Conspiracy Leader

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Guy Fawkes, from 'Peeps into the Past' Date c.1900 Guy Fawkes, from 'Peeps into the Past' Date c.1900

Dynasties and Demagogues
Author Chris Aylott
Series Campaign Style Series
Publisher Atlas Games
Publish date 2003
OGL Section 15 dynasties
Content Puller Joel

Netbook can be found on the following website

The Grand OGL Wiki

They strike from the shadows. The conspiracy leader may begin her career calling for reform on the streets, but she does not stay there. Sooner or later, she decides that covert action is the best chance of accomplishing her goals.

Some future conspiracy leaders are recruited by secret organizations. At first, they may not be aware that they’re part of a conspiracy; they may think they’re simply performing a favor for a friend or acting on behalf of a wealthy patron. Even after they learn the truth, it may be some time before they rise to a position of authority and develop leadership skills.

Other conspiracy leaders start at the top and found their own networks. At first, the conspiracy may be no more than a few like-minded friends. As the organization grows, however, the conspiracy leader gains experience, resources, and power. Most high-level conspiracy leaders control a vast network of operatives.

Conspiracy leaders do not share power well. It’s rare to find more than one of them in any organization. When there are multiple leaders, it is usually because an ambitious young upstart is rising through the ranks, and to challenge the established leader.

Hit Die: d6


To qualify for the conspiracy leader prestige class, the character must fulfill the following criteria.
Alignment: Any non-lawful
Skills: Diplomacy 5 ranks, Intimidate 5 ranks, Sense Motive 5 ranks
Feats: Leadership
Special: The character must pledge herself to a goal when gaining her first level as a conspiracy leader. If the character abandons that goal — or achieves it! — she may no longer advance in levels as a conspiracy leader. Good goals for conspiracy leaders include overthrowing a government, assassinating a highly placed public official, or bringing about the magical destruction of an entire city.

Class Skills

The conspiracy leader’s class skills (and the key ability for each skill) are Bluff (Charisma), Craft (Intelligence), Diplomacy (Charisma), Disguise (Charisma), Gather Information (Charisma), Hide (Dexterity), Innuendo (Wisdom), Intimidate (Charisma), Sense Motive (Wisdom), and Spot (Wisdom).
Skill Points at Each Level: 8 + Intelligence modifier

Level BAB FS RS WS Special
1 +0 +0 +0 +2 Followers, Useful Advice
2 +1 +0 +0 +3 Cunning Plan +2
3 +2 +1 +1 +3 Judge Loyalty
4 +3 +1 +1 +4 Cell Structure
5 +3 +1 +1 +4 Cunning Plan +4
6 +4 +2 +2 +5 Codes
7 +5 +2 +2 +5 Informant Network
8 +6 +2 +2 +6 Secret Master
9 +6 +3 +3 +6 Cunning Plan +6
10 +7 +3 +3 +7 Illuminated

Class Features

All the following are class features for the conspiracy leader prestige class. The DCs for required skill checks are included where appropriate.

Weapon and Armor Proficiency: Conspiracy leaders are proficient in simple weapons and light armor.

Followers: A conspiracy leader receives a +2 modifier to her Leadership score for recruiting cohorts and followers. Any PC may also declare himself to be a follower of the conspiracy leader. All PCs and NPCs who follow the conspiracy leader are considered to be “followers” below.

Useful Advice: Once per day, a conspiracy leader may give a follower useful advice about an upcoming skill check, such as setting a trap or bluffing a guard. The conspiracy leader must have at least 5 ranks in the relevant skill, and the follower must perform the skill check within 24 hours of receiving the advice. The follower receives a competence bonus to the check equal to the lower of either the conspiracy leader’s class level or the number of ranks the conspiracy leader has in the skill.

Cunning Plan: At 2nd level, the conspiracy leader gains the ability to dictate a cunning plan to her followers. Once per week, the conspiracy leader may create a detailed plan to achieve a specific goal. Any follower who is part of this plan receives a +2 bonus on all skill checks related to the plan, as long as the followers perform the leader’s instructions to the letter. The bonus is lost if the followers diverge from the plan, or if 48 hours elapse after the plan is begun.

The conspiracy leader must devise the plan. Any substantial contribution from any other character (or player) invalidates the bonus. The conspiracy leader does not receive the bonus from her own plans.

At 5th level, the bonus increases to +4. At 9th level the bonus increases to +6.

Judge Loyalty: At 3rd level, the conspiracy leaders gains a +2 insight bonus to any Sense Motive check she makes to determine a follower’s loyalty or state of mind.

Cell Structure: Good organization is crucial to an expanding conspiracy. At 4th level, the conspiracy leader may organize her followers into a network of small, interconnected cells. It becomes much harder for outsiders to gain information about the conspiracy; the DC of any Gather Information check that an outsider makes about the conspiracy leader’s organization increases by +5.

Codes: At 6th level, the conspiracy leader may devise a system of codes to communicate with her followers. These codes may use any means of communication the character prefers — verbal, visual, and written codes are all possible. Any outsider wishing to decrypt a coded communication must make a Decipher Script check (for written or visual codes) or an Innuendo check (for codes that are spoken or otherwise performed) to understand the message. The DC of the check is 20 + the conspiracy leader’s class level + the conspiracy leader’s Intelligence modifier.

Information Network: At 7th level, the conspiracy leader gains the Information Network feat, even if she does not meet the prerequisites for it. This feat stacks with any previous Information Network feats.

Secret Master: At 8th level, the conspiracy leader exercises great control over her own public image and identity. The DC of any Gather Information check that an outsider makes concerning the conspiracy leader increases by +10.

Illuminated: It is said that you can extrapolate the universe from the twitch of a butterfly’s wing. At 10th level, the conspiracy leader gains a near-perfect understanding of the world around her. Once per day, the conspiracy leader may cast divination as a 15th-level wizard. This is an extraordinary ability, not a spell-like ability. Rather than invoking magic, the conspiracy leader must meditate for one hour.


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