Con Artist (3.5e Class)
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Also known as a Confidence Man, the Con Artist is good at taking things and getting away. Each Con Artist has his own way of getting away that he prefers, but all do it well. Some can even take your weapon away without you even knowing. One second you have it and then it`s gone, out of sight, and out of your hands.
Making a Con Artist
Abilities: Charisma is the key ability for a Con Artist. Dexterity is also important for skills and armor class.
|Special||Spells per Day|
|1st||+0||+0||+2||+2||Adaptability, Sneak Attack 1d6||2||—||—||—||—||—||—|
|3rd||+2||+1||+3||+3||Hidden Pocket 5 lbs||3||1||—||—||—||—||—|
|4th||+3||+1||+4||+4||Quickdraw, Sneak Attack 2d6||3||2||0||—||—||—||—|
|5th||+3||+1||+4||+4||Improved Disarm, Con Artistry +2||3||3||1||—||—||—||—|
|6th||+4||+2||+5||+5||Hidden Pocket 10 lbs||3||3||2||—||—||—||—|
|8th||+6/+1||+2||+6||+6||Sneak Attack 3d6||3||3||3||1||—||—||—|
|9th||+6/+1||+3||+6||+6||Hidden Pocket 15 lbs||3||3||3||2||—||—||—|
|10th||+7/+2||+3||+7||+7||Con Artistry +4||3||3||3||2||0||—||—|
|12th||+9/+4||+4||+8||+8||Hidden Pocket 20 lbs, Sneak Attack 4d6||3||3||3||3||2||—||—|
|15th||+11/+6/+1||+5||+9||+9||Hidden Pocket 25 lbs, Con Artistry +6||4||4||3||3||3||2||—|
|16th||+12/+7/+2||+5||+10||+10||Sneak Attack 5d6||4||4||4||3||3||2||0|
|18th||+13/+8/+3||+6||+11||+11||Hidden Pocket 30 lbs||4||4||4||4||4||3||2|
|20th||+15/+10/+5||+6||+12||+12||Skill Mastery, Sneak Attack 6d6||4||4||4||4||4||4||4|
Class Skills (6 + Int modifier per level; ×4 at 1st level)
. All of the following are class features of the con artist.
Spells: The con artist casts spells spontaneously like a sorcerer. He uses his Charisma to determine how powerful his spells are. A Con Artist can only choose spells from the Enchantment, Transmutation, and Illusion Schools.
Adaptability: At first level a con artist gets the choice of extra class skills equal to his Intelligence Modifier, because no two con artists are alike. Con Artists can only choose from the following list: Balance, Climb, Escape Artist, Jump, Move Silently, Open Lock, Speak Language, Swim, Tumble, Use Rope.
Hidden Pocket: At third level the con artist can focus his arcane energy and create a small portal. The portal is a black void that is located anywhere on the torso. The void appears at will, and less then an inch from the con artists body. It can hold only one item of 5 pounds or less (this increases 5 lbs every 3 levels after the first to a maximum of 30 lbs). When an object is stored in the Hidden Pocket its weight is reduced to half of its original weight. It is treated as an extra pocket on the con artist. It can function as a place to store something or a place to hide things.
Con Artistry: At 5th level a con artist receives a +2 bonus to his Bluff and Sleight of Hand checks. This bonus increases to +4 at 10th and +6 at 15th level.
Pocketing: At 7th level a con artist may put an item in his Hidden Pocket as a free action.
Intelligent Disarm: At 11th level a con artist knows how to take things well. A con artist can trade his Intelligence bonus for his Strength bonus on the attack roll for a disarm attempt only.
Disarm Mastery: At 13th level a con artist becomes adept in disarming using light weapons and no longer suffers the -4 for it.
Skill Mastery: At 20th level a con artist can take 10, even while under stress, to his Bluff and Sleight of Hand checks.
Con Artist Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing a Con Artist
Other Classes: .
Con Artists in the World
Daily Life: .
NPC Reactions: .
Con Artist Lore
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Con Artists in the Game
Sample Encounter: .
EL : .