Please give a warm welcome to another class made in just 30 minutes. A master of deception and trickery, it's the charlatan!

Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Pocket Object
2nd +1 +0 +3 +3 Trick Hit
3rd +2 +1 +3 +3 Displace Self
4th +3 +1 +4 +4 Insinuate Event
5th +3 +1 +4 +4 Pocket Projectile
6th +4 +2 +5 +5 Trick Miss
7th +5 +2 +5 +5 Displace Creature
8th +6/+1 +2 +6 +6 Refute Event
9th +6/+1 +3 +6 +6 Pocket Weapon
10th +7/+2 +3 +7 +7 Trick Failure
11th +8/+3 +3 +7 +7 Displace Item
12th +9/+4 +4 +8 +8 Insinuate Fact
13th +9/+4 +4 +8 +8 Pocket Spell
14th +10/+5 +4 +9 +9 Trick Success
15th +11/+6/+1 +5 +9 +9 Displace Object
16th +12/+7/+2 +5 +10 +10 Refute Fact
17th +12/+7/+2 +5 +10 +10 Pocket Anything
18th +13/+8/+3 +6 +11 +11 Trick Anything
19th +14/+9/+4 +6 +11 +11 Displace Anything
20th +15/+10/+5 +6 +12 +12 Insinuate or Refute Anything

Alignment: Any
Hit Die: 1d6

Class Skills:
The charlatan’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) × 4
Skill Points at Each Additional Level: 8 + Int modifier

Weapon and armour proficiency
The charlatan is proficient with all simple weapons and no type of armour or shield.

Pocket (Ex)
At first level, and every fourth level thereafter, the charlatan gains a new use of the sleight of hand skill that can be used as an immediate action. It is opposed by a reflex save.

Pocket Object: The charlatan swipes any unattended object, or worn head, throat or face object, or ioun stone, or any object that could normally be swiped with a sleight of hand check, so long as it can reasonably fit about the charlatan's person. The charlatan can even swipe an object in motion, though not one which is currently being thrown or fired with great force.
Pocket Projectile: The charlatan swipes a projectile that she can reach, even if it wasn't aimed at her. She can also swipe a throwing weapon, even a ranged splash weapon. She can't swipe a projectile that she can't fit about her person or that she can't lift.
Pocket Weapon: The charlatan swipes a creature's weapon, shield, or other held item, even one they're currently trying to use to hit her (or cast a spell with, for example). If they're fighting with two or more weapons, they can immediately swap to the other weapon, even if they were only attempting to fight with one. She can swipe spell components fast enough to disrupt casting.
Pocket Spell: The charlatan can pick up a ray, line, ranged touch attack spell, fireball bead, or any other spell effect that must physically travel to its destination. During her next turn, she can throw it, drop it, or do anything else as though it were a light weapon with a range increment of 10 feet, but if she doesn't get rid of it, its effect occurs centred on her if it is an area effect like a fireball, or dissipates if it's a ray, line, or so forth.
Pocket Anything: The charlatan picks up anything in range that would fit about her person. Even if this item is firmly attached to a creature, behind an iron grille, or physically bolted to the floor, the charlatan swipes it and goes about her business.

Trick (Ex)
At second level and every fourth level thereafter, the charlatan gains a new use of the perform (Act) skill that can be used without taking an action. It is opposed by spot.

Multiple characters, some of whom pass and others of whom fail, don't know who passed and who failed, only what they think happened.

Trick Hit: The charlatan appears to have been hit by an attack that missed her.
Trick Miss: The charlatan appears to have been missed by an attack that hit her.
Trick Failure: The charlatan appears to have failed on a save against an attack, on a skill check, or some other action on which she succeeded.
Trick Success: The charlatan appears to have succeeded on a save against an attack, on a skill check, or some other action on which she failed.
Trick Anything: The charlatan appears to have done something possibly unrelated to what she actually did. For example, she may have been hit by an arrow shot, but appeared to use the deflect arrows feat on it. She may have pocketed something but seemed to do nothing.

Displace (Ex)
At third level and every fourth level thereafter, the charlatan gains a new use of the hide skill that is constantly active unless the charlatan chooses to activate or deactivate it as a free action. It is opposed by search.

The charlatan can have as many of these active or inactive at once. The charlatan takes a -1 penalty on her check for each full 10 feet away from her the object she is trying to displace is (closest point to closest point).

Displace Self: The charlatan and her equipment appears 5 feet, plus 5 feet per 8 levels after 3rd, away from her real location.
Displace Creature: The charlatan can displace a single ally and its equipment, plus one per 4 levels after 7th, up to 5 feat from their real locations.
Displace Item: The charlatan can make one unattended item, or one attended by an ally, plus one per 4 levels after 11th appear to be up to 5 feet away from its real location (or the creature's apparent location).
Displace Object: The charlatan can make a large object, such as a wall, door or even an entire church appear to be somewhere else from where it is. (In the door's case, the wall would appear to be in a sensible location to accommodate the door's supposed position.)
Displace Anything: The charlatan makes anything she likes seem to be displaced. She can even displace an enemy or one of their objects, but a creature gets a DC 15 will save to believe that they or one of their objects has really been moved.
Displace Anything: The charlatan makes anything in range seem to be somewhere else.

Insinuate/Refute (Ex)
At fourth level and every fourth level thereafter, the charlatan gains a new use of the bluff skill which is used much as a normal bluff check. It is opposed by sense motive.

The charlatan gets appropriate penalties for attempting to convince someone of something unlikely, however, these abilities can specifically override existing preconceptions or even hard evidence that happens not to be at hand.

Insinuate Event: The charlatan makes someone "Remember" an event that never happened.
Refute Event: The charlatan makes someone forget an event that really did happen.
Insinuate Fact: The charlatan makes someone believe that something is generally true but not that it specifically happened to them (for example, that we are at war with the orcs).
Refute Fact: The charlatan makes someone doubt that something is generally true but not that it specifically happened to them (for example, that we are at war with the orcs).
Insinuate or Refute Anything: The charlatan makes someone believe anything. For example, the charlatan can make someone believe that they are the heir to a faraway throne, or believe that it is their moral duty to kill the king in honourable single combat. She may even make someone disbelieve their own senses, or trick them into thinking one object is another and their senses are failing them, or convince someone that they are tired and should sleep.