View Full Version : The Conformist(Prc): When blending in is better.

2014-01-12, 07:30 PM
Once again, I don't play, but I was curious what making a prestige class would be like. Please critique and point out obvious flaws, broken abilities, overpowered/under powered abilities, etc.

The Conformist

Order is our objective, similarity is success, identical is ideal, law is our life.


Hit Die: d6

Alignment: Any lawful, though most are lawful neutral. If a conformist ceases to be lawful, it cannot gain any more levels in conformist until it becomes lawful again. If a conformist becomes chaotic (aside from magical, alignment switching effects), it can never gain another conformist level again.

Skills: Disguise, Hide, Bluff, Diplomacy, Forgery, Gather Information, Listen, Spot, Knowledge (local), Perform (oratory).

Skill Points at Each Level: 8 + int modifier.

Weapon and Armor Proficiency: The conformist gains proficiency with the dagger, if it lacks that for some reason.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2st, 4rd, 6th, 8th, and 10th). If a conformist gets a sneak attack bonus from another source the bonuses on damage stack.

Crowd Conformity: (1st level) When in a group of 7 or more characters (such as a marketplace, barracks, sufficiently large adventuring party, etc.), the conformist may blend in with the crowd as if under the effect of invisibility, and does not suffer the penalties for moving while invisible, as long as he is moving at the same speed of the group. The invisibility lasts until the crowd ceases to exist

Following The Example: (3rd level) Costs one action at the beginning of the “countdown”. Can be used once a day. The Conformist can temporarily gain a weapon proficiency simply by doing what everyone else does. It takes three rounds for it to gain one proficiency from one character, 2 if two characters are using the same weapon, 1 if four are using the same weapon. If six or more characters are using the same weapon, the proficiency can be learned for as a swift. This takes twice as long if learning from an attacking opponent. The proficiency lasts until the character sleeps (or rests, trances, etc.).

Replacement: (5th level) Upon studying a target for one round, the conformist gain a +10 bonus to disguise checks, as per alter self. However, this is entirely mundane, and is unaffected by true seeing, dispel, antimagic field, or any other magical affects. However, if seen at the same time as the one the conformist is copying, it loses the +10 bonus and is considered suspicious by everyone who can see what is happening. The effect lasts indefinitely until the impersonated target is seen. No subsequent spot checks are made towards the replacer.

Stolen Work: (7th level) This ability functions the same as Following The Example, but now works with spells as well. The conformist may copy spells of a spell level equal to half of its conformist class level. However, these copied spells are not the real thing, and are only half as effective as they would be normally.

Unknown Influence: (9th level) Once a day, as a standard action, the conformist may influence any group of five characters or more, as per mass confusion or mass suggestion. However, there are several key differences. First, the ability is considered mundane, and is unaffected by spells or abilities such as antimagic field or dispel. Second, the conformist must choose a target to be the “caster” of the “spell”. The conformist may not target itself.

Perfect Sameness: (10th level) As a standard action, the conformist may choose to become generic, becoming unrecognizable in any way. When generic, the conformist can do any action one naturally could, even chaotic actions, and not be blamed. The cause of the effects are always “unknown” or “accidental”. Being generic lasts indefinitely. However, a particularly paranoid character may make a spot check against the generic conformist, (DC 30). If it succeeds, the spot checker is unaffected by perfect sameness. However it takes a DC 35 diplomacy check in order to convince other characters of the truth.