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FMArthur
2008-09-13, 10:52 PM
There's always something subtly amusing about roleplaying a roleplayer. The challenge is that you're roleplaying someone who roleplays better than you.


The Chameleon



Introduction

A chameleon is a person with a born talent for mimicry and a passion for learning of, imitating and becoming the heroes in the world around them. Chameleons' area of expertise changes often, taking on one role at a time. Because of this, they can be considered versatile in a very general sort of way, but because of their weaker abilities they are functionally less versatile than other classes at any one moment.

Their talent for imitation is taxing and complex, but strangely does not require exceptional mental abilities; savant-like chameleons exist where in their normal state they might possess mental deficiencies, but appear to grow smarter, wiser or more charismatic when imitating. Most chameleons are at least detachedly aware that they are imitating and often much more than that, but usually act and feel as if they have been taken over by the role. By nature, a chameleon's abilities lend themselves well to disguise and trickery, but they pursue the path of the chameleon out of a passion for imitation rather than a desire to deceive or take advantage of others. A chameleon who has come to know himself knows that his life's purpose is to see it all, to witness the world from every set of eyes.
http://www.wizards.com/dnd/images/ex_magelord.jpg
Pictured above: Dornus the human wizard, AKA Torgo the orc barbarian, AKA Ezeala the elf ranger, AKA Traia, the changeling chameleon.



Making a Chameleon
Why Choose Chameleon?
The chameleon is designed around the idea of altering its major class features to temporarily emulate other classes, choosing the best one for each situation. While chameleons can't ever reach the same level of skill as the classes they emulate, the fact that they can, with sufficient preparation, always have the skillset that is most advantageous for any given situation means that they will consistently be useful even when circumstances change dramatically. The chameleon possesses arcane spellcasting, divine spellcasting, melee combat power, sneaking skill and hunting prowess as its main class features to switch around, as well as changeable feats and some limited extra abilities that are usable any time. Chameleons can only focus on fulfilling one role at a time (or two at higher levels), so if you came here looking for a class able to do anything at any time then the factotum class (Dungeonscape), with its weaker but always-on abilities, will be of more use to you.

The chameleon is primarily a class for players who frequently want to change their character and party role - if you get bored quickly with a fixed role and start making new characters before your current one is even in danger, then this class is for you. The chameleon is also a good choice for players wanting to join parties that are missing two or more important party roles, filling in gaps where needed, and is also a good choice for joining parties that already have a well-rounded composition because it can always give a helping hand where one is needed. Chameleons underperform in parties in need of a single specific role, since they will need to stay in that role for extended periods and a class more specialized for it will undoubtedly be more helpful.


Party Role
The entire focus of the chameleon class is to have a variable role in a party. A chameleon is usually a substitute for a role that, ideally, the party is in need of, and this can change dramatically depending on the situation and the chameleon. The chameleon's lack of well-focused training means that he can't ever fully replace the roles he plays and thus can never be as good in a role as those who are specialized for it.


Races
Most chameleons are humans, whose adaptability already enables them to spread out amongst all kinds of classes. Changelings (MMIII), the product of human/doppelganger unions, are perhaps even more well-suited to the chameleon class, being shape-changing roleplayers by nature, but are far fewer in number than humans. Doppelgangers themselves are generally less interested in the class than in manipulating others and so pursue the difficult chameleon class rarely and half-heartedly. Other races are known to have chameleons in them, but humans and changelings tend to make up the bulk of them.


Alignment
A chameleon is not always a devotee of deception, despite how well its abilities suit trickery and disguise (generally chaotic actions), because some do not assume other identities, or don't do so for their own profit and amusement. They are often highly valued for their versatility by authorities and organizations, and obediance, discipline and dedication are concepts drilled into agents trained by such institutions. Rarely will a chameleon be neutral with regard to law and chaos, but they usually take a neutral stance on good and evil, since their roleplaying makes them reluctant to adopt any one society's set of morals.


Adventures
Chameleons are usually found and employed as mercenaries in the world. While many openly advertise their real talents, more chameleons keep their imitation abilities to themselves and their comrades and sometimes as an "open secret" to fellow members of mercenary communities, leaving organizers and employers out of the loop. Powerful organizations are also known to recruit and train groups of chameleons as small strike forces, being useful as assassins, spies and general odd-jobbers that can be set on virtually any task. These strike forces have such a reputation for resourcefulness and cunning that they can be powerful tools of fear for governments. Organization-based chameleons and mercenary-based chameleons despise one another, generally representing Lawful and Chaotic alignments in opposition. Upon meeting, they are quick to make snide remarks about the other and often escalate arguments into a fight.


Other Classes
As a result of their weaker abilities, chameleons often develop as the runts of adventuring groups, being viewed as unfocused talent by the intellectually inclined and too weak or slow by the martially inclined. While they make up the difference in their ability to suit any situation, their allies often look past that versatility to compare them to members of specialized classes in their strength at that one role. Generally classes whose abilities are not emulated by chameleons are better able to recognize them as the multi-talented people they are. Chameleons don't treat any particular classes differently, but may be secretly competitive with them.



Game Rule Information
Abilities
Strength augments a chameleon's physical (martial) power, Intelligence influences his ability to cast arcane spells and their effectiveness while Wisdom does the same for divine spells, and Constitution is important for survivability. Dexterity and Charisma are useful for various reasons and a chameleon can certainly make good use of them, but attack/spellcasting/survivability most often need to be taken care of first. After second level, chameleons have less need for concern over low stats thanks to Ability Boon's variable competence bonus. Given this, a chameleon is best off with balanced stats - even mediocre ones - between those needed for his roles, and boosting specific ones at the times when they are needed.


Basics
Starting Gold: 1d6 x 10 (35gp)
Starting items: Wizard's spellbook (100 pages) containing 8 0th-level arcane spells and [3 + Int] 1st-level arcane spells of your choice AND 8 0th-level divine spells and [3 + Wis] 1st-level divine spells of your choice.
Starting Age: as wizard

Hit Die: d8
Skill Points: 4 + Int (x4 at 1st level)
Class Skills: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Profession (wis), Sense Motive (Wis), Spellcraft (Int).



Chameleon Progression
Class
LevelBase Attack
BonusFort
SaveRef
SaveWill
SaveSpecialAptitude
Bonus
1 +0 +0+0+0Aptitude Focus 1/day, Able Learner
+1
2 +1 +0+0+0Ability Boon + 2
+1
3 +2 +1+1+1Mimic Class Feature 1/day
+2
4 +3 +1+1+1Efficient Preparation
+2
5 +3 +1+1+1Flexible Feat (1)
+3
6 +4 +2+2+2Mimic Class Feature 2/day
+3
7 +5 +2+2+2Split Aptitude
+4
8 +6/+1 +2+2+2Aptitude Focus 2/day, Ability Boon +4
+4
9 +6/+1 +3+3+3Mimic Class Feature 3/day
+5
10+7/+2 +3+3+3Rapid Refocus
+5
11+8/+3 +3+3+3Primary Aptitude
+6
12+9/+4 +4+4+4Mimic Class Feature 4/day
+6
13+9/+4 +4+4+4Flexible Feat (2)
+7
14+10/+5 +4+4+4Aptitude Focus 3/day, Ability boon +6
+7
15+11/+6/+1 +5+5+5Mimic Class Feature 5/day
+8
16+12/+7/+2 +5+5+5Double Aptitude
+8
17+12/+7/+2 +5+5+5Dangerous Unpredictability
+9
18+13/+8/+3 +6+6+6Mimic Class Feature 6/day
+9
19+14/+9/+4 +6+6+6Ability Boon + 8
+10
20+15/+10/+5+6+6+6Aptitude Focus unlimited/day
+10


Spells Per Day & Maneuvers
Class
Level0th
Level1st
Level2nd
Level3rd
Level4th
Level5th
Level6th
Level7th
LevelManeuvers
ReadiedStances
Known
1 2 1 - - - - - - 3 1
2 2 2 - - - - - - 3 1
3 3 2 0 - - - - - 3 1
4 3 3 1 - - - - - 4 1
5 4 3 2 - - - - - 4 2
6 4 3 2 0 - - - - 4 2
7 4 4 3 1 - - - - 4 2
8 4 4 3 2 - - - - 4 2
9 4 4 3 2 0 - - - 4 2
10 4 4 4 3 1 - - - 5 2
11 4 4 4 3 2 - - - 5 2
12 4 4 4 3 2 0 - - 5 2
13 4 4 4 4 3 1 - - 5 2
14 4 4 4 4 3 2 - - 5 2
15 4 4 4 4 3 2 0 - 6 3
16 4 4 4 4 4 3 1 - 6 3
17 4 4 4 4 4 3 2 - 6 3
18 4 4 4 4 4 3 2 0 6 3
19 4 4 4 4 4 4 3 1 6 3
20 4 4 4 4 4 4 3 2 7 3



Class FeaturesWeapon and Armor Proficiency:
A chameleon is proficient with all simple weapons and with light armor, as well as most shields (just not tower shields).

Aptitude Focus:
A number of times per day depending on your chameleon level (see chart), you can focus yourself on one of the following areas of expertise and gain its abilities, losing any abilities from your previous Aptitude Focus. Aptitude Foci each give their own set of special abilities and give an 'Aptitude Bonus' to certain skills and abilities; your Aptitude Bonus is one half your chameleon level, rounded up and is always a competence bonus. The sum of your skill bonuses granted by Aptitude Foci and your ranks in that skill cannot exceed your character level +3 (this is relevant if you gain these skills in-class in some way).

The process of switching Aptitude Foci takes one hour, but the effect lasts until you change your Aptitude Focus again. You can use Aptitude Foci to qualify for prestige classes and feats, but if you change your current Aptitude Focus so that you no longer would meet the entry requirements of a prestige class, you lose all of that class's abilities except for its base attack bonus, saves, skill points and hit dice until you once again qualify for it. If you no longer meet the prerequisites of a feat, you lose all of its effects until you meet its prerequisites again.

Arcane Focus: You gain the ability to prepare and cast arcane spells from any single arcane spellcasting class's spell list (you may decide on a different one each time you change to Arcane Focus). You must choose and prepare your spells ahead of time by getting a good night's rest and then spending 1 hour studying your spellbook (the spells you prepare must be in your spellbook). At each new chameleon level, you add two arcane spells of any level you can cast to your spellbook, and you can add spells from scrolls and other sources to it just like a wizard can.

To prepare or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spells is 10 + the spell level + your Intelligence modifier, and your caster level is equal to your chameleon level. You may only prepare as many arcane spells as your chameleon level would indicate on the Spells Per Day & Maneuvers table, plus any that you might get for a high Intelligence score (http://www.d20srd.org/srd/theBasics.htm#tableAbilityModifiersandBonusSpells) . Additionally, you gain your Aptitude Bonus on Knowledge (arcana) checks and Will saves.
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Devotion Focus: You gain the ability to prepare and cast divine spells from any single divine spellcasting class's spell list (you may decide on a different one each time you change to Devotion Focus). Unlike most divine spellcasters, who know all of their spells, you must prepare your spells from a prayerbook, which can be the same book as your spellbook. You must choose and prepare your spells ahead of time by getting a good night's rest and spending 1 uninterrupted hour in quiet meditation with your prayerbook (the spells you prepare must be in your prayerbook). At each new chameleon level, you add two divine spells of any level you can cast to your prayerbook, and you can add spells from scrolls and other sources to it just like a wizard would, but with divine spells.

To prepare or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spells is 10 + the spell level + your Wisdom modifier, and your caster level is equal to your chameleon level. You may only prepare as many divine spells each day as your chameleon level would indicate on the Spells Per Day & Maneuvers table, plus any that you might get for a high Wisdom score (http://www.d20srd.org/srd/theBasics.htm#tableAbilityModifiersandBonusSpells) . Additionally, you gain your Aptitude Bonus on Knowledge (religion) checks, Fortitude saves and Will saves.
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Combat Focus: You gain proficiency with all martial weapons, medium armor, heavy armor and tower shields. Your Base Attack Bonus from chameleon levels improves to that of a fighter and you gain extra iterative attacks in your full attack routine correspondingly (giving you iterative attacks as your Base Attack Bonus reaches +6, +11 and +16, with -5, -10 and -15 penalties respectively). Additionally, you gain your Aptitude Bonus to your current and maximum hit points, Fortitude saves and the Intimidate, Balance and Ride skills as well as the following benefit:
Warrior's Feat: Each time you enter Combat Focus, you may select a Fighter Bonus Feat or Tactical Feat to gain temporarily, but you must meet its prerequisites. At 5th level, you can ignore certain prerequisites for this feat: skill ranks of up to your level +3, saves of up to 2 + half your level, ability score requirements, and any prerequisite feats that you would be able to select with this ability. You do not gain the use of any such prerequisite feats. At 10th level you gain another feat with prerequisites you meet, and at 15th this feat too may ignore those prerequisites.

Stealth Focus: You gain your Aptitude Bonus on all Dexterity- and Strength-based skills plus Disable Device and Search, as well as on Reflex saves. You also gain the following extraordinary abilities:
Uncanny Dodge: You can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.
Trapfinding: You can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. You can use the Disable Device skill to disarm magic traps; a magic trap generally has a DC of 25 + the level of the spell used to create it. Beating a trap’s DC by 10 or more with a Disable Device check means you can study a trap, figure out how it works and bypass it without disarming it.
Hide in Plain Sight: You can use the Hide skill even while being observed. As long as you are within 10 feet of an area of darkness, shadowy illumination, or some sort of cover, you can hide yourself from view in the open without anything to actually hide behind.
Poison Use: You never risk accidentally poisoning yourself when applying poison to weapons or using poisoned weapons.

Wild Focus: You gain your Aptitude Bonus on Climb, Handle Animal, Jump, Knowledge (nature), Listen, Spot and Survival checks as well as your Fortitude and Reflex saves. Additionally, you gain the following extraordinary abilities:
Blindsense: Using your hearing, you notice and locate creatures without Listen or Spot checks out to a short distance. Creatures you cannot see still have total concealment against you (giving you a 50% miss chance and losing your Dexterity bonus to AC against their attacks). The range of this ability is equal to 5ft plus your Aptitude Bonus in 5ft increments.
Blindsight: Using your hearing, you maintain full awareness of the area around you without using your sight. Concealment, invisibility, darkness, blindness and other purely visual impediments have no effect on you from within the range of this ability, which is half your blindsense range (rounded down to the nearest 5ft). You cannot use your blindsight to distinguish color or read.
Favored Enemy: At the start of each day, regardless of the current Aptitude Focus, you can select a creature type to be your Favored Enemy (you must select a subtype as well if you choose Humanoid or Outsider) for use in Wild Focus. In Wild Focus, you gain an insight bonus equal to your Aptitude Bonus on Bluff, Intimidate, Sense Motive and Survival checks against your favored enemies, and you also add 1 plus another 1 per four chameleon levels to weapon damage rolls against them. See the table on PHB p.47 for a list of common favored enemies you can choose. (http://www.d20srd.org/srd/classes/ranger.htm#tableRangerFavoredEnemies)
Track: you gain the benefits of the Track feat (http://www.d20srd.org/srd/feats.htm#track) (PHB p.101)
Woodland Stride: You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas and similar terrain) at your normal speed and without taking damage or suffering any other impairment unless it has been magically manipulated to impede motion.

Martial Focus*: You gain proficiency with all martial weapons, Your Base Attack Bonus from chameleon levels improves to that of a fighter and you gain extra iterative attacks in your full attack routine correspondingly (gaining additional iterative attacks when your Base Attack Bonus reaches +6, +11 and +16 with -5, -10 and -15 penalties, respectively), and you add your Aptitude Bonus to Martial Lore skill checks and Reflex saves.

Choose a martial discipline; you gain the ability to ready/execute martial maneuvers and enter stances from that discipline, and your initiator level is equal to your chameleon level. Your momentary insight lets you temporarily learn as many maneuvers and stances from your chosen discipline as you can ready (see the Spells Per Day and Maneuvers table), but you cannot learn more than one of your maximum level maneuvers, two of the level below that, and three of the level below that (first level maneuvers are exempt from this limitation). You expend and recover your maneuvers in the same way a swordsage would: spend a full-round action to meditate and recover one expended maneuver, or five minutes to ready all of them. You begin all encounters with your current readied maneuvers unexpended.

*Martial Focus can be considered entirely optional and can be removed without consequence if your game does not include the Tome of Battle.

Able Learner (Ex):
Your cross-class skills only cost one skill point per rank, although they are still restricted by their normal maximum.

Ability Boon (Ex):
You gain a competence bonus to an ability score of your choice whenever you adopt an Aptitude Focus, and the bonus lasts for as long as you keep that Aptitude Focus. The bonus is +2 at 2nd level and improves to +4, +6 and +8 at levels 8, 14 and 19, respectively. You can use this ability to qualify for prestige classes or feats, but if you change this ability so that you would no longer qualify, you lose the benefits in the same manner you would with Aptitude Focus if used in this way.

Mimic Class Feature:
A number of times per day, shown on the class's chart, you can use the following abilities that would normally be exclusive to other classes. You may not use any of these to qualify for feats or prestige classes that require their normal versions, but you can still benefit from things that affect them as normal. Effects that grant extra uses of the normal versions of these features do not work with Mimic Class Feature (meaning things like Extra Smite, Extra Turning and Extra Rage would have no effect here).


Evasion (Ex): With a successful Reflex save against an attack that would normally deal half damage on a successful save, you can activate this ability to avoid the damage altogether as an immediate action. You can activate this ability after you have rolled a successful Reflex save, but before you have taken damage. This ability lasts for 1 minute.

Rage (Ex): Once per encounter during your turn, you may activate a Rage ability identical to that of a barbarian's (http://www.d20srd.org/srd/classes/barbarian.htm#rage) but with a shorter duration: +4 to Strength, +4 to Constitution (adding 2 HP per level that goes away after the Rage), +2 morale bonus on Will Saves, -2 AC. You cannot cast spells, cannot use magic items that require a command word, spell trigger or spell completion, cannot use Combat Expertise and cannot use Concentration or any intelligence-, charisma- or dexterity-based skills except Balance, Escape Artist, Intimidate and Ride. This lasts for 1 + your newly-improved Constitution modifier in rounds or until you end it voluntarily, at which point you become Fatigued (http://www.d20srd.org/srd/conditionSummary.htm#fatigued).

Smite (Ex): On your first daily usage of this ability, choose an alignment: Good, Evil, Lawful or Chaotic. You use this alignment for all subsequent uses of Smite for the rest of the day. On any normal melee attack against a target at least partly of the chosen alignment, you may add your Charisma modifier to the attack roll and half your chameleon level to your attack's damage. When used on targets not of the chosen alignment, this ability has no effect but is still used up.

Sneak Attack (Ex): Before you make any attacks on your turn, you can choose to activate this ability for one round (ending at the start of your next turn). When you succeed on an attack within 30 ft on a foe you are flanking or is denied its Dexterity Bonus, you deal an additional d6 of damage for every two levels of chameleon you have. This is precision damage and thus cannot affect creatures immune to critical hits, and cannot deal nonlethal damage with lethal weapons. Treat your rogue level as your chameleon level when opposing the target's Uncanny Dodge.

Turn/Rebuke Undead: On your first daily usage of this ability, you choose to either turn or rebuke the dead; all subsequent uses of this ability use that choice for the rest of the day. You turn or rebuke the undead as a cleric of two levels lower than your chameleon level. See here for Turn/Rebuke Undead details. (http://www.d20srd.org/srd/combat/specialAttacks.htm#turnOrRebukeUndead)

Efficient Preparation (Ex):
You can prepare your arcane and divine spells at the same time now and do not need to be in either spellcasting Aptitude Foci to prepare their spells, only to cast them. You are not considered to have the spells prepared by any other effects when you are not using their respective spellcasting foci.

Flexible Feat (Ex):
At 5th level, you can designate one of your existing feats that you have chosen using your natural feat progression (those given by levels, not by race, class or other ability) as a Flexible Feat. From then on you may change it to any other feat which you meet the prerequisites for whenever you change Aptitude Focus. You may do this with another of your feats at 13th level.

You can use these feats to qualify for prestige classes and other feats, but if you change them so that you would no longer meet the entry requirements of a prestige class, you lose all of that class's abilities except for its base attack bonus, saves, skill points and hit dice until you once again qualify for it. If you no longer meet the prerequisites of another feat, you lose all of its effects until you meet its prerequisites again. If you use the feat to bring about any kind of ability or effect that would ordinarily remain after you changed the feat, its effect ends as well - including any items or materials gained. Any item or material created or crafted by use of the feat possesses a faint magic aura of falseness that cannot be concealed by magic, and it can be detected as temporary by a DC 11 Appraise, Craft, Forgery, Spellcraft or Use Magic Device check.

Split Aptitude (Ex):
You gain the ability to adopt two different Aptitude Foci at once when you change Aptitude Focus. When you do so, your Aptitude Bonus is halved, your spells per day from your spellcasting foci are lowered by 1 for each spell level, your Martial Focus maneuvers and stances are reduced by 1, and the Warrior's Feat benefit of Combat Focus is reduced to that of a Chameleon 5 levels lower. This ability also lets you gain the effects of Ability Boon twice, but they do not stack when applied to the same ability score. Remember that multiple competence bonuses do not stack and that most Aptitude Foci provide only competence bonuses.

Rapid Refocus (Ex):
You can now adopt an Aptitude Focus at greater speed than before. After reaching 10th level, you can change your Aptitude Focus in 15 minutes.

Primary Aptitude (Ex):
Starting at 11th level, whenever you adopt two Aptitude Foci using Split Aptitude, you designate one of them as your Primary Aptitude. None of that Aptitude Focus's abilities are subject to the reductions from entering a Split Aptitude.

Double Aptitude (Ex):
Starting at 16th level, you can use Split Aptitude without either of the two foci being subject to Split Aptitude's reductions.

Dangerous Unpredictability (Ex):
You have become so adept at mimicry that you can quickly change your Aptitude Focus for a single round before reverting to your previous Aptitude Focus on your next turn. You expend one of your daily changes of Aptitude Focus to do this, you may only do this to take on one focus at a time, and you may not use Dangerous Unpredictability again for 10 minutes. Doing this is a free action and its effect ends at the start of your next turn.



http://www.wizards.com/dnd/images/ph2_gallery/97174.jpg


Extras

Chameleon FeatsAptitude Union [Tactical]

Chameleons meeting in the world are often capable of sharing a special bond due to the fact that most chameleons think strangely alike. While this can lead to discomfort and tension, it can also lead to frighteningly well-synchronized combat as allies.
Prerequisite: Aptitude Focus, Charisma 13+
Benefit: After fighting at least five battles within 60 feet of an allied chameleon who also has this feat, you become Bonded to one another and develop an unspoken combat rhythm when fighting near that chameleon from then on. You can form any number of said connections to others. This feat only takes effect when you and your fellow Bonded chameleons are allies, but does not require that you be aware of one another.
Back to Back: Whenever a Bonded chameleon uses the total defense action, fights defensively or successfully feints within 10ft of you, you each gain its benefit as if you had done it yourself but without taking the action or its penalties.
Uncanny Coordination: Whenever you use features or skills associated with your current Aptitude Focus, you confer a +1 morale bonus on attack rolls, armor class, skill checks, saving throws and spell DCs to all Bonded chameleons in different Aptitude Foci from you within 60ft. This effect lasts until the beginning of your next turn and stacks with others' bonuses when they trigger this ability (limit of +1 per type of Aptitude Focus).
Surprise, Surprise: If any of your Bonded chameleons take a surprise round within 150 feet of you and you did not receive a surprise round, you can take one anyway. If you were not aware that a combat has started nearby, you can sense that something dangerous is happening with one of your Bonded chameleons, but not where or what.

Eagle-Eyed Study [General]

Your inquisitive mind and sharp wits enable you to observe the world around you more closely. Every mundane and magical thing you see gradually comes together to improve your understanding of all the arts you study.
Prerequisites: Aptitude Focus, Spot 4 ranks, Intelligence 13+ and Wisdom 13+
Benefit: Every time you increase in level, you gain an extra arcane spell and an extra divine spell to write in your spellbook/prayerbook, but no more than two can come from the same spell list. This benefit is retroactive for previous chameleon levels as a sort of epiphany.

You gain proficiency with a single one-handed exotic weapon when adopting Combat Focus, your Search checks against traps improve by 5 in Stealth Focus, your Blindsense extends another 5ft in Wild Focus, and when you adopt a Martial Focus you count as knowing one additional maneuver of your second highest level available or lower (this bypasses your normal limit on the number of each level of maneuvers you can know, but your number of readied maneuvers stays the same).

Extra Mimicry [General]

You focus on training your improvisation skills to become more adaptable.
Prerequisites: Mimic Class Feature
Benefit: You gain one more daily use of Mimic Class Feature. You can take this feat multiple times, and its effects stack.

Focused Imitation [General]

You can lose another degree of detachment from the roles you play, becoming more immersed in the persona than normal.
Prerequisites: Mimic Class Feature, Aptitude Focus
Benefit: When you adopt an Aptitude Focus, you can choose one ability granted by Mimic Class Feature to double your uses per day with. When you use this feat, you become unable to use other Mimic Class Feature abilities. The effects last until you change your Aptitude Focus. Keep track of the number of expended daily uses of Mimic Class Feature when switching between normal Mimic Class Feature access and Focused Imitation's altered access.

Honest Fraud [General]

Your immersion in a role makes your deceit more difficult to uncover.
Prerequisites: Aptitude Focus, Disguise 4 ranks
Benefit: The difficulty class of an observer's spot check to see through your disguise increases by 5 if you are in an Aptitude Focus that grants abilities they know the person you are disguised as has. Skill and save bonuses are not part of this consideration. Your bluff checks against them are also improved by 5.

Mental Focus [Psionic]

Your unique combination of gifts in imitation and innate psionic talent makes you a special kind of chameleon.
Prerequisites: Aptitude Focus, power point reserve, character level 3rd. Levels in a psionic class are not required.
Benefit: You must permanently give up access to one type of Aptitude Focus of your choice (Arcane, Devotion, Combat, Stealth or Wild - or Martial if in use). If you are currently using that Aptitude Focus, it ends, and you can never again adopt that Aptitude Focus.

Select one psionic base class (treat psions of each discipline as separate classes); you lose the ability to manifest powers from it normally if you already can, but gain a new Aptitude Focus called Mental Focus that allows you to manifest powers you know from that class. At each chameleon level not divisible by three (meaning on 2 out of every 3 levels), your powers known (and mantles/unique powers per day if applicable), manifester level and power point reserve improve as if you had advanced a level in the class you chose. This gain is retroactive for previous chameleon levels. You do not gain any other class features from that class.

While you are in Mental Focus, you gain your Aptitude Bonus to Will saves and the Autohypnosis (http://www.d20srd.org/srd/psionic/skills/autohypnosis.htm), Knowledge (Psionics) (http://www.d20srd.org/srd/psionic/skills/knowledgePsionics.htm) and Psicraft (http://www.d20srd.org/srd/psionic/skills/psicraft.htm) skills. If you use Mental Focus as part of a Split Focus, the number of power points usable to you are reduced to two levels lower on the chart of the psionic class you chose. This reduction is lifted if selected with Primary Aptitude or if you use Double Aptitude.

Special: You cannot use Flexible Feat to change this feat.

Twin Focus [General]

Your ability to maintain two Aptitude Foci improves, giving you the ability to maintain and distinguish between similar roles.
Prerequisites: Split Aptitude
Benefit: You gain the ability to adopt two of the same Aptitude Focus when you enter a Split Aptitude. The effects do not stack if you make the same choices or gain a fixed benefit, but any choices you make when you adopt each Aptitude Focus can be different ones. For example, you could choose Arcane Focus twice to be able to cast both wizard and bard spells, or Wild Focus to select two favored enemies. You are still limited by one total for arcane spells per day and likewise for your divine spells per day.



Pathfinder Adaptation Here (http://www.giantitp.com/forums/showthread.php?p=11322346#post11322346)


Sample Chameleon Encounter Here (http://www.giantitp.com/forums/showthread.php?p=11325594#post11325594)


Epic Progression

Rules for progressing past level 20:
Caster level increases as normal.
You gain an extra usage of Mimic Class Feature at level 21 and every 3 levels thereafter.
Your Ability Boon improves by 2 at level 25 and every 6 levels thereafter.
You gain a bonus feat every four levels after 20th. Use the epic Eldritch Knight (http://www.d20srd.org/srd/epic/prestigeClassProgressions.htm#epicEldritchKnight)' s bonus feat list.
See here (http://www.d20srd.org/srd/epic/basics.htm) for more information on epic advancement.



Changelog
The official chameleon Prestige Class this is based on. (http://www.wizards.com/default.asp?x=dnd/iw/20041210b&page=1)

Update (Mar 31, 2014): Attempted update to new forum code, trimming some text to fit.
Update (June 23-30, 2011): Opening paragraph rewritten and Adventures/Other Classes sections added. Divine Focus changed to Devotion Focus (game term conflict), given prayerbook-based preparation (nerf), and was rewritten for clarity (didn't even mention Wisdom before!). War Focus named Combat Focus again. Combat Focus's damage bonus was removed to keep it from outshining T4 melee classes at damage. Combat Focus's Aid Another for free wasn't useful and did not emphasize the role, so it now gives a Fighter feat at 1st and 10th level that you can ignore prerequisites for at 5th and 15th levels. Stealth Focus given Poison Use. Wild Focus's Blindsense+Blindsight toned down to scale with level, and Favored Enemy's damage is halved. Able Learner moved to level 1, Ability Boon +2 moved from level 4 to 2. Ability Boon qualifies you for things now. Double Aptitude, renamed Split Aptitude, made available at 7th level, Primary Aptitude shifted down to 11th level, and Double Aptitude was added at 16th level (gain full benefits). Chameleon Feats added.
Update (July 30, 2010): Aptitude bonuses to skills were designed to make cross-class skills almost as good as in-class skills... which made them uber good if you did something to make them in-class. You lose the bonus now if you exceed the cross-class maximum ranks in the skill.
Update (December 20, 2009): Wild Focus ambushed Stealth Focus in the woods and took Spot and Listen from it. Smite and Turn Undead used your chameleon level in the PrC, but were weaker than normal due to the PrC only having 10 levels! I caught onto this and have changed my chameleon to correspondingly weaker values of level/2 for smite damage and level-2 for turn/rebuke. I'm not aiming for tier 1 with this.
Update (September 9, 2009): Changed BAB back to 3/4, removing attack bonuses from various foci and getting rid of stupid 'spot the weakness' stealth ability.
Update (July 23, 2009): Changed "Maneuvers Known" to be variable - you know as many maneuvers as you can ready when you switch to Martial Focus, but they can be different every time and only from one discipline.
Update (July 15, 2009): Changed the BAB to 1/2 and removed medium and heavy armor, but made the bonuses from Aptitude Focus (now the "Aptitude Bonus") to be 1/2 your character level + 0.5. Changed Combat Focus from a bad Martial Focus to War Focus with new features, like full-BAB iteratives. Stealth Focus lost Search to Wild Focus, but gained the ability to make a touch attack with a spot check. Wild Focus adds the Aptitude Bonus to attacks vs favored enemies. The reason for most of this is to reduce the frontloaded-ness of the non-casting foci: too good in low levels and too weak later on.
Update (June 10, 2009): Added in Primary Focus at 16th level - one of the aptitude foci you adopt with Double Aptitude is not reduced. Rapid Refocus no longer two-tiered. Got rid of damage reduction (from Mimic Class feature), which made no sense at all. Added more explanatory text so you don't have to go elsewhere for things not named Track.
Update (Dec 29, 2008): Found a better picture, cleaned up some text, gave it an epic progression and started using bulleted lists. You may now use Aptitude Focus to qualify for things.
Update (Dec 8, 2008): Double Aptitude got nerfed to giving half the bonuses and reduced spells per day, because of how dramatic a change occurs when you get this.

Images used: "Magelord" by Brian Despain, 'Respec' by Steve Prescott


Thanks for reading, and thanks to all the people who responded to this topic, which helped shape this class.

Flashlight
2008-09-14, 03:08 PM
Seems very cool and quite powerful. I would be careful with the 2 flexible feats, I'm sure many will find ways to abuse them by taking some kind of feat combo, do something like crafting items and change them back. The second thing I have to nitpick are the class skills. You get Able Learner for free, but its not helping much unless you multiclass, and I love classes that don't have to multiclass. I would suggest that you get an extra skills as class skill every second level or something like that.
Also, the absolute win about the class are the added martial maneuvers, they really make the combat aptitude good. Arcane Spells + Martial Maneuvers? You've just killed Jade Phoenix Mage... big time. :smallsmile:

Also, at last, I would really love to try it out in game. :smallcool:

TeeEl
2008-09-14, 05:18 PM
I always thought the chameleon was kind of goofy, but it makes up for the somewhat odd concept with sheer awesomeness. Nice work.

Stealth Focus and Wild Focus are still pretty mediocre, though. Since when does Favored Enemy qualify as "awesome"? At very low levels they provide decent utility, but they're going to be rapidly outstripped by the spellcasting foci and their sheer buffing potential. One possibility: combine the two into a single aptitude focus for ultimate skillmonkery.

Owrtho
2008-09-14, 06:01 PM
This class looks quite entertaining to play. I could also be quite useful. Also now that I think about it, its kinda like a more stable version of the fragmented (http://www.giantitp.com/forums/showthread.php?t=90975) class I'm making. If I ever find somewhere to play dnd again I'm adding this to the list of classes I want to play.

Owrtho

wadledo
2008-09-14, 07:02 PM
Rage (Ex): Once per encounter, during the chameleon's turn, he may activate a Rage ability identical to that of a barbarian's: (http://www.d20srd.org/srd/classes/barbarian.htm) +4 to Strength, +4 to Constitution (adding 2 HP per level that goes away after the Rage), +2 morale bonus on Will Saves, -2 Dexterity. He cannot cast spells, cannot use magic items that require a command word, a spell trigger, or spell completion, cannot use Combat Expertise, and cannot use Concentration or any intelligence-, charisma-, or dexterity-based skills except Balance, Escape Artist, Intimidate, and Ride. This lasts for 3 + user's newly-improved Constitution modifier rounds or until he ends it voluntarily, at which point he becomes Fatigued (http://www.d20srd.org/srd/conditionSummary.htm#fatigued).

I hope you mean AC, not dex.

FMArthur
2008-09-14, 07:20 PM
Whoops. Good catch.

Flashlight
2008-09-15, 07:00 AM
By your description, the Chameleon learns New Maneuvers of level x, where x is Chameleon level : 2. That would mean a lv. 17 Chameleon could learn level 9 Maneuvers from any school?

FMArthur
2008-09-15, 02:38 PM
Yes, he can learn level 9 maneuvers. It's confusing to scale martial adept advancement in ways other than the two offered by the ToB: max maneuver is 1/2 character level, or max maneuver level is 1/4 character level. A class is either a Martial Adept or it's not. He'd be about as incompetent at being a Martial Adept as a fighter who took Martial Study for all of his bonus feats if I used the latter. Keep in mind that 9th level maneuvers are in no way like 9th level spells.

I've changed his stance progression to be poorer now, but I don't think the maneuvers are problematic. A chameleon has a warblade's maneuver progression, which sucks for him since he recovers his maneuvers in the inferior swordsage manner, and most significantly, he does not get to go through the maneuver exchange program that normal Martial Adepts do (A warblade, for instance, could have a maneuver arrangement of 0/0/0/1/2/2/2/2/3, while a chameleon would be stuck at 4/1/1/1/1/1/1/1/1). He can learn a maneuver of every level and a stance of every level but one, and that's it. He gains none of the warblade's (or any other MA class's) class features, either. I don't think they have no need to fear his marginally superior discipline selection.

wadledo
2008-09-15, 03:19 PM
Wow.
I just realized the stupidest/greatest thing ever.
A Chameleon 10 /Chameleon 10 would be either the worst class ever, or the most convoluted thing this side of Sharn.

Flashlight
2008-09-15, 04:16 PM
Yes, he can learn level 9 maneuvers. It's confusing to scale martial adept advancement in ways other than the two offered by the ToB: max maneuver is 1/2 character level, or max maneuver level is 1/4 character level. A class is either a Martial Adept or it's not. He'd be about as incompetent at being a Martial Adept as a fighter who took Martial Study for all of his bonus feats if I used the latter. Keep in mind that 9th level maneuvers are in no way like 9th level spells.

I've changed his stance progression to be poorer now, but I don't think the maneuvers are problematic. A chameleon has a warblade's maneuver progression, which sucks for him since he recovers his maneuvers in the inferior swordsage manner, and most significantly, he does not get to go through the maneuver exchange program that normal Martial Adepts do (A warblade, for instance, could have a maneuver arrangement of 0/0/0/1/2/2/2/2/3, while a chameleon would be stuck at 4/1/1/1/1/1/1/1/1). He can learn a maneuver of every level and a stance of every level but one, and that's it. He gains none of the warblade's (or any other MA class's) class features, either. I don't think they have no need to fear his marginally superior discipline selection.

Seems ok when viewed that way, thanks, I'm a newbie as far as ToB is concerned, since I got the book very recently.

So, about playtesting, I'm only able to play PbP, mostly here on the forums, but managed to get an ok from the DM of a game to try your Chameleon out. Recruitment ends friday, but I have two exams to write this week, so I may not be able to finish it. I would really appreciate it if you could help me by proposing equipment, maneuvers and spells, especially those that you would see as problematic and in need of checking. I will finish the fluff and the fine tuning. If you're lending me a helping hand, PM me, here (http://www.giantitp.com/forums/showthread.php?t=91049) is the recruitment thread and here (http://www.myth-weavers.com/sheets/view.php?id=81609) is the start of my character sheet. The gold is standard WBL of 66.000 and the DM is ok with all official books.

thegurullamen
2008-09-15, 04:17 PM
Wow.
I just realized the stupidest/greatest thing ever.
A Chameleon 10 /Chameleon 10 would be either the worst class ever, or the most convoluted thing this side of Sharn.

Behold my mastery of level four spells! Much greater On par with the mystic theurge! I can open locks that would phase ten year olds! I have favored enemies that I really, really hate! Other stuffs! Rawr!

(bitchslapped by a Samurai 20)

thegurullamen
2008-09-15, 04:22 PM
I've changed his stance progression to be poorer now, but I don't think the maneuvers are problematic. A chameleon has a warblade's maneuver progression, which sucks for him since he recovers his maneuvers in the inferior swordsage manner, and most significantly, he does not get to go through the maneuver exchange program that normal Martial Adepts do (A warblade, for instance, could have a maneuver arrangement of 0/0/0/1/2/2/2/2/3, while a chameleon would be stuck at 4/1/1/1/1/1/1/1/1). He can learn a maneuver of every level and a stance of every level but one, and that's it. He gains none of the warblade's (or any other MA class's) class features, either. I don't think they have no need to fear his marginally superior discipline selection.

That hurts the class' jack-of-all-tradesmanship, considering all high-level maneuvers require a lot of lower level maneuvers known from the same path. You're basically forcing a single path down the Chameleon's throat. Well, that or abysmally low powered maneuvers in which case you might as well place a "No maneuvers of 7th level or higher may be learned" limit on them.

Djinn_in_Tonic
2008-09-15, 05:03 PM
This is pretty damn awesome.

That said, I had a version of this exact same thing I was working on a while ago, and you've gotten me re-interested in finishing it. Mind if I snag a few things from what you've got here (credit where credit is due for anything you've added that the original didn't have and I happen to like)?

-The Djinn

FMArthur
2008-09-15, 05:08 PM
That hurts the class' jack-of-all-tradesmanship, considering all high-level maneuvers require a lot of lower level maneuvers known from the same path. You're basically forcing a single path down the Chameleon's throat. Well, that or abysmally low powered maneuvers in which case you might as well place a "No maneuvers of 7th level or higher may be learned" limit on them.
Damn, I didn't even think of that. Okay, I'll give him a 'maneuvers known' growth halfway between a warblade's (1/2 levels) and a swordsage's (1/level). So he'll alternate between gaining one and not gaining one each level (0.75/level). He doesn't need more than that to be functional. All I want is for the chameleon to be able to work with a few disciplines of your choosing, so don't expect to be able to successfully progress every discipline. He'll still retain his bad 'maneuvers readied' growth, so I'm not particularly worried about balance yet. :smallsmile:

Dode
2008-09-15, 05:09 PM
Arcane Focus: You gain the ability to prepare and cast arcane spells (in the same way a wizard would) from any single arcane spellcasting class's spell list]
I pick Trapsmith. Look out CR1 encounters!

FMArthur
2008-09-15, 05:28 PM
This is pretty damn awesome.

That said, I had a version of this exact same thing I was working on a while ago, and you've gotten me re-interested in finishing it. Mind if I snag a few things from what you've got here (credit where credit is due for anything you've added that the original didn't have and I happen to like)?

-The Djinn

Sure, go for it. I don't even think I'd be jealous if yours turned out better; I'd just want to play one. :smallbiggrin:

TeeEl
2008-09-15, 05:35 PM
'Awesome' may have been too strong a word, but a Favored Enemy that you can change every day + Divination doesn't sound good to you? You could also use your feats to improve your Favored Enemy effectiveness with things like allowing Sneak Attack on undead and such.

It's a single, always-on buff of mediocre strength and conditional applicability. At low levels it is quite nice. At medium levels it pales in comparison to what the spellcasting foci can get you.

Blindsight is a very potent ability, though, to the point where giving it at level 1 is probably overkill. I would recommend giving blindsense instead and having it upgrade to blindsight at 8 or 14. It would probably be safe to give it at level 8, since I still don't foresee it seeing a lot of use until double aptitude kicks in anyway.

FMArthur
2008-09-15, 05:42 PM
Okay, I'll make that change.

edit: I just noticed that Blindsight and Blindsense need to be given a range. What do you think would be appropriate? 30ft? farther?

edit2: Making it 50ft, so that it can't just be replaced with a 3rd level cleric spell.

FMArthur
2008-09-17, 08:46 PM
Update: After spending some time figuring out what might be wrong with Owrtho's fragmented (http://www.giantitp.com/forums/showthread.php?t=90975) class, it made me realize what an issue character complexity is. Overcomplication is something I was constantly thinking about when making this Base Class, so I tried to keep it to a minimum, but I probably wasn't thinking clearly, or at least wasn't using the right standard for complexity. I don't want to make any major changes, because I've grown to like the main features quite a bit, but there's too much stuff in the class that doesn't need to be.

-Shifting Skills (2nd level, grands bonus skill points that can be redistributed daily) is a nice feature that I don't think was unbalancing or anything, but it's just tacked on and adds one more thing a player needs to decide at the start of the day. Chameleon on its own is also not intended to be a skillmonkey without some kind of specialization and Foci, and I should've stayed with that. Needless complication, I say.
-Able Learner was tacked on in much the same way, but unlike every other ability, Able Learner actually simplifies things, so it can stay.
-Stealth Focus gave a bonus to like 8 different skills. I don't want to have to keep track of that on my character sheet, do you? You need a good eraser just to not make a mess. I noticed an obvious pattern, and just changed the Focus to say "all dex skills plus spot, search, and listen". He only gained Escape Artist (should have had it) and Ride, losing Climb. It's much easier to track when it's not just a large collection of specific bonuses.

Hmm. I thought my list of cuts was going to be longer. But the main complicating factors for a chameleon are really his main gimmicks.

Baron Corm
2008-09-17, 09:09 PM
Are you aware of the existence of the factotum from Dungeonscape which is basically this?

FMArthur
2008-09-18, 11:40 AM
Yes, I am, and no, it's not. In a nutshell, a factotum is a generalist, and a chameleon is a specialist who changes specialization. So at any one time, a chameleon is filling a specific role, like 'arcane caster' or 'warrior', and has more specialized abilities focused on doing those. A factotum is at all times a caster, skillmonkey, fighter, healer, etc, but loses some power and abilities in each of them as a trade-off for being able to do all of it at once. The common theme between the two classes is being able to do anything.

The general abilities of a factotum augment the specific, more powerful abilities of a chameleon, whereas entering chameleon with levels of a different class would make the character lean in that class's direction with the chameleon abilities, instead of supporting the chameleon's ability to change roles and be moderately good at any of them. That's why factotum is almost always the entry class when people take levels of the chameleon PrC, and why the factotum's class description specifically recommends the chameleon as a prestige class. They are two classes based around the same theme, but executed in such different ways that each class is able to maintain its own identity. Even sorcerers and wizards struggle with that a little.

Anyway, this thread is just my extension/update of the chameleon PrC into a base class. If you're going to compare it to anything, I'd suggest reading up on the PrC it's based on.

Ogroll
2008-09-18, 03:48 PM
Hi there,
just found this Thread a few days ago and you did some great work here. Really sounded to me like a class i would enjoy to play. :smallbiggrin:

But I´ve got a question about your last changes. With the new stealth focus you don´t get a competence bonus on disable device anymore because it´s intelligence-based and not on dex. Or do I miss the point somewhere?

Hope my english is not too bad :smallwink:

So long,
Ogroll

boomwolf
2008-09-18, 05:33 PM
In short: NO.

In Long: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

Ok, now lets write it down properly.

Seems well made to me, but very, very overpowered.

Not to mention the fact chameleon as a base class strikes me as a bad flavor, and an open road to heavy abuse.

I mean, a master of changing his abilities should not be something "simple" that "anyone can be"...it should be HARD to get to, and require great practice and skill. an ability like "aptitude focus" at level one jest feels wrong.

Other then that your attack bonus as material/combat grants you a BETTER attack bonus then melee character at every single level. and while you do get less attacks later on, its wrong that you are better at hitting stuff then a pure melee at levels 1-5, 8-10, and 15. and don't say "barbarian rage" because chameleon rage+ability boon set to Con makes a joke out of it.

You purely outclass many characters. jest about EVERY half-caster classes, all melee classes unless I am forgetting one, I think mystic theurge is a joke compared to him, rouge/assassin and the like can't hope to match his combined stealth, attack scores and sneak-attacks, and all that even if you get to choose everything once a day instead of changing it nearly at-will.

The only thing this class ISN'T strictly better then are pure spell casters, and they are no comparison because they are all broken from the firstpalce. and even then the only reason he isn't strictly better is that they have level 8 and 9 spells, while you are limited to "only" having 2 sets of 0-7 spellcastings, who by the way even without your silly adaptability that beats batman builds is better then a single 0-9 spellcasting in the way that while you have less powerful spells at each, at such power it makes no difference and 6-7 level spells are pretty much enough to take care of anything. and you have about double then they have.

Nice idea, good effort, yet completely unacceptable. this is a monster that could have been better then 2 characters of any build as a team if they didn't have the advantage of having twice as many actions. The only way I MIGHT have allowed it in a game of mine is as the BBEG, and I would put him at the same level as the PC's for a 6-man party, or lower if its a 4-man party, while normally a BBEG is about 25% higher in levels or more.

FMArthur
2008-09-18, 05:39 PM
Oops. Thanks for the info. I don't want to overcomplicate Stealth Focus by adding more individual skill bonuses to it, so it's a class skill now. Woo.

My previous post was also incorrect about what skill bonuses are gained from giving it to all Dex-based skills: I don't think Balance, Slight of Hand, Tumble or Use Rope were there before, and they are now included. So now it actually has enough skills covered to be considered a 'skillmonkey' focus. You won't get any really great skill checks out of it, since none are class skills anyway, but putting ranks into them (thank you Able Learner) makes them into at least good checks. A serious skillmonkey still outperforms it, obviously, but it's supposed to be that way.

TeeEl
2008-09-18, 06:01 PM
Seems well made to me, but very, very overpowered.

In short: lulz
In long: lulz!

You can't get dual casting until level 11, at which point a Mystic Theurge is already casting better than this and gaining spells faster; without a level dip to get more class skills you can never even dream of beating a skillmonkey at their own game; you can only deliver six sneak attacks per day at level 18 (at which point a sneak attack focused rogue can deliver more sneak attacks per round!).

You can perform marginally better than an unoptimized single-classed fighting class, though. Congratulations.

boomwolf
2008-09-18, 06:32 PM
In short: lulz
In long: lulz!

You can't get dual casting until level 11, at which point a Mystic Theurge is already casting better than this and gaining spells faster; without a level dip to get more class skills you can never even dream of beating a skillmonkey at their own game; you can only deliver six sneak attacks per day at level 18 (at which point a sneak attack focused rogue can deliver more sneak attacks per round!).

You can perform marginally better than an unoptimized single-classed fighting class, though. Congratulations.

The fact a mystic theurge CASTS better makes her no better in any way. a theurge gets no mass bonus to ability scores, no "mimic class feature", lower BAB, no bonus feats (Who you can change), has half the HP, and no ability (who matters the most) to turn themselves into rouge/fighter at the moment they are even CLOSE to run out of spells.
And nitpick-at level 11 BOTH cast as a level 8 pure in two classes. no theurge is NOT better. at level 20 it changes as theurge casts as two level 15's and chameleon casts as two level 14's. (actually 1 more 5th level. then they do, but whatever.)

Rouges on the other hand cannot cast spells, and first of all need to REACH the opponent undetected to get a sneak attack, and then even HIT them. the fact they can sneak attack alot more does not change the fact the chameleon will score a sneak attack about twice as much then a rouge (unless dumb opponents that have low AC and sensory skills are involved.)
I mean, it SHOULD be standad issue by that point that SOMEBODY in the opposing group has incredible sensory skills, that will allow him to take out that non-magical stealth.
BTW-the chameleon does damage as 1 level higher.
BTW 2-yet again he gains the ability to change his...everything, if that fails.

So you can't beat a skillmonky at their own game? you sure? your aptitude focus sure gives niceskillpoints. and that ability boon does not hurt too.
Combine with spells from ANY spell-list, your chances of failing a skill check you are ready for are aspiring to zero.
Besides why DO you need to beat them? its not like they can kill you with skillpoints. you can jest spell/strike/smith/rage/sneakattack/turn or spell with another list at them, ONE of these has GOT to be effective...

Last, you ruined the joke. really.

Baron Corm
2008-09-18, 06:40 PM
In a nutshell, a factotum is a generalist, and a chameleon is a specialist who changes specialization.

Being that there is a lot of material to read through I just took a skim through it. But based upon your description and boomwolf's posts, I can't see how this could be balanced. A factotum does a good job of being 75% of each class. If a chameleon is more than that (90-100%?) of each class, and can change what he is, that makes him inherently the best class ever. I'd like to say again that I haven't fully read the class, just some opinion on the basis of it that I'm throwing out.

TeeEl
2008-09-18, 06:53 PM
And nitpick-at level 11 BOTH cast as a level 8 pure in two classes.

This alone is incorrect in so many ways, I give up. There's not much point in arguing about subjective balance if you're not even going to bother getting your factual basis right.

(EDIT: OK, that was probably unfair of me; I assume you probably meant "at level 11 both are fairly equivalent to a level 8 pure in two classes", which is pretty much true. However, your posts are filled with many minor inaccuracies such as these, which does make it somewhat frustrating to discuss.

I'm not even sure where to start on some of these--rogues only get to sneak attack once or twice per day? really?--so I'm not going to bother. I will point out, however, that most of your complaints are true of the Chameleon PrC itself, which is pretty definitely not broken. And this version removes the most broken aspect, by thoroughly axing the ability to prepare and cast any combination of spells of 6th level or lower at CL 20 by level 15. Yes, the Chameleon is versatile, but they are largely crippled in their inability to specialize; they cannot match the feats and PrC powers that a specialist class can bring to bear within their area of expertise. The Chameleon looks like they might sort of be able to do okay compared to other classes, but only if the other class takes no PrCs and puts all their feats into Skill Focus: craft (basketweaving) and the like.)

thevorpalbunny
2008-09-18, 08:09 PM
I like this class; did the offer of playtesting work out?

Also, a chameleon that (just as an example) could imitate any class but at 2 levels lower would be almost completely useless. If it trails about a level behind in whatever it does, it's like having a bunch of cohorts.

boomwolf
2008-09-18, 08:33 PM
Correct my "minor inaccuracies" then, everything I wrote down if pretty much by looking at two charts and comparing.

And yes, in a proper game a rouge will only get to sneak attack VERY little with no magic help. its jest too easy to detect him. (beat him at spot VS hide OR listen VS move silently OR have a magic/extraordinary means of detecting everyone that is even CLOSE to you. and as said, in a normal situation any SMART opponents should have all three damn high and spread to two or three guys.)

The fact you cannot specialize matters not when you can mimic jest about any class to 80%-90% capability (and for a few classes 100% or even more), and change your chosen class multiple times, with no cost but daily use limit that you are doubtfully going to need more. (and at level 20 as much as you like.)

And you got the biggest spell list of all classes. about twice as many different spells as the second in line.

Going to level 30 you might as well be a chameleon 20/chameleon 10. haivng a +10 aptitude bonus and +14 ability boon to get insane bonus spells and save DC. (lets say you have 10 at start, that means you get 24 total, enough for level 6-7 bonus spells to start flowing, and for getting a +7 to your save DC. and thats before you bring in magical items, points invested in level-up, feats and the likehood that you had 16 or 18 Int in level 1 from the firstplace. its silly powerful and you didn't optimize it even one bit-jest took a base class and a PrC.

Ho, and you still have a massive boost to your attack score due to taking +10 aptitude into combat. making that even with all his spellcasting prowess he can simply punch people in the face, and do it better then your knight/barbarian/whatever too!

Now jest think what might happen is somebody optimizes it in order to milk every possible bit of power.

(levels in the next phrase are to describe the PrC version minimal total level to get things.)

And another note you are probably missing, some very good things this guy gets much before the PrC. aptitude focus at level 1 is at all risky (instead of 6), the +4 focus in level 8 (instead of 10) is risky. ability boon shifted from 9 to 4, and the +4 version from 12 to 8.

Draz74
2008-09-18, 08:52 PM
And yes, in a proper game a rouge will only get to sneak attack VERY little with no magic help. its jest too easy to detect him. (beat him at spot VS hide OR listen VS move silently OR have a magic/extraordinary means of detecting everyone that is even CLOSE to you. and as said, in a normal situation any SMART opponents should have all three damn high and spread to two or three guys.)

Um. Flanking?

FMArthur
2008-09-18, 10:45 PM
I really don't have much to say regarding class balance that I haven't already said in my 'comments' section, but here:

1: The chameleon is a high-powered class. It's inherent in the concept: if you take away his coolest and most powerful ability, Double Aptitude, then he becomes a liability for the party. He'll struggle to do anything well, and since he can't dedicate the same resources to a single specialization, he would just plain not be able to contribute on the same level as anything else. The reason I think chameleon should be able to reach 80%-ish of the imitated class's power is that he can't do it all at once like a generalist jack-of-all-trades can. I do not think that he reaches 'tier 1' or even 'tier 2' in terms of power levels, but he's obviously just going to outshine some of the lesser classes; you can't help but beat Samurai. I feel that it's in the same range as ToB and Psionics, which is strong but not enough to make the party redundant or present unique DM challenges.

2: The balance of classes past level 17 is just gone. The stronger characters can do things to help, but the fate of the party is in the hands of the full casters. Don't use examples of power levels at level 30, for instance. :smallwink:

3: Please look at the class in terms of what it can do at one time. Chameleons do not have access to every spell at all times. They do not recieve Ability Boon to every stat at all times. The player is assumed to have not mastered the fine art of rolling an 18 in every ability score. They don't get every feat, they can't continually Sneak Attack, don't get the benefits of every race at character creation, etc etc. The chameleon is not the sum of all his situationally possible abilities.

4: Getting some things early compared to the PrC is important when you don't have any other class's abilities to fall back on. He needs to start with Aptitude Focus at level 1. He'll suffer from mediocre BAB, terrible saves, and MAD like nobody's business until he starts to get Ability Boon, Mimic Class feature, and more than one change of Focus per day. At that point he can actually be a character of decent ability.

Rei_Jin
2008-09-18, 10:54 PM
I really like the class, but I also really like the original Chameleon PrC. The only thing I would do more to it, is set it so that he can't use any of his abilities from his aptitudes, etc to qualify for Prestige Classes and feats, same as the PrC. This will severely limit cheese potential.

And whilst I understand the issues that some people may have with the Chameleon PrC and with this class, saying that it can be abused is like arguing that ANYTHING in the game can be abused. Of course it can. It's a game, for goodness sake. That's why we have DMs, to ensure that people aren't allowed to deliberately break the game.



EDIT: I just noticed that you DID already implement what I had suggested. Good on you, you understand how to build classes, unlike many other people I've seen on here.

FMArthur
2008-09-18, 11:11 PM
...But you did make me remember that the original PrC said you can't use Aptitude Focus, Ability Boon, or Mimic Class Feature to meet the requirements of PrCs, feats, or 'other options'. I forgot to add that clause in for Ability Boon and Mimic Class Feature, but I think I'll let Mimic Class Feature be used to qualify for things, as it's the one part of the chameleon that is unchangeable, and he wouldn't have anything but skills and mediocre BAB to enter PrCs with and take feats with otherwise.


EDIT: I want to put a picture at the top of the class description, but I don't really know what to look for and don't want to use the one the PrC uses.

Rei_Jin
2008-09-18, 11:14 PM
Ah, but the intention is to lock someone into the class for 20 levels, thus ensuring that there is very little they can do that the DM cannot prepare for in advance.

When you've got a character with this much versatility, you want to have some kind of hold on it.

FMArthur
2008-09-18, 11:28 PM
Ah, but the intention is to lock someone into the class for 20 levels, thus ensuring that there is very little they can do that the DM cannot prepare for in advance.

When you've got a character with this much versatility, you want to have some kind of hold on it.

I don't think much good can come of PrCing out of chameleon partway through, but I'd like to at least give players the option. I can't see a reason to restrict it other than to force people who used my chameleon to keep playing it. It would be somewhat contradictory to the flavor text I gave to truly and permanently specialize in something, but it's only fluff and should be changed on a character-to-character basis.

boomwolf
2008-09-19, 03:55 AM
Um. Flanking?

Are YOU going to turn your back to the easy-to-see-who-he-is rouge so he could deal x10 times more damage then usual? no, you face him so he wont get sneak attacks.

Face it, opponents who are smart won't ALLOW more then a few sneak-attacks. they are easy to predict and prevent. (unless you got too many sneak attackers, but that hardly counts as anything.)

SilverClawShift
2008-09-19, 07:07 AM
Are YOU going to turn your back to the easy-to-see-who-he-is rouge so he could deal x10 times more damage then usual? no, you face him so he wont get sneak attacks.

D&D 3.5 doesn't have facing rules. The rogue sneaks if he gets in the flanking position, not if the target says "Oh, I'll turn my back to the rogue exposing my sweet, juicy kidneys"

Zeta Kai
2008-09-19, 08:14 AM
D&D 3.5 doesn't have facing rules. The rogue sneaks if he gets in the flanking position, not if the target says "Oh, I'll turn my back to the rogue exposing my sweet, juicy kidneys"

Unearthed Arcana has facing rules (http://www.d20srd.org/srd/variant/adventuring/combatFacing.htm) that cover sneak attacks (http://www.d20srd.org/srd/variant/adventuring/combatFacing.htm#sneakAttacks). Of course, that's not core, & it's complicated as all hell, but it's in there, & it's fairly well thought out.

boomwolf
2008-09-19, 11:32 AM
Any DM can handle a simple facing system, and I was under the impression everyone does.

The UA one is not very good, but a simple grid-based facing system should be within the abilities of EVERY DM and PC. (I mean, if somebody is in front of you, he is obviously not attacking you from behind.)

thevorpalbunny
2008-09-19, 12:52 PM
Essentially no one using facing because it's more work and, really, less fun. If they do, the rogue is virtually useless unless disguised (alter self or whatever) as a straight-forward fighter.

Also, any non-UA facing system is not only very nonstandard but also counter to the intention of the rules.

Zeta Kai
2008-09-19, 02:25 PM
Essentially no one using facing because it's more work and, really, less fun. If they do, the rogue is virtually useless unless disguised (alter self or whatever) as a straight-forward fighter.

Also, any non-UA facing system is not only very nonstandard but also counter to the intention of the rules.

QFT. Blah, blah, blah...

TakeV
2008-10-18, 01:31 PM
I seem to have fallen in love with your class; it's really quite epic.

I have a few questions, though.

1) It says that you can prepare arcane spells from any one arcane class spell list, but you must prepare them as a wizard. Does this mean that you must have, say, bard spells recorded in your spell book in order to prepare those?

2) The martial focus is very nice, but I saw nothing about swapping out maneuvers known at even levels, as a swordsage/warblade does. Do you get the ability to do so?

3) The 20th level feature, to change focus at anytime, has no description. Does this take a full round, standard, move, swift, or immediate action to do?

FMArthur
2008-10-18, 01:39 PM
I seem to have fallen in love with your class; it's really quite epic.

I have a few questions, though.

1) It says that you can prepare arcane spells from any one arcane class spell list, but you must prepare them as a wizard. Does this mean that you must have, say, bard spells recorded in your spell book in order to prepare those?

2) The martial focus is very nice, but I saw nothing about swapping out maneuvers known at even levels, as a swordsage/warblade does. Do you get the ability to do so?

3) The 20th level feature, to change focus at anytime, has no description. Does this take a full round, standard, move, swift, or immediate action to do?

1) Yes, that's right. You need to prepare the spells from a spellbook, even if the only normal users of a particular spell list are spontaneous casters.

2) Nope.

3) You're right, that is a little unclear. It just means you can change your aptitude focus any number of times per day. It does not change how you do so in any way.

thevorpalbunny
2008-10-22, 08:53 AM
Not being able to swap out maneuvers is a major power cut at medium and high levels. Essentially, they will have only 2 or 3 useful maneuvers at any given point.

TakeV
2008-10-24, 12:08 AM
It does kind of hurt the flexibility. Though there would be balance issues.
Perhaps if they could swap, but on more rare occasions? Or limit the types of maneuvers, then allow changing when focus is changed...

streakster
2008-10-24, 12:22 AM
I never posted that I loved this class, did I?

I love this class.

thevorpalbunny
2008-10-24, 08:59 AM
I would allow switching one per even level, same as normal. There are many maneuvers intended to be swapped out for stronger versions: the Nightmare Blade sequence, the Throw sequence, etc. Not being able to switch them is a pretty big deal.

FMArthur
2008-11-04, 09:25 PM
All right, all right. Changed to allow even-levelled maneuver-swapping. In return, and out of spite, he may only select one discipline to learn maneuvers from.




...Nah, I'm kidding. I think he'll still be okay. It's still a sub-par initiator, so I'm not all that worried. I was going to nerf Martial Focus but then I remembered that a Martial-Focus Chameleon recieves no bonus to any saves, sticking with the Chameleon's dirt-poor base saves.

Anyway, I'm posting here because I actually played this class like a month ago and realized I haven't posted about it yet!

Here it is, but be warned, it's long: We played from levels 4-9, and I survived the whole way through - got knocked into the negatives once and was rescued, though. My party consisted of myself playing as a human of this class, a Sorcerer, a Favored Soul, and a Fighter/Dervish. In our first session, I think I was playing in Stealth Focus the entire time.
I distinctly remember being able to scout exceedingly well, thanks to HiPS, and my skill bonuses provided minor aid in this role. Our Sorcerer got his bird familiar killed very early trying to scout with it, so it was down to me. They were kind of skeptical that I got HiPS so early, and I was a bit worried. When I found a guard, though, everyone waited expectantly for me to attack him out of the shadows and swiftly silence him. Then it was revealed that I couldn't actually do anything, since I'd used up my one sneak attack already, had low HP, no strength bonus, and carried only a scimitar. This relieved a lot of the nervous suspicion that I'd homebrewed a class just to be super-broken and upstage them all.
I kind of felt useless in combat when in Stealth Focus. I have hiding, and skills. Fortunately, I was still really useful in non-combat situations and could still swing a sword to mild effect.
I got to perform a sneaky kill after we'd levelled up to 6th and I had an extra usage of Mimic Class Feature to use, and I felt a bit better about my combat role.

The following session I played Martial Focused and then Divine Focused for a little bit. It was indeed a lot of fun, as ToB always is. This is also one of the aspects of the Chameleon I was most worried about. Anyway, my Tiger Claw/Diamond Mind/Devoted Spirit arrangement worked out pretty well, and my DM knows and plays ToB so he knew what to expect. This session went from level 6 to 8; at that level, I had 4 readied maneuvers total, and they most certainly were not enough to last an encounter, however... My big attack bonus (14 stength thanks to ability boon, and Aptitude Focus(+4) in effect) was able to let me do some consistent damage even when not using maneuvers. An enemy caster killed me, though, because I didn't make a save (big surprise) and didn't work at keeping my HP high enough. But that was at the end of combat, so my party healed me back up and we continued on. I was then inspired to take on a Divine Focus and was a good if unremarkable backup healer/buffer.

Next session we went from 8 to 9 and I played in Arcane Focus. It was fun, and my silly wizard tricks and traps turned out to be a great complement to our mostly-blaster compatriot. We fought a couple of large crowds and some Solid Fog helped enormously. The size of the crowds meant it took most of the session to fight them. The BBEG fight was hilariously short: our fighter wins initiative, runs up to the BBEG, and drops his portable hole into our only bag of holding. :smallbiggrin:

Not much else to say. It was fun; not too powerful, even slightly weak, but almost always had something to do that was useful. I would have liked to test it after level 11 though. That's a rather large power spike for the Chameleon.

FMArthur
2008-12-08, 02:49 AM
Update (Dec 8, 2008): I have decided to make a change to Double Aptitude. Below level 11, the chameleon was okay. Sometimes it's underpowered, but it makes up for its individual aptitudes' relative weakness with the unparallelled variety the class offers. At level 11 and beyond, however, it suddenly becomes two classes, and comes close enough to achieving the abilities of both that it really is a little unfair to those other classes that he gets to have two. Two options, two paths to take during any action, and sometimes with no weaknesses at all for an enemy to take advantage of. I've made a small change that could have a significant impact without being world-shattering for chameleon players: Double Aptitude gives half its Aptitude Foci's normal bonuses and spell casters have one fewer spell per day (for each spell level) when used in Double Aptitude. You don't get many spells as a chameleon, so this makes a difference, and for everyone else, you're getting half of the benefits in many areas. Stealth Focus doesn't seem so overpowered now that you can't be ridiculously good at sneakery and use another Focus to exploit it. This doesn't take the power or fun out of Double Aptitude, it just puts it more in line with the rest of the class features - useful and flexible, but with drawbacks. The final capstone was tweaked to not be infinite, but still provides more uses of Aptitude Focus than the other increases. Rapid Refocus maxes at 5 minutes and not 2 minutes. Those two were minor nerfs, especially since nobody even plays at that level.

FMArthur
2008-12-23, 02:08 AM
I finally decided on an image to place at the top of the page; it was difficult, because I didn't know what to portray the chameleon as, since they can look like anything. After realizing that picking an image of someone who looks sneaky would actually just be a display of a poor disguise, I finally picked the most extreme role among them - a barbarian. It's amusing to think of him turning around a corner, whipping out a spellbook, and posing as a wizard.

Anyway, I didn't bump this for something as inconsequential as that; I have a small assortment of similarly inconsequential changes:
Returned the capstone to being unlimited uses of Aptitude Focus
Made Rapid Refocus's level 16 incarnation yield diminishing returns over the course of the day, but start at 2 minutes
Fixed some grammatical errors, awkward phrases, etc
Continued to neglect the preposterously messy 'my comments' section featured at the end

...

I am sorry for wasting your time.

EdroGrimshell
2008-12-23, 08:27 PM
I'd love to see an expansion on the foci (incarnum, shadow, pact, truespeach, ect)

FMArthur
2008-12-24, 12:16 AM
I'd love to see an expansion on the foci (incarnum, shadow, pact, truespeach, ect)

It depends if those are learned abilities or innate powers. A chameleon isn't gifted with all sorts of weird bloodlines and magic genes, they just learn to use a variety of things. I don't know if any of those function off of innate abilities (you seem to have listed every magic system that I know nothing about :smallwink:), but the ones that do are automatically out. It's unfortunate, because some innate abilities are really cool, like psionics, but they would smash verisimilitude to pieces because you suddenly wind up with a character who just so happens to be born with every kind of magic (THE KING OF MARY-SUES), which is highly implausible, compared to just a guy who likes to study different things.

That said, I am open to `learned ability`-based foci being added, and I`ll look into those you`ve listed as potential candidates when I get back to where my books are after New Year`s Day. Feel free to add to the list for foci consideration.

For later: If the list of foci gets too large I may wind up having chameleons select a limited number of them to have availible upon character creation, since even learning such vast amounts of knowledge can quickly become ridiculous and verisimilitude-breaking. I want a class that can fit into most gameworlds.

thevorpalbunny
2008-12-24, 09:43 AM
All of those except incarnum are strictly learned; I'm not sure about the fluff for what allows someone to use incarnum, but I think that is learned as well. The only problem with them is that Incarnum is considered very easy to break in half and Shadow and Truespeech are horribly underpowered.
Pact is picked each day, granting certain sets of supernatural abilities by forming pacts with vestiges from beyond the multiverse; this might be problematic with the refocus abilities. Also, its fluff implies that it requires no effort whatsoever beyond learning how to bind a vestige; it might be difficult to explain why these binds go away.

Incarnum is in Magic of Incarnum, obviously; the others are the Tome of Magic.

strawberryman
2008-12-24, 11:55 AM
The class idea is awesome, but I'd be interested as to your take on the epic progression, as far as which abilities progress and how many/what bonus feats you could choose. Seeing as I'm using it in my Disgaea 3.5 game, and it will of course be going into ridiculously high epic levels.

FMArthur
2008-12-24, 08:33 PM
The class idea is awesome, but I'd be interested as to your take on the epic progression, as far as which abilities progress and how many/what bonus feats you could choose. Seeing as I'm using it in my Disgaea 3.5 game, and it will of course be going into ridiculously high epic levels.

I'll give it a shot:
Caster level increases as normal.
The bonus listed in brackets beside Aptitude Focus in the normal progression chart increases by 2 at level 21 and every 7 levels thereafter.
You gain an extra usage of Mimic Class Feature at level 21 and every 3 levels thereafter.
Your Ability Boon improves by 2 at level 25 and every 6 levels thereafter.
You gain a bonus feat every four levels after 20th.

Use the epic Eldritch Knight (http://www.d20srd.org/srd/epic/prestigeClassProgressions.htm#epicEldritchKnight)' s feat list.

This may in fact be rather crappy at epic levels, since you won't qualify for a good deal of epic magic feats with chameleon alone. I may change this when I'm back with my books, since the only examples I have of epic progressions are from the SRD.

thevorpalbunny
2008-12-25, 02:11 PM
How often do you get bonus feats? There's no standard.

OldTrees
2008-12-25, 04:49 PM
I really like this class. I have always been a fan of the chameleon concept.

On the topic of balance, the chameleon base class could memorize a list of long duration buffs with their arcane and divine spells and then switch to martial and
stealth aptitudes. The end result might be overpowered. I hope it isn't but it is a concern.

On the topic of teamwork, the chameleon at higher levels can be ready to replace up to two of (controller, defender, healer or striker) in combat. Would it be unbalanced for them to gain an ability that allows them to switch for a longer period of time than Dangerous Unpredictability allows them to but at a greater cost. This would allow it to replace fallen allies more easily but might be inherently unbalanced.

FMArthur
2008-12-27, 12:15 AM
How often do you get bonus feats? There's no standard.

Oops, sorry. Every four levels after 20th.


I really like this class. I have always been a fan of the chameleon concept.

On the topic of balance, the chameleon base class could memorize a list of long duration buffs with their arcane and divine spells and then switch to martial and
stealth aptitudes. The end result might be overpowered. I hope it isn't but it is a concern.

Yes, a chameleon can memorize a list of long duration buffs and cast them, then switch to Martial Focus to get some more out of it. But you can also do that and remain in caster focus and actually cast your other spells. If you're using a "cleric-zilla" formula in Divine Focus, how much better are you actually going to be if you switch to another focus? Most of your power will probably be from your spells in that case... just like it would if you stayed spellcaster.

Long-duration buffs are weaker, less useful, or at least less common than short-term ones. I'm happy with just preventing the short-term ones from carrying over. Yes a smart chameleon player with extra usages of Aptitude Focus can use this strategy to be more powerful, but I don't think it actually significantly affects the game balance unless serious cheese is used - the danger all casters present. Your cheese will be levels behind true full casters' cheese, and I don't think a bonus to hit and limited maneuver selection will contribute much to already cheesy spells and effects.


On the topic of teamwork, the chameleon at higher levels can be ready to replace up to two of (controller, defender, healer or striker) in combat. Would it be unbalanced for them to gain an ability that allows them to switch for a longer period of time than Dangerous Unpredictability allows them to but at a greater cost. This would allow it to replace fallen allies more easily but might be inherently unbalanced.

That would actually be very unbalancing. You can only do long-lasting changes with your normal change of Aptitude Focus, which takes minutes at its shortest time (and is therefore unusable in combat). If you could do it in combat, it would be extremely powerful because of the vast array of options it opens up. As all wizards know, options are power; with your idea you could potentially have the solution to every problem, and take over every role. Interesting as that might sound, it would be frustrating to your party, because ordinarily the whole party needs each other to support the party in their own unique way, but you wouldn't need it and could function as a party on your own. It would kill the fun of teamwork and of challenge.

Look at the factotum: it has, in general, weaker abilities than those offered by a chameleon. But the fact that a chameleon can only have a few of its abilities available to him at a time means that it can not be judged as the sum of all its parts, while a factotum (which has access to all its abilities at all times) can. Remove that limitation, and suddenly the chameleon really is the sum of all its parts, which would be ridiculously powerful. Dangerous Unpredictability is already very powerful, since it gives you that power, but after you exercise it you can't use it again for the encounter and sticks you back where you were.

ivendale
2008-12-27, 02:45 AM
If you wanted to be a lizard couldn't you just be a Druid and wild shape into one?

FMArthur
2008-12-27, 08:05 PM
If you wanted to be a lizard couldn't you just be a Druid and wild shape into one?
Wait until 5th level to play a chameleon? Laaame.

Awakened Chameleon Tiny size. +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits 1/2 those of Medium characters. Space is 2 1/2 feet and reach is 0 feet.
Magical Beast type
15ft land speed, 15ft climb speed
Low-light vision, blindsense
Str -6, Dex +4, Wis +2 Cha -6
Blend In (Ex): For each minute a chameleon takes no actions (except 5ft steps), it gains a cumulative +1 racial bonus to its hide check, which is reduced to 0 if it takes any actions (except 5ft steps).
Favored class: Chameleon
Level adjustment +1

:smallwink:

FMArthur
2009-01-16, 05:37 AM
Changed a couple things today: I put Evasion back into Mimic Class Feature and replaced it in Stealth Focus with Uncanny Dodge. I added a couple of desciptive paragraphs near the beginning (as if it needed more!), changed some of the formatting, clarified some ambiguities I found, etc etc. Small things.

Mostly, I'm just posting to say that I will not be adding extra aptitude foci to the class like I was considering sometime over the holiday. It's nothing I have against the specific classes and systems suggested, it's only that I've realized why it doesn't fit; the chameleon's foci are all about emulating a generic party role, and the proposed additions are very niche and they all just fit into roles already covered by foci.

I seriously doubt I'm going to be adding any more to the class (there is such a thing as a 'finished work', and I believe this is it), but I am still listening for suggestions if anyone reading has any. Thanks to everyone who's helped by posting their opinions and ideas here.

Morph Bark
2009-01-16, 05:59 AM
A mighty fine base class it turns out the Chameleon does make. :smallwink: May I ask if there are perhaps going to be more foci, like perhaps a Psionic Focus?

FMArthur
2009-01-16, 06:19 AM
Problems with adding more foci:
It breaks the common theme of having generic roles represented to have more specialized foci
The more options you add, the more power you add
The more spellcasting you add, the more grossly complex character building / daily preparation becomes
Some (Psionics, specifically) totally go against the theme of the class, going from being multi-skilled to possessing innate psionic talent plus all the rest
Psionics is great in its own right, but its role is pretty much entirely fulfilled by Arcane Focus

Basically, I don't want to add more foci because they are more about replacing roles than classes, and it's pretty much got all bases covered in that regard.

EdroGrimshell
2009-01-17, 08:49 PM
How about a pact focus and incarnum focus, both are learned and can be used for slightly more versatility

iamme2283
2009-04-15, 10:33 PM
Wait until 5th level to play a chameleon? Laaame.

Awakened Chameleon Tiny size. +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits 1/2 those of Medium characters. Space is 2 1/2 feet and reach is 0 feet.
Magical Beast type
15ft land speed, 15ft climb speed
Low-light vision, blindsense
Str -8, Dex +4, Cha -6
Blend In (Ex): For each minute a chameleon takes no actions (except 5ft steps), it gains a cumulative +1 racial bonus to its hide check, which is reduced to 0 if it takes any actions (except 5ft steps).
Favored class: Insect Slayer
Level adjustment +1

You should add this to the first post in the thread so that people could see it without having to head to the back to the thread.

FMArthur
2009-05-16, 02:06 AM
That was actually a joke. Awakened creatures have hit dice, I don't think the LA is good, and there's no such class as "insect slayer" that I know of... :smallbiggrin:

Basically, no thought went into that little stat block for playing a chameleon as a race, so I wouldn't feel right putting it in with the class I spent a great deal of time thinking over.

Edit (June 9): Okay, I'll make an alteration to the little chameleon race at the top of the page. I gave it a real favored class and altered the ability score adjustments a little. Its size contributes the most to the level adjustment but the hiding ability solidifies its standing at LA+1.

iamme2283
2009-06-04, 01:24 AM
well except for the insect slayer it sounds about right. But the favored class would have to be chameleon since that is what it is. Maybe add in some intelligence or wisdom

FMArthur
2009-06-10, 02:36 PM
Update (June 10 2009)

I removed the second level of Rapid Refocus because it's an insignificant upgrade ability, and added Primary Aptitude, which grants you your full bonuses and spell slots on one side of a Double Aptitude (Double Aptitude got nerfed some time ago to give half of Aptitude Focus's bonus and 1 fewer spells per day per level when you adopt two Focii at once).

More importantly, I've improved the readability of the class and wrote out real descriptions for abilities that used to just refer to other classes that had them. Everything except for Track is explained on-page now. So now my document is even longer than it already was. I'll clean up the closing comments section later on. :smallsigh:

Update (July 15 2009)

A number of significant changes:
BAB is 1/2 now
No medium/heavy armor proficiency
Aptitude Focus now gives its bonuses as 1/2 your chameleon level, rounded up.
Combat Focus is now War Focus, giving weapon/armor proficiencies, tower shield proficiency, and fakes full BAB including iteratives
Stealth Focus gets its bonus to strength- and dexterity-based skills (adding just climb, jump and swim), and can make spot checks against enemies' AC to make touch attacks.
Wild Focus gains a bonus on Reflex saves now, and its Favored Enemy gives an attack bonus as well

Basically, I just cleaned up Aptitude Focus's bonuses into something that scales properly with level, and made some other changes to offset problems this could cause.

woodenbandman
2009-07-19, 12:00 PM
Here's some food for thought:

Let the Chameleon switch martial disciplines with his aptitude focus. He knows all maneuvers of the level he can initiate of a single discipline. Maybe at level 12 or so, give him 2 and eventually 3 disciplines at once, but cap him at half initiator level. This means that he can have Time Stands Still OR War Master's Charge OR Tornado Throw, but he can't TSS/Raging Mongoose, then drop his 2 kukri he was Stormguard Warrioring the crap out of someone with and pull out his greatsword and use a Feral Death Blow, Then toss the BBEG all over the map with Tornado Throw.

FMArthur
2009-07-23, 03:21 PM
I was thinking of doing something very similar a while ago. Instead of knowing a fixed list and having a Maneuvers Known column in the table, a chameleon could temporarily "learn" as many maneuvers that he can ready from a single discipline every time he switches to Martial Focus. I don't think what he has currently is fair to real martial adepts.

The problem with changing maneuvers known or knowing all maneuvers is that... it doesn't make sense. It would mean that the chameleon has all the knowledge of every martial discipline in his head that he just has to dig around for when he changes to the focus. The arcane spells he casts are all written down. The divine spells don't even come from him, they come from other divine sources. I really wish I could justify making this change because if I could I would change Martial Focus in a heartbeat. I still might anyway.

Any ideas on how to justify that for fluff?

edit: Okay, I did it anyway. It bothered me that an Aptitude Focus feature had a fixed setup. Thank you for your input.

FMArthur
2009-09-09, 02:49 PM
September 9: Reverted the BAB back to 3/4 and got rid of a stupid ability I made last time to compensate for 1/2 BAB. Really, really dumb. Martial and War foci have full BAB and now retain it when in Double Aptitude; Martial Focus loses a maneuver readied and stance known when Doubled Ap'd instead. I'm at a total loss as to why I thought it would be simpler to have 1/2 BAB and add your Aptitude Bonus (1/2 class level) for the two front-line-combatant foci. :smallconfused:

So another revision to the entire class was made. :smallsigh:

December 21: What am I still doing here! Wild Focus ambushed Stealth Focus in the woods and took Spot and Listen from it. Smite and Turn Undead used your chameleon level in the old prestige class, but were weaker than a Paladin and Cleric due to the PrC only having 10 levels. I realized my base class chameleon was actually just as good at these abilities as a Paladin and Cleric (which is not fair to them!) and have changed it to use weaker values of level/2 for Smite damage and level-2 for Turn/Rebuke. Nerfed again! Poor chameleons can't win. :smalltongue:

Wubs
2010-01-19, 11:09 AM
Not sure if this is checked, just had a little confusion on the barbarian rage?

Once per encounter doesn't break the daily usage thing right? Simply a limiter for how often you can rage?

FMArthur
2010-01-26, 08:16 PM
Not sure if this is checked, just had a little confusion on the barbarian rage?

Once per encounter doesn't break the daily usage thing right? Simply a limiter for how often you can rage?

Yes, that's right. It's not an enabler, it's another limiter in addition to the daily limit.

RedMop
2010-05-09, 01:45 PM
Stealth Focus grants Trapfinding but not a bonus to Search?

Roc Ness
2010-05-10, 02:12 AM
I just want to say: If you ever try to make a gestalt character with this, you get scary, scary results. Although that's mostly for the non-spellcasters, which is good, I guess.

FMArthur
2010-05-14, 11:49 PM
Stealth Focus grants Trapfinding but not a bonus to Search?

D'Oh! Fixed.


I just want to say: If you ever try to make a gestalt character with this, you get scary, scary results. Although that's mostly for the non-spellcasters, which is good, I guess.

Hmm... I don't see any problem except for ridiculous skill checks (my fault; I should not have balanced skill bonuses based on the assumption that those skills will always have cross-class max ranks); this does get pretty nuts just from normal multiclassing, come to think of it. I wouldn't ordinarily have much problem with overpowering gestalt, but this might be bad for regular characters, too.

I'll have to think of some fix. Suggestions definitely welcome.

Roc Ness
2010-05-15, 08:01 AM
Hmm... I don't see any problem except for ridiculous skill checks (my fault; I should not have balanced skill bonuses based on the assumption that those skills will always have cross-class max ranks); this does get pretty nuts just from normal multiclassing, come to think of it. I wouldn't ordinarily have much problem with overpowering gestalt, but this might be bad for regular characters, too.

I'll have to think of some fix. Suggestions definitely welcome.

Yeah. I guess gestalt is just gestalt, getting a bit wierd is what it does, and in the end a fighter who can be useful out of combat is a pretty good thing.

For the regular characters... I can't see anything broken yet that doesn't already exist in other forms (like that practised spellthief whatnot). The Chameleon'll probably make a better fighter and barbarian than the normal fighter and barbarian without very much effort thanks to the apt. bonuses to attack and damage and ability bonuses that can match a barbarian's.

Hmm. I dunno about the apt. bonuses, but maybe you could make it that the dual ability bonuses cannot apply to the same type of stat (eg: Physical/Mental) That might stop making the Chameleon outshining the barbarian entirely, at least. Or it might be pointless.

Or maybe the Chameleon doesn't need fixing, and its just that the fighter-types are weak. I dunno.

Prime32
2010-05-24, 10:43 AM
I just want to say: If you ever try to make a gestalt character with this, you get scary, scary results. Although that's mostly for the non-spellcasters, which is good, I guess.I want to play a gestalt chameleon//champion (http://www.giantitp.com/articles/mYkD5jL8N9SAcClN3pZ.html) now. :smalltongue:

Dual aptitude focus + magic belt that lets you change focus faster = this guy (http://www.youtube.com/watch?v=y0oqYgSyHek"). Add champion for this (http://www.youtube.com/watch?v=3MOxxlO2w5A).

RedMop
2010-05-30, 01:42 PM
Hmm. I dunno about the apt. bonuses, but maybe you could make it that the dual ability bonuses cannot apply to the same type of stat (eg: Physical/Mental) That might stop making the Chameleon outshining the barbarian entirely, at least. Or it might be pointless.

How about making the ability boon subject to the same restrictions as aptitude focus. When you go Dual Ability Boon, the bonus is halved, when you get Primary Focus, only the secondary stat is halved.

FMArthur
2011-06-30, 06:06 PM
*Cough* I sincerely apologize for bumping this ancient thread. It's not my intention to garner more attention for my homebrew, I just wanted to update an old project I came to feel was unpolished/messy... but while I was updating it according to my more developed understanding of the game, cleaning up the formatting/subcategorization, adding more flavor text and the feats section, I hit the text limit in the OP. :smallredface: Anyway, this is a continuation of the OP containing the Pathfinder adaptation for the class.



Pathfinder Adaptation
This is a list of changes to make in order to adapt the chameleon to Pathfinder rules. Only parts that have been changed are mentioned here.

Skill Points: 4 + Int
Class Skills: Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int)



Class Features
Aptitude Focus

The skill bonuses provided by your Aptitude Bonus are capped at your level minus your ranks in the skill: thus, ranks above half your character level (rounded up) do not improve your use of these skills in foci that boost them. You gain an additional +1 bonus on these skills that is applied after this consideration.
Arcane Focus: 0-level spells are not expended when you cast them.
`
Devotion Focus: 0-level spells are not expended when you cast them.
`
Combat Focus: The skills you get your Aptitude Bonus on are Intimidate and Ride.
Warrior's Feat: You select this feat from Combat and Teamwork feats, and Tactical feats as well if your game includes Dungeons and Dragons 3.5 content.
Stealth Focus: The skills you get your Aptitude Bonus on are all Dex- and Str-based skills and Perception checks to find traps.
Hide in Plain Sight: You can use the Stealth skill even while being observed. As long as you are within 10 feet of an area of darkness, dim light, or some sort of cover, you can hide yourself from view in the open without anything to actually hide behind.
Trapfinding: You add 1/2 your level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). You can use Disable Device to disarm magic traps.
Uncanny Dodge: You cannot be caught flat-footed, even if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Wild Focus: The skills you get your Aptitude Bonus on are Acrobatics, Climb, Handle Animal, Knowledge (Nature), Perception and Survival.
Favored Enemy: exchange Intimidate for Knowledge on the list of skills you improve against Favored Enemies, and you gain the ability to make untrained Knowledge checks to identify the creature.
Track: You add half your chameleon level to Survival checks made to follow or identify tracks.

Able Learner

Remove this class feature (its function is part of the standard Pathfinder rules for learning skills).

Mimic Class Feature:
Rage: While raging, you cannot use any Dexterity-, Intelligence- or Charisma-based skills except Acrobatics, Fly, Intimidate and Ride.
`
Lose Turn/Rebuke Undead
`
Gain Channel Energy (Su): As a standard action, you can choose to release a burst of energy that affects either all living creatures or all undead creatures in a 30-foot radius burst centered on you. This burst is either positive or negative energy, with positive healing living creatures (up to their maximum hit points) and damaging undead, and negative the other way around.

On your first use of this ability for the day, you choose between negative and positive energy. This choice affects all future uses of this ability for the day. It damages or heals for 1d6 + another d6 for every 3 chameleon levels, and offers a Will save for half damage.

Flexible Feat

Remove Forgery from the list of skills that can make DC 11 checks to identify temporary items produced by Flexible Feats.



Feats
Eagle-Eyed Study

Prerequisites: Aptitude Focus, Perception 5 ranks, Intelligence 13+ and Wisdom 13+






Misc. Notes
It didn't get some of the new toys, such as the better Smite, the rounds-managed Rage and better hit dice. These are partly due to the quantity/day system that MCF is still bound to that doesn't line up as well with the new stuff. Further, while these may be buffs to those classes relative to the mostly unchanged chameleon, this class was never balanced around either of those two to begin with. In effect, their changes were made to help them catch up to stronger classes, but chameleon was already a stronger class. The chameleon didn't receive a better hit die, either. The thing is, d10 is still past the line between frontliners and non-frontliners in PF. The d8 remains sufficient for what the chameleon is.


On a non-pathfinder-related note: three years after it was asked for, psionics-lovers got some acknowledgement. Check the new Feats section out.

Also, would Pathfinder users appreciate a repost of the original post with the PF adaptation changes made? It's pretty massive and the changes are few, but it would be easy for me to do and less so for a user.

Roc Ness
2011-07-01, 01:12 AM
Uhhh... I hoped you remembered to ask the Gunslinger for permission. I don't wanna see this thread get locked. :smalleek:

Woah, I love the new format and feats. :smallbiggrin:

EDIT: Could you also possibly add something Bardic Musical to the Mimic Class Feature section? Or something as a feat? :smallsmile:

FMArthur
2011-07-01, 01:31 AM
Uhhh... I hoped you remembered to ask the Gunslinger for permission. I don't wanna see this thread get locked. :smalleek:

Woah, I love the new format and feats. :smallbiggrin:

EDIT: Could you also possibly add something Bardic Musical to the Mimic Class Feature section? Or something as a feat? :smallsmile:
Oh. Whoops. Well, my intent wasn't to start the thread back up, so a lock wouldn't be horrible. If this thread does get locked, anyone can PM me questions.

Thanks on the layout. Took a while to get it to something I liked. If I make more homebrew I want this to be the project I use as reference. :smallsmile:

On Bard stuff: I really wanted to give it a bard-like feat, since it does sort of miss that particular role, but it's already better than the bard at casting its own spells. The bard class is carried beyond a chameleon casting bard spells only by its other features and the plethora of wonderful bard-only options available to them. Bardic Music and the like are rare abilities and that helps the bard keep his spotlight. I don't want to subsume whole classes here.

If you need party support options you'll need to look into divine spell buffs or White Raven maneuvers with Martial Focus. Or just Bard levels. They're quite versatile themselves, you know. :smallwink:

Roc Ness
2011-07-01, 02:40 AM
Oh. Whoops. Well, my intent wasn't to start the thread back up, so a lock wouldn't be horrible. If this thread does get locked, anyone can PM me questions.

Yay! :smallbiggrin:


Thanks on the layout. Took a while to get it to something I liked. If I make more homebrew I want this to be the project I use as reference. :smallsmile:

On Bard stuff: I really wanted to give it a bard-like feat, since it does sort of miss that particular role, but it's already better than the bard at casting its own spells. The bard class is carried beyond a chameleon casting bard spells only by its other features and the plethora of wonderful bard-only options available to them. Bardic Music and the like are rare abilities and that helps the bard keep his spotlight. I don't want to subsume whole classes here.

If you need party support options you'll need to look into divine spell buffs or White Raven maneuvers with Martial Focus. Or just Bard levels. They're quite versatile themselves, you know. :smallwink:

Yeah, I guess that makes sense. :smallsmile: Thanks for reminding me about the White Raven Maneuvers, too.

...

How about Invocations? :smalltongue: :smallamused:

FMArthur
2011-07-01, 03:35 AM
Sample Chameleon Encounters

Wils the Faceless: CR 8
Wils is a spy for an oppressive government. His personal goals are always the furtherment of the secret agency he works for, which served - as a poor substitute at best - as his trainer, mentor and family. Wils is a diligent and dedicated spy whose job is to simply take the place of people who have some impact on the agency's agenda, carrying out their normal lives and reporting information. Wils doesn't know what happens to them; he is given a name by some stranger, watches that person for somewhere between a week and half a year, and takes his cue to begin life as that person when they disappear in the night. The severity of the mental conditioning drilled into Wils means he is not even curious about the mystery.

In truth, the victims are typically taken to secret prisons and often tortured for information. Because of the dangerous games the agency plays, the typically scheming agents they employ and the nature of the abilities they trained him with, the agency doesn't actually trust Wils and his "suspicious" devotion to them. If they act against him and he is saved by the people he spies on, Wils may break down for a time while he questions his loyalties and purpose in life. Eventually he may decide to join resistance groups against them in earnest opposition.

Wils could replace an NPC in the game world at any time; maybe it's an NPC who gives quests, needs help, or even a companion of the PCs. If he must go along with the party because he's taken the role of an adventurer or someone key to a particular adventure, he helps just as much as that NPC would have - even against his agency - unless given instructions to interfere. Wils takes whatever Aptitude Focus best matches his persona. He reports significant people and events at 2 week intervals to a silent raven that comes to him.



==========================BASICS/DEFENSES=========================
Male changeling chameleon 8 LN Medium humanoid (shapechanger)
HP: [ ] / 48 (8HD) AC: 17, Touch: 12, Flat-Footed: 16
Abilities: 12, 12, 12, 13, 13, 13 Fort: +5, Ref: +5, Will: +5

===========================ACTIONS/COMBAT=========================
Initiative: +5, Speed: 30ft, Space/Reach: 5ft/10ft, Grapple: +7

Longspear Attack: +8/+3, 1d8 + 1 damage, x3 critical, coated in sassone
leaf residue (2d12 dmg, 1d6 Con later; DC 16 contact poison)
Mimic Class Feature (3/day): Evasion (1 min), Rage (4 rounds), Smite (+1
attack and +4 damage), Sneak Attack (1 round only, 4d6)
Minor Change Shape (Su): Permanent Disguise Self at will (full-round
action). Not an illusion, but a real transformation. Clothes are not changed.
+10 Circumstance bonus to Disguise checks.

=========================SKILLS/FEATS/GEAR=======================
Skills: Bluff 19, Concentration 12, Disguise 27, Hide 6, Knowledge (Arcana) 2
Knowledge (Religion) 2, Search 6, Spot 6, Survival 6
Feats: Honest Fraud, Extra Mimicry, Improved Initiative
Gear/Treasure:
+1 Twilight Mithral Shirt (5100gp)
+2 Cloak of Resistance (4000gp)
+1 Greatsword (2350gp)
+1 Ring of Protection (2000gp)
Sassone leaf residue poison, 3 doses (900gp)
Healing Belt (750gp. 3/day charges of 2d8 healing; spend together for
3d8 or 4d8)
Potion of Fly (750gp, 5 min)
Masterwork Longspear (305gp)
Potion of Invisibility (300gp, 3 min)
Light Crossbow (35gp; +7 att, 1d8 dmg, 19-20 crit)

===========================APTITUDE FOCUS=========================
These listed abilities change depending on the current Aptitude Focus.
The changes are as follows:

[ ] Arcane Focus: Int 16, Will 9, Knowledge (Arcana) 8, and these spells:
_ _ _ _ 0th: Detect Magic x2, Ghost Sound, Message
_ _ _ _ _ 1st: Grease x2, Enlarge Person, Charm Person, Alarm
_ _ _ _ 2nd: Web, Glitterdust, Mirror Image, Knock
_ _ _ 3rd: Stinking Cloud, Slow, Dispel Magic

[ ] Devotion Focus: Wis 16, Fort 9, Will 11, Knowledge (Religion) 6, and
these spells:
_ _ _ _ 0th: Detect Magic x2, Light x2
_ _ _ _ _ 1st: Divine Favor, Cure Light Wounds x2, Protection from Chaos
_ _ _ _ 2nd: Cure Moderate Wounds, Calm Emotions, Undetectable
Alignment, Augury
_ _ _ 3rd: Cure Serious Wounds, Bestow Curse, Remove Curse

[ ] Combat Focus: Str 16, HP 52, Fort 9, Balance 5, Intimidate 5, Ride 5.
Greatsword Attack: +12/+7, 2d6 + 5 damage, 19-20 critical, coated
in sassone leaf residue (2d12 dmg, 1d6 Con later, DC 16 contact
poison)
Warrior's Feat: Power Attack

[ ] Stealth Focus: Dex 16, Init 7, Ref 11, AC 19 (Touch 14), Hide 12,
Search 10, all other Dex-based skills are '7's, and Str-based skills are
'5's. Typically uses the focus's Poison Use ability to apply sassone leaf
residue to weapons and uses Mimic Class Feature to Sneak Attack from
hiding.

[ ] Wild Focus: Str 16, Fort 9, Ref 9, Climb 7, Handle Animal 5,
Jump 7, Knowledge (Nature) 5, Listen 5, Spot 10, Survival 10,
Swim 3.
Favored Enemy: If this NPC is used against the party, the most
common race of the PCs is selected. If there is no most common race,
determine at random between them or by their interaction with the
PCs. If the chameleon does not know the PCs' races, usually
Humanoid (Human) is selected. He gains a +4 insight bonus to Bluff,
Intimidate and Survival checks and +3 to weapon damage against them.

Split Aptitude: When in a Split Aptitude, spells in blue are not prepared,
and the skills/saves listed decrease by 2. If the same ability score would be
improved by both foci, increase Con to 16 instead (improving HP to 64, Fort
to 7 (or 9) and Concentration to 14).

paddyfool
2011-07-01, 04:01 AM
I like the idea of this class quite a bit. One idea on making skills a bit more versatile: there's a feat from Fantasy Craft (and be warned, its feats are generally a bit more powerful than the 3.5 standard) called I Can Swim, which might work well as a Chameleon feat. It goes as follows:

I can swim! You don’t have to spend your skill points immediately when you level. Instead, you may ‘reveal’ your skills, spending skill points to purchase ranks at any time during play (not to exceed your maximum rank for each skill). All unspent skill points must be spent before you gain your next level.

EDIT: Whoops, didn't see Able Learner. This feat may be a bit much...

Morph Bark
2011-07-01, 04:43 AM
Uhhh... I hoped you remembered to ask the Gunslinger for permission. I don't wanna see this thread get locked. :smalleek:

In the rules there is a necromancy exception for bumping threads in Homebrew as long as it is the creator of the thread doing it.

Roc Ness
2011-07-01, 04:46 AM
In the rules there is a necromancy exception for bumping threads in Homebrew as long as it is the creator of the thread doing it.

Oh, that's a relief, then.

Qwertystop
2011-08-12, 10:23 AM
How do you get those "Aside" boxes?

Also, this looks awesome. Are you going to update the Revolver Mage like this too?

FMArthur
2011-08-12, 04:16 PM
Nah. I didn't really like it after a couple years because it's so clunky and in play I found it absurdly slow (although Glyde, who also tested it, did not). I also felt like its actual class features, both the strong and weak ones, were not at all interesting. I came up with the casting mechanic and it was the entirety of my idea for the class; the actual benefits for its convoluted limitation were things I came up with without much thought. The Revolver Mage was either ludicrously powerful (it did leave a lot of room for shenanigans at higher levels) or complete garbage depending on the moment, and that's just relative to the Sorcerer and Wizard, who already suffer from that. Its removal from my signature was my discontinuation of support. Rereading the thread, I'm surprised it was so liked, actually. :smallconfused:

It's still up and I think it's perfectly readable as it is. Here's a link to it (http://www.giantitp.com/forums/showthread.php?t=95595) for the curious. Edit: and apparently it's a closed topic, so I can't edit it. Don't know why.

{table]
Aside:[br][br]These "aside" boxes are tables. It doesn't work perfectly because it requires at least two cells (look at its right edge) but I liked it well enough. An indent is also used to make the text not go all the way to the edge of the cell, and [b r] (without the space) is used to go to the next line in one cell. Both that and the long separator lines ([h r] with no space) turn into <br> and <hr> and stop working when you next edit or preview the post, which is annoying. At the end of your long line for the one cell, you have to place a separator as if starting a new cell. You can just click Quote on a post to see its code.|[/table]

Qwertystop
2011-08-20, 04:53 PM
I just got Dungeonscape, and realized:
This is like a super-Factotum!

Axier
2011-10-20, 09:32 AM
Gestalt Chameleon/Factotum = Limitless Versitility

On an aside, I do thank you for making the note in the flexable feats that persistant effects are basically null, because that abuse of the actual Chameleon bonus feat was a little much.

As for questions on balancing, do you gain spells to your books as Archivist/Wizard, or do you have to copy spells from spellbooks or scrolls?

gabrion
2011-10-20, 10:39 AM
Any chance you would add an Incarnum aptitude to this class?

EdroGrimshell
2011-10-20, 03:17 PM
Any chance you would add an Incarnum aptitude to this class?

I think that, plus other magic systems aptitudes, would make good feats for this class, representing some kind of training or natural inclination towards that particular type magic.

gabrion
2011-10-20, 06:24 PM
Instead of just selfishly asking for it on a silver platter, here's a first pass at what chameleon meldshaping might look like.

Meldshaping Focus: You gain the ability to shape and bind soulmelds from any single meldshaping class's list and an essentia pool to power them. Shaping soulmelds takes one hour and requires eight hours of rest. The Chameleon Meldshaping and Essentia table indicates how many soulmelds you may shape simultaneously, how many you can have bound simultaneously, to which chakras you can bind them, and how much essentia you have.

The maximum number of soulmelds you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds allowed for your level, whichever is lower. The difficulty class for a saving throw against your soulmelds is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier.

Meldshaping and Essentia
{table=head]Level|Open Chakras|Soulmelds|Essentia|Chakra Binds
1st||
2 |
1 |
0
2nd |
Chakra bind (crown) |
3 |
2 |
1
3rd ||
3 |
3 |
1
4th ||
3 |
4 |
1
5th |
Chakra binds (feet, hands) |
4 |
5 |
1
6th ||
4 |
6 |
1
7th ||
4 |
7 |
2
8th ||
4 |
8 |
2
9th ||
5 |
9 |
2
10th ||
5 |
10 |
2
11th |
Chakra binds (arms, brow, shoulders) |
5 |
11 |
2
12th ||
5 |
12 |
3
13th ||
6 |
13 |
3
14th ||
6 |
14 |
3
15th ||
6 |
15 |
3
16th ||
6 |
16 |
3
17th |
Chakra binds (throat, waist) |
7 |
17 |
4
18th ||
7 |
18 |
4
19th ||
7 |
19 |
4
20th |
Charka bind (heart) |
7 |
20 |
4
[/table]

----------------

Just a first sketch, but I think the progression roughly matches the way you did it for spellcasters.

Qwertystop
2011-10-21, 08:04 AM
Instead of just selfishly asking for it on a silver platter, here's a first pass at what chameleon meldshaping might look like.

Meldshaping Focus: You gain the ability to shape and bind soulmelds from any single meldshaping class's list and an essentia pool to power them. Shaping soulmelds takes one hour and requires eight hours of rest. The Chameleon Meldshaping and Essentia table indicates how many soulmelds you may shape simultaneously, how many you can have bound simultaneously, to which chakras you can bind them, and how much essentia you have.

The maximum number of soulmelds you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds allowed for your level, whichever is lower. The difficulty class for a saving throw against your soulmelds is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier.

Meldshaping and Essentia
{table=head]Level|Open Chakras|Soulmelds|Essentia|Chakra Binds
1st||
2 |
1 |
0
2nd |
Chakra bind (crown) |
3 |
2 |
1
3rd ||
3 |
3 |
1
4th ||
3 |
4 |
1
5th |
Chakra binds (feet, hands) |
4 |
5 |
1
6th ||
4 |
6 |
1
7th ||
4 |
7 |
2
8th ||
4 |
8 |
2
9th ||
5 |
9 |
2
10th ||
5 |
10 |
2
11th |
Chakra binds (arms, brow, shoulders) |
5 |
11 |
2
12th ||
5 |
12 |
3
13th ||
6 |
13 |
3
14th ||
6 |
14 |
3
15th ||
6 |
15 |
3
16th ||
6 |
16 |
3
17th |
Chakra binds (throat, waist) |
7 |
17 |
4
18th ||
7 |
18 |
4
19th ||
7 |
19 |
4
20th |
Charka bind (heart) |
7 |
20 |
4
[/table]

----------------

Just a first sketch, but I think the progression roughly matches the way you did it for spellcasters.

Maybe remove the limitation on having to use one class's list. Since they're sort of "dabblers", why would they be unable to use Incarnate and Totemist melds at the same time?

gabrion
2011-10-21, 08:57 AM
Maybe remove the limitation on having to use one class's list. Since they're sort of "dabblers", why would they be unable to use Incarnate and Totemist melds at the same time?

I just followed the OP's lead. The chameleon PrC did not have restrictions on what spell lists they drew from and that's one reason they could be extremely powerful. The OP threw in a restriction on spellcasting forcing them to pick from one list, so I just extended that logic to soulmelding.

Qwertystop
2011-10-21, 09:04 AM
I just followed the OP's lead. The chameleon PrC did not have restrictions on what spell lists they drew from and that's one reason they could be extremely powerful. The OP threw in a restriction on spellcasting forcing them to pick from one list, so I just extended that logic to soulmelding.

Ah. Good point. I figured that the split between arcane (Wizard/Sorc), divine (Cleric/Favored Soul), Bardic (technically arcane, but a different list) and Druidic (see Bardic) casting was that the methods are different (arcane energy, prayer, music, and non-deity power-of-nature). Soulmelds, on the other hand, are fluffed as all being from the same basic substance, and different classes just focus on certain kinds of melding.

Altimadark
2013-06-09, 02:16 AM
My apologies for necro-ing the thread.

I've been using this class for a while when I was hit with an interesting problem involving the use of Flexible Feat. First, the relevant excerpt:


If you use the feat to bring about any kind of ability or effect that would ordinarily remain after you changed the feat, its effect ends as well - including any items or materials gained.

My intention was to build a dwelling inside an extra-dimensional gourd by taking Extra Spell as my flex feat to learn Fabricate. After checking the description for Flex Feat, I thought it was a no-go... until I realized realized that both Fabricate and Disintegrate have a duration of Instantaneous. Looking ahead to epic-level play, inherent bonuses from Wish are also instantaneous. I had to take it to the GM for a ruling.

Even after he gave his ruling, I got to thinking what FMArthur et al might think about this, which is where we are now. What exactly counts as an effect for the purpose mentioned in the excerpt, specifically in cases where a spell produces an "effect" which remains beyond the duration of the spell?

Thanks for your time and consideration.

trenif
2018-03-25, 03:45 PM
hi, did someone say this class (without the martial focus)?
:)