. The higher-level spell must be of a level the Charlatan can cast. The levels of the lower spell slots are totaled, then reduced to 3/4 (rounded down) to determine the level of the higher level spell slot granted. (For example, an 8th level Charlatan can sacrifice two level 2 spell slots in this manner to gain a 3rd level spell slot for preparation that day. [2 + 2 * 3/4 = 3])
An 8th level Charlatan may use Siphon Spell Power 1/day, during their preparation of spells. A 19th level Charlatan may do this 2/day, during their preparation of spells. Using Siphon Spell Power adds an additional hour of fatigue after the Charlatan's meditation (1 extra hour for each use)
Tongue of the Gods (ex): A Divine Charlatan is a natural at bluffing unearthly beings. Starting at 12th level, a Charlatan may add 1/2 their class level to any Bluff checks or Diplomacy checks made to influence outsiders and beings with Divine Rank.
The spells a Charlatan has prepared may also affect the attitude of outsiders. If a Charlatan has a spell prepared that possesses an alignment descriptor [Good, Evil, Lawful, Chaotic] all outsiders sharing that alignment descriptor are considered one step friendlier in attitude for the purpose of determing Diplomacy/Bluff DCs, while all outsiders with an opposed alignment subtype are considered one step more hostile. These effects stack between descriptors and all spells a Charlatan has prepared are considered.
For example, if a Charlatan has Magic Circle Against Evil [Good] and Magic Circle Against Chaos [Lawful], any [Chaotic] [Evil] outsider the Charlatan meets will be two steps less friendly, and any [Lawful] [Good] outsider will be considered two steps more friendly. If a Charlatan has a [Lawful] and [Chaotic] spell prepared, their attitude DCs will remain the same. And so on.....
Copy Spell-Like Ability (su): The most powerful Charlatans can use the same techniques they have honed swindling powers from the gods to copy the spell-like abilities of creatures. Once per day, when a creature with spell-like abilities is within 50 feet of a 18th level Charlatan, the Charlatan can choose one of the spell-like abilities of the creature to copy and use for himself. The Charlatan keeps this ability for 24 hours. The Charlatan uses the ability as the creature does with regards to caster level and save DCs. The creature with the spell-like ability does not lose it when the Charlatan copies it. The Charlatan may use the spell-like ability 3/day or as many times as the creature could use it, whichever is less. If the Charlatan attempts to copy a spell-like ability the creature does not have or attempts to steal a supernatural ability, the attempt automatically fails, and they may not use this ability for 24 hours.
False God (su): A Charlatan has spent so long plumbing the depths of divine power, that the semblance of divinity comes with little effort. Once per day, as a swift action, a Charlatan may activate their False God ability.
For a number of minutes equal to their Charisma modifier, they are treated as having Divine Rank 0. However, they cannot gain Divine Ranks while using the False God ability.
While using the False God ability, the Charlatan gains the following traits:
-Immunity to transmutation effects, energy drain, ability drain, ability damage and all mind-affecting effects
-DR 10/epic
-Fire Resistance 5
-Spell Resistance 32
-Base Land Speed 60 ft.
-Deflection Bonus to AC equal to Cha modifier
-For the duration of the False God ability, a Charlatan is immortal and does not need to eat, sleep or breathe.
In addition, while using the False God ability, the Charlatan gains a +10 divine bonus to any Bluff checks made to convince others they are a God and the bluff is considered "believable". If they attempt to convince another that they are a specific God, the bonus drops to +5. If their target for the Bluff attempt has knowledge of the specific God being impersonated the bonus drops to +0. However, the Bluff remains "believable."
-----------
And there you are: The Charlatan. I'm certain you see the inspiration (ur-Priest as base class) so I'm not surprised if it is broken. Still, PEACH.
"If THEY had a problem with us, don't you think THEY would stop us?"
-John Brydges, Human Charlatan
The handiwork of the Gods is everywhere- and Charlatans use that fact to its fullest potential. Like people, Gods can be fooled, tricked, flattered- and used. Combining solitary meditation and their unnatural force of will to access the power of divine magic, a Charlatan pretends to act as an intermediary of the Gods- thus channeling divine spells much as their real intermediaries- a Cleric.
Good Charlatans may use their divine abilities much as a Good Cleric- to heal, protect and avenge wrongs. Evil Charlatans take delight in stealing divine power- and in misusing it to cause pain to others. And much like a Cleric, a Charlatan may use their access to divine powers to improve their own lot in life.
Adventures: The typical Charlatan adventures to improve their own abilities and to make use of their divine power. What use is stealing from a God if you use it to work at a local tavern?
Charlatans also see adventures as a challenge- a test to see how far they can push their access to divine magic, and how well their abilities of manipulation can be used, against the mundane or the divine.
Some Good Charlatans adventure to prove themselves as Good- their theft of divine powers often being seen as a vile crime. Sometimes they will even try and disguise themselves as a Cleric (even if the disguise changes from place to place.) Evil Charlatans revel in being blasphemers and being set apart- "above" in their minds.
Characteristics: Charlatans may not be as adept at divine magic as Clerics and they cannot channel positive or negative energy, but they are versatile. They have access to more skills than other casters and unlike a Cleric, may change their domain to gain access to different spells and domain powers as the situation warrants.
Alignment: The Charlatan's acquisition of spells is inherently unlawful. However, the method by which they attain and prepare their spells (meditation) is ordered and methodical- so they tend towards neutral rather than law or chaos. Being thieves of divine power, they are often despised by society. Detached from the morals of society at large, they tend more towards neutral or evil than good.
Religion: Owing to the origin of their powers, Charlatans often view Gods as "more of the same" as earthly powers. Some Charlatans may come to believe in and worship a God, although they are welcomed more often into the worship of Chaotic or Evil deities.
Background: Charlatans come from a variety of backgrounds. Some Charlatans were taught by a master Charlatan, some stumbled into it from a life of swindling, and some discovered it through religious study.
Regardless of their origins, most Charlatans hide their powers from society at large for fear of retribution. Charlatans have no tendency to congregate together, and many may pass another by without even realizing it. Most try and mask their powers, either pretending to be a Cleric, or, less often a Sorcerer or Favored Soul. Discovered Charlatans do have a sense of camaraderie together, owing to their pariah status.
Races: Humans, half-elves and half-Orcs are most common among Charlatans, being the least religious of the common races. That being said, Halfling and Gnome Charlatans may delight in the grandest of trickery- that of the Divine- and Elves may find the same solace in the divine magic of a Charlatan as in the arcane magic of a Wizard. Only Dwarves, with their insistence on tradition and propriety, are truly uncommon among the handful of Charlatans in the world.
Savage races often lack the patience or subtlety needed to become a Charlatan- but that is not to say the discipline is unknown among them.
Other Classes: Charlatans finding a party that isn't offended by their blasphemy may be thrilled to have any open company- but they often find the best company to be Rogues, Bards and Sorcerers.
They obviously conflict with Clerics and also with Wizards- who view them much as they view sorcerers- buffoons who happened upon magical power by chance.
Role: The Charlatan is much like the Rogue or Bard in party role. Like a Bard, he can use his casting to help other characters in their roles and he can be a surprisingly good fit for some general roles (especially with proper domain choice). Like a Rogue, a Charlatan can use his skills for the party so they don't have to. In addition, he can work as a secondary caster, lacking the spells-per-day and healing ability of a cleric and the offensive power of an arcane caster's spells.
Game Rules Information
Abilities: Charisma determines how powerful a spell the Charlatan can cast, how many spells a Charlatan gets per day and how hard those spells are to resist. Charisma, Dexterity and Intelligence are important for many of the Charlatan's class skills.
Alignment: Any nonlawful
Hit Die: d6
Class Skills
A Charlatan's class skills (and the key abilities for each) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (Int), Spellcraft (Int) and Use Magic Device (Cha).
Skill Points at 1st Level: 6 + (Int modifier X 4)
Skill Points at Each Additional Level 6 + Int modifier
{table=head]Level|Base Attack Bonus| Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+2|
+2|Domain Trickery (1) 1/week, Divine Spell Resistance (su)|3|1
2nd|
+1|
+0|
+3|
+3|Indiscernible Aura (ex)|4|2|
3rd|
+1|
+1|
+3|
+3|Skill Focus: Bluff|4|2|1|
4th|
+2|
+1|
+4|
+4||4|3|2||
5th|
+2|
+1|
+4|
+4|Domain Trickery (1) 2/week, Spell Resistance (su)|4|3|2|1|-|-
6th|
+3|
+2|
+5|
+5|Slippery Mind (ex)|4|3|3|2|-|-|-
7th|
+3|
+2|
+5|
+5||4|4|3|2|1|||
8th|
+4|
+2|
+6|
+6|Siphon Spell Power (ex) 1/day|4|4|3|3|2|||||
9th|
+4|
+3|
+6|
+6||4|4|4|3|2|1||||
10th|
+5|
+3|
+7|
+7|Domain Trickery (1) 3/week|4|4|4|3|3|2||||
11th|
+5|
+3|
+7|
+7||4|4|4|4|3|2|1|||
12th|
+6/+1|
+4|
+8|
+8|Tongue of the Gods (ex)|4|4|4|4|3|3|2|||
13th|
+6/+1|
+4|
+8|
+8||4|4|4|4|4|3|2|1||
14th|
+7/+2|
+4|
+9|
+9||4|4|4|4|4|3|3|2||
15th|
+7/+2|
+5|
+9|
+9|Domain Trickery (2) 3/week|4|4|4|4|4|4|3|2|1|
16th|
+8/+3|
+5|
+10|
+10||4|4|4|4|4|4|3|3|2|-
17th|
+8/+3|
+5|
+10|
+10||4|4|4|4|4|4|4|3|2|1
18th|
+9/+4|
+6|
+11|
+11|Copy Spell-Like Ability (su)|4|4|4|4|4|4|4|3|3|2
19th|
+9/+4|
+6|
+11|
+11|Siphon Spell Power 2/day|4|4|4|4|4|4|4|4|3|3
20th|
+10/+5|
+6|
+1|
+12|False God (su) 1/day|4|4|4|4|4|4|4|4|4|4[/table]
Weapon and Armor Proficiencies: A Charlatan is proficient with all simple weapons, all light armor and shield (except for tower shields.
Unlike other divine spellcasters, a Charlatan who wears medium or heavy armor or uses a shield is subject to spell failure if the spell includes somatic components. (As a Bard's arcane spell failure, See Bard; PHB pg. 28)
Spells: A Charlatan casts divine spells (the same type of spell cast by the Cleric, Druid, Paladin and Ranger) which are drawn from the Cleric spell list and the domain spell list chosen by Domain Trickery.
Unlike a Cleric, a Charlatan is not barred from casting a spell opposed to their alignment. However, the casting of such a spell will have an effect on their Aura. (see below)
To prepare a spell, a Charlatan must have a Charisma score equal to at least 10 + the spell level (10 for 0-level spells, 11 for 1st-level spells, and so on) The Difficulty Class for a saving throw against a Charlatan’s spell is 10 + the spell level + the Charlatan’s Charisma modifier.
Charlatans do not acquire their spells from books or scrolls, nor do they prepare them through study or prayer. Instead, they meditate- a time during which their mind must navigate the source of divine magic. A Charlatan must choose a time at which he must spend 1 hour each day in quiet meditation to regain his daily allotment of spells. A Charlatan's time of meditation may be at any time of day, although they usually develop their own ritual and routine around it. Time spent resting has no effect on whether a Charlatan can prepare spells. A Charlatan may prepare and cast any spell on the cleric spell list (and from the domain chosen by Domain Trickery), provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Spells from domains may be prepared in any appropriate and available slot, Charlatans do not gain Domain spell slots as Clerics do. For 1 hour after their meditation, a Charlatan is fatigued.
Domain Trickery (ex): Starting at 1st level, a Charlatan may choose a domain while meditating for their spells. Doing so adds an additional hour of fatigue after their meditation. They are then considered to have access to that domain, gain all granted powers associated with that domain and choose spells from that domain's spell list to prepare for the day. (This includes class skills granted by access to a domain. If a Charlatan gains a level while they have access to such a domain, they may treat the associated skill as a class skill for that level.) They retain access to the chosen domain until they choose a new one using Domain Trickery.
At 1st level, they may change their chosen domain 1/week. At 5th level, they may change their chosen domain 2/ week. At 10th level, they may change their chosen domain 3/week. At 15th level, they may choose two domains to have access to.
Indiscernible Aura (ex): This class feature functions as the Cleric's Aura (ex) with a few notable differences. When a Charlatan meditates for the day, they may determine the alignment of their aura as would be determined by detect evil and the like.
When a Charlatan casts an alignment spell that does not match the aura alignment they chose for the day, their aura changes to reflect that. The Charlatan may attempt to return it to the chosen alignment with a Concentration check (DC 10 + spell level of alignment spell) This is an immediate action. There is no retry allowed; the Charlatan cannot willfully change the aura's alignment until their next meditation.
Divine Spell Resistance (ex): Owing to their trespasses into the divine realm, Charlatans develop a slight resistance to the effect of magic- arcane and divine.
Starting at 1st level, Charlatans have Divine Spell Resistance (affecting divine spells and the spell-like abilities of outsiders) equal to their class level + 5. Starting at 5th level, they gain Spell Resistance (affecting all spells and spell-like abilities) equal to their class level. Thus, a level 20 Charlatan has Divine Spell Resistance 25 and Spell Resistance 20. These two abilities do not stack.
Slippery Mind (ex) As the Rogue ability of the same name. PHB pg. 51
Siphon Spell Power (ex) Because they steal their divine powers, Charlatans come to understand their divine powers more clearly than Clerics do. A Charlatan of 8th level or higher can temporarily sacrifice two (or more) lower level spell slots and use those slots to prepare a higher level spell. The higher-level spell must be of a level the Charlatan can cast. The levels of the lower spell slots are totaled, then reduced to 3/4 (rounded down) to determine the level of the higher level spell slot granted. (For example, an 8th level Charlatan can sacrifice two level 2 spell slots in this manner to gain a 3rd level spell slot for preparation that day. [2 + 2 * 3/4 = 3])
An 8th level Charlatan may use Siphon Spell Power 1/day, during their preparation of spells. A 19th level Charlatan may do this 2/day, during their preparation of spells. Using Siphon Spell Power adds an additional hour of fatigue after the Charlatan's meditation (1 extra hour for each use)
Tongue of the Gods (ex): A Divine Charlatan is a natural at bluffing unearthly beings. Starting at 12th level, a Charlatan may add 1/2 their class level to any Bluff checks or Diplomacy checks made to influence outsiders and beings with Divine Rank.
The spells a Charlatan has prepared may also affect the attitude of outsiders. If a Charlatan has a spell prepared that possesses an alignment descriptor [Good, Evil, Lawful, Chaotic] all outsiders sharing that alignment descriptor are considered one step friendlier in attitude for the purpose of determing Diplomacy/Bluff DCs, while all outsiders with an opposed alignment subtype are considered one step more hostile. These effects stack between descriptors and all spells a Charlatan has prepared are considered.
For example, if a Charlatan has Magic Circle Against Evil [Good] and Magic Circle Against Chaos [Lawful], any [Chaotic] [Evil] outsider the Charlatan meets will be two steps less friendly, and any [Lawful] [Good] outsider will be considered two steps more friendly. If a Charlatan has a [Lawful] and [Chaotic] spell prepared, their attitude DCs will remain the same. And so on.....
Copy Spell-Like Ability (su): The most powerful Charlatans can use the same techniques they have honed swindling powers from the gods to copy the spell-like abilities of creatures. Once per day, when a creature with spell-like abilities is within 50 feet of a 18th level Charlatan, the Charlatan can choose one of the spell-like abilities of the creature to copy and use for himself. The Charlatan keeps this ability for 24 hours. The Charlatan uses the ability as the creature does with regards to caster level and save DCs. The creature with the spell-like ability does not lose it when the Charlatan copies it. The Charlatan may use the spell-like ability 3/day or as many times as the creature could use it, whichever is less. If the Charlatan attempts to copy a spell-like ability the creature does not have or attempts to steal a supernatural ability, the attempt automatically fails, and they may not use this ability for 24 hours.
False God (su): A Charlatan has spent so long plumbing the depths of divine power, that the semblance of divinity comes with little effort. Once per day, as a swift action, a Charlatan may activate their False God ability.
For a number of minutes equal to their Charisma modifier, they are treated as having Divine Rank 0. However, they cannot gain Divine Ranks while using the False God ability.
While using the False God ability, the Charlatan gains the following traits:
-Immunity to transmutation effects, energy drain, ability drain, ability damage and all mind-affecting effects
-DR 10/epic
-Fire Resistance 5
-Spell Resistance 32
-Base Land Speed 60 ft.
-Deflection Bonus to AC equal to Cha modifier
-For the duration of the False God ability, a Charlatan is immortal and does not need to eat, sleep or breathe.
In addition, while using the False God ability, the Charlatan gains a +10 divine bonus to any Bluff checks made to convince others they are a God and the bluff is considered "believable". If they attempt to convince another that they are a specific God, the bonus drops to +5. If their target for the Bluff attempt has knowledge of the specific God being impersonated the bonus drops to +0. However, the Bluff remains "believable."
-----------
And there you are: The Charlatan. I'm certain you see the inspiration (ur-Priest as base class) so I'm not surprised if it is broken. Still, PEACH.