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Jeff the Green
2016-05-01, 11:36 PM
New Chameleon Aptitude Focuses

Accessing new aptitude focuses
There are three ways you could introduce new aptitude focuses to your games.

First, you could simply allow all chameleons to access these aptitude focuses. This would increase their versatility from day to day, but since they could still only access two at a time (and a total of three a day), it wouldn't significantly increase their power. In fact, since many chameleons only use the arcane and divine aptitude focuses and none of these other aptitude focuses are nearly as powerful as those, it may decrease it.

Second, you could allow chameleons to relinquish access to one or more of the normal aptitude focuses in exchange for access to one of the new ones. This would minimally affect the balance of the chameleon, with at most small increases or decreases in power. Recommended substitutions are:

Psionic focus: Arcane focus
Mantle focus: Divine focus.
Incarnum focus: Arcane focus or divine focus or two of combat focus, wild focus, and stealth focus.
Sublime focus: Combat focus and either wild focus or stealth focus.
Vestige focus: Arcane focus or divine focus or two of combat focus, wild focus, and stealth focus.
Sphere focus: Arcane focus or divine focus.
Eldritch focus: Arcane focus or divine focus or two of combat focus, wild focus, and stealth focus.


Finally, you could allow access to these new aptitude focuses by taking a feat (possibly along side the ability to exchange aptitude focuses).

Adopt Lesser Focus
You have a wider range of abilities you can focus your talents on each day.
Prerequisites: Aptitude focus class feature
Benefits: Choose two of incarnum focus, sublime focus, vestige focus, and eldritch focus, combat focus, stealth focus, and wild focus. You can now change to these aptitude focuses.
Special: You can take this feat more than once, choosing different aptitude focuses each time.

Adopt Greater Focus
You have a wider range of abilities you can focus your talents on each day.
Prerequisites: Aptitude focus class feature
Benefits: Choose one of psionic focus, mantle focus, sphere focus, arcane focus, and divine focus. You can now change to this aptitude focuses .
Special: You can take this feat more than once, choosing different aptitude focuses each time.

New focus descriptions
Table 1


Level
Power Points/Day
Maximum Power Level Known
Mantles
Powers Known
Unique Powers Per Day
Soulmelds
Essentia
Chakra Binds
Maximum Vestige Level
Maneuvers
Stances


1
6
2
2
4
3
4
5
0
2
6
1


2
12
2
3
5
3
4
6
1
2
6
2


3
20
3
3
6
4
5
7
1
3
7
2


4
28
3
4
7
4
5
8
1
3
7
2


5
44
4
4
8
5
5
9
2
4
8
2


6
60
4
5
9
5
6
11
2
4
8
3


7
66
5
5
10
6
6
12
2
5
9
3


8
84
5
6
11
6
6
14
3
5
9
3


9
94
6
6
12
7
7
16
3
6
10
3


10
104
6
7
13
7
7
18
3
6
10
4



Table 2


Level
Number of Vestiges
Maximum Vestige Level
Maneuvers
Stances
Magic Talents
Highest Invocation Grade
Invocations Known


1
1
2
6
1
2
Least
2


2
1
2
6
2
3
Least
3


3
1
3
7
2
3
Lesser
4


4
1
3
7
2
4
Lesser
5


5
2
4
8
2
4
Lesser
6


6
2
4
8
3
5
Lesser
7


7
2
5
9
3
5
Greater
8


8
2
5
9
3
6
Greater
9


9
3
6
10
3
6
Greater
10


10
3
6
10
4
7
Greater
11



Psionic focus: You gain the ability to manifest psionic powers, which may be chosen from the power list of any manifesting class or psion discipline (but not powers that occur exclusively in psionic mantles). You manifest just as an erudite does, including the need to build a repertoire. You do not learn any powers merely by leveling up, but instead learn them just as an erudite learns discipline powers, with your effective erudite level equal to twice your class level. As long as you have access to this aptitude focus you can learn powers; you need not be currently using it. Your power points per day and unique powers per day are noted on Table 1. You gain bonus power points for a high Intelligence score, just as an erudite does. Your manifester level is equal to twice your class level. You also gain a +2 competence bonus on Autohypnosis and Knowledge (psionics) checks and a +2 bonus on Will saves; at 5th level, the bonuses improve to +4.

Mantle focus: You gain the ability to tap psionic mantles and manifest powers from them. When you change to this focus you choose a number of mantles and You manifest just as an ardent does Your power points per day, number of mantles, and powers known from those mantles are noted on Table 1. You gain bonus power points for a high Wisdom score, just as an ardent does. Your manifester level is equal to twice your class level. You also gain a +2 competence bonus on Knowledge (psionics) checks and a +2 bonus on Fortitude and Will saves; at 5th level, the bonuses improve to +4.

Incarnum focus: You gain the ability to shape soulmelds and bind them to chakras. They may be chosen from the soulmeld list of any meldshaping class. You shape soulmelds just as an incarnate does. Your soulmelds, essentia, and chakra binds are noted on Table 1. Initially you can bind soulmelds to the crown, feet, and hands chakras. At 5th level you can bind soulmelds to the arms, brow, and shoulders soulmelds. Your meldshaper level is equal to twice your class level and the Difficulty Class for a saving throw against your soulmelds is 10 + number of points of essentia invested in the soulmeld + your Wisdom modifier. Any soulmelds you shape or bind using this focus are automatically unshaped when you leave it. You also gain a +2 competence bonus on Knowledge (the planes) checks and a +2 bonus on Fortitude and Will saves; at 5th level, the bonuses improve to +4.

Vestige focus: You gain the ability to bind vestiges. You bind vestiges just as a binder does. Your number of vestiges and maximum vestige level are noted on Table 2. Your effective binder level (for purposes other than determining what your level vestige you can bind) is equal to twice your class level. The Difficulty Class for a saving throw against any supernatural power granted by a vestige is 10 + 1/2 your effective binder level + your Cha modifier. You also gain a +2 competence bonus on Knowledge (arcana) checks and a +2 bonus on Fortitude and Will saves; at 5th level, the bonuses improve to +4.

Sublime focus: You gain the ability to initiate maneuvers, which may be chosen from any discipline. You initiate just as a swordsage does, including your method of maneuver recovery. Your number of maneuvers and stances known are noted on Table 1; you can ready all your maneuvers at once, but are limited to one stance at a time as normal. Your initiator level is equal to your class level + 1/2 your levels in all other classes. You cannot advance this ability to initiate maneuvers with prestige classes. You also gain a +2 competence bonus on attack rolls, Martial Focus checks, and checks of the key skill of any discipline you select at least two maneuvers from, and a +2 bonus on Fortitude saves; at 5th level, the bonuses improve to +4.

Sphere focus: You gain the ability to combine spheres and talents to create magical effects. You use spheres and talents just as an incanter does, including choosing your Intelligence, Wisdom, or Charisma as your casting ability modifier each time you change to this focus. This can change your casting ability modifier if you already posses one. When you change to this focus, you choose a number of talents based on your class level, as noted on Table 2. Additionally, you gain 2 bonus talents if you do not otherwise possess the casting class feature. Your caster level is equal to your class level. This stacks normally with caster levels gained from other sources, and you treat your levels in non-casting classes as low-casting classes when determining your total caster level. Your caster level from this aptitude focus does not stack with caster levels gained from other sources for the purpose of meeting prerequisites (e.g. of feats or advanced talents), except for the prerequisites for advanced talents you select with this aptitude focus. You cannot choose a casting tradition if you do not already have one. You gain a number of spell points equal to your class level + your casting ability modifier. You also gain a +2 competence bonus on Knowledge (arcana) and Spellcraft checks and a +2 bonus on Will saves; at 5th level, the bonuses improve to +4. (Thanks stack!)

Eldritch focus: You gain the ability to use invocations, which may be chosen from any invocation-using class. You use invocations just as a warlock does. When you change to this focus, you choose a number of invocations up to your maximum grade. In order to choose a higher grade of invocation you must choose three of each lower grade. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + your Charisma modifier. You also gain a +2 competence bonus on Knowledge (arcana) and Use Magic Device checks and a +2 bonus on Will saves; at 5th level, the bonuses improve to +4.

Improving old aptitude focuses
As anyone who's played a chameleon before knows, arcane focus and divine focus are far better than combat focus, stealth focus, and wild focus. +4 attack and damage are not remotely equivalent to 6th-level spells off any list. These can be greatly improved without difficulty.

Combat focus: You gain proficiency with all martial and exotic weapons. When you make a full attack you can make an additional attack at your highest base attack bonus. At 4th level you gain the pounce special ability. At 8th level when you make a charge the attack bonus you gain is doubled, you do not take a penalty to AC, do not provoke attacks of opportunity from movement, and can make a single turn. You also gain a +2 competence bonus on attack rolls, weapon damage rolls, Balance, Jump, Swim, and Tumble, and a +2 bonus on Fortitude and Reflex saves. At 5th level, the bonuses improve to +4.

Stealth focus: You gain trapfinding (see page 50 of the Player's Handbook), uncanny dodge (see page 26 of the Player's Handbook), and any one rogue special ability (other than a bonus feat). At level 4 you also gain improved uncanny dodge (using twice your class level as your rogue level) and an additional rogue special ability (other than a bonus feat). At level 8 you gain hide in plain sight as a shadowdancer, camouflage as a ranger (except that it works in any terrain, not just natural terrain), and either death attack as an assassin (DC 10 + your level + your Int modifier) or an additional rogue special ability (other than a bonus feat). You also gain a +2 competence bonus on Bluff, Disable Device, Diguise, Escape Artist, Forgery, Hide, Move Silently, Open Lock, and Search checks, and a +2 bonus on Reflex saves. At 5th level, the bonuses improve to +4.

Wild Focus: You gain wild empathy (see page 35 of the Player's Handbook; treat your druid level as equal to twice your class level), woodland stride (see page 36 of the Player's Handbook), the use of the Track feat, and an animal companion (treat your druid level as equal to twice your class level). Your animal companion is a summoned creature that you summon in a 10-minute ritual and which is dismissed when you change from this aptitude focus. You also gain a +2 competence bonus on Climb, Handle Animal, Jump, Knowledge (geography) Knowledge (nature), Listen, Ride, Spot, and Survival checks, and a +2 bonus on Fortitude and Reflex saves. At 5th level, the bonuses improve to +4.

stack
2016-05-02, 04:05 PM
Here a a quick draft of changes I would make (not perfect, pressed for time):
You gain the ability to combine spheres and talents to create magical effects. You use spheres and talents just as an incanter does, including choosing your Intelligence, Wisdom, or Charisma as her casting ability modifier each time you change to this focus. This can change your CAM if you already posses one. When you change to this focus, you choose a number of talents based on your class level, as noted on Table 2. Additionally, you gain 2 bonus talents if you do not otherwise possess the casting class feature. Your caster level is equal to your class level. This stacks normally with caster levels gained from other sources. You cannot choose a casting tradition. You gain a number of spell points equal to your class level + your casting ability modifier. You also gain a +2 competence bonus on Knowledge (arcana) and Spellcraft checks and a +2 bonus on Will saves; at 5th level, the bonuses improve to +4.

Your CL won't be great with a non-spheres entry, matching a low-caster, but with advanced magical training you become a mid-caster which is where a level 6 caster should end up. Some spheres would still let you hit full CL for some applications via feat or talent. I would reduce the talents granted as well. Sphere arcanists only get one every odd level and can change each day for example.

Jeff the Green
2016-05-02, 08:39 PM
The problem is that a chameleon can't take Advanced Magical Training unless he has levels in a casting class, which is pointless. You can't use your aptitude focus to qualify for feats or PrCs, and you really shouldn't have to take a feat to use your aptitude focus. I could give it the effect of AMT, though; that would give it CL 3 at level 1/ECL6 (which is roughly equivalent to having level 2 spells), CL 12 at level 10/ECL 15, and CL 15 at level 10/ECL20. I think that should work.

stack
2016-05-03, 02:52 PM
You can take advanced magical training if you have basic magical training, which would be reasonable to have if you were planning on using the spherecasting focus heavily. I get that chameleon wants to be able to do its thing mostly on its own, tricky with the way SoP works.

Gain CL equal to level but have less talents known? Helps keep it useful but limited. I don't know the base chameleon all that well unfortunately.

Edit- sheesh, I should have read your post properly. Yes, giving it the effects of AMT might work out pretty well.