Djinn_in_Tonic
2008-12-25, 11:09 PM
Designer's Note: First things first. Credit goes to FMArthur for getting me to dust off and re-vamp my chameleon revision, and also for the idea of adding Martial Maneuvers and for the name and the idea behind Dangerous Unpredictability. That said, I asked him early on if I could snag a bit of his and put up my version, and he gave me full permission. Just wanted to get that out of the way.
That said, the similarities aren't as common as you'd think. Mine is definitely a different beast, while sharing many of the same qualities.
Anyway, on to talk of the class itself.
This revision of the chameleon is a powerful class, falling in somewhere level or slightly above the Martial Adepts, and surpassing them in versatility. But consideration has been taken to prevent incredible abuse.
Firstly, the chameleon, at it's height of power, has the abilities of two other classes at somewhere between 13th and 14th level. This is slightly less than the powers of a good dual PrC, which should grant 15th level powers. The chameleon sacrifices this extra power for more options in exactly how it multi-classes.
Additionally, one of the largest problems with the original chameleon was the ability to cast powerful buff spells, turn on martial focus, and go on a rampage. Now, spells cast while wearing either the Bishop Mask or the Sage Mask fade away rapidly once the Mask has been changed, making this sort of strategy impossible.
Let's take a look. Remember--critique is excellent. If this is the most insanely broken thing you've ever seen, let me know.
The Chameleon
Starting Gold: 3d4 x 10 (75gp)
Starting item: Wizard's spellbook (100 pages) containing all 0th level spells and [3 + Int] 1st level spells of your choice.
Starting Age: as Bard/Fighter/Paladin/Ranger
Hit Die: d8
Skill Points: 0* (*See Jack of All Trades)
Class Skills: None* (*See Jack of All Trades)
Table 1-1: THE CHAMELEON
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+0|Masquerade 2/day (+2), Jack of All Trades
2nd|
+1|
+0|
+0|
+0|Chameleon Lore, Mimic 1/encounter
3rd|
+2|
+1|
+1|
+1|Floating Feat, Impersonate (Tone)
4th|
+3|
+1|
+1|
+1|Ability Boon +2
5th|
+3|
+1|
+1|
+1|Masquerade 3/day (+3)
6th|
+4|
+2|
+2|
+2|Mimic 2/encounter
7th|
+5|
+2|
+2|
+2|Quick Change (ten minutes)
8th|
+6/+1|
+2|
+2|
+2|Ability Boon +4, Impersonate (Alignment)
9th|
+6/+1|
+3|
+3|
+3|Floating Feat
10th|
+7/+2|
+3|
+3|
+3|Masquerade 4/day (+4), Mimic 3/encounter
11th|
+8/+3|
+3|
+3|
+3|Dual Façade
12th|
+9/+4|
+4|
+4|
+4|Ability Boon +4/+2
13th|
+9/+4|
+4|
+4|
+4|Impersonate (Form)
14th|
+10/+5|
+4|
+4|
+4|Mimic 4/encounter
15th|
+11/+6/+1|
+5|
+5|
+5|Masquerade 5/day (+5), Floating Feat
16th|
+12/+7/+2|
+5|
+5|
+5|Ability Boon +6/+4
17th|
+12/+7/+2|
+5|
+5|
+5|Dangerous Unpredictability
18th|
+13/+8/+3|
+6|
+6|
+6|Perfect Impersonation, Mimic 5/encounter
19th|
+14/+9/+4|
+6|
+6|
+6|Quick Change (five minutes)
20th|
+15/+10/+5|
+6|
+6|
+6|Masquerade 6/day (+6), Ability Boon +6/+4/+2[/table]
Tables 1-2 to 1-7: Masks
Table 1-2: Chameleon Spells per Day
{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th
1st|
2|
1
2nd|
3|
1
3rd|
3|
2|
1
4th|
3|
2|
1
5th|
4|
3|
2
6th|
4|
3|
2|
1
7th|
4|
3|
3|
1
8th|
4|
4|
3|
2
9th|
4|
4|
4|
2|
1
10th|
4|
4|
4|
3|
1
11th|
4|
4|
4|
3|
2
12th|
4|
4|
4|
3|
2|
1
13th|
4|
4|
4|
4|
3|
1
14th|
4|
4|
4|
4|
3|
2
15th|
4|
4|
4|
4|
3|
2|
1
16th|
4|
4|
4|
4|
4|
3|
1
17th|
4|
4|
4|
4|
4|
3|
2
18th|
4|
4|
4|
4|
4|
3|
2|
1
19th|
4|
4|
4|
4|
4|
4|
3|
1
20th|
4|
4|
4|
4|
4|
4|
3|
2[/table]
Table 1-3: Brawler’s Mask
{table=head]Level|Unarmed Damage|Speed Bonus
1st|
1d6 (+0)|
+10ft
2nd|
1d6 (+0)|
+10ft
3rd|
1d6 (+0)|
+10ft
4th|
1d6 (+1)|
+15ft
5th|
1d8 (+1)|
+15ft
6th|
1d8 (+1)|
+15ft
7th|
1d8 (+1)|
+20ft
8th|
1d8 (+2)|
+20ft
9th|
1d8 (+2)|
+20ft
10th|
1d8 (+2)|
+25ft
11th|
1d8 (+2)|
+25ft
12th|
1d10 (+3)|
+25ft
13th|
1d10 (+3)|
+30ft
14th|
1d10 (+3)|
+30ft
15th|
1d10 (+3)|
+30ft
16th|
2d6 (+4)|
+35ft
17th|
2d6 (+4)|
+35ft
18th|
2d6 (+4)|
+35ft
19th|
2d6 (+4)|
+40ft
20th|
2d6 (+5)|
+40ft[/table]
Table 1-4: Duelist’s Mask
{table=head]Level|Maneuvers Readied|Stances Readied|Maximum Maneuver Level
1st|
2|
1 |
1
2nd|
3|
1|
1
3rd|
3|
1|
2
4th|
3|
1|
2
5th|
3|
1|
2
6th|
4|
2|
3
7th|
4|
2|
3
8th|
4|
2|
3
9th|
4|
2|
4
10th|
5|
2|
4
11th|
5|
3|
4
12th|
5|
3|
5
13th|
5|
3|
5
14th|
6|
3|
5
15th|
6|
3|
6
16th|
6|
4|
6
17th|
6|
4|
6
18th|
7|
4|
7
19th|
7|
4|
7
20th|
7|
4|
7[/table]
Table 1-5: Heretic’s Mask
{table=head]Level|Vestiges Bound|Maximum Vestige Level
1st|
1|
1
2nd|
1|
1
3rd|
1|
1
4th|
1|
2
5th|
1|
2
6th|
1|
2
7th|
1|
3
8th|
1|
3
9th|
1|
3
10th|
1|
4
11th|
1|
4
12th|
2|
4
13th|
2|
4
14th|
2|
5
15th|
2|
5
16th|
2|
5
17th|
2|
5
18th|
2|
6
19th|
2|
6
20th|
2|
6[/table]
Table 1-6: Hunter’s Mask
{table=head]Level|Skirmish|Favored Enemy
1st|
+1d6/+0|
+2
2nd|
+1d6/+0|
+2
3rd|
+1d6/+1|
+2
4th|
+1d6/+1|
+2
5th|
+1d6/+1|
+2
6th|
+2d6/+1|
+4
7th|
+2d6/+1|
+4
8th|
+2d6/+1|
+4
9th|
+2d6/+2|
+4
10th|
+2d6/+2|
+4
11th|
+2d6/+2|
+4
12th|
+3d6/+2|
+4
13th|
+3d6/+2|
+6/+2
14th|
+3d6/+2|
+6/+2
15th|
+3d6/+3|
+6/+2
16th|
+3d6/+3|
+6/+2
17th|
+3d6/+3|
+6/+2
18th|
+4d6/+3|
+8/+4
19th|
+4d6/+3|
+8/+4
20th|
+4d6/+3|
+8/+4[/table]
Table 1-7: Knave’s Mask
{table=head]Level|Sneak Attack|Dodge Bonus
1st|
+1d6|
+1
2nd|
+1d6|
+1
3rd|
+2d6|
+1
4th|
+2d6|
+1
5th|
+2d6|
+2
6th|
+3d6|
+2
7th|
+3d6|
+2
8th|
+3d6|
+2
9th|
+4d6|
+3
10th|
+4d6|
+3
11th|
+4d6|
+3
12th|
+5d6|
+3
13th|
+5d6|
+4
14th|
+5d6|
+4
15th|
+6d6|
+4
16th|
+6d6|
+4
17th|
+6d6|
+5
18th|
+7d6|
+5
19th|
+7d6|
+5
20th|
+7d6|
+5[/table]
Class Features
Weapons and Armor Proficiency: Chameleons are proficient with all simple weapons, as well as one martial weapon per point of Intelligence modifier. Whenever a chameleon changes her mask she may reselect her weapon proficiency. Chameleons are also proficient with light and medium armor and with shields (although not tower shields).
Masquerade (Ex): After spending twenty minutes in meditation, a chameleon may take on the skills and abilities of any one of a variety of archetypes. At 1st level a chameleon choose a single Mask, and the created character enters play with that Mask active. Twice per day, by spending twenty minutes in meditation, a chameleon may change her Mask to any other Mask she has access to. She may do this one additional time per day for at 5th level, and an additional time per day at every 5 levels beyond 5th level. Chameleons begin play with access to every Mask detailed below.
Bishop’s Mask: When masquerading as the Bishop, a chameleon gains the ability to prepare and cast divine spells, which may be chosen from the Cleric and Druid's spell lists. You prepare and cast these spells just as a cleric does, except that you cannot spontaneously cast spells of any sort. You can only prepare new divine spells at sunrise. You may prepare divine spells gained from your Bishop’s Mask and arcane spells gain from your Sage’s Mask at the same time. Your spells per day are noted on Table 1-2: Chameleon Spells per Day. Unlike a cleric, you do not gain bonus spells for a high Wisdom score. Your caster level is equal to your class level. The save DC of your spells is equal to 10 + the spell level + your Wisdom modifier.
You also gain a +2 Competence bonus to all Fortitude saves, as well as to all Will saves (this bonus increases to +3 at 5th level, +4 at 10th level, +5 at 15th level, and +6 at 20th level). Once per encounter you may maximize any spell cure spell you have prepared and cast it as a swift action without increasing the spell level.
Special: If a chameleon masquerading as a Bishop drops her Bishop mask, any ongoing divine spells with a duration determined by your Bishop Caster Level fade away in 1 round/class level, as the chameleon’s divine power temporarily wanes. If a chameleon masquerades as a Bishop again before this duration has expired, all ongoing spells and effects continue for the remainder of their original duration.
Masquerading as a Bishop a second time without a rest of 8 hours in between masquerades does not restore daily spells. A Bishop’s spells per day are separate from a Sage’s; changing Masks from Bishop’s Mask to Sage’s Mask will grant full daily spells, minus any arcane spells that have been cast since the chameleon’s last 8 hour rest.
Brawler’s Mask: When masquerading as the Brawler, a chameleon gains an increased mastery of the martial arts. You gain the Improved Unarmed Strike feat, and your unarmed attacks deal damage and gain an enhancement bonus to attack rolls and damage rolls according to table 1-3: Brawler's Mask.
Additionally, a chameleon masquerading as the Brawler moves at a speed unmatched by most. Beginning at first level you gain an enhancement bonus to your speed equal to the amount listed on table 1-3: Brawler's Mask.
You also gain a +2 Competence bonus on all opposed Strength checks (including trip attempts, Bull Rushes, and Grapple checks), as well as a +2 Competence bonus to all Reflex saves (this bonus increases to +3 at 5th level, +4 at 10th level, +5 at 15th level, and +6 at 20th level). Once per encounter you may, as a swift action, make two additional unarmed attacks, each at your highest base attack bonus. A target hit by both attacks must make a Fortitude save (DC 10 +1/2 your class level + your Wisdom modifier) or be stunned for 1d4 rounds.
Duelist’s Mask: When masquerading as the Duelist, a chameleon gains the ability to ready and execute martial maneuvers. All disciplines are available to you. You prepare and recover these maneuvers just as a swordsage does, except that you are not limited to the traditional swordsage disciplines. Your maneuvers readied are noted on Table 1-4: Duelist’s Mask. Whenever you change your Mask you may reselect your known maneuvers, but you must meet the prerequisites of any maneuver you select. Your initiator level is equal to your class level. The save DC of your maneuvers is equal to 10 + the maneuver level + your Strength modifier or your Dexterity modifier (Choose which when you select this mask. You may change this decision whenever you change your mask).
You also gain a +2 Competence bonus to all attack rolls, as well as to all Fortitude saves (this bonus increases to +3 at 5th level, +4 at 10th level, +5 at 15th level, and +6 at 20th level). Once per encounter, as an immediate action, you may declare a single attack roll to be an automatic success.
Heretic’s Mask: When masquerading as the Heretic, a chameleon gains the ability to bind vestiges. You summon and bind these vestiges just as a Binder does. Your maximum number of vestiges bound is noted on Table 1-5: Heretic’s Mask. For the purposes of binding vestiges and determining vestige abilities, you have an effective binder level equal to your class level. You do not, however, gain any other benefit a binder would have gained. The save DC of your vestige abilities is equal to 10 + ½ your class level + your Charisma modifier.
You also gain damage reduction equal to your Masquerade bonus, as well as a +2 Competence bonus to all Will saves (this bonus increases to +3 at 5th level, +4 at 10th level, +5 at 15th level, and +6 at 20th level). Once per encounter you may, as an immediate action, make a new saving throw against any and all enchantment spells or effects upon you.
Hunter’s Mask: When masquerading as the Hunter, a chameleon gains the ability to deal additional damage when mobile as well as intimate knowledge of her foes. Whenever you change your Mask, you may select a creature type from among those given on Table 1-6: Hunter’s Mask. You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, you gain a +2 bonus on weapon damage rolls against such creatures. This bonus increases to +4 at 6th level, +6 at 12th level, and +8 at 18th level.
Beginning at 12th level, you may choose an additional creature type whenever you change your Mask. You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, you gain a +2 bonus on weapon damage rolls against such creatures. This bonus increases to +4 at 18th level.
If the chameleon chooses humanoids or outsiders as a favored enemy, she must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the chameleon’s bonuses do not stack; she simply uses whichever bonus is higher.
Additionally, whenever a chameleon masquerading as the Hunter moves more than 10ft in a round, she receives a bonus to damage and a bonus to her armor class for the remainder of the round. At first level she deals +1d6 damage with all attacks and receives a +0 bonus to her armor class in any round in which she has moved at least 10ft. These bonuses increase as shown on Table 1-5: Hunter’s Mask.
You also gain a +2 Competence bonus to all attack rolls, as well as to all Reflex saves (this bonus increases to +3 at 5th level, +4 at 10th level, +5 at 15th level, and +6 at 20th level). Once per encounter, as an immediate action, you may automatically confirm a threatened critical hit.
Knave’s Mask: When masquerading as the Knave, a chameleon gains the ability to make sneaks attacks against foes that are unable to effectively defend themselves. The chameleon’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases as shown on Table 1-7: Knave’s Mask. Should the chameleon score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attack can count as sneak attacks only if the target is within 30ft.
With a sap (blackjack) or an unarmed strike, a chameleon can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A chameleon can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The chameleon must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A chameleon cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Additionally, a chameleon masquerading as the Knave receives a bonus to her armor class against a foe of her choosing. At the beginning of each round she may select a single foe within her line of sight. She gains a +1 Dodge bonus to her armor class against all attacks made by that opponent during the round. This bonus increases by +1 at 4th level and every four levels thereafter.
You also gain a +2 Competence bonus to all initiative checks, as well as to all Reflex saves (this bonus increases to +3 at 5th level, +4 at 10th level, +5 at 15th level, and +6 at 20th level). Once per encounter, you may declare a foe to be flat-footed against your next attack.
Sage’s Mask: When masquerading as the Sage, a chameleon gains the ability to prepare and cast arcane spells, which may be chosen from the Wizard or Bard's 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). You may prepare divine spells gained from your Bishop’s Mask and arcane spells gain from your Sage’s Mask at the same time. Your spells per day are noted on Table 1-3: Chameleon Spells per Day. Unlike a wizard, you do not gain bonus spells for a high Intelligence score. Your caster level is equal to your class level. The save DC of your spells is equal to 10 + the spell level + your Intelligence modifier.
You also gain a +2 Competence bonus all caster level checks, as well as to all Will saves (this bonus increases to +3 at 5th level, +4 at 10th level, +5 at 15th level, and +6 at 20th level). Once per encounter, as a swift action, you may cast any spell you have prepared without increasing the spell level.
Special: If a chameleon masquerading as a Sage drops her Sage mask, any ongoing arcane spells with a duration determined by your Sage Caster Level fade away in 1 round/class level, as the chameleon’s arcane power temporarily wanes. If a chameleon masquerades as a Sage again before this duration has expired, all ongoing spells and effects continue for the remainder of their original duration.
Masquerading as a Sage a second time without a rest of 8 hours in between masquerades does not restore daily spells. A Sage’s spells per day are separate from a Bishop’s; changing Masks from Sage’s Mask to Bishop’s Mask will grant full daily spells, minus any divine spells that have been cast since the chameleon’s last 8 hour rest.
Jack of All Trades (Ex): A chameleon dabbles in all things, excelling in what she chooses to excel in. Beginning at 1st level a chameleon treats all skills as trained, and makes skill checks with all skills as if she possessed a number of ranks in that skill equal to half her class level (minimum 1). Additionally, whenever a chameleon changes her Mask she selects a number of skills equal to (4 + her Intelligence modifier). She may use these skills as if she possessed a number of skill points in each equal to (her character level +3).
You meet the skill prerequisites for selecting feats as if you had ranks in all skills equal (your class level +3). If, when changing your skills around with Jack of All Trades, you reduce any skill to the point where your effective ranks are lower than needed for a feat you possess, you lose access to that feat until your regain the required ranks
Example: Gerard Levi, a 6th level Chameleon, chooses Master Manipulator as his 6th level feat. Master Manipulator requires 9 ranks in Diplomacy, which is exactly the value of Gerard's effective skill rank for selecting feats. However, combat threatens, so Gerard changes Masks, dropping Diplomacy in favor of Tumble. As his actual Diplomacy bonus has dropped from 9 virtual ranks to 4 virtual ranks, Gerard loses access to Master Manipulator until he reactivates Diplomacy. Once he reaches 18th level, his minimum virtual rank will be 9, and he will always have access to Master Manipulator.
Ability Boon (Ex): It requires adaptability to play any part, and, luckily, adaptability is the chameleon’s greatest strength. Beginning at 4th level a chameleon gains a +2 Competence bonus to an ability score of her choice. Whenever a chameleon changes her Mask she may choose to transfer this bonus to a new ability score. The bonus increases to +4 at 8th level, and +6 at 20th level.
Beginning at 12th level a chameleon gains an additional +2 Competence bonus to a second ability score of her choice. Whenever a chameleon changes her Mask she may choose to transfer this bonus to a new ability score. This bonus increases to +4 at 20th level.
Beginning at 20th level a chameleon gains an additional +2 Competence bonus to a third ability score of her choice. Whenever a chameleon changes her Mask she may choose to transfer this bonus to a new ability score.
Chameleon Lore (Ex): Throughout her travels a chameleon picks up large amounts of obscure information. A chameleon may make a special Chameleon Lore check with a bonus equal to her chameleon level + her Intelligence modifier to see if she knows some relevant information about notable people, items, places, fighting styles, arcane lore, or anything else that might fall under the chameleon’s areas of expertise.
A successful Chameleon Lore check will not reveal the powers of a magic item but may give a hint as to its general function. A chameleon may not take 10 or 20 on this check; this sort of knowledge is essentially random.
Table 1-8: Chameleon Lore
{table=head]DC|Type of Knowledge
10|Common knowledge, known by at least a substantial minority of the local population
20|Uncommon but available, known only by a few people, legends
25|Obscure, known by few, hard to come by
30|Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly only known by those who didn’t understand the significance of the knowledge[/table]
Mimic (Ex): Anything you can do, right? Like all good thespians, the chameleon quickly picks up tricks of all sorts. Once per encounter a chameleon may use any of the abilities detailed below.
At 6th level, 10th level, 14th level, and 18th level a chameleon gains an additional use of this ability per encounter.
Table 1-9: Mimic Abilities
{table=head]Ability|Activation Action|Effect
Empower Effect|move|Add +2 to the DC of the next spell, maneuver, or ability you use that grants a saving throw.
Flawless Stride|move|Move your speed, ignoring difficult terrain and drawing no attacks of opportunity.
Grace of Luck|immediate|Add you Charisma modifier to your next saving throw.
Hide in Plain Sight|standard|Make a Hide check while being observed.
Insightful Strike|swift|Add your Intelligence modifier to your next damage roll.
Skilled Evasion|immediate|Take no damage on a successful Reflex save against a spell or effect that allows a save for partial damage.
Turn Undead|standard|Turn undead as a cleric of your class level.[/table]
Floating Feat (Ex): A true chameleon is capable of picking up any skill and making it her own. At 2nd level a chameleon gains a bonus feat of her choice, provided she meets all the prerequisites for it. Whenever a chameleon changes her Mask she may replace this feat with a different bonus feat of her choice, provided she meets all the prerequisites for it.
At 9th level and again at 15th level a chameleon gains an additional floating feat. These additional feats can be used to qualify for each other; a chameleon taking Dodge as her first flexible feat of the day may select Mobility for her second, and, if she desires, Spring Attack as her third.
Impersonate (Ex): Sometimes playing a part requires more than aptitude. Sometimes it requires becoming something else entirely. Beginning at 2nd level a chameleon can perfectly imitate familiar sounds, voices, and accents within your vocal range. For example, a normal human could duplicate a lion’s roar, or the sound of shattering glass, but not the rumble of a collapsing building or the screech of a bat. You may duplicate a specific individual’s voice with a successful Bluff check, opposed by the listener’s Sense Motive check.
Beginning at 8th level a chameleon may select an alignment each time she changes her Mask. Until the next time she changes her mask she registers as the chosen alignment when exposed to any spell or affect that would determine her alignment. When exposed to a spell or affect whose effectiveness is determined by alignment, she counts as the chosen alignment or her real alignment, whichever would be more beneficial.
Beginning at 13th level a chameleon learns to subtly alter her features, allowing her to disguise herself with ease. As a standard action she may alter her appearance as if with a disguise self spell. The effect, however, is not magical; spells like true seeing fail to reveal the chameleon’s true form.
Beginning at 18th level a chameleon learns to take on a new identity completely. Information gathering effects on any of the chameleon’s inactive identities (if any) reveal a fictional scene appropriate to the character in question, and mind-reading effects gather information appropriate to the character’s motivations. If the chameleon was impersonating an actual person, the effect targets the chameleon if the chameleon is currently impersonating the person in question.
For Example: Gerard Levi, a 19th level chameleon, has been working under the false persona of Dakir Rus for several years, quietly influencing local politics. While he is meeting with his fellow conspirators, his political rival hires a mage to do some snooping. The mage uses a greater scrying spell to determine Dakir’s activities, and receives the information that Dakir is working quietly in his study, pouring over legal volumes in search of information on the latest bill being discussed.
Quick Change (Ex): When time is of the essence, the best chameleons are up to the challenge. Beginning at 7th level a chameleon may change her Mask after ten minutes of meditation, rather than the usual twenty minutes.
At 19th level she may change her Masks after five minutes of meditation, rather than the usual ten minutes.
Dual Façade (Ex): There comes a time when a single set of skills is insufficient, and sufficiently skilled chameleons can overcome this difficulty with ease. Beginning at 11th level a chameleon may select two Masks whenever she would be allowed to change her Mask. She gains the benefits of both Masks, although the Competence bonuses do not stack (so a 20th level chameleon Masquerading as both a Knave and a Hunter would net only a +6 Competence bonus to Reflex saves, instead of a +12 bonus).
Dangerous Unpredictability (Ex): Sometimes a situation necessitates a sudden and abrupt change of skills, and powerful chameleons learn to quickly adapt whatever abilities are required at a moment’s notice. By spending 2 daily uses of her Masquerade ability, a chameleon may change her Masks as a swift action.
Chameleon Feats
Wear the Witch's Mask
Prerequisites: Masquerade class feature, Charisma 13+
Benefit: You gain access to the Witch's Mask. Add the Witch's Mask to the list of Masks you may select when changing your Mask.
Special: You may not select this feat when you would be able to assign a feat to your Floating Feat class feature.
Table 2-1
Table 2-1: Witch’s Mask
{table=head]Level|Eldritch Blast|Invocations Known|Maximum Invocation Level
1st|
1d6|
1 |
Least
2nd|
1d6|
2|
Least
3rd|
2d6|
2|
Least
4th|
2d6|
2|
Least
5th|
2d6|
3|
Least
6th|
3d6|
3|
Least
7th|
3d6|
3|
Least
8th|
3d6|
4|
Lesser
9th|
4d6|
4|
Lesser
10th|
4d6|
4|
Lesser
11th|
4d6|
5|
Lesser
12th|
5d6|
5|
Lesser
13th|
5d6|
5|
Lesser
14th|
5d6|
6|
Lesser
15th|
6d6|
6|
Lesser
16th|
6d6|
6|
Lesser
17th|
6d6|
7|
Lesser
18th|
7d6|
7|
Greater
19th|
7d6|
7|
Greater
20th|
7d6|
8|
Greater[/table]
Witch’s Mask: When masquerading as the Witch, a chameleon gains the ability to unleash powerful bursts of dark power. You gain Eldritch Blast ability. As a standard action, make a ranged touch attack against a target within 60ft. If successful, you deal damage according to Table 2-?: Witch’s Mask. This is a spell-like ability with an effective spell level equal to half your character level, rounded down (minimum 1, maximum 9).
Additionally, you gain the ability to learn and cast Invocations, which are drawn from the Warlock’s Invocation list. The number of invocations known and the maximum grade of invocation you can learn are listed on Table 2-?: Witch’s Mask. Each time you change your Mask, you may select new Invocations. The save DC against your Invocations is (10 + ½ your class level + your Charisma modifier).
You also gain a Competence bonus to damage rolls with spells or spell-like abilities equal to your Masquerade bonus, as well as a +2 Competence bonus to all Will saves (this bonus increases to +3 at 5th level, +4 at 10th level, +5 at 15th level, and +6 at 20th level). Once per encounter you may, as an immediate action, you may make an Eldritch Blast attack at your highest base attack bonus.
Special: If a chameleon masquerading as a Witch drops her Witch mask, any ongoing invocations with a duration determined by your Witch Invoker Level fade away in 1 round/class level, as the chameleon’s arcane power temporarily wanes. If a chameleon masquerades as a Witch again before this duration has expired, all ongoing spells and effects continue for the remainder of their original duration.
That said, the similarities aren't as common as you'd think. Mine is definitely a different beast, while sharing many of the same qualities.
Anyway, on to talk of the class itself.
This revision of the chameleon is a powerful class, falling in somewhere level or slightly above the Martial Adepts, and surpassing them in versatility. But consideration has been taken to prevent incredible abuse.
Firstly, the chameleon, at it's height of power, has the abilities of two other classes at somewhere between 13th and 14th level. This is slightly less than the powers of a good dual PrC, which should grant 15th level powers. The chameleon sacrifices this extra power for more options in exactly how it multi-classes.
Additionally, one of the largest problems with the original chameleon was the ability to cast powerful buff spells, turn on martial focus, and go on a rampage. Now, spells cast while wearing either the Bishop Mask or the Sage Mask fade away rapidly once the Mask has been changed, making this sort of strategy impossible.
Let's take a look. Remember--critique is excellent. If this is the most insanely broken thing you've ever seen, let me know.
The Chameleon
Starting Gold: 3d4 x 10 (75gp)
Starting item: Wizard's spellbook (100 pages) containing all 0th level spells and [3 + Int] 1st level spells of your choice.
Starting Age: as Bard/Fighter/Paladin/Ranger
Hit Die: d8
Skill Points: 0* (*See Jack of All Trades)
Class Skills: None* (*See Jack of All Trades)
Table 1-1: THE CHAMELEON
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+0|Masquerade 2/day (+2), Jack of All Trades
2nd|
+1|
+0|
+0|
+0|Chameleon Lore, Mimic 1/encounter
3rd|
+2|
+1|
+1|
+1|Floating Feat, Impersonate (Tone)
4th|
+3|
+1|
+1|
+1|Ability Boon +2
5th|
+3|
+1|
+1|
+1|Masquerade 3/day (+3)
6th|
+4|
+2|
+2|
+2|Mimic 2/encounter
7th|
+5|
+2|
+2|
+2|Quick Change (ten minutes)
8th|
+6/+1|
+2|
+2|
+2|Ability Boon +4, Impersonate (Alignment)
9th|
+6/+1|
+3|
+3|
+3|Floating Feat
10th|
+7/+2|
+3|
+3|
+3|Masquerade 4/day (+4), Mimic 3/encounter
11th|
+8/+3|
+3|
+3|
+3|Dual Façade
12th|
+9/+4|
+4|
+4|
+4|Ability Boon +4/+2
13th|
+9/+4|
+4|
+4|
+4|Impersonate (Form)
14th|
+10/+5|
+4|
+4|
+4|Mimic 4/encounter
15th|
+11/+6/+1|
+5|
+5|
+5|Masquerade 5/day (+5), Floating Feat
16th|
+12/+7/+2|
+5|
+5|
+5|Ability Boon +6/+4
17th|
+12/+7/+2|
+5|
+5|
+5|Dangerous Unpredictability
18th|
+13/+8/+3|
+6|
+6|
+6|Perfect Impersonation, Mimic 5/encounter
19th|
+14/+9/+4|
+6|
+6|
+6|Quick Change (five minutes)
20th|
+15/+10/+5|
+6|
+6|
+6|Masquerade 6/day (+6), Ability Boon +6/+4/+2[/table]
Tables 1-2 to 1-7: Masks
Table 1-2: Chameleon Spells per Day
{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th
1st|
2|
1
2nd|
3|
1
3rd|
3|
2|
1
4th|
3|
2|
1
5th|
4|
3|
2
6th|
4|
3|
2|
1
7th|
4|
3|
3|
1
8th|
4|
4|
3|
2
9th|
4|
4|
4|
2|
1
10th|
4|
4|
4|
3|
1
11th|
4|
4|
4|
3|
2
12th|
4|
4|
4|
3|
2|
1
13th|
4|
4|
4|
4|
3|
1
14th|
4|
4|
4|
4|
3|
2
15th|
4|
4|
4|
4|
3|
2|
1
16th|
4|
4|
4|
4|
4|
3|
1
17th|
4|
4|
4|
4|
4|
3|
2
18th|
4|
4|
4|
4|
4|
3|
2|
1
19th|
4|
4|
4|
4|
4|
4|
3|
1
20th|
4|
4|
4|
4|
4|
4|
3|
2[/table]
Table 1-3: Brawler’s Mask
{table=head]Level|Unarmed Damage|Speed Bonus
1st|
1d6 (+0)|
+10ft
2nd|
1d6 (+0)|
+10ft
3rd|
1d6 (+0)|
+10ft
4th|
1d6 (+1)|
+15ft
5th|
1d8 (+1)|
+15ft
6th|
1d8 (+1)|
+15ft
7th|
1d8 (+1)|
+20ft
8th|
1d8 (+2)|
+20ft
9th|
1d8 (+2)|
+20ft
10th|
1d8 (+2)|
+25ft
11th|
1d8 (+2)|
+25ft
12th|
1d10 (+3)|
+25ft
13th|
1d10 (+3)|
+30ft
14th|
1d10 (+3)|
+30ft
15th|
1d10 (+3)|
+30ft
16th|
2d6 (+4)|
+35ft
17th|
2d6 (+4)|
+35ft
18th|
2d6 (+4)|
+35ft
19th|
2d6 (+4)|
+40ft
20th|
2d6 (+5)|
+40ft[/table]
Table 1-4: Duelist’s Mask
{table=head]Level|Maneuvers Readied|Stances Readied|Maximum Maneuver Level
1st|
2|
1 |
1
2nd|
3|
1|
1
3rd|
3|
1|
2
4th|
3|
1|
2
5th|
3|
1|
2
6th|
4|
2|
3
7th|
4|
2|
3
8th|
4|
2|
3
9th|
4|
2|
4
10th|
5|
2|
4
11th|
5|
3|
4
12th|
5|
3|
5
13th|
5|
3|
5
14th|
6|
3|
5
15th|
6|
3|
6
16th|
6|
4|
6
17th|
6|
4|
6
18th|
7|
4|
7
19th|
7|
4|
7
20th|
7|
4|
7[/table]
Table 1-5: Heretic’s Mask
{table=head]Level|Vestiges Bound|Maximum Vestige Level
1st|
1|
1
2nd|
1|
1
3rd|
1|
1
4th|
1|
2
5th|
1|
2
6th|
1|
2
7th|
1|
3
8th|
1|
3
9th|
1|
3
10th|
1|
4
11th|
1|
4
12th|
2|
4
13th|
2|
4
14th|
2|
5
15th|
2|
5
16th|
2|
5
17th|
2|
5
18th|
2|
6
19th|
2|
6
20th|
2|
6[/table]
Table 1-6: Hunter’s Mask
{table=head]Level|Skirmish|Favored Enemy
1st|
+1d6/+0|
+2
2nd|
+1d6/+0|
+2
3rd|
+1d6/+1|
+2
4th|
+1d6/+1|
+2
5th|
+1d6/+1|
+2
6th|
+2d6/+1|
+4
7th|
+2d6/+1|
+4
8th|
+2d6/+1|
+4
9th|
+2d6/+2|
+4
10th|
+2d6/+2|
+4
11th|
+2d6/+2|
+4
12th|
+3d6/+2|
+4
13th|
+3d6/+2|
+6/+2
14th|
+3d6/+2|
+6/+2
15th|
+3d6/+3|
+6/+2
16th|
+3d6/+3|
+6/+2
17th|
+3d6/+3|
+6/+2
18th|
+4d6/+3|
+8/+4
19th|
+4d6/+3|
+8/+4
20th|
+4d6/+3|
+8/+4[/table]
Table 1-7: Knave’s Mask
{table=head]Level|Sneak Attack|Dodge Bonus
1st|
+1d6|
+1
2nd|
+1d6|
+1
3rd|
+2d6|
+1
4th|
+2d6|
+1
5th|
+2d6|
+2
6th|
+3d6|
+2
7th|
+3d6|
+2
8th|
+3d6|
+2
9th|
+4d6|
+3
10th|
+4d6|
+3
11th|
+4d6|
+3
12th|
+5d6|
+3
13th|
+5d6|
+4
14th|
+5d6|
+4
15th|
+6d6|
+4
16th|
+6d6|
+4
17th|
+6d6|
+5
18th|
+7d6|
+5
19th|
+7d6|
+5
20th|
+7d6|
+5[/table]
Class Features
Weapons and Armor Proficiency: Chameleons are proficient with all simple weapons, as well as one martial weapon per point of Intelligence modifier. Whenever a chameleon changes her mask she may reselect her weapon proficiency. Chameleons are also proficient with light and medium armor and with shields (although not tower shields).
Masquerade (Ex): After spending twenty minutes in meditation, a chameleon may take on the skills and abilities of any one of a variety of archetypes. At 1st level a chameleon choose a single Mask, and the created character enters play with that Mask active. Twice per day, by spending twenty minutes in meditation, a chameleon may change her Mask to any other Mask she has access to. She may do this one additional time per day for at 5th level, and an additional time per day at every 5 levels beyond 5th level. Chameleons begin play with access to every Mask detailed below.
Bishop’s Mask: When masquerading as the Bishop, a chameleon gains the ability to prepare and cast divine spells, which may be chosen from the Cleric and Druid's spell lists. You prepare and cast these spells just as a cleric does, except that you cannot spontaneously cast spells of any sort. You can only prepare new divine spells at sunrise. You may prepare divine spells gained from your Bishop’s Mask and arcane spells gain from your Sage’s Mask at the same time. Your spells per day are noted on Table 1-2: Chameleon Spells per Day. Unlike a cleric, you do not gain bonus spells for a high Wisdom score. Your caster level is equal to your class level. The save DC of your spells is equal to 10 + the spell level + your Wisdom modifier.
You also gain a +2 Competence bonus to all Fortitude saves, as well as to all Will saves (this bonus increases to +3 at 5th level, +4 at 10th level, +5 at 15th level, and +6 at 20th level). Once per encounter you may maximize any spell cure spell you have prepared and cast it as a swift action without increasing the spell level.
Special: If a chameleon masquerading as a Bishop drops her Bishop mask, any ongoing divine spells with a duration determined by your Bishop Caster Level fade away in 1 round/class level, as the chameleon’s divine power temporarily wanes. If a chameleon masquerades as a Bishop again before this duration has expired, all ongoing spells and effects continue for the remainder of their original duration.
Masquerading as a Bishop a second time without a rest of 8 hours in between masquerades does not restore daily spells. A Bishop’s spells per day are separate from a Sage’s; changing Masks from Bishop’s Mask to Sage’s Mask will grant full daily spells, minus any arcane spells that have been cast since the chameleon’s last 8 hour rest.
Brawler’s Mask: When masquerading as the Brawler, a chameleon gains an increased mastery of the martial arts. You gain the Improved Unarmed Strike feat, and your unarmed attacks deal damage and gain an enhancement bonus to attack rolls and damage rolls according to table 1-3: Brawler's Mask.
Additionally, a chameleon masquerading as the Brawler moves at a speed unmatched by most. Beginning at first level you gain an enhancement bonus to your speed equal to the amount listed on table 1-3: Brawler's Mask.
You also gain a +2 Competence bonus on all opposed Strength checks (including trip attempts, Bull Rushes, and Grapple checks), as well as a +2 Competence bonus to all Reflex saves (this bonus increases to +3 at 5th level, +4 at 10th level, +5 at 15th level, and +6 at 20th level). Once per encounter you may, as a swift action, make two additional unarmed attacks, each at your highest base attack bonus. A target hit by both attacks must make a Fortitude save (DC 10 +1/2 your class level + your Wisdom modifier) or be stunned for 1d4 rounds.
Duelist’s Mask: When masquerading as the Duelist, a chameleon gains the ability to ready and execute martial maneuvers. All disciplines are available to you. You prepare and recover these maneuvers just as a swordsage does, except that you are not limited to the traditional swordsage disciplines. Your maneuvers readied are noted on Table 1-4: Duelist’s Mask. Whenever you change your Mask you may reselect your known maneuvers, but you must meet the prerequisites of any maneuver you select. Your initiator level is equal to your class level. The save DC of your maneuvers is equal to 10 + the maneuver level + your Strength modifier or your Dexterity modifier (Choose which when you select this mask. You may change this decision whenever you change your mask).
You also gain a +2 Competence bonus to all attack rolls, as well as to all Fortitude saves (this bonus increases to +3 at 5th level, +4 at 10th level, +5 at 15th level, and +6 at 20th level). Once per encounter, as an immediate action, you may declare a single attack roll to be an automatic success.
Heretic’s Mask: When masquerading as the Heretic, a chameleon gains the ability to bind vestiges. You summon and bind these vestiges just as a Binder does. Your maximum number of vestiges bound is noted on Table 1-5: Heretic’s Mask. For the purposes of binding vestiges and determining vestige abilities, you have an effective binder level equal to your class level. You do not, however, gain any other benefit a binder would have gained. The save DC of your vestige abilities is equal to 10 + ½ your class level + your Charisma modifier.
You also gain damage reduction equal to your Masquerade bonus, as well as a +2 Competence bonus to all Will saves (this bonus increases to +3 at 5th level, +4 at 10th level, +5 at 15th level, and +6 at 20th level). Once per encounter you may, as an immediate action, make a new saving throw against any and all enchantment spells or effects upon you.
Hunter’s Mask: When masquerading as the Hunter, a chameleon gains the ability to deal additional damage when mobile as well as intimate knowledge of her foes. Whenever you change your Mask, you may select a creature type from among those given on Table 1-6: Hunter’s Mask. You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, you gain a +2 bonus on weapon damage rolls against such creatures. This bonus increases to +4 at 6th level, +6 at 12th level, and +8 at 18th level.
Beginning at 12th level, you may choose an additional creature type whenever you change your Mask. You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, you gain a +2 bonus on weapon damage rolls against such creatures. This bonus increases to +4 at 18th level.
If the chameleon chooses humanoids or outsiders as a favored enemy, she must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the chameleon’s bonuses do not stack; she simply uses whichever bonus is higher.
Additionally, whenever a chameleon masquerading as the Hunter moves more than 10ft in a round, she receives a bonus to damage and a bonus to her armor class for the remainder of the round. At first level she deals +1d6 damage with all attacks and receives a +0 bonus to her armor class in any round in which she has moved at least 10ft. These bonuses increase as shown on Table 1-5: Hunter’s Mask.
You also gain a +2 Competence bonus to all attack rolls, as well as to all Reflex saves (this bonus increases to +3 at 5th level, +4 at 10th level, +5 at 15th level, and +6 at 20th level). Once per encounter, as an immediate action, you may automatically confirm a threatened critical hit.
Knave’s Mask: When masquerading as the Knave, a chameleon gains the ability to make sneaks attacks against foes that are unable to effectively defend themselves. The chameleon’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases as shown on Table 1-7: Knave’s Mask. Should the chameleon score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attack can count as sneak attacks only if the target is within 30ft.
With a sap (blackjack) or an unarmed strike, a chameleon can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A chameleon can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The chameleon must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A chameleon cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Additionally, a chameleon masquerading as the Knave receives a bonus to her armor class against a foe of her choosing. At the beginning of each round she may select a single foe within her line of sight. She gains a +1 Dodge bonus to her armor class against all attacks made by that opponent during the round. This bonus increases by +1 at 4th level and every four levels thereafter.
You also gain a +2 Competence bonus to all initiative checks, as well as to all Reflex saves (this bonus increases to +3 at 5th level, +4 at 10th level, +5 at 15th level, and +6 at 20th level). Once per encounter, you may declare a foe to be flat-footed against your next attack.
Sage’s Mask: When masquerading as the Sage, a chameleon gains the ability to prepare and cast arcane spells, which may be chosen from the Wizard or Bard's 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). You may prepare divine spells gained from your Bishop’s Mask and arcane spells gain from your Sage’s Mask at the same time. Your spells per day are noted on Table 1-3: Chameleon Spells per Day. Unlike a wizard, you do not gain bonus spells for a high Intelligence score. Your caster level is equal to your class level. The save DC of your spells is equal to 10 + the spell level + your Intelligence modifier.
You also gain a +2 Competence bonus all caster level checks, as well as to all Will saves (this bonus increases to +3 at 5th level, +4 at 10th level, +5 at 15th level, and +6 at 20th level). Once per encounter, as a swift action, you may cast any spell you have prepared without increasing the spell level.
Special: If a chameleon masquerading as a Sage drops her Sage mask, any ongoing arcane spells with a duration determined by your Sage Caster Level fade away in 1 round/class level, as the chameleon’s arcane power temporarily wanes. If a chameleon masquerades as a Sage again before this duration has expired, all ongoing spells and effects continue for the remainder of their original duration.
Masquerading as a Sage a second time without a rest of 8 hours in between masquerades does not restore daily spells. A Sage’s spells per day are separate from a Bishop’s; changing Masks from Sage’s Mask to Bishop’s Mask will grant full daily spells, minus any divine spells that have been cast since the chameleon’s last 8 hour rest.
Jack of All Trades (Ex): A chameleon dabbles in all things, excelling in what she chooses to excel in. Beginning at 1st level a chameleon treats all skills as trained, and makes skill checks with all skills as if she possessed a number of ranks in that skill equal to half her class level (minimum 1). Additionally, whenever a chameleon changes her Mask she selects a number of skills equal to (4 + her Intelligence modifier). She may use these skills as if she possessed a number of skill points in each equal to (her character level +3).
You meet the skill prerequisites for selecting feats as if you had ranks in all skills equal (your class level +3). If, when changing your skills around with Jack of All Trades, you reduce any skill to the point where your effective ranks are lower than needed for a feat you possess, you lose access to that feat until your regain the required ranks
Example: Gerard Levi, a 6th level Chameleon, chooses Master Manipulator as his 6th level feat. Master Manipulator requires 9 ranks in Diplomacy, which is exactly the value of Gerard's effective skill rank for selecting feats. However, combat threatens, so Gerard changes Masks, dropping Diplomacy in favor of Tumble. As his actual Diplomacy bonus has dropped from 9 virtual ranks to 4 virtual ranks, Gerard loses access to Master Manipulator until he reactivates Diplomacy. Once he reaches 18th level, his minimum virtual rank will be 9, and he will always have access to Master Manipulator.
Ability Boon (Ex): It requires adaptability to play any part, and, luckily, adaptability is the chameleon’s greatest strength. Beginning at 4th level a chameleon gains a +2 Competence bonus to an ability score of her choice. Whenever a chameleon changes her Mask she may choose to transfer this bonus to a new ability score. The bonus increases to +4 at 8th level, and +6 at 20th level.
Beginning at 12th level a chameleon gains an additional +2 Competence bonus to a second ability score of her choice. Whenever a chameleon changes her Mask she may choose to transfer this bonus to a new ability score. This bonus increases to +4 at 20th level.
Beginning at 20th level a chameleon gains an additional +2 Competence bonus to a third ability score of her choice. Whenever a chameleon changes her Mask she may choose to transfer this bonus to a new ability score.
Chameleon Lore (Ex): Throughout her travels a chameleon picks up large amounts of obscure information. A chameleon may make a special Chameleon Lore check with a bonus equal to her chameleon level + her Intelligence modifier to see if she knows some relevant information about notable people, items, places, fighting styles, arcane lore, or anything else that might fall under the chameleon’s areas of expertise.
A successful Chameleon Lore check will not reveal the powers of a magic item but may give a hint as to its general function. A chameleon may not take 10 or 20 on this check; this sort of knowledge is essentially random.
Table 1-8: Chameleon Lore
{table=head]DC|Type of Knowledge
10|Common knowledge, known by at least a substantial minority of the local population
20|Uncommon but available, known only by a few people, legends
25|Obscure, known by few, hard to come by
30|Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly only known by those who didn’t understand the significance of the knowledge[/table]
Mimic (Ex): Anything you can do, right? Like all good thespians, the chameleon quickly picks up tricks of all sorts. Once per encounter a chameleon may use any of the abilities detailed below.
At 6th level, 10th level, 14th level, and 18th level a chameleon gains an additional use of this ability per encounter.
Table 1-9: Mimic Abilities
{table=head]Ability|Activation Action|Effect
Empower Effect|move|Add +2 to the DC of the next spell, maneuver, or ability you use that grants a saving throw.
Flawless Stride|move|Move your speed, ignoring difficult terrain and drawing no attacks of opportunity.
Grace of Luck|immediate|Add you Charisma modifier to your next saving throw.
Hide in Plain Sight|standard|Make a Hide check while being observed.
Insightful Strike|swift|Add your Intelligence modifier to your next damage roll.
Skilled Evasion|immediate|Take no damage on a successful Reflex save against a spell or effect that allows a save for partial damage.
Turn Undead|standard|Turn undead as a cleric of your class level.[/table]
Floating Feat (Ex): A true chameleon is capable of picking up any skill and making it her own. At 2nd level a chameleon gains a bonus feat of her choice, provided she meets all the prerequisites for it. Whenever a chameleon changes her Mask she may replace this feat with a different bonus feat of her choice, provided she meets all the prerequisites for it.
At 9th level and again at 15th level a chameleon gains an additional floating feat. These additional feats can be used to qualify for each other; a chameleon taking Dodge as her first flexible feat of the day may select Mobility for her second, and, if she desires, Spring Attack as her third.
Impersonate (Ex): Sometimes playing a part requires more than aptitude. Sometimes it requires becoming something else entirely. Beginning at 2nd level a chameleon can perfectly imitate familiar sounds, voices, and accents within your vocal range. For example, a normal human could duplicate a lion’s roar, or the sound of shattering glass, but not the rumble of a collapsing building or the screech of a bat. You may duplicate a specific individual’s voice with a successful Bluff check, opposed by the listener’s Sense Motive check.
Beginning at 8th level a chameleon may select an alignment each time she changes her Mask. Until the next time she changes her mask she registers as the chosen alignment when exposed to any spell or affect that would determine her alignment. When exposed to a spell or affect whose effectiveness is determined by alignment, she counts as the chosen alignment or her real alignment, whichever would be more beneficial.
Beginning at 13th level a chameleon learns to subtly alter her features, allowing her to disguise herself with ease. As a standard action she may alter her appearance as if with a disguise self spell. The effect, however, is not magical; spells like true seeing fail to reveal the chameleon’s true form.
Beginning at 18th level a chameleon learns to take on a new identity completely. Information gathering effects on any of the chameleon’s inactive identities (if any) reveal a fictional scene appropriate to the character in question, and mind-reading effects gather information appropriate to the character’s motivations. If the chameleon was impersonating an actual person, the effect targets the chameleon if the chameleon is currently impersonating the person in question.
For Example: Gerard Levi, a 19th level chameleon, has been working under the false persona of Dakir Rus for several years, quietly influencing local politics. While he is meeting with his fellow conspirators, his political rival hires a mage to do some snooping. The mage uses a greater scrying spell to determine Dakir’s activities, and receives the information that Dakir is working quietly in his study, pouring over legal volumes in search of information on the latest bill being discussed.
Quick Change (Ex): When time is of the essence, the best chameleons are up to the challenge. Beginning at 7th level a chameleon may change her Mask after ten minutes of meditation, rather than the usual twenty minutes.
At 19th level she may change her Masks after five minutes of meditation, rather than the usual ten minutes.
Dual Façade (Ex): There comes a time when a single set of skills is insufficient, and sufficiently skilled chameleons can overcome this difficulty with ease. Beginning at 11th level a chameleon may select two Masks whenever she would be allowed to change her Mask. She gains the benefits of both Masks, although the Competence bonuses do not stack (so a 20th level chameleon Masquerading as both a Knave and a Hunter would net only a +6 Competence bonus to Reflex saves, instead of a +12 bonus).
Dangerous Unpredictability (Ex): Sometimes a situation necessitates a sudden and abrupt change of skills, and powerful chameleons learn to quickly adapt whatever abilities are required at a moment’s notice. By spending 2 daily uses of her Masquerade ability, a chameleon may change her Masks as a swift action.
Chameleon Feats
Wear the Witch's Mask
Prerequisites: Masquerade class feature, Charisma 13+
Benefit: You gain access to the Witch's Mask. Add the Witch's Mask to the list of Masks you may select when changing your Mask.
Special: You may not select this feat when you would be able to assign a feat to your Floating Feat class feature.
Table 2-1
Table 2-1: Witch’s Mask
{table=head]Level|Eldritch Blast|Invocations Known|Maximum Invocation Level
1st|
1d6|
1 |
Least
2nd|
1d6|
2|
Least
3rd|
2d6|
2|
Least
4th|
2d6|
2|
Least
5th|
2d6|
3|
Least
6th|
3d6|
3|
Least
7th|
3d6|
3|
Least
8th|
3d6|
4|
Lesser
9th|
4d6|
4|
Lesser
10th|
4d6|
4|
Lesser
11th|
4d6|
5|
Lesser
12th|
5d6|
5|
Lesser
13th|
5d6|
5|
Lesser
14th|
5d6|
6|
Lesser
15th|
6d6|
6|
Lesser
16th|
6d6|
6|
Lesser
17th|
6d6|
7|
Lesser
18th|
7d6|
7|
Greater
19th|
7d6|
7|
Greater
20th|
7d6|
8|
Greater[/table]
Witch’s Mask: When masquerading as the Witch, a chameleon gains the ability to unleash powerful bursts of dark power. You gain Eldritch Blast ability. As a standard action, make a ranged touch attack against a target within 60ft. If successful, you deal damage according to Table 2-?: Witch’s Mask. This is a spell-like ability with an effective spell level equal to half your character level, rounded down (minimum 1, maximum 9).
Additionally, you gain the ability to learn and cast Invocations, which are drawn from the Warlock’s Invocation list. The number of invocations known and the maximum grade of invocation you can learn are listed on Table 2-?: Witch’s Mask. Each time you change your Mask, you may select new Invocations. The save DC against your Invocations is (10 + ½ your class level + your Charisma modifier).
You also gain a Competence bonus to damage rolls with spells or spell-like abilities equal to your Masquerade bonus, as well as a +2 Competence bonus to all Will saves (this bonus increases to +3 at 5th level, +4 at 10th level, +5 at 15th level, and +6 at 20th level). Once per encounter you may, as an immediate action, you may make an Eldritch Blast attack at your highest base attack bonus.
Special: If a chameleon masquerading as a Witch drops her Witch mask, any ongoing invocations with a duration determined by your Witch Invoker Level fade away in 1 round/class level, as the chameleon’s arcane power temporarily wanes. If a chameleon masquerades as a Witch again before this duration has expired, all ongoing spells and effects continue for the remainder of their original duration.