Version 2.2 is up.
Changelist:
Added Psionic and Leadership focus.
Changed Mimic Class Feature to new ability
Removed Triple and Quad Aptitude
Swapped Rapid Refocus and Double Aptitude
Added Supreme Mimic at 14th
Added One Is All at 20th
Added Maneuvers to Combat Focus
Tweaked Wild Focus
Cleaned up Ability Focus & Mimic Class Feature
Chameleon"I can do all things."
- Excasard the Brilliant, Human ChameleonSometimes 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 ChameleonAnyone 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 ChameleonLevel BAB Ref Fort Will Abilities
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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 DayLevel 1st 2nd 3rd 4th 5th 6th
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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 FocusLevel Power Points/Day Powers Known Maximum Power Level
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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 FocusLevel Maneuvers Known Maneuvers Readied Maximum Maneuver Level
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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 InformationChameleons have the following game statistics.
Alignment: Any
Hit Die: d8
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)
Class skillsBluff (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 FeaturesThe 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 ProficiencyChameleons 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 FeatureAt 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.
At 3rd level, you gain the ability to mimic a certain class feature possessed by other characters. Once per day, you can use any of the class features described below. 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).
Evasion (Ex) As an immediate action, you can avoid damage from certain attacks with a successful Reflex save. You can activate this ability after you have rolled a successful Reflex save, but before you have taken damage. This ability lasts for 1 minute. See the monk class feature, page 41 of the Player's Handbook.
Rage (Ex) You can fly into a screaming blood frenzy. See the barbarian class feature, page 25 of the Player's Handbook, except that the duration of the rage is 1 round + 1 round per point of your (newly improved) Constitution modifier.
Smite (Ex) You can smite a foe with a normal melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per class level. See the paladin smite evil class feature, page 44 of the Player's Handbook.
Sudden Strike (Ex) You can deal an extra 1d6 points of damage per two class levels any time the target would be denied its Dexterity bonus. See the Ninja class feature in Complete Adventurer.
Turn/Rebuke Undead (Su) You can turn or rebuke undead creatures (your choice when activating the ability) by channeling the power of your faith through a holy symbol. See Turn or Rebuke Undead, page 159 of the Player's Handbook. Treat your cleric level as equal to your class level.
Skirmish (Ex) You deal an extra 1d6 points of damage on all attacks you make during any round in which you move at least 10 feet away from where you were at the start of your turn. The extra damage applies only to attacks made after you have moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during your turn. This extra damage increases by 1d6 for every four 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. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, you gain a +1 competence bonus to Armor Class during any round in which you move at least 10 feet. The bonus applies as soon as you have moved 10 feet, and lasts until the start of your 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).
You cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
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 FeatsExtra 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.