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View Full Version : Custom Chameleon Aptitude Feats: By Yuki Akuma



Ruethgar
2014-06-30, 12:15 PM
Familiars



Familiar
Stat
Reference
Requirement
Granted bonus
Note


Bat
MMI p268
PHB p52

Masters gains a +3 on Listen checks




Cat
MMI p270
PHB p52

Masters gains a +3 on Move silently checks




Hawk
MMI p273
PHB p52

Masters gains a +3 on Spot checks in bright light




Lizard
MMI p275
PHB p52

Masters gains a +3 on Climb checks




Owl
MMI p277
PHB p52

Masters gains a +3 on Spot checks in shadow




Rat
MMI p278
PHB p52

Masters gains a +2 on Fortitude saves




Raven
MMI p278
PHB p52

Masters gains a +3 on Appraise checks




Viper Snake (Tiny)
MMI p279
PHB p52

Masters gains a +3 on Bluff checks




Toad
MMI p282
PHB p52

Masters gains a +3 hit points




Weasel
MMI p282
PHB p52

Masters gains a +2 on Reflex saves




Ferret
DMG p203
DMG p203
Tiny or smaller size
Masters gains a +2 on Reflex saves




Hedgehog
DMG p203
DMG p203
Tiny or smaller size
Masters gains a +1 natural armor bonus




Mouse
DMG p203
DMG p203
Tiny or smaller size
Masters gains a +2 on Move silently checks




Screech Owl
DMG p203
DMG p203
Tiny or smaller size
Masters gains a +2 on Move silently checks




Thrush
DMG p203
DMG p203
Tiny or smaller size





Dire Rat
MMI p64
DMG p203
Huge or bigger size
Masters gains a +2 on Fortitude saves




Leopard
MMI p274
DMG p203
Huge or bigger size
Masters gains a +2 on Move silently checks




Monitor Lizard
MMI p275
DMG p203
Huge or bigger size
Masters gains a +3 hit points




Owl (Medium)
DMG p204
DMG p203
Huge or bigger size
Masters gains a +2 on Move silently checks




Raven (Small)
DMG p204
DMG p203
Huge or bigger size





Viper snake (Medium)
MMI p279
DMG p203
Huge or bigger size





Wolverine
MMI p283
DMG p203
Huge or bigger size
Masters gains a +2 on Reflex saves




Horned Lizard
Sa p194
Sa p49

Masters gains a +2 on Will saves




Albatross
Sto p165
Sto p51

Masters gains a +1 on Spot checks




Eel
Sto p166
Sto p51

Masters gains a +3 on Escape artist checks




Fish Owl
MMI p277
Sto p51

Masters gains a +3 on Spot checks in shadow




Octopus
MMI p276
Sto p51

Masters gains a +3 on grapple checks




Parrot
MMI p278
Sto p51

Masters gains a +3 on Appraise checks




Sea snake
Sto p170
Sto p51

Masters gains a +3 on Bluff checks




Arctic Fox
Fro p165
Fro p45

Masters gains a +3 on Move silently checks




Gyrfalcon
MMI p273
Fro p45

Masters gains a +3 on Spot checks




Lemming
MMI p278
Fro p45

Masters gains a +2 on Listen and Spot checks




Snowy owl
MMI p277
Fro p45

Masters gains a +3 on Move silently checks




Penguin
Fro p166
Fro p45

Masters gains a +2 on Fortitude saves




Puffin
MMI p278
Fro p45

Masters gains a +3 on Survival checks




Huitzil
DM p115
DM p116

Masters gains a +3 on Sleight of hand checks




Air elemental, Small
MMI p95
RoW p162
Raptoran Sorcerer 1 ACF





Dung Snake
SK p83
SK p140
Yuan-ti
Masters gains a +3 on Bluff checks




Reed Snake
SK p84
SK p140
Yuan-ti
Masters gains a +3 on Bluff checks




Sewerm
SK p85
SK p140
Yuan-ti
Masters gains a +3 on Bluff checks




Hairy Spider
MoF p79
MoF p80






Compsognathus
#318 p64
#318 p69

Masters gains a +3 on Hide checks




Rhamphorhynchus
#318 p68
#318 p69

Masters gains a +3 on Initiative checks




Critic lizard
Du110 p87
#319 p36
Dark-sun
Masters gains a +2 on Reflex saves




Floater
Du110 p88
#319 p36
Dark-sun
Masters gains a +3 on Sense motives checks




Hurrum, speckled
Du110 p89
#319 p36
Dark-sun
Masters gains a +3 on Diplomacy checks




Jankx
Du110 p90
#319 p36
Dark-sun
Masters gains a +3 on Listen checks




Kes’trekei
Du110 p91
#319 p36
Dark-sun
Masters gains a +2 on Fortitude saves




Mulworm
Du110 p93
#319 p36
Dark-sun
Masters gains a +3 hit points




Ramphor
Du110 p94
#319 p36
Dark-sun
Masters gains a +3 on Spot checks




Z’tal
Du110 p98
#319 p36
Dark-sun
Masters gains a +3 on Intimidate checks




Turtle
DMG p203
#323 p98
Might be restrict to Abjurers
Masters gains a +1 to AC when prone or behind cover
Stat: Hedgehog without poison quills



Hummingbird
DMG p203
#323 p98
Might be restrict to Conjurers
Masters gains a +4 on Initiative checks
Stat: Thrush



Fly
DMG p203
#323 p98
Might be restrict to Diviners
Masters gains a +3 on Gather information checks
Stat: Thrush but Fine size



Mink
DMG p203
#323 p98
Might be restrict to Enchanters
Masters gains a +3 on Diplomacy checks
Stat: Ferret



Spider
DMG p203
#323 p98
Might be restrict to Evokers
Masters gains a +3 on Sleight of hand checks
Stat: Mouse



Fox
MMI p270
#323 p98
Might be restrict to Illusionists
Masters gains a +2 on Will saves
Stat: Cat



Vulture
MMI p273
#323 p98
Might be restrict to Necromancers
Masters gains a +4 on Fortitude saves to resist disease
Stat: Hawk



Caterpillars
DMG p203
#323 p98
Might be restrict to Transmuters
Masters gains a +3 on Disguise checks
Stat: Mouse



Butterfly or Moth
DMG p203
#323 p98
Changed from Caterpillar at level 5th
Masters gains a +3 on Spellcraft checks
Stat: Thrush



Chameleon
MMI p275
#341 p88

Masters gains a +3 on Disguise checks
Stat: Lizard



Crow
MMI p278
#341 p88

Masters gains a +2 on Fortitude saves
Stat: Raven



Dark Chanting Ghosthawk
MMI p273
#341 p88

Masters gains a +2 on Will saves
Stat: Hawk



Dog
MMI p271
#341 p88

Masters gains a +3 on Sense motives checks




Flying Fox
MMI p278
#341 p88

Masters gains a +3 on Sleight of hand checks
Stat: Raven



Iguana
MMI p275
#341 p88

Masters gains a +3 on Climb checks
Stat: Lizard



Monkey
MMI p276
#341 p88

Masters gains a +3 on Tumble checks




Night Lizard
MMI p275
#341 p88

Masters gains a +3 on Hide checks
Stat: Lizard



Platypus
DMG p203
#341 p88

Masters gains a +3 on Swim checks
Stat: Hedgehog with poison claw instead of quills and bite



Rabbit
MMI p270
#341 p88

Masters gains a +3 on Listen checks
Stat: Cat



Squirrel
MMI p278
#341 p88

Masters gains a +3 on Jump checks
Stat: Rat



Vampire Bat
MMI p268
#341 p88


Stat: Bat



Badger
MMI p268
#352 p26

Masters gains a +3 on Knowledge(arcana) checks




Chipmunk
#277 p65
#277 p65

Masters gains a +2 on Reflex saves
3.0



Eagle
MMI p272
#277 p65


3.0



Groundhog
#277 p65
#277 p65

Masters gains a +2 on Fortitude saves
3.0



Otter
#277 p65
#277 p65

Masters gains a +2 on Swim checks
3.0



Constrictor Snake (Small)
#277 p65
#277 p65


3.0



Raccoon
#280 p61
#280 p61

Masters gains a +2 on Pick Pockets checks
3.0



Skunk
#280 p61
#280 p61


3.0



Golden the Clockwork Cat
#299 p64
#299 p64
Might need to be purchased or crafted
Unclear none or as Cat (+2 Move silently)
3.0




Chameleon Aptitude Feats: By Yuki Akuma

The original thread can be found here (http://www.giantitp.com/forums/showthread.php?123606-Updating-the-Chameleon-two-new-feats), this is just to compile them in one post rather than throughout a thread and of course to fix the tables.

Invoker Focus
Furthering your studies, you have tapped into your potential to use invocations.
Prerequisites: Aptitude Focus, Spellcraft 6 ranks
Benefit: When changing your focus, you can choose to adopt the invoker focus. You gain the ability to use invocations from any invocation using class. Your invocation progression is given on the table below. Each time you adopt the invoker focus, you can choose to know a different set of invocations. Your caster level is equal to twice your Chameleon level.

In addition, you gain a +2 competence bonus on Spellcraft and Use Magic Device skill checks, and a +2 bonus on Will saving throws. At 5th level, these bonuses increase to +4.


Chameleon Level
Invocations Known
Highest Invocation Level


1st
2
Least


2nd
2
Least


3rd
2
Least


4th
3
Least


5th
3
Lesser


6th
3
Lesser


7th
4
Lesser


8th
4
Lesser


9th
4
Greater


10th
5
Greater



Martial Focus
Furthering your training to adapt your abilities to any given situation, you have unlocked the secrets of the Sublime Way.
Prerequisites: Aptitude Focus, Martial Lore 6 ranks
Benefit: When changing your focus, you can choose to adopt the martial focus. You gain the ability to initiate maneuvers from any of the nine disciplines. Each time you adopt the martial focus, you can choose one maneuver as a 'known' maneuver for every Chameleon level, and one stance for every three Chameleon levels, but your maneuvers may only come from a maximum of three different disciplines. You can ready a number of maneuvers equal to half your Chameleon level. Chameleon levels count as levels in an initiator class when calculating your initiator level.

You ready and recover maneuvers just as a swordsage does. You can meditate for ten minutes and expend a use of your aptitude focus in order to change your maneuvers known.

In addition, while in the martial focus, you gain a +2 competence bonus on melee weapon attack and damage rolls, a +2 bonus on Martial Lore checks, and a +2 bonus on one of the discipline skills. You also gain a +2 bonus on Fortitude and Reflex saves. At 5th level, these bonuses improve to +4.



Chameleon Level
Maneuvers Known
Maneuvers Readied
Stances Known


1st
1
1
1


2nd
2
1
1


3rd
3
1
1


4th
4
2
1


5th
5
2
1


6th
6
3
2


7th
7
3
2


8th
8
4
2


9th
9
4
3


10th
10
5
3



Incarnum Focus
Your training has allowed you to tap into the nigh-limitless power of the Positive Energy Plane - Incarnum.
Prerequisites: Aptitude Focus, Knowledge (the Planes) 6 ranks.
Benefit: When changing your focus, you can choose to adopt the incarnum focus. You gain the ability to shape soulmelds, taken from any meldshaper's soulmeld list, and at later levels bind them to your chakras. The progression is given in the table below. You can have a total number of soulmelds shaped equal to your Constitution score -10, or the number provided, whichever is lower. You shape soulmelds just as an incarnate does, and your meldshaper level is equal to twice your Chameleon level.

In addition, you gain a +2 competence bonus to Knowledge (the Planes) and Spellcraft checks, and a +2 bonus to Fortitude and Will saving throws. At 5th level, these bonuses improve to +4.


Chameleon Level
Available Chakras
Soulmelds
Essentia
Chakra Binds


1st

1
1
0


2nd
Crown
1
2
1


3rd

2
3
1


4th
Feet, Hands
2
4
1


5th

3
5
2


6th

3
6
2


7th
Arms, Brow, Shoulders
4
7
2


8th

4
8
3


9th

5
9
3


10th
Throat, Waist
5
10
3



Psychic Focus
By opening your mind to the Astral Plane, you have learned to tap into your inner psionic power, at least temporarily.
Prerequisites: Aptitude Focus, Psicraft 6 ranks, Use Psionic Device 2 ranks
Benefit: When changing your focus, you can choose to adopt the psychic focus. You gain the ability to manifest psionic powers, which are drawn from any psionic class' power list. Each time you adopt the Psychic Focus, you choose which powers are available to you, as shown on the table below. You receive bonus power points for having a high Charisma score, just as a Wilder would, and the save DCs for your powers are based on Charisma. Your manifester level is equal to twice your Chameleon level. When under the effects of your Psychic Focus, you may use your bonus feat to gain psionic feats, even if you don't normally qualify for them.

Your power points are fixed per day, even if you change focus and then switch back to Psychic Focus. Like any psionic class, your power points from Psychic Focus stack with those from other manifesting classes.

In addition, you gain a +2 competence bonus on Knowledge (Psionics), Psicraft and Use Psionic Device checks, and a +2 bonus on Will saves. At 5th level, these bonuses increase to +4.


Chameleon Level
Power Points
Powers Known
Highest Power Level


1st
6
1
1st


2nd
10
2
2nd


3rd
13
2
3rd


4th
22
3
3rd


5th
27
3
4th


6th
42
4
4th


7th
54
4
5th


8th
70
5
5th


9th
82
5
6th


10th
99
6
6th



Spherecasting Focus
You have learned to imitate the free flowing magic of sphere casting.
Prerequisites: Aptitude Focus, Knowledge (Arcana, Religion, or Nature) 6 ranks.
Benefit: You gain talents and sphere access as tough you were a spherecaster. Your caster level is one and a half times your Chameleon level. You gain the Casting class feature, if you didn’t already possess it, and one talent per level. You gain one spell point per level plus any one mental ability chosen when you apply this aptitude. You may choose a casting tradition each time you apply this aptitude, but must always have the Skilled Caster drawback for something related to deception(Perform: Acting, and Profession: Criminal as examples, Forgery is also added to your list of potential skills for this aptitude).

You may also use Mimic Class Feature to gain Sphere Specialization, a Domain, or Sorcererous Blood as a Sphere Wizard, Cleric, or Sorcerer of your Chameleon level for one round per Chameleon level per use. Limited use per day abilities gained this way do not reset to maximum until you rest. Temporary Spell Points are consumed first.

In addition, you gain a +2 competence bonus to Concentration and Spellcraft checks, and a +2 bonus to Will saving throws. At 5th level, these bonuses improve to +4.


Chameleon Level
Caster Level
Talents
Spell Points


1st
1
3
1


2nd
3
4
2


3rd
4
5
3


4th
6
6
4


5th
7
7
5


6th
9
8
6


7th
10
9
7


8th
12
10
8


9th
13
11
9


10th
15
12
10



Practitioner Focus
You have learned to imitate the free flowing art of combat sphere practitioners.
Prerequisites: Aptitude Focus, Knowledge (Martial Lore) 6 ranks.
Benefit: You gain talents and sphere access as tough you were an expert practitioner. You gain a Combat Tradition or two bonus talents if you already had one and one talent per chameleon level. You may choose a new martial tradition each time you apply this aptitude. Your effective base attack bonus for the purpose of calculating martial sphere requirements and effects is increased by one third of your chameleon level, rounded down.

You may also use Mimic Class Feature to gain Sphere Specialization as a Conscript of your Chameleon level for one round per Chameleon level per use. Limited use per day abilities gained this way do not reset to maximum until you rest.

In addition, you gain a +2 competence bonus to attack, and a +2 bonus to Fort and Ref saving throws. At 5th level, these bonuses improve to +4.


Chameleon Level
Talents
Effective BaB


1st
5
+0


2nd
6
+0


3rd
7
+1


4th
8
+1


5th
9
+1


6th
10
+2


7th
11
+2


8th
12
+2


9th
13
+3


10th
14
+3



Operative Focus
You have learned to imitate the guile and wit of an operative.
Prerequisites: Aptitude Focus, Bluff and Sleight of Hand 6 ranks, Trade Tradition.
Benefit: You gain talents and sphere access as tough you were a virtuoso operative of your Chameleon level. You also gain one bonus trade talent chosen upon assuming this aptitude plus one per five chameleon levels.

You may also use Mimic Class Feature to restore skill leverage equal to one third of your chameleon level.

In addition, you gain a +2 competence bonus to one background skill and one associated skill of a guile sphere chosen each time this aptitude is assumed, and a +2 bonus to Reflex saving throws. At 5th level, these bonuses improve to +4.


Chameleon Level
Guile Talents
Utility Talents
Trade Talents


1st
1
0
1


2nd
2
1
1


3rd
3
1
1


4th
3
2
1


5th
4
2
2


6th
5
3
2


7th
6
3
2


8th
6
4
2


9th
7
4
2


10th
8
5
3



Champion Focus
You have learned to imitate the versatility of a Spellsinger Canny Scoundrel Grifter, if to a lesser extent.
Prerequisites: Aptitude Focus, Spellcraft and Bluff 6 ranks
Benefit: You gain a blended tradition and one talent per Chameleon level to be used on Magic, Combat, or Guile talents as well as Utility talents of an Operative of your Chameleon level. Your caster level is that of a mid caster of your Chameleon level. If you already have any of a Martial, or Casting Tradition, you gain respective bonus talents equal to half of what the tradition would have given. You also gain a bonus trade talent regardless of if you already had a Trade Tradition or not.

You may also use Mimic Class Feature to restore skill leverage equal to one third of your chameleon level, the Sphere Specialization, a Domain, Sorcererous Blood as a Sphere Wizard, Cleric, or Sorcerer, or Sphere Specialization as a Conscript of your Chameleon level for one round per Chameleon level per use. Limited use per day abilities gained this way do not reset to maximum until you rest.

In addition, you gain a +2 competence bonus to one background skill and one associated skill of a guile sphere chosen each time this aptitude is assumed, and a +1 bonus to saving throws and attack rolls. At 5th level, these bonuses improve to +4 and +2.


Chameleon Level
Caster Level
Blended Talents
Utility Talents


1st
0
1
0


2nd
1
2
1


3rd
2
3
1


4th
3
4
2


5th
3
5
2


6th
4
6
3


7th
5
7
3


8th
6
8
4


9th
6
9
4


10th
7
10
5