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    Ogre in the Playground
     
    Ruethgar's Avatar

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    Sep 2011
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    Austin TX
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    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
    Kesítrekei 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
    Zítal 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, 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 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
    Last edited by Ruethgar; 2020-09-20 at 04:25 AM.

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