IMPERSONATOR



"Me? I'm just an innocent bystander."

Impersonators are hired to imitate people. Very specific people, seeing as they have no hands.

BECOMING AN IMPERSONATOR
Any sufficiently advanced Ingundi will do.

ENTRY REQUIREMENTS
Species: Ingundi
Sneak Attack: +2d6
Feats: Charming Mask, Face Thief
Skills: Bluff 4 ranks, Diplomacy 4 ranks

Class Skills
The Impersonator's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana, local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d8

Code:
   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Advanced Disguise
2. +1    +0     +0     +3    Experienced Reader
3. +1    +1     +1     +3    Sneak Attack +1d6
4. +2    +1     +1     +4    Advanced Disguise
5. +2    +1     +1     +4    Experienced Reader
6. +3    +2     +2     +5    Sneak Attack +22d6
7. +3    +2     +2     +5    Advanced Disguise
8. +4    +2     +2     +6    Experienced Reader
9. +4    +3     +3     +6    Sneak Attack +3d6
10.+5    +3     +3     +7    Assassin
Weapon Proficiencies: An Impersonator gains no new weapon or armor proficiencies.

Advanced Disguise (Sp): At 1st Level, when you use Disguise Self or Reflective Disguise as a Spell-Like Ability, the duration raises to 1 hour per caster level.

At 4th Level the spells modify scent and sound, changing it to fit your appearance.

At 7th Level you can cast both spells can be cast 1 additional time per day.

Experienced Reader (Sp): At 2nd Level, when you cast Detect Thoughts as a Spell-Like Ability it is no longer a Concentration spell.

At 5th Level it requires 2 feet of stone, 2 inches of common metal, 1 inch of lead,or 5 feet of wood/dirt to block the spell.

At 8th Level you can cast Probe Thoughts as a Spell-Like Ability 1/day.

Sneak Attack (Ex): At Levels 3, 6 and 9 your Sneak Attack Dice increase by 1. This stacks with any Sneak Attack dice you may gain from other class levels or sources.

Assassin: At 10th Level whenever you successfully use your Sneak Attack Dice, the opponent must make a Reflex Save (Save DC is Dex based) or be Dazed 1 round.

PLAYING AN IMPERSONATOR
Someone figured out you could appear as other people, and despite your limitations they helped market your skillset. So for doing weird play acting, you get fed regularly. Fair trade as far as you're concerned.
Combat: You avoid combat. Fighting isn't part of the job..
Advancement: You tend to max out the skills that keep you alive.
Resources: Your available resources depend largely on your employer.

IMPERSONATORS IN THE WORLD
"Does Cheryl seem different to you?"
You have the niche job of impersonating people who don't need to speak or use their hands so often. But it's a living. Occasionally they let you kill one for fun.
Daily Life: You're either bored waiting for an assignment, or pretending to be somebody on assignment.
Notables: Cheryl (CE Female Ingundi/Rogue 3/Impersonator 5) is a local street waif. Or so everyone believes.
Organizations: Lots of would be evil overlords want your services.

NPC Reaction
NPC's regard you with horror once they learn your secret..

IMPERSONATORS IN THE GAME
This class assumes you're a giant, psychic lizard who eats people. Miiight wanna keep that from the other party members.
Adaptation: This is meant for Greyhawk, but can be adapted to any campaign with psychic lizards.
Encounters: Impersonators can be found just about anywhere.

Sample Encounter
EL 12: The PC's are fighting a Wizard who drops an Antimagic Field. When he does so, a young street urchin turns into a giant lizard, bites his head off, and runs away. The loccal constable does not find your story likely.


Cheryl
CE Female Ingundi/Rogue 3/Impersonator 5
Init +6, Senses: Listen +4, Spot +4
Languages Common, Telepathy 60 ft.
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AC 22, touch 12, flat-footed 20 (+2 Dex, +4 Natural, +6 Armor)
hp 57 (11 HD)
Fort +7, Ref +12, Will +10
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Speed 20 ft. (4 squares)
Melee 2 Claws +9 melee (1d6+3) and 1 Bite +4 melee (1d8+2)
Base Atk +6, Grp +5
Atk Options Sneak Attack +3d6
Combat Gear
Spells Prepared
Supernatural Abilities
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Abilities Str 8 (12 w/belt), Dex 14, Con 12, Int 10, Wis 13, Cha 17
SQ Spell-Like Abilities, Trapfinding, Evasion, Trap Sense +1, Advanced Disguise, Experienced Reader
Feats Charming Mask, Face Thief, Improved Charming Mask, Improved Initiative
Skills Bluff +11, Climb +3 (+4 w/belt), Diplomacy +11, Gather Information +7, Hide +8, Knowledge (Local) +3, Listen +4, Move Silently +8 (+13 w/boots), Search +4, Sense Motive +4, Spot +4, Survival +7
Possessions +2 Amulet of Mighty Fists, +6 Bracers of Armor, +4 Belt of Giant Strength, +3 Cloak of Protection,Boots of Elvenkind, 500 GP



EPIC IMPERSONATOR

Hit Die: d8
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Impersonator gains a Bonus Feat every 2 levels higher than 20th