Skyrender
2019-06-14, 02:50 PM
I was recently going back through my 3.5e stuff, and re-encountered the Chameleon and the Factotum. In a way, these classes are both centered around the idea of a character that can do pretty much anything. They go about it in different ways, but the intent is obvious. I ended up wanting to combine the two into a workable whole.
Follow me on this.
Make sure you've got decent stats in... well, in pretty much everything. If you're using point buy, make sure you have at least 14 INT, and spread the rest pretty evenly. If you skimp anywhere, CHA or STR is where you should do it.
Changeling rogue at level 1, with the racial substitution level. Able learner is your starter feat (duh). You don't have trapfinder, but instead you have skill mastery that applies to a half-dozen skills. Oh, and you get 8 more skill points than a normal rogue, and you can shapeshift into whatever appearance you want, whenever you want.
(Side note: Get the glamered extra added to your armor as soon as possible. It'll help you assume quick disguise changes you couldn't otherwise make happen!)
At level 2, take factotum. You now have proficiency with light armor and shields, all simple and martial weapons, and the hand crossbow. You also regain the trapfinder that you sacrificed in favor of skill points and skill mastery at level 1. As the factotum has ALL skills as class skills, the changeling's natural linguist ability, and the Able Learner feat, all skills are now permanently class skills for you.
(Side note: Go ahead and do your victory dance. I'll wait.)
At level 3 and 4, factotum again. By level 4, you can permanently add your INT bonus to all STR- or DEX-based skill or ability checks (remember: initiative is technically a DEX check!). This helps compensate somewhat if you don't have great scores here. You can also use one spell on the sorcerer/wizard list, once per day, as a spell-like ability. At level 3, this is a cantrip, while at 4th, it can also be level 1.
You never know when a spontaneous feather fall might save the day.
At level 5, go back and grab another level of rogue. Evasion is a life-saver, so you should make sure to pick it up. Make sure you have 8 ranks in bluff and disguise, and 4 in sense motive and spellcraft. Also, make sure to grab at least 1 rank in all the skills that are trained-only (knowledge skills, especially. You can't pretend to be a wizard if you don't know anything about magic, nor a priest if you don't know the first thing about your supposed religion!).
If you've been paying attention, then you know this is the point you enter Chameleon. You can start building up your spellbook at level 1, but level 2 gives you a floating bonus feat that you can change every morning, and switching it to extra spell during downtime to fill out your selection is a well-known exploit.
(One last side note: Once you get to this point, look at the level 1 spell list of the trapsmith class in Dungeonscape. Thank me later.)
If your DM allows it, you can grab a level of warshaper at 8th, just so you're immune to stunning and critical hits (including sneak attacks and the like). You might even sink a second level into it, so you can boost your STR and CON... but don't go any further than that. The warshaper cheese could otherwise seriously delay your advancement as a chameleon.
By the way, if your DM does allow this, thank your lucky stars, because mine kicked me out of the group (literally kicked me, mind you!) just for suggesting it.
Once you finish up chameleon at level 15, return to factotum. Cunning Surge will be an awesome capstone, if you get to level 20.
Follow me on this.
Make sure you've got decent stats in... well, in pretty much everything. If you're using point buy, make sure you have at least 14 INT, and spread the rest pretty evenly. If you skimp anywhere, CHA or STR is where you should do it.
Changeling rogue at level 1, with the racial substitution level. Able learner is your starter feat (duh). You don't have trapfinder, but instead you have skill mastery that applies to a half-dozen skills. Oh, and you get 8 more skill points than a normal rogue, and you can shapeshift into whatever appearance you want, whenever you want.
(Side note: Get the glamered extra added to your armor as soon as possible. It'll help you assume quick disguise changes you couldn't otherwise make happen!)
At level 2, take factotum. You now have proficiency with light armor and shields, all simple and martial weapons, and the hand crossbow. You also regain the trapfinder that you sacrificed in favor of skill points and skill mastery at level 1. As the factotum has ALL skills as class skills, the changeling's natural linguist ability, and the Able Learner feat, all skills are now permanently class skills for you.
(Side note: Go ahead and do your victory dance. I'll wait.)
At level 3 and 4, factotum again. By level 4, you can permanently add your INT bonus to all STR- or DEX-based skill or ability checks (remember: initiative is technically a DEX check!). This helps compensate somewhat if you don't have great scores here. You can also use one spell on the sorcerer/wizard list, once per day, as a spell-like ability. At level 3, this is a cantrip, while at 4th, it can also be level 1.
You never know when a spontaneous feather fall might save the day.
At level 5, go back and grab another level of rogue. Evasion is a life-saver, so you should make sure to pick it up. Make sure you have 8 ranks in bluff and disguise, and 4 in sense motive and spellcraft. Also, make sure to grab at least 1 rank in all the skills that are trained-only (knowledge skills, especially. You can't pretend to be a wizard if you don't know anything about magic, nor a priest if you don't know the first thing about your supposed religion!).
If you've been paying attention, then you know this is the point you enter Chameleon. You can start building up your spellbook at level 1, but level 2 gives you a floating bonus feat that you can change every morning, and switching it to extra spell during downtime to fill out your selection is a well-known exploit.
(One last side note: Once you get to this point, look at the level 1 spell list of the trapsmith class in Dungeonscape. Thank me later.)
If your DM allows it, you can grab a level of warshaper at 8th, just so you're immune to stunning and critical hits (including sneak attacks and the like). You might even sink a second level into it, so you can boost your STR and CON... but don't go any further than that. The warshaper cheese could otherwise seriously delay your advancement as a chameleon.
By the way, if your DM does allow this, thank your lucky stars, because mine kicked me out of the group (literally kicked me, mind you!) just for suggesting it.
Once you finish up chameleon at level 15, return to factotum. Cunning Surge will be an awesome capstone, if you get to level 20.