Imposter
“I just want to look my best.”

    Imposters are spellcasters who use magic to disguise themselves as other people. The motives behind this are many, and include spying and infiltration, cons and scams and sometimes even entertainment or self-amusement. Whatever the reasons, those who have reason to believe they may have become involved with an imposter become justifiably paranoid, for a skilled imposter has the potential to masquerade as almost anyone.
    Wizards and sorcerers are the most common people to take up this class, but because it requires skills not normally pursued, they are often multi-classed wizard/rogues, sorcerer/rogues or sorcerer/bards, the latter being very common. Humans are the most likely to follow this career path, though gnomes seem to have a knack for it as well.
    Hit Dice: d4.

Requirements
    To qualify to become an imposter, a character must fulfill the following criteria.
    Alignment: Any non-lawful
    Bluff: 5 ranks
    Diplomacy: 5 ranks
    Disguise: 5 ranks*
    Innuendo: 5 ranks
    Sense Motive: 5 ranks
    Spellcraft: 7 ranks
    Feats: Skill Focus — Disguise
    Spells: Ability to cast alter self and change self.

Class Skills
    The imposter's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Chr), Disguise* (Cha), Forgery (Int), Knowledge (Int), Listen (Wis), Profession (Wis), Read Lips (Int, exclusive skill), Scry (Int, exclusive skill), Speak Language, and Spellcraft (Int)

    Skill Points at each level: 4 + Int modifier.

Class Features
    Weapon and Armor Proficiency: Imposters do not gain proficiencies with armor, weapons, or shields.
    Spells per Day: An imposter continues training in magic. Thus, when a new imposter level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of imposter to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly.
    If a character had more than one spellcasting class before she became an imposter, she must decide to which class she adds each level of imposter for purposes of determining spells per day when she adds the new level.
    Extend “Self” Spells: An imposter gains the ability to double the duration of any illusion or transmutation spell with a descriptor of “self” in the name of the spell (alter self and polymorph self are the most common spells that fit this description). An extended “self” spell uses a spell slot of the spell's normal level; this may be modified by other metamagic feats. This ability stacks with the feat Extend Spell, which would make all spells augmented by this ability to last three times longer.
    Stock Persona (Ex): At 2nd, 5th and 8th level the imposter gains a stock persona. This persona includes a specific appearance, personality, and approach to life. The persona need not be of the same race or gender as the imposter, but it must be within 1 to 3 inches of the imposter's actual height. Moreover, this persona cannot be a real person; it must be the creation of the imposter.
    If the imposter's stock persona is discovered, she could “retire” that persona and develop a new one, she must spend one month rigorously practice subtle vocal intonations and body language before she feels practiced enough to use it in full view of the public.
    Sculpt Self (Ex): An impostor can permanently sculpt her body while under the effect of transmutation spell such as alter self. When sculpting self she has the following limits: cannot grow new appendages, gain new organs, lose old ones, or otherwise alter its basic body structure. She also maintains her mass (she cannot lose or gain any mass from this application of an alter self spell). She is free, however, to rearrange it to a considerable extent, including change of hair and skin color. By doing so, she can be 1 to 3 inches taller of shorter than her original height; the imposter's mass will need to be redistributed accordingly.
    Beyond these limitations, the impostor can alter her appearance as she chooses. An imposter uses this ability in tandem with one of the aforementioned “self” spells, and the sculpting process is considered instantaneous (even if the magic of the “self” spell is still in operation). The impostor's new features become her natural features and they do not revert to their previous condition by use of dispel magic, anti-magic, or the death of the imposter.
    Deceive Prying (Ex): This ability protects the imposter from magical and psionic examination (not attack). The thoughts of the recipient are overlaid by a set of beliefs and surface thoughts that are supplied by the stock persona, in response to what the being sees happening.
    Mend the Broken Body (Ex): Each time that an imposter casts a transmutation spell with designator “self” in the spell's name (alter self and polymorph self are the most common spells that fit this description), she can heal 1 hit point per level of impostor. This healing occurs at the instant of changing forms and is in addition to any healing afforded by the cast “self” spell.
    Shift Aura (Ex): The imposter is able control and shifts her aura so it appears to be any other alignments for the purpose detect spells and true sight spell. This ability grants the imposter the ability to break geas/quest spells at will that is place upon them and to avoid disturbance in her aura caused by lying (i.e., discern lie spell will not detect a lie of an impostor).
    Evade Scrying (Ex): At 9th level ability to shift persona and aura is so extraordinary those that seek to scry upon any one persona have his DC increased by +10.
    A Thousand Faces (Su): At 10th level, an imposter gains the supernatural ability to change her appearance at will, as if using the spell alter self. A thousand faces cannot be combined with Mend the Broken Body to allow massive amounts of healing.

The Imposter
Class Base Fort Reflex Will      
Level Attack Bonus Save Save Save   Special Spells per Day
1st +0 +0 +0 +2   Extend Self Spells +1 level of existing class
2nd +1 +0 +0 +3   Stock Persona +1 level of existing class
3rd +1 +1 +1 +3   Sculpt Self +1 level of existing class
4th +2 +1 +1 +4   Deceive Prying +1 level of existing class
5th +2 +1 +1 +4   Stock Persona +1 level of existing class
6th +3 +2 +2 +5   Mend the Broken Body +1 level of existing class
7th +3 +2 +2 +5   Shift Aura +1 level of existing class
8th +4 +2 +2 +6   Stock Persona +1 level of existing class
9th +4 +3 +3 +6   Evade Scrying +1 level of existing class
10th +5 +3 +3 +7   A Thousand Faces +1 level of existing class

*When using alter self, an impostor receives an additional +10 circumstance bonus to Disguise checks. Those impostors that have access to detect thought spell be it magic item or spell may receive a +4 circumstance bonus to Bluff and Disguise checks, at the DMs discretion.


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Imposter © 1992 Wizards of the Coast, Inc.
d20™ System, Conversion of Imposter ©2002, Mark Doolan
Original Sources: The Complete Spacefarer's Handbook