Ieatelves
2013-01-14, 01:14 AM
Hello good folks of the playground!
I've come today with a twofold subject. I've come around to play a changeling chameleon and I need your opinion on two things:
1: I've built him pretty much as a jack of all trade both in and out of combat infiltrator. Here's what the character sheet looks like:
Changeling rogue 2(Racial Variant, martial feat version)/Warblade 3/ Warshaper 2/ Chameleon 4
CG Medium humanoid (shapechanger)
Init +3; Senses Spot 0, Listen 0
Languages Comon, halfling, elven
----------------------
Ac 21, touch 13, flat-footed 18
Hp 93 (115 in alternate form. Noted as * from here on down)
Fort +11 (*13), Ref +12, Will +7 (*9)
----------------------
Speed 30ft, Base speed 30ft.
Melee +1 morping elven longbow +11 (*+13) (1d6+7)
Ranged: masterwork elven longbow (composite +4) +12 (1d8)
Base Atk +8; Grp +10
------------------------
Maneuvers and Stances Known (Il 5)
Stances- Hunter's sence (1st)
Strikes- Steel wind (1st), Moment of perfect mind (1st), Douse the flames (1st), Mountain Hammer (2nd),
Boosts- Suddent Leap (1rd).
-------------------------
Abilites Str: 14 (18*) Dex: 16 Con: 14 (18*) Int: 14 Wis: 10 Cha: 10
Feats: Able learner, Nymph's Kiss, (B) Point blank shot, (B) Close quarter combat, Endurance, SteadFast determination.
Skills: Bluff: +20, Diplomacy +16, Gather information +4 , Intimidate +6, Jump +14 (*16), Knowledge (Local) +10, Sense motive + 15, Sleight of Hand +15, SpellCraft +6, Tumble + 12, Skill Trick: Assume Quirk.
Possessons: Twillight Mithril Chain Shirt +1, Vest of Resistance +2, Ring of Deflection +3, Cloak of elvenkind, spellbook, 1 wand o cure light wound.
Now with the 12th level coming, i'm torn as to what feat I should pick and what gear i should spend my money on. Metamagic rods? Pumping my Ac? (Beeing the character with the most hp in the party, I tend to be on the frontlines most of the time). I was thinking of getting exotic weapon proficiency and morphing my weapon each day to fit the personality I'll impersonate and use the warblade's weapon aptitude to gain proficiency with it. For you see, the party's composed of two psychic warrior-ish character (one beeing a living tank gish, and the other one an offensive oriented melee kind), one pure rogue focused on sneak attacking, one priest (focused on high AC and party healing/buffing) and lastly a blasting sorcerer.
2: Since the party and campaign is psionnic heavy, I've approached the DM with the idea of a psionnic chameleon. He told me to go crazy, and I've built a little something which i'd like you guys to review. I don't know if it's been done, if so, I'd like to know what it looks like! If not, please leave me your comments on how i did :D
Psionnic aptitude Focus: You gain the ability to manifest psionnic powers, which may be chosen from the power list of
any psionnic manifesting class.
Your powers known per day are based on the Table 5–2: The Chameleon for the exception that you do not know any level 0 powers. You must choose your known powers at the time of your meditation.
You gain power points based on the number of powers you add to your known powers for the day.
You gain a number of power points equal to twice the power level for each power you prepare in such a way.
You also gain aditionnal power points based on your manifester level and your charisma score.
When Table 5–2 indicates that you get 0 powers per day of a
given power level, you can add one power known of that level but only gain half the power points from it.
Your manifester level is equal to twice your class level. You need to have a charisma score equal to 10 + power level to add a power to your known power list.
The Difficulty class for saving throws against the powers cast from a chameleon is 10 + power's level + the chameleon's charisma modifier.
Once a power is prepared in such a way, the slot is considerred spent for the day. If the chameleon decides to lose his psionnic aptitude focus, the powers known and any power points gained
from the aptitude are suspended untill the chameleon regains his psionnic aptitude focus during the day.
You also gain a +2 competence bonus on Knowledge
(psionnics) checks and Psycraft checks and a +2 bonus on
Will saves; at 5th level, the bonuses improve to +4.
Additional Mimic Class Feature:
Wild surge (Ex) : You can let your passion and emotion rise to the surface in a wild surge when you manifest
a power.
See the wilder class feature (see also psychic enervation) on page 33 of the expanded psionnics handbook.
You can gain a bonus to manifester level equal to +1 per 3 class levels.
Edit: My bad, actually mispelled Nether Mithril chain shirt while the enchant is known as ''twillight''. Thanks Pilo for pointing that out.
I've come today with a twofold subject. I've come around to play a changeling chameleon and I need your opinion on two things:
1: I've built him pretty much as a jack of all trade both in and out of combat infiltrator. Here's what the character sheet looks like:
Changeling rogue 2(Racial Variant, martial feat version)/Warblade 3/ Warshaper 2/ Chameleon 4
CG Medium humanoid (shapechanger)
Init +3; Senses Spot 0, Listen 0
Languages Comon, halfling, elven
----------------------
Ac 21, touch 13, flat-footed 18
Hp 93 (115 in alternate form. Noted as * from here on down)
Fort +11 (*13), Ref +12, Will +7 (*9)
----------------------
Speed 30ft, Base speed 30ft.
Melee +1 morping elven longbow +11 (*+13) (1d6+7)
Ranged: masterwork elven longbow (composite +4) +12 (1d8)
Base Atk +8; Grp +10
------------------------
Maneuvers and Stances Known (Il 5)
Stances- Hunter's sence (1st)
Strikes- Steel wind (1st), Moment of perfect mind (1st), Douse the flames (1st), Mountain Hammer (2nd),
Boosts- Suddent Leap (1rd).
-------------------------
Abilites Str: 14 (18*) Dex: 16 Con: 14 (18*) Int: 14 Wis: 10 Cha: 10
Feats: Able learner, Nymph's Kiss, (B) Point blank shot, (B) Close quarter combat, Endurance, SteadFast determination.
Skills: Bluff: +20, Diplomacy +16, Gather information +4 , Intimidate +6, Jump +14 (*16), Knowledge (Local) +10, Sense motive + 15, Sleight of Hand +15, SpellCraft +6, Tumble + 12, Skill Trick: Assume Quirk.
Possessons: Twillight Mithril Chain Shirt +1, Vest of Resistance +2, Ring of Deflection +3, Cloak of elvenkind, spellbook, 1 wand o cure light wound.
Now with the 12th level coming, i'm torn as to what feat I should pick and what gear i should spend my money on. Metamagic rods? Pumping my Ac? (Beeing the character with the most hp in the party, I tend to be on the frontlines most of the time). I was thinking of getting exotic weapon proficiency and morphing my weapon each day to fit the personality I'll impersonate and use the warblade's weapon aptitude to gain proficiency with it. For you see, the party's composed of two psychic warrior-ish character (one beeing a living tank gish, and the other one an offensive oriented melee kind), one pure rogue focused on sneak attacking, one priest (focused on high AC and party healing/buffing) and lastly a blasting sorcerer.
2: Since the party and campaign is psionnic heavy, I've approached the DM with the idea of a psionnic chameleon. He told me to go crazy, and I've built a little something which i'd like you guys to review. I don't know if it's been done, if so, I'd like to know what it looks like! If not, please leave me your comments on how i did :D
Psionnic aptitude Focus: You gain the ability to manifest psionnic powers, which may be chosen from the power list of
any psionnic manifesting class.
Your powers known per day are based on the Table 5–2: The Chameleon for the exception that you do not know any level 0 powers. You must choose your known powers at the time of your meditation.
You gain power points based on the number of powers you add to your known powers for the day.
You gain a number of power points equal to twice the power level for each power you prepare in such a way.
You also gain aditionnal power points based on your manifester level and your charisma score.
When Table 5–2 indicates that you get 0 powers per day of a
given power level, you can add one power known of that level but only gain half the power points from it.
Your manifester level is equal to twice your class level. You need to have a charisma score equal to 10 + power level to add a power to your known power list.
The Difficulty class for saving throws against the powers cast from a chameleon is 10 + power's level + the chameleon's charisma modifier.
Once a power is prepared in such a way, the slot is considerred spent for the day. If the chameleon decides to lose his psionnic aptitude focus, the powers known and any power points gained
from the aptitude are suspended untill the chameleon regains his psionnic aptitude focus during the day.
You also gain a +2 competence bonus on Knowledge
(psionnics) checks and Psycraft checks and a +2 bonus on
Will saves; at 5th level, the bonuses improve to +4.
Additional Mimic Class Feature:
Wild surge (Ex) : You can let your passion and emotion rise to the surface in a wild surge when you manifest
a power.
See the wilder class feature (see also psychic enervation) on page 33 of the expanded psionnics handbook.
You can gain a bonus to manifester level equal to +1 per 3 class levels.
Edit: My bad, actually mispelled Nether Mithril chain shirt while the enchant is known as ''twillight''. Thanks Pilo for pointing that out.