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Thread: Chameleon

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    Default Chameleon

    HIT POINTS
    Hit Dice: d8
    Hit Points at 1st Level: 8+Con Mod
    Hit Points at Higher Levels: 1d8 (5)+Con Mod

    PROFICIENCIES
    Armor: Light and Medium Armor, Shields
    Weapons: All simple weapons
    Tools: Any three

    Saving Throws: Intelligence and Wisdom
    Skills: Any four

    EQUIPMENT
    You start with the following equipment, in addition to the equipment granted by your background:

    Chameleon
    —Spell Slots per Spell Level—
    Level Proficiency Bonus Features Cantrips
    Known
    1st 2nd 3rd 4th 5th 6th 7th 8th
    1st +2 Aptitude Focus 3 2 — — — — — — —
    2nd +2 Expertise 3 2 — — — — — — —
    3rd +2 Archetype 3 3 — — — — — — —
    4th +2 Ability Score Improvement 4 4 2 — — — — — —
    5th +3 Improved Aptitude Focus 4 4 3 — — — — — —
    6th +3 Skilled 4 4 3 2 — — — — —
    7th +3 Archetype Feature 4 4 3 2 — — — — —
    8th +3 Ability Score Improvement 4 4 3 3 — — — — —
    9th +4 Half-Feat 4 4 3 3 1 — — — —
    10th +4 Expertise 5 4 3 3 2 — — — —
    11th +4 Greater Aptitude Focus, Rapid Refocus 5 4 3 3 3 1 — — —
    12th +4 Ability Score Improvement 5 4 3 3 3 2 — — —
    13th +5 Archetype Feature 5 4 3 3 3 2 — — —
    14th +5 Skilled 5 4 3 3 3 2 1 — —
    15th +5 Half-Feat 5 4 3 3 3 2 1 — —
    16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 —
    17th +6 Perfect Aptitude Focus 5 4 3 3 3 2 1 1 —
    18th +6 Expertise 5 4 3 3 3 2 1 1 1
    19th +6 Ability Score Improvement 5 4 3 3 3 2 1 1 1
    20th +6 Double Aptitude 5 4 3 3 3 2 1 1 1

    Aptitude Focus-At level one, you learn to focus your abilities in a variety of different manners. At the end of any long rest, choose one of the following aptitudes to focus on:

    Arcane Focus-You gain the ability to cast spells as if you were an arcane mage. Your spells per day are shown on the table, as well as cantrips known. You may draw your spells from the Wizard spell list, but do not need a book to prepare them. Intelligence is your spellcasting stat for these spells, and you may prepare a number of spells equal to your Chameleon levels plus your Intelligence modifier.

    Combat Focus-You gain the ability to fight like a champ. You gain proficiency in all martial weapons and heavy armor, and a single Fighting Style of your choice.

    Divine Focus-You gain the ability to cast spells as if you were a Cleric. Your spells per day are shown on the table, as well as cantrips known. You may draw your spells from the Cleric spell list. Wisdom is your spellcasting stat for these spells, and you may prepare a number of spells equal to your Chameleon level plus your Wisdom modifier.

    Skill Focus-You gain the ability to become superbly capable in a skill of your choice. You gain Expertise in a single skill you are proficient in, or gain proficiency in two skills you are not proficient in.

    Wild Focus-You gain the ability to cast spells as if you were a Druid. Your spells per day are shown on the table, as well as cantrips known. You may draw your spells from the Druid spell list. Wisdom is your spellcasting stat for these spells, and you may prepare a number of spells equal to your Chameleon level plus your Wisdom modifier.

    Spoiler: A Note On Multiclassing
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    The Chameleon is a 5/6ths caster, when Arcane, Divine, or Wild Focus are up. Round down for every level, EXCEPT THE FIRST-a Chameleon is a first level caster at level 1, but doesn't reach a second level caster till level 3, since you round down.


    Expertise-At levels two, ten, and eighteen, you gain Expertise in any two skills you are already proficient in.

    Archetype-At level three, choose whether to be a Knowledge Seeker or an Information Broker.

    Ability Score Improvement-At the usual levels, usual deal.

    Improved Aptitude Focus-At level five, your aptitudes improve to include the following effects in addition to its earlier effects:

    Arcane Focus-You may treat your Intelligence as 16 if it is less while in this focus. You may also, once per short rest while in this focus, use a single level two feature from any Arcane Tradition. (If the feature is normally usable once per long rest, you may only use it once, in that case.)

    Spoiler: Arcane Tradition Notes
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    Arcane Ward can be created, but CANNOT regain its HP from casting spells.

    Minor Conjuration may be used once per rest.

    Portent may be used only once per long rest.

    Hypnotic Gaze may be used once per rest.

    Sculpt Spells may be used once per rest.

    Improve Minor Illusion may be used once per rest.

    Grim Harvest may be used once per rest.

    Minor Alchemy may be used once per rest.


    Combat Focus-You may treat your Strength and Dexterity as 14 if they are less while in this focus. In addition, you add your proficiency bonus to damage rolls made while in this focus.

    Divine Focus-You may treat your Wisdom as 16 if is less while in this focus. In addition, once per short rest, you may Turn (but not destroy) Undead as if you were a Cleric.

    Skill Focus-You may use both options from the Skill Focus.

    Wild Focus-You may treat your Wisdom as 16 if it is less while in this focus. In addition, once per short rest, you may Wild Shape as a Druid of half your level.

    Skilled-At levels six and fourteen, you gain proficiency in two new skills of your choice.

    Half Feat-At levels nine and fifteen, you may gain any one feat of your choice that offers an increase to an ability score in addition to its other effects. You gain this feat, but do not raise your ability score.

    Rapid Refocus-At level eleven, you may change aptitudes on a short rest, instead of a long rest. Note that daily limitations remain-spell slots expended stay expended, even if you switch from Arcane to Divine focus.

    Greater Aptitude Focus-At level eleven, your aptitudes improve to include the following effects in addition to its earlier effects:

    Arcane Focus-You may treat your Intelligence as 18 if it is lower while in this aptitude. You may also, once per short rest while in this focus, use a single level six feature from any Arcane Tradition. (If the feature is normally usable once per long rest, you may only use it once, in that case.)

    Spoiler: Traditions
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    Projected Ward may be used once per rest.

    Benign Transposition may be used once per rest.

    Expert Divination may be used once per rest.

    Instinctive Charm may be used once per long rest.

    Potent Cantrip may be used once per rest.

    Malleable Illusion may be used once per rest.

    Undead Thralls may be used once per rest.

    Transmuter's Stone may be made in one minute, but only lasts ten minutes before becoming non-magical. It may be used once per rest.


    Combat Focus-You may treat your Strength and Dexterity as 16 if is less while in this focus. In addition, you gain Extra Attack.

    Divine Focus-You may treat your Wisdom score as 18 if it is lower while in this aptitude. In addition, when you Turn Undead, you may Destroy Undead up to CR 1.

    Skill Focus-You gain Reliable Talent.

    Wild Focus-You may treat your Wisdom score as 18 if it is lower while in this aptitude. In addition, while in Wild Shape, your natural attacks are treated as magical.

    Perfect Aptitude Focus-At level seventeen, your aptitudes improve to include the following effects in addition to its earlier effects:

    Arcane Focus-You may treat your Intelligence as 20 if it is lower while in this aptitude. In addition, once per short rest, you may impose disadvantage on all saves you force for your turn.

    Combat Focus-You may treat your Strength and Dexterity as 18 if they are less while in this focus. In addition, you score a critical hit on a roll of 19-20, and may use Action Surge once per short rest.

    Divine Focus-You may treat your Wisdom as 20 if it is lower while in this aptitude. In addition, you may cast any Cleric spell of 8th level or lower once per long rest without having it prepared and without expending a slot.

    Skill Focus-You may, proficiency modifier times per short rest, gain advantage on a skill you have Expertise in without taking an action.

    Wild Focus-You may treat your Wisdom as 20 if it is lower while in this aptitude. In addition, you may, once per short rest, cast a spell while in Wildshape, as per the Beast Spells ability.

    Double Aptitude-At level twenty, you may choose two aptitudes at once to have in effect. Note that your max spells per day does not change, even if you double up on casting foci.

    Spoiler: Knowledge Seeker
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    Astute Student-At level three, you may halve the time it takes to learn new languages or tools.

    Skillful Hands-At level seven, you gain proficiency in any three artisan's tools.

    Linguist-At level thirteen, you learn any three languages.


    Spoiler: Information Broker
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    Contacts-At level three, you can always find contacts wherever you are. You halve the cost of lodgings anywhere you go, and can always find someone to talk to to get the skivvy.

    Forgery-At level seven, you may perfectly imitate someone's handwriting after studying them for at least ten minutes and seeing at least one sample of their writing.

    Impersonation-At level thirteen, you may cast Disguise Self at-will, but only to impersonate someone you've observed.





    I'm shakiest on the Archetypes. Feel free to suggest better ones, or better features.
    Last edited by JNAProductions; 2018-05-24 at 11:29 AM.
    I have a LOT of Homebrew!

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    Default Re: Chameleon

    Why more expertises then the rogue?
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    Default Re: Chameleon

    It gets two more (unless in Skill Focus) but largely because it's not nearly as good in combat as the Rogue.
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    Default Re: Chameleon

    Why does the Greater Wild Focus only act as a 'boost' to WIS while the other Spell Focuses get an effect to 'boost' a stat as well as a complementary effect to the focus?
    Last edited by ChaoticHarmony; 2018-05-23 at 10:23 AM.
    Quote Originally Posted by Suzanne Collins
    Strange things did happen here, no stranger would it be if we met at midnight in the hanging tree


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    Default Re: Chameleon

    Quote Originally Posted by ChaoticHarmony View Post
    Why does the Greater Wild Focus only act as a 'boost' to WIS while the other Spell Focuses get an effect to 'boost' a stat as well as a complementary effect to the focus?
    Because Wild Shape scales in level already. If you have any suggestions, though, I'm all ears. :)
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    Default Re: Chameleon

    Ok, so I am still relatively new to homebrewing, and I'm not super familiar with 5e, but I like the look of this class, and it inspired me to look more into the abilities listed. Please excuse my ignorance of anything that seems obvious when I ask a question, make an analysis, or suggest an alternative. In saying that.....


    I really like what you're going for here, a sort of 'jack-of-all-trades master-of-none' kind of deal. The Chameleon allows its player to fill in whatever kind of role is needed for the party in a given moment. Need an extra frontline? The Chameleon can do it! Rogue called out sick? The Chameleon can help!

    Aptitude Focus-At level one, you learn to focus your abilities in a variety of different manners. At the end of any long rest, choose one of the following aptitudes to focus on:

    Arcane Focus-You gain the ability to cast spells as if you were an arcane mage. Your spells per day are shown on the table, as well as cantrips known. You may draw your spells from the Wizard spell list, but do not need a book to prepare them. Intelligence is your spellcasting stat for these spells, and you may prepare a number of spells equal to your Chameleon levels plus your Intelligence modifier.

    Combat Focus-You gain the ability to fight like a champ. You gain proficiency in all martial weapons and heavy armor, and a single Fighting Style of your choice.

    Divine Focus-You gain the ability to cast spells as if you were a Cleric. Your spells per day are shown on the table, as well as cantrips known. You may draw your spells from the Cleric spell list. Wisdom is your spellcasting stat for these spells, and you may prepare a number of spells equal to your Chameleon level plus your Wisdom modifier.

    Skill Focus-You gain the ability to become superbly capable in a skill of your choice. You gain Expertise in a single skill you are proficient in, or gain proficiency in two skills you are not proficient in.

    Wild Focus-You gain the ability to cast spells as if you were a Druid. Your spells per day are shown on the table, as well as cantrips known. You may draw your spells from the Druid spell list. Wisdom is your spellcasting stat for these spells, and you may prepare a number of spells equal to your Chameleon level plus your Wisdom modifier.
    The big draw of the class, for Lvl1, all the Focuses seem really good, they fill out various roles and give access to unique spell lists. I personally might have wanted to go with Bard instead of Druid, just to give variety for Mental Stat choice.
    Expertise-At levels two, ten, and eighteen, you gain Expertise in any two skills you are already proficient in.

    Archetype-At level three, choose whether to be a Knowledge Seeker or an Information Broker.

    Ability Score Improvement-At the usual levels, usual deal.
    Once again, good abilities, and reveals that the true intent of the class is to be a Toolbox/Library, to fill whatever niche is needed.
    Improved Aptitude Focus-At level five, your aptitudes improve to include the following effects in addition to its earlier effects:

    Arcane Focus-You may treat your Intelligence as 16 if it is less while in this focus. You may also, once per short rest while in this focus, use a single level two feature from any Arcane Tradition. (If the feature is normally usable once per long rest, you may only use it once, in that case.)


    Combat Focus-You may treat your Strength and Dexterity as 14 if they are less while in this focus. In addition, you add your proficiency bonus to damage rolls made while in this focus.

    Divine Focus-You may treat your Wisdom as 16 if is less while in this focus. In addition, once per short rest, you may Turn (but not destroy) Undead as if you were a Cleric.

    Skill Focus-You may use both options from the Skill Focus.

    Wild Focus-You may treat your Wisdom as 16 if it is less while in this focus. In addition, once per short rest, you may Wild Shape as a Druid of your level.
    Now here is where things get a little tricky for me. The intent I feel with these and the next set is that what the Chameleon lacks in discipline in a single style, he makes up for in great variety. You demonstrate this by giving the Lvl2 abilities of the 'parent' classes as Focuses. Arcane brings the most variety by giving access to any of the 2nd level Arcane Tradition abilities, each one being kinda situational but works really well with the concept. Divine is the weakest of the Focuses IMHO, as it is very situational, especially when you compare it to the other Focuses. Wild is undoubtedly the strongest of the bunch as it gives Wild shape as a Druid of your level. This means at the level it is gained, I already get access to 1/2 CR beasts, and any of them can have a swim speed. By the time the other Focuses improve to the next step, Wild shape is at its best potential(for a basic druid). I suggest giving the Focus, as a Druid of your level -3 to keep level ranges about the same. Combat and Skilled are good, expected growths.
    Skilled-At levels six and fourteen, you gain proficiency in two new skills of your choice.

    Half Feat-At levels nine and fifteen, you may gain any one feat of your choice that offers an increase to an ability score in addition to its other effects. You gain this feat, but do not raise your ability score.

    Rapid Refocus-At level eleven, you may change aptitudes on a short rest, instead of a long rest. Note that daily limitations remain-spell slots expended stay expended, even if you switch from Arcane to Divine focus.
    More good abilities! Skilled makes perfect sense. Half feat.......I'm a little confused by it honestly, is that a homebrew ability, or does it already exist? I think that knowledge would help me wrap my head around it better. Rapid Refocus is an excellent ability, but players will have to keep in mind that they will have to prepare multiple spell lists every day if they want to be able to switch between the Spell Focuses before their next long rest.
    Greater Aptitude Focus-At level eleven, your aptitudes improve to include the following effects in addition to its earlier effects:

    Arcane Focus-You may treat your Intelligence as 18 if it is lower while in this aptitude. You may also, once per short rest while in this focus, use a single level six feature from any Arcane Tradition. (If the feature is normally usable once per long rest, you may only use it once, in that case.)

    Combat Focus-You may treat your Strength and Dexterity as 16 if is less while in this focus. In addition, you gain Extra Attack.

    Divine Focus-You may treat your Wisdom score as 18 if it is lower while in this aptitude. In addition, when you Turn Undead, you may Destroy Undead up to CR 1.

    Skill Focus-You gain Reliable Talent.

    Wild Focus-You may treat your Wisdom score as 18 if it is lower while in this aptitude.
    Arcane, Divine, and Skill take the next logical step on their Focus Progression(and it works well). Wild gets nothing but the stat boost, which makes sense due to its leveling, but still feels kinda cheated. If you do the -3 level in the previous Focus, maybe give this focus a boost to it? Like make any natural weapons considered magical, or give the tongues spell as a continuous ability while Wild Shaped(or a combination of comprehend languages and speak with animals). Combat is the most powerful focus of this group. Getting Extra Attack at this level automatically gives the player 3 attacks. So to recap, a Chameleon at this level is essentially a Lvl6 Wizard, a Lvl5 Cleric, and Lvl11 Rogue, a Lvl11 Druid, and a Lvl11 Fighter in regards to the abilities granted by the Focuses.
    Perfect Aptitude Focus-At level seventeen, your aptitudes improve to include the following effects in addition to its earlier effects:

    Arcane Focus-You may treat your Intelligence as 20 if it is lower while in this aptitude. In addition, once per short rest, you may impose disadvantage on all saves you force for your turn.

    Combat Focus-You may treat your Strength and Dexterity as 18 if they are less while in this focus. In addition, you score a critical hit on a roll of 19-20, and may use Action Surge once per short rest.

    Divine Focus-You may treat your Wisdom as 20 if it is lower while in this aptitude. In addition, you may cast any Cleric spell of 8th level or lower once per long rest without having it prepared.

    Skill Focus-You may, proficiency modifier times per short rest, gain advantage on a skill you have Expertise in without taking an action.

    Wild Focus-You may treat your Wisdom as 20 if it is lower while in this aptitude. In addition, you may, once per short rest, cast a spell while in Wildshape, as per the Beast Spells ability.
    Wow, the big guns have arrived. Combat is perfect, I wouldn't change a thing. Arcane is powerful, but doesn't feel 'magicky' to me, maybe its just how it is described, and is actually this mystic ability I don't know about. Divine is good, but does it use a spell slot? If it doesn't, it should say it doesn't, and if it does, it can't be used until next level, when you get your first lvl8 slot. Wild is nice, but only one? I'd like 3 personally, but that may be considered unbalanced. Skill is once again good and expected.

    Overall I really like this class, and like I said, it inspired me to look more into a version I'm not really familiar with, so thank you for that
    Quote Originally Posted by Suzanne Collins
    Strange things did happen here, no stranger would it be if we met at midnight in the hanging tree


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    Default Re: Chameleon

    Maybe Druid of half level. I don't want to futz with level-3.

    Half Feats are basically any feat that gives +1 to an ability score. You don't get the +1, but you do get the rest of the feat. Like Actor, or Keen Mind.

    How do you get three attacks? They have one attack base, and Extra Attack. That's two total. And they're certainly not a level 11 Rogue-that'd give them 6d6 Sneak Attack.

    Overall, thanks for the feedback!
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    Default Re: Chameleon

    Quote Originally Posted by JNAProductions View Post
    Maybe Druid of half level. I don't want to futz with level-3.

    Half Feats are basically any feat that gives +1 to an ability score. You don't get the +1, but you do get the rest of the feat. Like Actor, or Keen Mind.

    How do you get three attacks? They have one attack base, and Extra Attack. That's two total. And they're certainly not a level 11 Rogue-that'd give them 6d6 Sneak Attack.

    Overall, thanks for the feedback!
    Ok, now I get it. That's an interesting ability, but why take away the ability increase? Would it be too powerful if you got two feats without the ability increase instead of one?

    I may have looked at the wrong thing, but a Fighter's Extra Attack ability gives them 3 attacks when they hit level 11, and 4 at level 20

    For skill related purposes, it is similar to a Level 11 Rogue(Rogue gets Reliable talent at Level 11) is what I meant, I wasnt including the other juicy bits of that class or any of the others, just in regards to the abilities the Chameleon gets

    And your welcome!

    EDIT: Half level Druid could work, but you would definitely need to give it something more than just 18 WIS at the Greater Aptitude Focus
    Last edited by ChaoticHarmony; 2018-05-23 at 08:15 PM.
    Quote Originally Posted by Suzanne Collins
    Strange things did happen here, no stranger would it be if we met at midnight in the hanging tree


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    Default Re: Chameleon

    Because then it'd basically be a free ASI, and this class is powerful enough it doesn't need extras.

    Fighters get Extra Attack II at level 11. Chameleons in the Combat Focus get Extra Attack.

    Yeah, on skills, they can be as good as a Rogue. But they lack Sneak Attack, Cunning Action, etc.

    Any ideas what to add at Greater for Wild Focus?
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    Default Re: Chameleon

    Quote Originally Posted by JNAProductions View Post
    Because then it'd basically be a free ASI, and this class is powerful enough it doesn't need extras.
    That's what I thought

    Fighters get Extra Attack II at level 11. Chameleons in the Combat Focus get Extra Attack.
    Definitely read the wrong thing then. Roll20 had it displayed as a standard leveling ability

    Yeah, on skills, they can be as good as a Rogue. But they lack Sneak Attack, Cunning Action, etc.
    Yes exactly, that was what I was trying to say

    Any ideas what to add at Greater for Wild Focus?
    Well...you could go with the standard 'attacks are considered magical for the purpose of overcoming DR' while Wild Shaped. You could have them understand(but not speak) any living creature. The Totem Barbarian's Aspect of the Beast would also fit in thematically. Or straight up Natural AC
    Quote Originally Posted by Suzanne Collins
    Strange things did happen here, no stranger would it be if we met at midnight in the hanging tree


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    Default Re: Chameleon

    Added magic attacks.

    Thanks a ton, CH!
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    Default Re: Chameleon

    Reopening thread for critiques.
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