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Messages - Stratovarius

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41
Non-Arhosan Material / Arcane Swashbuckler [Base]
« on: June 26, 2017, 06:43:06 AM »
Arcane Swashbuckler
"I just love to fly in the face of tradition!"
- Excasard the Brilliant, Human Arcane Swashbuckler

Text

Making An Arcane Swashbuckler
Text

Abilities: Charisma is the ability that the Arcane Swashbuckler uses to give him extra spells. Equally at home in combat as in spellcasting, the Arcane Swashbuckler does well to have strong physical statistics.

Races: Arcane Swashbuckler appear amongst all races, for their talents are widespread and to be a jack-of-all-trades is always useful.

Alignment: Arcane Swashbuckler can be of any alignment, and there is no bias in any one direction.

Table 1: The Arcane Swashbuckler
Level  BAB   Ref   Fort  Will  Abilities                           0   1st   2nd  3rd  4th 
------------------------------------------------------------------------------------------
1      +1    +2    +0    +2    Sneak Attack +1d6, Trapfinding      —    —    —    —    —   
2      +2    +3    +1    +3    Combat Style                        —    —    —    —    —   
3      +3    +3    +1    +3    Evasion, Trap Sense                 2    —    —    —    —   
4      +4    +4    +2    +4    Sneak Attack +2d6                   3    0    —    —    —   
5      +5    +4    +2    +4                                        3    1    —    —    —   
6      +6    +5    +3    +5    Improved Combat Style               3    2    0    —    —   
7      +7    +5    +3    +5    Sneak Attack +3d6                   3    3    1    —    —   
8      +8    +6    +2    +6    Improved Uncanny Dodge              3    3    2    —    —   
9      +9    +6    +3    +6    Special Ability                     3    3    2    0    —   
10     +10   +7    +3    +7    Sneak Attack +4d6                   3    3    3    1    —   
11     +11   +7    +3    +7    Combat Style Mastery                3    3    3    2    —   
12     +12   +8    +4    +8    Special Ability                     3    3    3    2    0   
13     +13   +8    +4    +8    Sneak Attack +5d6                   3    3    3    3    1   
14     +14   +9    +4    +9                                        3    3    3    3    2   
15     +15   +9    +5    +9    Special Ability                     3    3    3    3    2   
16     +16   +10   +5    +10   Sneak Attack +6d6                   4    3    3    3    3   
17     +17   +10   +5    +10   Improved Legerdemain                4    4    3    3    3   
18     +18   +11   +6    +11   Special Ability                     4    4    4    3    3   
19     +19   +11   +6    +11   Sneak Attack +7d6                   4    4    4    4    3   
20     +20   +12   +6    +12   Adjust Probability                  4    4    4    4    4           
               
Table 2: Spells Known               
Level  0   1st   2nd  3rd  4th
------------------------------
1      4    —    —    —    —   
2      5    2    —    —    —   
3      4    —    —    —    —   
4      5    2    —    —    —   
5      6    3    —    —    —   
6      6    3    2    —    —   
7      6    4    3    —    —   
8      6    4    3    —    —   
9      6    4    4    2    —   
10     6    5    4    3    —   
11     6    5    4    3    —   
12     6    5    5    4    2   
13     6    6    5    4    3   
14     6    6    5    4    3   
15     6    6    6    5    4   
16     6    6    6    5    4   
17     6    6    6    5    4   
18     6    6    6    6    5   
19     6    6    6    6    5   
20     6    6    6    6    5   


Game Rule Information
Arcane Swashbucklers have the following game statistics.

Alignment: Any
Hit Die: d8
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)

Class skills
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Arcane Swashbuckler are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields. Armor above light interferes with An Arcane Swashbuckler’s movements, which can cause her spells with somatic components to fail.
  • Sneak Attack: At level 1, the Arcane Swashbuckler gains 1d6 sneak attack. This increases by +1d6 at levels 4, 8, 12, 16, and 20.
  • Spells: An Arcane Swashbuckler casts arcane spells, which are drawn from the sorcerer spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, An Arcane Swashbuckler must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against An Arcane Swashbuckler’s spell is 10 + the spell level + the Arcane Swashbuckler’s Charisma modifier. Like other spellcasters, An Arcane Swashbuckler can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Arcane Swashbuckler. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Arcane Swashbuckler Spells Known indicates that the Arcane Swashbuckler gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. Upon reaching 5th level, and at every third Arcane Swashbuckler level after that (8th, 11th, and so on), An Arcane Swashbuckler can choose to learn a new spell in place of one he already knows. In effect, the Arcane Swashbuckler “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An Arcane Swashbuckler may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. As noted above, An Arcane Swashbuckler need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. He does not suffer from arcane spell failure when wearing light armour.
  • Trapfinding: Arcane Swashbuckler 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. Arcane Swashbuckler 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. An Arcane Swashbuckler who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
  • Combat Style (Ex): At 2nd level, An Arcane Swashbuckler must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the Arcane Swashbuckler selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Arcane Swashbuckler selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Arcane Swashbuckler’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
  • Evasion (Ex): An Arcane Swashbuckler can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Arcane Swashbuckler is wearing light armor or no armor. A helpless Arcane Swashbuckler does not gain the benefit of evasion.
  • Trap Sense (Ex): An Arcane Swashbuckler gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Arcane Swashbuckler reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
  • Uncanny Dodge (Ex):An Arcane Swashbuckler can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If An Arcane Swashbuckler already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
  • Improved Combat Style (Ex): At 6th level, An Arcane Swashbuckler’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Arcane Swashbuckler selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Arcane Swashbuckler’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
  • Improved Uncanny Dodge (Ex): An Arcane Swashbuckler of 8th level or higher can no longer be flanked. This defense denies another Arcane Swashbuckler the ability to sneak attack the character by flanking her, unless the attacker has at least four more Arcane Swashbuckler levels than the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Arcane Swashbuckler level required to flank the character.
  • Combat Style Mastery (Ex): At 11th level, An Arcane Swashbuckler’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Arcane Swashbuckler selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Arcane Swashbuckler’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
  • Special Abilities: On attaining 9th level, and at every three levels thereafter (12th, 15th, and 18th), An Arcane Swashbuckler gains a special ability of her choice from among the following options.
    • Crippling Strike (Ex): An Arcane Swashbuckler with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
    • Defensive Roll (Ex): The Arcane Swashbuckler can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Arcane Swashbuckler can attempt to roll with the damage. To use this ability, the Arcane Swashbuckler must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Arcane Swashbuckler’s evasion ability does not apply to the defensive roll.
    • Improved Evasion (Ex): This ability works like evasion, except that while the Arcane Swashbuckler still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Arcane Swashbuckler does not gain the benefit of improved evasion.
    • Opportunist (Ex): Once per round, the Arcane Swashbuckler can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Arcane Swashbuckler’s attack of opportunity for that round. Even An Arcane Swashbuckler with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
    • Skill Mastery: The Arcane Swashbuckler becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. An Arcane Swashbuckler may gain this special ability multiple times, selecting additional skills for it to apply to each time.
    • Slippery Mind (Ex): This ability represents the Arcane Swashbuckler’s ability to wriggle free from magical effects that would otherwise control or compel her. If An Arcane Swashbuckler with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
  • Improved Legerdemain (Su): An Arcane Swashbuckler can perform the following class skills at a range of 30 feet: Disable Device, Open Lock, Sleight Of Hand, and Search. If desired, the Arcane Swashbuckler can take 10 on the check. Any object manipulated during the skill check must weigh 100 pounds or less. Alternatively, the Arcane Swashbuckler can use improved legerdemain to make one melee sneak attack against any creature within 30 feet. The Arcane Swashbuckler executes the sneak attack (or death attack, if applicable) as if attacking from a flanking position. If the attack is successful, the victim is dealt the appropriate sneak attack damage despite the fact that the Arcane Swashbuckler and his or her weapon do not physically cross the intervening distance. An Arcane Swashbuckler can use improved legerdemain once per day.
  • Adjust Probability (Su): The Arcane Swashbuckler gains the ability to affect probability twice per day. The Arcane Swashbuckler can force a reroll of one attack roll, check, or saving throw that it just made. The Arcane Swashbuckler can find out whether the attack roll, check, or save would have succeeded before using this ability. She must take the second roll, whether it’s better or worse than the original roll. The use of this ability takes place outside the normal initiative order, but the Arcane Swashbuckler can’t use it if he or she is flat-footed or unable to see the situation resulting in the roll. The Arcane Swashbuckler must decide whether to reroll as soon as the result of the attack roll, check, or save is known.

42
Garryl's Germinations / Re: New NPC Classes
« on: June 26, 2017, 06:20:38 AM »
Why does backstabbing only work against creatures who are flat footed in the surprise round and not flat footed for other reasons? Especially since flanking is generally a lesser condition than flat footed.

43
Precedence how?

In addition to being two completely different concepts, the 3.0 PrC was the "Shadow Mind", two words, as opposed to CAdv's "Shadowmind" one word, if you want to get pedantic about the differences.

The whole "reprint takes precedence" that they were always on about.

44
Non-Arhosan Material / Re: Chameleon [Base]
« on: June 25, 2017, 05:11:05 PM »
At one point, this class had 3 and then 4 (20th capstone) aptitude foci, which made him less of a chameleon and more of a "F-it, I'm everything" character. Those got replaced by the massively expanded Mimic Class Feature and Supreme Mimic abilities, as well as (eventually) the ability to refocus at will. What that means is that the chameleon base class can blow through all of his aptitude foci in a single day, pretty useful when it means he can nova encounter #1 with Arcane, #2 with Divine, #3 with Psionics, and hang out the rest of the day as a melee/skill/5th wheel class, as well as use whatever drabs of magical power he has left as necessary.

Now, it's not as strong in any given vertical as a regular base class, but he can choose to be a different one every encounter. It's also a subtle thing to note, and it is slightly slower progression, but the base class Chameleon eventually ends up with 1 more 5th and 3 more 6th level spells. And allows Psionics at all, as well as some other foci.

Those are the reasons behind the class ending up as is. Whether they are valid, well, that's what we'll find out eventually.

As for the feat, because it's the bonus granted, it affects skills and saves only in every foci except for the Combat (attack, DR, damage) and Wild (Favoured Enemy) options. To my mind, the most abusive option is using every feat (we'll call it 8 for a human chameleon, +5 for all floating feats) to use on the combat focus. That gives (at 20) 36/- DR, and +36 to attack, damage, and saves. This is strong, especially as it's a flat bonus that can be multiplied. On the other hand, 9th level spells exist at this point, which sort of makes balance a bit mutable already.

45
So, this is more a point of precedence question, but did WotC update (and apparently completely replace) the 3.0 Shadowmind class with the CAdv Shadowmind class? Necessitating the need for a port-forward of the web class?

46
Play by Post / Re: Cities from the Sky Continuation
« on: June 25, 2017, 04:25:59 PM »
Also, I was never really that into my character in this game. I just didn't have a lot of fun playing him, but I'm not sure why. That's at least part of the reason I'm not crazy about restarting. Sorry...

Don't need to apologize for that, it's more on me for having an intermittent schedule to say the least.

I'll do a writeup in the near future as to what would have happened to finish the first adventure. The fortress-like house the party had just encountered was the "boss battle" finale, and the likely end of time spent in Hania.

Feel free to ask any questions about things that happened, since a lot of the minor hooks didn't get fully explained because they were expected to happen in the boss battle/later on.

Since I'm an idiot/insane, I'll probably start up a small/short campaign soon.

47
I'll just play your homebrew, nothing to worry about there!

I'm hurt! :P

(not really, of course. Garryl makes good material).

48
OK I posted Cycle Warden, Imagineer, and Warcrafter over in Codex of Conflict. Strato, I'm curious about your thoughts on the Imagineer, since it's so completely bizarre.

I'll let Garryl tackle it first, since he's already dived into the material.

So, in terms of group composition, we have FitS with a Naturalist, aka Warlock Druid, SirP with a blank, DMan with a blank, and me with a Commander, Chameleon (both jack of all trades classes) or a WitW, which is a Druid wannabe.

This is going to be a very odd party composition.

49
Board Discussion / Re: Thanks! Now how can we help?
« on: June 23, 2017, 07:59:21 PM »
the cache version of your thread lists 11 prc's, the only one of which I havcent been able to nab is the forgesouled guardian.  I found twilight walker

Don't worry about that one, I have a very slightly different version of it elsewhere. It was a port of a Rune class to Divine magic without too many changes.

Thanks for tackling this!

50
Well, the previous time I ran a WitW (RHoD), he looked like this:

Ǽlǽtan is a druid (more or less) who believes the world is out of balance - that there's too much verdant life, and not enough desert and ice for the way the natural world should be, and that somewhere along the line, magicians/druids have spent time changing the climate to one amenable to the humanoid races, rather than the natural world as it should be. As such, he's devoted to restoring the "balance", but prefers to do so in a way that doesn't harm the living - he believes they'll die off/balance themselves naturally as his work takes hold. And he knows most people won't support him, so he keeps his defiling/desiccation generally out of sight of the populace so that he can work on it in peace. And that taking down an "evil creature" horde gives him a great space in which to starting adjusting the land where good people won't notice.

51
Videogames / Re: Total Warhammer
« on: June 23, 2017, 01:07:27 PM »
The best (cheap) DLC to get is King and the Warlord - it gives two new subfactions, both of which play fairly differently from their parents. Skarsnik especially is a favourite of a lot of people, me included. There's something hilarious about trying to take on chaos with goblins.

52
Cohorts: That sounds fine. I honestly don't change their focus very much anyway - otherwise the cohorts need to have new gear bought for them, or just have very generic simple gear. I also don't usually like to bother with the bookkeeping of keeping track of everything and hunting down all the possible spells/powers/etc. for the character to have.

Aid Them All: Your version of it works better. I'll update the class.

No flaws is fine, I never allowed them myself.

53
Videogames / Re: Total Warhammer
« on: June 23, 2017, 12:17:54 PM »
I would recommend checking out the multiplayer then. The campaign has the problem that armies will rarely be evenly matched, but in MP both sides get about the same amount of resources for building their troops. There's also the scenario battles.

The campaign is definitely about getting a doomstack (or 5) and going to town. If by the end of the campaign you aren't rolling through everything, you're either on Legendary or you've made a mistake. Greenskins, especially, are like this. You end up with 10+ armies, all of them carefully moving around in encamp stance so that you don't lose your WAAAGHs. On the other hand, the greenskin early game is a massive party of slaughter and conquest.

If you want factions that play very differently from the two you've tried already, the Undead, WElves, and Beasts are all much more unique. Beasts, especially, since they are about ambushing, picking fights, running away, and combat management.

54
Homebrew / Re: 1001 Homebrew ideas to flesh out sometime...
« on: June 23, 2017, 10:32:54 AM »
Athasian Gladiator. To replace the rubbish one that Athas.org created.
Combat Styles - Gains bonus style and tactical feats. Does not need to meet prereqs.
Combat Tactics - at beginning of encounter, choose a combat tactic from this list. Can only use one for each combat, and can't use the same one twice in a day.
Play to the Crowd - benefits from people watching (resistance to damage, saves, immunity to mind control and freedom of movement)
Are You Not Entertained - delay round, act by spending immediate action (first move, then standard, then full)
Flourishing Blows - Shaken, then Stun/Daze, then Cowering
Not Done Yet - delay damage pool, delay effects, anything that would paralyze etc becomes staggered
Weapon & Armour Proficiency - All, including exotics
HD - d12
ToB - any two, pick at beginning of day. Recover when flourish or play to crowd

55
On the Commander, a pretty easy house rule to back him down is "Aura bonus is Cha Mod or Class level, whichever is lower". That means a max bonus of +2 at 1st level, instead of +5 (Commander's Will feat). Plus, unless you rule differently than I would, the Commander has to pay for the equipment of his Cohort(s), which can be a severe drain on cash over time.

Preserving & Defiling is here. I just haven't updated the link in the WitW class yet, or created a Wasteland index. It can anywhere from +2 to -2, and if it's truly lifeless stops the character from casting at all. Most of the time, though, it ends up at -2 in those types of environments. Generally the best place to find spells/content you don't have is this place, but I also have the sourcebooks for everything if you want originals.

One missing house rule is Flaws vs No Flaws. As well as is retraining allowed later on.

56
Percival's Plenitude / Re: General Discussion Thread
« on: June 23, 2017, 09:15:45 AM »
You get points back for using a JLP gif :D

57
Videogames / Re: Total Warhammer
« on: June 23, 2017, 08:25:44 AM »
I like playing dorfs. Money grubbing murder midgets. I just don't like dem orcs. I also like playing as Chaos; it's like playing orcs but civilized barbarity.

Hah, I'm the other way around. Give me the greenies all day and I'll run wild. They get absurdly high income and very strong forces, so it's pretty easy to force Archaeon to pop out by about turn 40 or so.

It's slow, and directing guys in battle isn't exciting but neither is just auto-fighting.

Ah. See, that's where I think it's the most fun, trying to get all the craziness under control. The pause button is your friend big time.

58
I vaguely remember Commander. I think it'll be fine. Chameleon and Walker in the Wastes I'm not familiar with at all. Shattered Gates of Slaughtergarde is mostly dungeon crawling and forested wilderness, so I don't know how well a wasteland-focused class would work.

Links:
Commander, Chameleon, Walker in the Wastes.

The WitW would do great in the forested part, struggle a bit in the dungeons if he didn't prep ahead of time. On the other hand, it's a druid competitor and is Tier 1/2, so I don't think that's an issue. Commander and Chameleon should both be T3, although the Commander is more like 2-5 T4-5s at once.

59
Non-Arhosan Material / Commander [Base]
« on: June 23, 2017, 06:22:18 AM »
Commander

"Follow me, and I shall lead you to glory!"
- Excasard the Brilliant, Human Commander


Sometimes it is not enough to be a conquering warrior, a champion of all that’s right, an experienced sellsword, or an elite foot soldier. Sometimes the circumstances require a solid commander of soldiers and situations. Sometimes the circumstances demand a Commander. Commanders inspire trust in those they lead. They earn that trust by slogging through harsh landscapes, dangerous battlefields, and haunted catacombs along with those under their command. With a look, they can see where to best deploy their resources or come up with a sneaky ruse to fool their enemies. A Commander has a tactician’s mind, a cartographer’s overview of the disputed landscape (or dungeon warren), and a way with words that can inspire battle-hardened fighters to give it their all when melee breaks out.

Making a Commander
Commanders come to their profession through study and desire. Most have had formal training in a noble’s army, where they were given positions of authority. Others have trained in formal academies, preparing themselves for careers as a military officers. Commanders see others of their class as part of a special group, especially those they have studied with. Even enemy Commanders can be afforded some respect, though the enemy’s forces must be crushed all the same.

Abilities: Charisma.

Races: Commander appear amongst all races, for their talents are widespread.

Alignment: Commander can be of any alignment, and there is no bias in any one direction.

Table 1: The Commander

Level  BAB   Ref   Fort  Will  Abilities                             Cohorts
----------------------------------------------------------------------------
1      +0    +0    +2    +2    Cohorts, Commander Aura               1
2      +1    +1    +3    +3    Warden, Aid Them All                  1
3      +2    +1    +3    +3    Ability Boon                          1
4      +3    +2    +4    +4    Grant Move Action, Commander's Boon   1
5      +3    +2    +4    +4    Seal the Breach                       1
6      +4    +3    +5    +5    Ability Boon                          2
7      +5    +3    +5    +5    Rapid Refocus, Commander's Boon       2
8      +6    +2    +6    +6    Grant Move Action                     2
9      +6    +3    +6    +6    Ability Boon                          2
10     +7    +3    +7    +7    Commander Aura, Commander's Boon      2
11     +8    +3    +7    +7    When the Moment Calls                 3
12     +9    +4    +8    +8    Ability Boon, Grant Move Action       3
13     +9    +4    +8    +8    Commander's Boon                      3
14     +10   +4    +9    +9    Redirected Spell                      3
15     +11   +5    +9    +9    Ability Boon                          3
16     +12   +5    +10   +10   Grant Move Action, Commander's Boon   4
17     +12   +5    +10   +10   Instant Refocus                       4
18     +13   +6    +11   +11   Ability Boon                          4
19     +14   +6    +11   +11   Commander's Boon                      4
20     +15   +6    +12   +12   Grant Move Action, Commander Aura     4


Table 2: Spells Per Day

Level  1st  2nd  3rd  4th  5th  6th
-----------------------------------
1      0    —    —    —    —    —
2      0    —    —    —    —    —
3      1    —    —    —    —    —
4      2    0    —    —    —    —
5      3    1    —    —    —    —
6      3    2    —    —    —    —
7      3    2    0    —    —    —
8      3    3    1    —    —    —
9      3    3    2    —    —    —
10     3    3    2    0    —    —
11     3    3    3    1    —    —
12     3    3    3    2    —    —
13     3    3    3    2    0    —
14     3    3    3    3    1    —
15     4    3    3    3    2    —
16     4    4    3    3    2    0
17     4    4    4    3    3    1
18     4    4    4    4    3    2
19     4    4    4    4    4    3
20     4    4    4    4    4    4


Table 3: Psionic Focus

Level  Power Points/Day  Powers Known  Maximum Power Level
----------------------------------------------------------
1      0                 1             1
2      1                 2             1
3      3                 2             1
4      5                 3             2
5      7                 3             2
6      11                4             2
7      15                4             3
8      19                5             3
9      23                5             3
10     27                6             4
11     35                6             4
12     43                7             4
13     51                7             5
14     59                8             5
15     67                8             5
16     79                9             6
17     91                9             6
18     103               10            6
19     115               10            6
20     127               11            6


Table 4: Combat Focus

Level  Maneuvers Known  Maneuvers Readied  Maximum Maneuver Level
-----------------------------------------------------------------
1      1                1                  1
2      1                1                  1
3      2                1                  1
4      2                1                  2
5      3                2                  2
6      3                2                  2
7      4                2                  3
8      4                2                  3
9      5                3                  3
10     5                3                  4
11     6                3                  4
12     6                3                  4
13     7                4                  5
14     7                4                  5
15     8                4                  5
16     8                4                  6
17     9                5                  6
18     9                5                  6
19     10               5                  6
20     10               5                  6


Game Rule Information
Commanders have the following game statistics.

Alignment: Any
Hit Die: d8
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)

Class skills
Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Trained in the basics of fighting, Commanders possess a general knowledge of weapons and armor. Their real strength is their ability to lead those who follow them to success they might not otherwise reach in combat. Commanders make passable warriors themselves, when personal danger finds them.

Weapon and Armor Proficiency
Commanders are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Cohorts (Ex)
A commander is always surrounded by a number of highly skilled individuals, ones he has shaped and taught throughout their career, and who owe everything to him. Is it on these men and women that he focuses his abilities, although there are lesser benefits for those other allies who have chosen to follow his lead. At 1st level, the commander gains a single cohort. At 2nd level and beyond, he assigns to them one of the foci listed below at the beginning of each day. Treat any cohort before assigning a foci as a commoner (of any LA 0 race) with levels equal to the commander's class level -2 (minimum level 1) and the elite array. If the commander lose a cohort, he may find another by taking a week to intensively search for one (taking no other actions during that time). Assigning foci to his cohorts requires the commander having a deep and instructive conversation with all of them for one hour, after which they gain the foci he has chosen for them for twenty four hours or until he decides to change it. At 5th level, the commander can change a single cohort's focus one time per day, with a further additional use every 5 levels (10, 15, 20). All cohorts who use the arcane focus or divine focus ability must still obey the normal rules for preparing spells (including any rest required). The commander gains another cohort at 6th, 11th, and 16th level. Otherwise, treat as per the leadership feat. The commander cannot gain cohorts via other means (leadership feat, thrallherd class, etc.).
  • Arcane Focus: The chosen cohort gains the ability to prepare and cast arcane spells, which may be chosen from the wizard spell list. He prepares and casts these spells just as a wizard does, including the use of a spellbook (Commander's cohorts often use stolen or borrowed spellbooks; see page 178 of the Player's Handbook for details). His spells per day are noted on Table 2. He gains bonus spells for a high Intelligence score, just as a wizard does. When Table 2 indicates that he get 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. His caster level is equal to his character level. He also gains a +2 competence bonus on Knowledge (arcana) checks and Spellcraft checks and a +2 bonus on Will saves. These bonuses improve by +2 every 4 cohort levels (at 4th, 8th, 12th, and 16th).
  • Combat Focus: The chosen cohort gains proficiency with all martial and exotic weapons, increases his maximum hit points by +3 per cohort level, and increases his base attack bonus to that of a fighter. He gains a +2 bonus on Fortitude saves, and chooses one of the following: a +2 bonus on attack rolls, a +2 bonus on weapon damage rolls, or damage reduction 2/-. All of these bonuses (including the damage reduction) improve by +2 every 4 cohort levels (at 4th, 8th, 12th, and 16th). He then chooses one of the following:
    • Combatant: At 1st level, he gains a bonus feat, chosen from the list of fighter bonus feats. He must meet the prerequisites for this feat. At 4th, 8th, 12th, and 16th level, he gains an additional bonus feat.
    • Initiator: He gains access to a single martial discipline (See Tome of Battle). His initiator level is equal to his cohort level, while his maneuvers known, readied, and the maximum level known are all given on Table 4. He recovers maneuvers as a Warblade does.
  • Divine Focus: The chosen cohort gains the ability to prepare and cast divine spells, which may be chosen from the cleric spell list. He prepares and casts these spells just as a cleric does, except that he cannot spontaneously cast spells. He can only prepare new divine spells at sunrise. His spells per day are noted on Table 2. He gains bonus spells for a high Wisdom score, just as a cleric does. When Table 2 indicates that he gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. His caster level is equal to his cohort level. He also gains a +2 competence bonus on Knowledge (religion) checks and a +2 bonus on Fortitude and Will saves. These bonuses improve by +2 every 4 cohort levels (at 4th, 8th, 12th, and 16th).
  • Stealth Focus: The chosen cohort increases his maximum hit points by +1 per cohort level, and gains trapfinding (see page 50 of the Player's Handbook), uncanny dodge (see page 26 of the Player's Handbook), a +2 competence bonus on Disable Device, Hide, Move Silently, Open Lock, and Search checks, and a +2 bonus on Reflex saves. These bonuses improve by +2 every 4 cohort levels (at 4th, 8th, 12th, and 16th). He gains Sneak Attack +1d6 for every three cohort levels (1, 3, 6, 9, 12, 15, 18). At 1st level, he gains the ability to go invisible twice per day. At 4th level, he gains two additional uses and treat his invisibility as invisibility, greater. At 8th level, he gains two additional uses and can become ethereal. These effects last for one round per point of competence bonus. At 12th level, he gains Hide in Plain Sight (as per the shadowdancer ability). At 16th level, he ignore any immunity a creature might have that prevents sneak attacks or similar effects.
  • Wild Focus: The chosen cohort increases his maximum hit points by +2 per cohort level, and gains wild empathy (see page 35 of the Player's Handbook; treat his druid level as equal to his cohort level), woodland stride (see page 36 of the Player's Handbook), a +2 competence bonus on Climb, Handle Animal, Jump, Knowledge (nature), and Survival checks, and a +2 bonus on Fortitude saves. These bonuses improve by +2 every 4 cohort levels (at 4th, 8th, 12th, and 16th). In addition, he may choose either the following Favoured Enemy or Wild Shape ability.
    • Favoured Enemy: choose a favoured enemy, as per the ranger class ability, at 1st level. At 4th, 8th, 12th, and 16th, choose an additional favoured enemy. The bonus against favoured enemies is equal to the bonus on Fortitude saves this ability provides.
    • Wild Shape: At 4th level, the cohort gains Wild Shape, as per the druid class ability, useable twice per day. At 8th level, he gains two additional uses of Wild Shape, and the ability to change into Large, Tiny, or Plant creatures. At 12th level, he gains two additional uses of Wild Shape, and the ability to change into Huge creatures. At 16th level, he gains two additional uses of Wild Shape, and the ability to change into Elemental, and Huge Elemental creatures.
  • Psionic Focus: The chosen cohort gains the ability to learn and manifest powers, which are chosen from the psion power list (this does not given him access to discipline powers). He manifests these powers just as a psion of his level does. His power points/day and powers known are indicated on Table 3. He gains bonus power points for a high Intelligence score, just as a psion does. His manifester level is equal to his cohort level. Once he has chosen his powers known for the day, even if he subsequently refocus his aptitude, they remain his powers known until the next day. He also gains a +2 competence bonus on Autohypnosis, Knowledge (psionics), and Psicraft checks and a +2 bonus on Will saves. These bonuses improve by +2 every 4 cohort levels (at 4th, 8th, 12th, and 16th).
Commander Aura (Su)
The commander exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. Projecting an aura is a swift action, and he can only project one aura at a time. An aura remains in effect until he uses a free action to dismiss it or he activates another aura in its place. He can have an aura active continually; thus, an aura can be in effect at the start of an encounter even before he takes his first turn. Unless otherwise noted, his aura affects all allies within 60 feet (including himself) with line of effect to him. His aura is dismissed if he becomes unconscious or is slain, but otherwise it remains in effect even if he is incapable of acting. The bonus granted by the aura is equal to the commander's charisma modifier or his class level, whichever is lower. A 1st-level commander knows how to project three auras chosen from the list below. At every odd-numbered level after that, he learns one additional aura. At 10th level, he can activate a second aura, and at 20th level, a third.
  • Energy Shield: Any creature striking the commander or his ally with a natural attack or a nonreach melee weapon is dealt 2 points of energy damage for each point of his aura bonus. The energy type is chosen when creating the aura from acid, cold, electricity, or fire.
  • Power: Bonus on melee damage rolls equal to his aura bonus.
  • Presence: Bonus on Bluff, Diplomacy, and Intimidate checks equal to his aura bonus. Also, any creature viewing someone affected by the aura must make a Will save against DC 10 + 1/2 commander level + commander's charisma modifier or be fascinated until he can no longer see anyone under the effect of this aura.
  • Resistance: Resistance to acid, cold, electricity, or fire damage equal to 5 for every two points of his aura bonus (min 5).
  • Senses: Bonus on Listen and Spot checks, as well as on initiative checks, equal to his aura bonus. In addition, all creatures under the effect of this aura receive a bonus on saves against dazzling, blindness, and deafeness equal to 2 per point of aura bonus.
  • Toughness: DR 1/magic for each point of his aura bonus.
  • Vigor: Fast healing 1 for every 2 points of his aura bonus, but only affects characters at or below one-half their full normal hit points.
  • Attack: Bonus on melee attack rolls.
  • Care: Bonus to Armor Class.
  • Urgency: Allies’ base land speed is increased 5' for every two points of his aura bonus (min 5').
  • Resilient Troops: Bonus on all saves equal to 1 for every two points of his aura bonus (min 1).
  • Steady Hand: Bonus on ranged attack rolls.
  • Accuracy: Bonus on ranged damage rolls equal to his aura bonus.
  • Alliance: If an ally makes an attack of opportunity against an enemy, one other allied creature per two points of aura bonus in melee range of the enemy may make a free attack against that creature with a -4 penalty. The commander chooses which creature.
  • Dogpile: If an ally successfully critical hits an enemy, one other allied creature per two points of aura bonus in melee range of the enemy may make a free attack against that creature with a -4 penalty. The commander chooses which creature.
  • Transfer of Power: Allied magic users in the aura receive a +1 bonus to caster level (or appropriate) for every 4 points of aura bonus.
  • Resist the Inevitable: Allies in the aura gain spell resistance equal to 10 + 2 per point of aura bonus.
  • Countering Blows: All allies in the aura are treated as if they had the Combat Reflexes feat, except the number of Attacks of Opportunity is increased by 1 for every 4 points of aura bonus.
Warden (Su)
Born with the desire to protect their people, a commander always knows where they are. He gains a +20 circumstance bonus on Listen and Spot checks to hear and see allies. At 9th level, his senses are honed so finely that he is aware of the location and status (as with the status spell) of all allies within 100 feet per class level, even if they are not within sight.

Aid Them All (Ex)
As a standard action, make a DC 10 commander aura check (1d20 + your commander aura bonus). If you succeed, increase your commander aura bonus by 2 for 1 round.

Ability Boon (Ex)
At 3rd level, when choosing a focus for a cohort, the commander may grant that cohort a +2 competence bonus to an ability score of the commander's choice. This bonus lasts until the commander changes his cohort's focus. Every 3 commander levels after that (6, 9, 12, 15, 18), the bonus increases by +2. If desired, the commander can split this bonus in half and apply it to two different ability scores of the cohort (thus, at 4th level, it would be +1 to two different scores).

Grant Move Action (Ex)
Starting at 4th level, a commander can direct and motivate his cohorts to act immediately. Once per day, as a standard action, he may grant an extra move action to all of his cohorts within 60 feet. Each of the affected cohorts takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the cohorts’ initiative count; the round continues normally after the commander’s turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the commander’s may get an extra move action from the commander, followed directly by a full round worth of actions on the ally’s turn.) At 8th level, a commander gains the ability to grant an extra move action to his cohorts twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level.

Commander's Boon (Su)
At 4th level, the commander gains the ability to grant certain abilities to all allies currently under the effect of its aura as a standard action (unless mentioned otherwise). Once per day, he can grant any of the class features described below. Every 3 levels after that (7, 10, 13, 16, 19) he gains one additional use (either to grant the same ability, or a different ability).
  • Evasion: As an immediate action, the commander grants his allies evasion for one minute.
  • Rage: The commander grants his allies the benefits of the barbarian's rage ability, for 1 round plus 1 round per point of (newly improved) constitution modifier.
  • Smite: The commander grants his allies the benefits of the paladin's smite ability for 1 round. They may add their Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per character level.
  • Sudden Strike: The commander grants his allies the ability to deal an extra 1d6 points of damage per two character levels any time the target would be denied its Dexterity bonus. This lasts for one round.
  • Skirmish: The commander grants his allies (for one round) the ability to deal an extra 1d6 points of damage on all attacks they make during any round in which they move at least 10 feet away from where they were at the start of your turn. The extra damage applies only to attacks made after they have moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during their turn. This extra damage increases by 1d6 for every four character levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The affected allies must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. They can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At their 3rd character level, they gain a +1 competence bonus to Armor Class during any round in which they move at least 10 feet. The bonus applies as soon as they have moved 10 feet, and lasts until the start of their next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). They cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Seal the Breach (Su)
A number of times per day equal to his charisma modifier, a commander can reposition a cohort in order to plug an opening on the battlefield. A cohort under his command is teleported from its current position, which must be within 100 feet per class level, to a square of the commander's choosing, no more than 30 feet from the commander. The square must be unoccupied, and it must not present any danger to the teleported creature. This is a standard action to use.

Rapid Refocus (Ex)
At 7th level, the commander gains the ability to change a cohort's focus in only 10 minutes.

When the Moment Calls (Su)
The commander, as any good general, can sense the moment when a battle is about to turn. The commander can grant a full round action to one cohort under his command once per encounter. That cohort takes his actions immediately. This is a standard action to activate.

Redirected Spell (Su)
Any time the commander is the target of a single target beneficial spell, he may forgo the benefits of that spell to have it affect all allies within range of his aura. In each case, treat the spell as if it had been cast normally.

Instant Refocus (Ex)
At 17th level, the commander gains the ability to change a cohort's focus in only 1 full round.

Focused Choice
Prerequisites: Aptitude Focus ability, character level 6
Benefit: You increase the bonuses granted by a single aptitude focus by +2.
Special: You can take this feat multiple times. Each time it applies to a different aptitude focus.

Commander's Will
Prerequisites: Commander, Marshal, Dragon Shaman, Overlord, or similar aura ability, character level 6
Benefit: You increase your aura bonus for your auras by +1

By My Guiding Hand
Prerequisites: Commander, Marshal, Dragon Shaman, Overlord, or similar aura ability
Benefit: Allies who are adjacent to one another and under the effect of an aura you have created gain a +1 bonus to AC. Should you be adjacent to an ally, you do not gain the bonus, but they do. Allies who are flat-footed do not gain the benefits, and do not count as adjacent. Alternately, as a swift action you may choose to change the benefits from this to a +1 bonus to attack, losing the +1 bonus to AC for one round. All conditions still apply.

Ability Upon Command
Prerequisites: Ability Boon ability
Benefit: You increase the ability bonus granted by your class feature by +2.

60
Non-Arhosan Material / Chameleon [Base]
« on: June 23, 2017, 06:16:46 AM »
Chameleon
"I can do all things."
- Excasard the Brilliant, Human Chameleon

Sometimes it’s good to be a fighter, able to wield any weapon. Other times, you’d be better off as a rogue, with stealth and the ability to backstab foes. And sometimes, nothing but spells will do the trick. When these situations collide and you need one answer, you need a chameleon. Chameleons are dilettantes in every class and masters of none. They know enough of each class’s skills and abilities to mimic that class effectively. You can masquerade as a fighter, a rogue, or even a wizard or a cleric. Part of it is power, of course—you learn to harness your own natural energy, shaping it into whichever class you require that day. But the rest is pure attitude—you are a talented performer, and when you walk into a room with a holy symbol around your neck, people believe you have true faith.

Making a Chameleon
Anyone can become a chameleon—because, after all, a chameleon can become anyone. The easiest path is through the rogue class, since the rogue’s large number of skill points makes meeting the skill requirements easy. Bards also make excellent chameleons, since they are talented performers who already know some magic. Chameleons who were spellcasters have a clear advantage, because their spell lists are not as limited. Chameleon clerics are rare, but extremely valuable, because they can heal and turn undead with more potency than a chameleon merely posing as a priest. The class is also an interesting choice for monks—their discipline makes it easier to adapt the body to each new role, even if their poor social skills hamper their performances.

Abilities: All of them.

Races: Chameleon appear amongst all races, for their talents are widespread and to be a jack-of-all-trades is always useful.

Alignment: Chameleon can be of any alignment, and there is no bias in any one direction.

Table 1: The Chameleon
Level  BAB   Ref   Fort  Will  Abilities                                     
-----------------------------------------------------------------------------
1      +0    +0    +0    +0    Aptitude focus 1/day (+2)                 
2      +1    +1    +1    +1    Bonus feat                                 
3      +2    +1    +1    +1    Mimic class feature 1/day                 
4      +3    +2    +2    +2    Ability boon +2                           
5      +3    +2    +2    +2    Aptitude focus 2/day (+4)                 
6      +4    +3    +3    +3    Mimic class feature 2/day, Bonus feat                   
7      +5    +3    +3    +3    Ability boon +4           
8      +6    +2    +2    +2    Rapid Refocus
9      +6    +3    +3    +3    Mimic class feature 3/day                 
10     +7    +3    +3    +3    Ability boon +6, aptitude focus 3/day (+6), Bonus feat 
11     +8    +3    +3    +3    Double Aptitude                         
12     +9    +4    +4    +4    Mimic class feature 4/day               
13     +9    +4    +4    +4    Ability boon +8               
14     +10   +4    +4    +4    Supreme Mimic, Bonus feat               
15     +11   +5    +5    +5    Mimic class feature 5/day, Aptitude focus 4/day (+8)               
16     +12   +5    +5    +5    Ability boon +10               
17     +12   +5    +5    +5    Instant Refocus               
18     +13   +6    +6    +6    Mimic class feature 6/day, Bonus feat               
19     +14   +6    +6    +6    Ability boon +12               
20     +15   +6    +6    +6    One Is All, Aptitude focus 5/day (+10)


Table 2: Spells Per Day
Level  1st  2nd  3rd  4th  5th  6th
-----------------------------------
1      0    —    —    —    —    —
2      0    —    —    —    —    —
3      1    —    —    —    —    —
4      2    0    —    —    —    —
5      3    1    —    —    —    —
6      3    2    —    —    —    —
7      3    2    0    —    —    —
8      3    3    1    —    —    —
9      3    3    2    —    —    —
10     3    3    2    0    —    —
11     3    3    3    1    —    —
12     3    3    3    2    —    —
13     3    3    3    2    0    —
14     3    3    3    3    1    —
15     4    3    3    3    2    —
16     4    4    3    3    2    0
17     4    4    4    3    3    1
18     4    4    4    4    3    2
19     4    4    4    4    4    3
20     4    4    4    4    4    4


Table 3: Psionic Focus
Level  Power Points/Day  Powers Known  Maximum Power Level
----------------------------------------------------------
1      0                 1             1
2      1                 2             1
3      3                 2             1
4      5                 3             2
5      7                 3             2
6      11                4             2
7      15                4             3
8      19                5             3
9      23                5             3
10     27                6             4
11     35                6             4
12     43                7             4
13     51                7             5
14     59                8             5
15     67                8             5
16     79                9             6
17     91                9             6
18     103               10            6
19     115               10            6
20     127               11            6


Table 4: Combat Focus
Level  Maneuvers Known  Maneuvers Readied  Maximum Maneuver Level
-----------------------------------------------------------------
1      1                1                  1
2      1                1                  1
3      2                1                  1
4      2                1                  2
5      3                2                  2
6      3                2                  2
7      4                2                  3
8      4                2                  3
9      5                3                  3
10     5                3                  4
11     6                3                  4
12     6                3                  4
13     7                4                  5
14     7                4                  5
15     8                4                  5
16     8                4                  6
17     9                5                  6
18     9                5                  6
19     10               5                  6
20     10               5                  6


Game Rule Information
Chameleons have the following game statistics.

Alignment: Any
Hit Die: d8
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Sense Motive (Wis), Swim (Str), and Use Magic Device (Cha)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
The chameleon’s class features allow you to adopt a variety of roles, from armored warrior to spellcaster to sneaky rogue. You can’t use any abilities gained from your aptitude focus, ability boon, or mimic class feature abilities to qualify for a feat, prestige class, or other option. You can use your bonus feats to qualify for such options, but if you change the feats, you suffer the normal drawbacks for no longer meeting a prerequisite or requirement.

Weapon and Armor Proficiency
Chameleons are proficient with all simple weapons and with all forms of armor, including shields (but not tower shields).

Aptitude Focus (Ex)
Once per day, you can select one of the areas below upon which to focus your ever-shifting talents. After meditating for 1 hour, you gain the chosen abilities for 24 hours or until you change your aptitude focus. At 5th level, you can change your aptitude focus one time per day, with a further additional use every 5 levels (10, 15, 20). If you change to the arcane focus or divine focus ability, you must still obey the normal rules for preparing spells (including any rest required).

Arcane Focus: You gain the ability to prepare and cast arcane spells, which may be chosen from the wizard spell list. You prepare and cast these spells just as a wizard does, including the use of a spellbook (chameleons often use stolen or borrowed spellbooks; see page 178 of the Player's Handbook for details). Your spells per day are noted on Table 2. You gain bonus spells for a high Intelligence score, just as a wizard does. When Table 2 indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Intelligence score for that spell level. Your caster level is equal to your class level. You also gain a +2 competence bonus on Knowledge (arcana) checks and Spellcraft checks and a +2 bonus on Will saves. These bonuses improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th)

Combat Focus: You gain proficiency with all martial and exotic weapons, and your base attack bonus increases to that of a fighter. You gain a +2 competence bonus on attack rolls and weapon damage rolls and a +2 bonus on Fortitude saves, as well as damage reduction 2/-. These bonuses (including the damage reduction) improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th). At 1st level, you gain a bonus feat, chosen from the list of fighter bonus feats. You must meet the prerequisites for this feat. At 5th, 10th, 15th, and 20th level, you gain an additional bonus feat. You also gain access to a single martial discipline (See Tome of Battle). Your initiator level is equal to your class level, while your maneuvers known, readied, and the maximum level known are all given on Table 4. You recover maneuvers as a Warblade does.

Divine Focus: You gain the ability to prepare and cast divine spells, which may be chosen from the cleric spell list. You prepare and cast these spells just as a cleric does, except that you cannot spontaneously cast spells. You can only prepare new divine spells at sunrise. Your spells per day are noted on Table 2. You gain bonus spells for a high Wisdom score, just as a cleric does. When Table 2 indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Wisdom score for that spell level. Your caster level is equal to your class level. You also gain a +2 competence bonus on Knowledge (religion) checks and a +2 bonus on Fortitude and Will saves. These bonuses improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th)

Stealth Focus: You gain trapfinding (see page 50 of the Player's Handbook), uncanny dodge (see page 26 of the Player's Handbook), a +2 competence bonus on Disable Device, Hide, Move Silently, Open Lock, and Search checks, and a +2 bonus on Reflex saves. These bonuses improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th). You gain Sneak Attack +1d6 for every three levels in the Chameleon class. At 1st level, you gain the ability to go invisible twice per day. At 5th level, you gain two additional uses and treat your invisibility as invisibility, greater. At 10th level, you gain two additional uses and can become ethereal. These effects last for one round per point of competence bonus. At 15th level, you gain Hide in Plain Sight (as per the shadowdancer ability). At 20th level, you ignore any immunity a creature might have that prevents sneak attacks or similar effects.

Wild Focus: You gain wild empathy (see page 35 of the Player's Handbook; treat your druid level as equal to your class level), woodland stride (see page 36 of the Player's Handbook), a +2 competence bonus on Climb, Handle Animal, Jump, Knowledge (nature), and Survival checks, and a +2 bonus on Fortitude saves. These bonuses improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th). In addition, you may choose either the following Favoured Enemy or Wild Shape ability.


  • Favoured Enemy: choose a favoured enemy, as per the ranger class ability, at 1st level. At 5th, 10th, 15th, and 20th, choose an additional favoured enemy. The bonus against favoured enemies is equal to the bonus on Fortitude saves this ability provides.
  • Wild Shape: At 5th level, you gain Wild Shape, as per the druid class ability, useable twice per day. At 10th level, you gain two additional uses of Wild Shape, and the ability to change into Large, Tiny, or Plant creatures. At 15th level, you gain two additional uses of Wild Shape, and the ability to change into Huge creatures. At 20th level, you gain two additional uses of Wild Shape, and the ability to change into Elemental, and Huge Elemental creatures.
Psionic Focus: You gain the ability to learn and manifest powers, which are chosen from the psion power list (this does not given you access to discipline powers). You manifest these powers just as a psion of your level does. Your power points/day and powers known are indicated on Table 3. You gain bonus power points for a high Intelligence score, just as a psion does. Your manifester level is equal to your class level. Once you have chosen your powers known for the day, even if you subsequently refocus your aptitude, they remain your powers known until the next day. You also gain a +2 competence bonus on Autohypnosis, Knowledge (psionics), and Psicraft checks and a +2 bonus on Will saves. These bonuses improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th).

Leadership Focus: You gain bardic music, as a bard of your class level, and a single Minor aura, as per the Marshal class ability of the same name. You also gain a +2 competence bonus on all Charisma-based skill checks (Use Magic/Psionic Device excluded), and a +2 bonus on Fortitude saves. These bonuses improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th). At 5th level, you gain a Major Aura +1, as per the Marshal class ability. You may instead choose a Draconic Aura, as per the Dragon Shaman class ability. At 10th level, you gain a second Minor aura. You may choose to activate both Minor auras if desired. At 15th level, the bonus on your Major or Draconic Aura increases to +3. At 20th level, you may choose a second Major or Draconic Aura, and switch between them as a swift action.

Bonus Feat (Ex)
At 2nd level, you gain a bonus feat. You must meet the prerequisites for this feat. At the start of each day, you can choose to change your bonus feat to any other feat for which you meet the prerequisites. You gain an additional bonus feat every 4 levels (6th, 10th, 14th, 18th).

Mimic Class Feature
At 3rd level, once per day, you gain the ability to mimic a certain class feature possessed by other characters. At the start of each day, choose a number of supernatural or extraordinary class abilities equal to the number of uses of this ability you possess. Each ability must be available to a standard (base) character class at 3rd level or lower, and must appear on the advancement table or in the text description for that class. This excludes any ability that grants a companion (Animal Companion, Familiars, etc.), spellcasting or similar abilities (Binding, Incarnum, Manoeuvres, Truenaming, Shadowcasting, Psionics, etc.), and any ability granted by an Aptitude Focus.  Every 3 levels after that (6, 9, 12, 15, 18) you gain one additional use (either to mimic the same class feature, or a different class feature at a separate time). Each time you use a chosen class ability, you gain the benefit of that ability for one round. If the chosen ability has a stated duration (such as Rage), you gain the benefit for that duration. This cannot exceed one minute. If the benefits of the ability increase with class level, treat your chameleon level as your level in the appropriate class. Activating Mimic Class Feature is an immediate action.


Ability Boon (Ex)
At 4th level, when choosing an aptitude focus, you also gain a +2 competence bonus to an ability score of your choice. This bonus lasts until you change your aptitude focus. Every 3 levels after that (6, 9, 12, 15, 18), the bonus increases by +2. If desired, you can split this bonus in half and apply to two different ability scores of your choice (thus, at 4th level, it would be +1 to two different scores).

Rapid Refocus (Ex)
At 8th level, you gain the power to change your aptitude focus in only 10 minutes.

Double Aptitude (Ex)
At 11th level, you can adopt two aptitude focuses in the same amount of time it previously took for you to adopt one. For example, you could adopt both the combat focus and the wild focus to mimic a ranger, or the divine focus and arcane focus to mimic a mystic theurge. You can't adopt the same aptitude focus twice simultaneously. You can still only adopt as many focuses per day as indicated by your aptitude focus ability.

Supreme Mimic (Ex)
At 14th level, you become the ultimate jack of all trades. Your sharp mind allows you to duplicate almost any ability you witness. At the start of each day, choose three extraordinary class abilities. Each ability must be available to a standard (base) character class at 15th level or lower, and must appear on the advancement table or in the text description for that class (This excludes spellcasting or similar abilities (Binding, Incarnum, Manoeuvres, Truenaming, Shadowcasting, Psionics, etc.), or any ability granted by an Aptitude Focus. You can use each chosen class ability once per day, lasting for one minute each.

Instant Refocus (Ex)
At 17th level, you gain the power to change your aptitude focus in only 1 full round.

One Is All (Ex)
At 20th level, you may refocus as many times per day as desired.


Chameleon Feats
Extra Mimic [Chameleon]
Prerequisites: Mimic Class Feature ability
Benefit: You gain 2 additional uses of your Mimic Class Feature ability per day.
Special: You can take this feat multiple times.

Extra Focus [Chameleon]
Prerequisites: Aptitude Focus ability
Benefit: You gain 1 additional use of your Aptitude Focus ability per day.
Special: You can take this feat multiple times.

Focused Choice [Chameleon]
Prerequisites: Aptitude Focus ability
Benefit: You increase the bonuses granted by a single aptitude focus by +2.
Special: You can take this feat multiple times.

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