Notices


The DM's Dark

 
Lightning Leap:
Transmutation [Electricity]
Level: Sorcerer/wizard 5
Components: V
Casting Time: 1 standard action
Range: Personal and 60 ft.
Target/Area: You/10-to–60-ft. line
Duration: Instantaneous
Saving Throw: None and Reflex half
Spell Resistance: No and Yes

With a sudden flash, you find yourself standing on the other side of the battle, leaving a smoking trail behind you.

You transform yourself into a line of lightning, similar to that created by the lightning bolt spell. This line can be of any length from 10 feet to 60 feet, measured in 5-foot increments. You reappear in any square adjacent to the last square entered by the line, along with any gear worn or carried (up to a maximum of your heavy load limit). You can't bring along other creatures except for your familiar.

The line deals 1d6 points of electricity damage per caster level (maximum 15d6) to anything in its area. A successful Reflex save halves this damage, and spell resistance applies

~

Foil Action (Ex): Melnir may attempt to monkeywrench any action an opponent is taking. He may throw sand into a beholder's eye, bat aside a key spell component, or strike a weapon hand with a thrown object, but the result is the same: the opponent's action is wasted, and any spell slots, limited ability uses, or the like used to power it are expended. He must be within 30 feet of his opponent to use this ability, and must hit with a touch attack or ranged touch attack. Using Foil Action is an Immediate action. At 17th level, Foil Action may be used at up to 60 feet.
Corner Office (Sp): At 1st level, the Barrister gains an extraplanar office for his dealings. This effects may be used at will, and is in effect a magnificent mansion, except that it is the same location between castings, meaning that when the duration ends this extradimensional space is inaccessible, but items and creatures still be there when this ability is used again (effectively trapped unless planar travel magic is used). This location counts as the Prime for calling spells, and has a permanent calling circle and an unchanging layout.
Zen Fist: The actions of the Sohei cannot be interrupted by Immediate Actions, readied actions or attacks of
opportunity. Instead, the Sohei declares their intent (such as "to make three attacks against the Hobgoblin Warlord
and three against its Dragon mount"), the dice are rolled, and no attacks are actually made. However, at the end of
the Sohei's turn, the targets have been attacked, actions performed and so on, just without there being a moment in
time in which the actions were made. If you are confused by this, you're not Zen enough.

Glimbur
Bugbear in the Playground




Join Date: Aug 2008
Location: Midwest, not Middle East

Gender: Re: GitP PrC Contest XXV: It's a Race Thing

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Cogitator


Initiating attack plan gamma. Maximal force authorized.

Lots of people have a plan when they go in to combat. Only a few have the innate ability to practice the same actions over and over until they become nearly automatic. Warforged, drawing upon their mechanical heritage, can master this unusual combat style.

Becoming a Cogitator
Most warforged are taught the secrets of this class by other warforged. They might also discover the secrets on their own, or be led there by Lawful outsiders or texts.

ENTRY REQUIREMENTS
:Alignment: LG, LN, or LE
:Race: Warforged
:BAB +5
:4 ranks in Concentration

Class Skills
The Cogitator's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis(Wis), Balance (Dex), Climb (Str), Concentration (Con), Intimidate(Cha), Jump (Str), Knowledge(Architecture and Engineering(Int), Ride (Dex)
Skills Points at Each Level: 4 + int

Hit Dice: d8
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Tactics, Tactical Response
2nd +2 +3 +0 +3 Tactical Strike, Practiced Action 1/encounter
3rd +3 +3 +1 +3 Tactical Speed, Lengthened Tactic
4th +4 +4 +1 +4 Tactical Defense, Practiced Action 2/encounter
5th +5 +4 +1 +4 Tactical Focus, Long Range Planning


Weapon Proficiencies: A Cogitator gains no new armor or weapon proficiencies.

Tactics(Ex): A Cogitator may prepare a number of Tactics, which are sets of actions which will be taken in combat. A Tactic is a list of every action which will be taken in a number of rounds: move, standard, and swift. A 1st level Cogitator may prepare Tactics which are three rounds long. A Cogitator may, as a free action which can be taken out of turn at the start of combat, declare that he is using a tactic. He must then execute the actions specified in the Tactic. If he decides not to follow the tactic, he is dazed on his next round and the Tactic ends. A Tactic must specify actions fully except for direction and distance of movement and use of feats like Power Attack which are declared each round they are used. For example, a Tactic of (Move, cast a spell) (cast a spell) (cast a spell) is too general. A legal Tactic would be (move, cast Fireball) (Move, single attack) (Full Attack). A Tactic does not need to specify, for example, (Fireball 100' in front of me); geometric concerns can be chosen as normal. A Cogitator may prepare as many Tactics as his class level plus his intelligence modifier. It takes 15 minutes to prepare a new Tactic or replace an old Tactic with a new one. A Tactic is not expended when it is executed in a combat.

Attacks of Opportunity are an exception to the limitation on actions during a Tactic. They may be taken as normal, and may benefit from applicable benefits which occur during a Tactic. Immediate Actions may be scheduled in a Tactic and can be taken at any point between the end of the Cogitator's turn and before the Cogitator's next turn at the choice of the Cogitator. The Immediate Action must be taken some time between those two turns; if it has not been used it occurs immediately before the turn it was scheduled to come before, possibly with no effect. For example, a Tactic could include (Move, Mountain Hammer) (Immediate: Moment of Perfect Mind) (Full Attack) and Moment of Perfect Mind would have to be used some time between those two scheduled turns.

Tactical Response(Ex): A first level Cogitator executing a Tactic gains a +4 Insight bonus to initiative. This can move him up in the initiative track if he declares a Tactic at the start of a combat. At character level 10 the bonus to initiative improves to +6. At character level 15 the bonus increases to +8. At character level 20 the bonus improves to +10.

Tactical Strike(Ex):A second level Cogitator executing a Tactic gains a +3 insight bonus to weapon damage rolls. This improves to +4 at 10th character level, +5 at 13th character level, +6 at 16th character level, and +7 at 19th character level.

Practiced Action(Ex): A second level Cogitator may treat one d20 roll as a 10 per encounter. This is viable for attack rolls, saving throws, and other d20 rolls in combat. This is done as a free action which can be taken out of turn. At fourth level, a Cogitator may use this ability twice per combat.

Tactical Speed(Ex): A third level Cogitator gains a +10 foot insight bonus to all movement speeds they possess. At 13th level this bonus improves to +15 feet. At 18th level this bonus improves to +20 feet.

Lengthened Tactic(Ex): A third level Cogitator deepens his experience and memory banks and can now prepare Tactics which are four rounds long. Tactics which are four rounds long can include one bonus move action which can be scheduled at any point in the Tactic. For example, a viable tactic is (Move, Full Attack) (Full Attack) (Full Attack) (Full Attack). He can also still use Tactics which are three rounds long but these tactics do not include a bonus move action.

Tactical Defense(Ex): A fourth level Cogitator who is executing a Tactic gains a +4 insight bonus to AC. At character level 13 this bonus improves to +6. At character level 17 the bonus improves to +8.

Tactical Focus(Ex): A fifth level Cogitator who is executing a Tactic is under the effects of a Mind Blank spell with a caster level equal to his character level. If the Mind Blank is dispelled it comes back in effect on the next action the Cogitator makes.

Long Range Planning(Ex): A fifth level Cogitator may make Tactics up to five turns long. These Tactics may include a bonus Standard action which can be taken at any point in the Tactic as scheduled, similar to the bonus Move action from Lengthened Tactic. He may still use four turn or three turn tactics as normal.

Playing a Cogitator
Combat: Make a couple of useful Tactics. This is actually pretty simple unless you are a Martial Adept... have a couple with move actions and standard attacks interspersed with Full Attacks. Kill stuff, you are a full BAB class.
Advancement: Warblade or Crusader are generally nice.
Resources: Whatever you can lay hands on. You should probably follow the law... if only there were a profession based around killing bad people and taking their stuff.

Cogitators in the World
It was uncanny. Once he fell in to one of his patterns, he cut through his enemies with practiced ease . - Albert, Wizard in a party with a Cogitator

Daily Life: As lawful robot-like beings who do not need to eat or sleep, Cogitators have a lot of time they can spend in pursuit of order and such.
Notables: Mr. Shiny, noted Warforged Paladin, dabbled on the path of a Cogitator when he crusaded against a Slaad invasion of his home town. Bloodspike was spotted using similar techniques in his role as the muscle for Mad Wizard Zarah.
Organizations: Many cities with significant Warforged population have Cogitator groups. These groups might be more effective if they separated between Good and Evil, but they are still structured and ordered.

NPC Reaction
Warforged are given a varied reaction anyway, but when they begin acting mechanically they tend to draw more negative attention. Cogitation is not a very flashy power source, however, so this class often flies under the radar.

Cogitators in the Game
Cogitators are interesting mechanically, but none of the bonuses are that significant except the Mind Blank at ECL 10. This is significantly before it can be cast by a wizard, but it only applies during combat which somewhat limits the use. The bonus actions are also quite useful but shouldn't break anything important.
Adaptation: The class works fine for any strongly lawful race, especially if they have a mechanical bent. So, for example, it could be adapted (by which I mean just change the pre-reqs) for Inevitables.
Encounters: Warforged tend to do what they do. Some of them might have levels in Cogitator. No big deal.

--
Warped Angel
"I have punched through the pathetic fabric of sanity and have reached infinity. My mind is broken, but it's working at full capacity now! I have reached where none can! Ahaha! AHAHAHAHAAA!!"

-Core, the Warped Angel



Core, a warforged angel beyond redemption
Drawn by me! Krimm!

Warped angels are creatures that go beyond a mere fall from grace, they are the victims of the utter annihilation of their sanity. They are warriors of entropy and madness, inhuman reavers of life and happiness and knights of a darkness so dark even the gods cannot gaze upon it. Most warped angels were once heroes of righteousness and good, or just noble characters in generals who, because of some mind-altering event, have fallen from their high position and into the depths of madness and depravity.
They are masters of throwing themselves into melee with ferocity and insanity only capable by these warriors. Most warped angels are crusaders or warblades, but some martial variant core classes have been known to take warped angel levels, especially martial barbarians.

HD: d12

Requirements
Alignment: Chaotic neutral or Chaotic evil
BAB: +6
Skills: Knowledge (the planes) 4 ranks, Martial Lore 2 ranks
Feats: Power Attack
Maneuvers: Ability to use 3rd level maneuvers, including at least one strike and one stance.
Special: Must have at some point been under the confusion effect for an extended period of time, such as several months due to deep personal tragedy or an extreme alignment shift.

Class Skills: Balance, Climb, Concentration, Craft, Hide, Intimidate, Jump, Knowledge (religion), Knowledge (the planes), Martial Lore, Move Silently, Ride, Swim and Tumble
Skill-points per level: 4+Int modifier

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Undeserved wings, entropic descent
2nd +2 +3 +0 +0 Festering mind strike
3rd +3 +3 +1 +1 Bonus feat
4th +4 +4 +1 +1 Sadistic joy
5th +5 +4 +1 +1 Twisted madness stance
6th +6 +5 +2 +2 Strike of blackened wings
7th +7 +5 +2 +2 Bonus feat
8th +8 +6 +2 +2 Adamant insanity
9th +9 +6 +3 +3 Stance of the blackened mind
10th +10 +7 +3 +3 One with unhallowed madness

Level Man. Known Man. Readied Stances Known
1st 0 0 1
2nd 1 0 0
3rd 1 1 0
4th 0 0 0
5th 1 0 0
6th 1 0 1
7th 0 1 0
8th 1 0 0
9th 1 0 0
10th 0 0 0

Weapon and Armor proficiencies: Warped angels gain no additional weapon or armor proficiencies.

Maneuvers: At each level but 1st, 4th 7th and 10th, a warped angel gains new maneuvers known from the Iron Heart, Shadow Hand or Tiger Claw disciplines. You must meet a maneuver's prerequisite to learn it. You add your full warped angel levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd and 7th levels, you gain additional maneuvers readied per day.

Stances Known: At 1st and 5th levels, you learn a new martial stance from the Iron Heart, Shadow Hand or Tiger Claw disciplines. You must meet the stances prerequisites to learn it.

Undeserved Wings (Su): At first level, your body takes on the shape of the creatures you far from exemplify. You are capable of growing strong, feathery, white wings, capable of speedy flight at will as a move action. These wings give you a fly speed equal to twice your base land speed. If these wings are ever torn off or destroyed somehow, you can grow a new pair as a move action, but the damage is still done.
These wings only last for a number of minutes equal to your warped angel level until you reach 6th level, when they can remain indefinitely.

Entropic Descent (Ex): Your body is strong, and your mind is as unstable as possible. At first level, you gain immunity to confusion effects, but at levels 1, 4, 7 and 10, you take a -1 to your Wisdom score, which cannot be recovered by any means.

Festering Mind Strike (Su): At 2nd level, you can channel your utter madness through your weapon and infuse it into the mind of your enemy. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 4th level strike, and does not belong to any discipline. Making an attack roll as a standard action, your weapon deals an additional 5d6 points of damage and an amount of Wisdom damage depending on your initiator level(see below). Foes are allowed a Will save to negate the Wis damage(DC 14+Cha modifier). If the attack fails, nothing happens but the maneuver is still expended.

Initiator Level Damage
5th-8th 1 Wis
9th-12th 1d4 Wis
13th-16th 1d6 Wis
17th-20th 2d6 Wis

Bonus Feats: At 3rd level, and again at 7th you gain bonus feats taken from the list of fighter bonus feats. You must meet the feat's prerequisite to learn it.

Sadistic Joy (Ex): At 4th level, your mind bends a little further, and your love for harming others reflects on your very ability to do so. From this point on, you are considered to be under the effects of the sadism spell(see BoVD) with a caster level equal to your warped angel level.

Twisted Madness Stance (Su): At 5th level, you are capable of transforming yourself into a distorted version of the creatures you're named after. As a swift action you may lose all the benefits of your current stance to gain the benefits of this stance. While in this stance, your skin lightens a great amount, as if heavily bleached and is made tighter against your skeleton, your jaw widens and your teeth sharpen and become much harder and your mind knows how to ignore a certain level of pain and injury. You gain a bonus to natural armor equal to half your warped angel level rounded down, a primary bite attack that deals 1d6+Str modifier damage and a unique ability to stave off death. Whenever you would be dealt enough damage to be reduced to -10 hp, you can deal to yourself as much Wisdom burn equal to your initiator level. For each point of Wisdom burned this way, you negate 5 points worth of damage, with a maximum of your normal max hp. This regernative quality can only be used once per encounter.

Strike of Blackened Wings (Su): At 6th level, you gain a unique strike that channels not only your madness, but your corruption and entropy into the mind of your victim. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 6th level strike, and does not belong to any discipline. As a standard action, you make an attack roll against an opponent with a +2 bonus to this attack, if the strike hits the opponent takes 10d6 points of damage and must make a Will save(DC 16+Cha modifier) or become confused for 1d6 rounds and are forced to take on the effects of the morality undone spell(see BoVD). If the attack fails, nothing happens but the maneuver is still expended.
When this strike is used, the warped angel's wings and skin darken slightly for the next 1d6 rounds.

Adamant Insanity (Ex): There is nothing more fragile than a mind brought to insanity, but what has already been shattered can barely be shattered further. At 8th level your unholy madness grants you immunity to damage done to all of your mental ability scores, though the Entropic Descent class feature still functions normally. Additionally, if anyone attempts to read your mind by any means must make a Will save(DC 10+Half your initiator level+Cha modifier) or become confused for the next 1d8 rounds.

Stance of the Blackened Mind (Su): At 9th level, your madness seems to radiate about you like an invisible mist that digs into the psyches of those around you. As a swift action you may lose all the benefits of your current stance to gain the benefits of this stance. While in this stance, your very presence rips at your enemies minds, gaining a unique aura of fear. Any opponents within 30 feet of you must make a Will save (DC 10+half you initiator level+Cha modifier) or become frightened for 1d6 rounds and then confused for a following 2d6 rounds thereafter.
Those who succeed on this save become immune to the effects of that one warped angel's fear aura until they exit it and enter it again, where they must make the same save once again.

One With Unhallowed Madness (Ex): At 10th level, madness and physicality are one in the same for you. Your type changes to outsider with the augmented subtype, you gain DR 10/good and no longer require food, water or sleep to function. Additionally, anyone attempting to read your mind must make the same save as the Adamant Insanity ability or become permanently insane.

Playing A Warped Angel
Warped angels are without a doubt, designed to be effective melee combatants, resilient to both normal attacks and those aimed at the psyche.
Combat: You'll always want to be on the front lines, or if you wish to deploy your wings, several feet above your enemy to drop down and tear into him. Many warped angels also take an entirely different tactic when it comes to fighting foes, instead of with sheer power, they will attempt to make anyone who can do so, read their mind and be driven to madness. If their mind is infected with the warped angel's madness it makes it far easier to leave them to their twisted new life or make them easier to slay.
Advancement: Several options for this class are each of the three classes introduced in the Tome of Battle, but works just as easily for any other homebrew martial core class and many martial prestige classes.
Resources: Tome of Battle: The Book of Nine Swords is a very obvious source of information for this class. Other books that work well in conjunction with this class include Heroes of Horror, Champions of Ruin, Lords of Madness and the Book of Vile Darkness. Each of these books deal with madness and/or corruption of the mortal psyche and several immortal psyches.

Warped Angels in the World
"...They told me there were angels in the mist. I couldn't believe them, wouldn't believe them! I wandered into the mist... and learned just how much I wished angels weren't in the mist..."

-Sashrin, an adventurer that barely escaped with his sanity.

Warped angels are a dark, terrible mystery that even when found, leave those studying them dead at best and insane at worst. The rare few that escape with their lives and any fragment of their sanity will say one thing, that they are to be avoided...
Daily Life: A day for a warped angel usually consists of a morning with little to no sleep, at which time they spend hunting in secluded areas where easy victims can be found. The rest of the day cannot easily be predicted, as creatures of such madness and chaos never act the same way twice.
Notables: One of the few warped angels reported on, by a frightened and now half-mad adventurer is a warforged warped angel given the name Core. Core is a warforged that went to Shello decades ago and was not seen again until the reaping of the nation's surface. He was seen in the mist, and has been made the legend known as the Mist Angel.
Organizations: Warped angels have nothing that could possibly be considered an organization or society. They act as nothing more than intelligent monsters, hunting and eating and spreading madness by themselves.

NPC Reactions
Any NPC's that might interact with a warped angel PC will undoubtedly react with fear and in many cases, react with a premature demise. Some NPC's, such as seasoned or stubborn warriors will attempt to take them on in combat like a common malign creature, if defeated speaking of it as if it were a mere deadly animal. It cannot be known for sure, but it is said that some warped angels despise the fact that they are spoken of as mere animals.

Warped Angels in the Game
These mad martial adepts can bring an element of chaos into the game, especially if they are played as chaotically as they were meant to be. In a normal scenario, the warped angel will affect combat by attacking with physical force and using it's main defensive tactic as an effective offensive one. If the enemies of the warped angel have been driven mad, they have a random chance of doing different things round per round, thus making the battles unpredictable-which can make fights potentially worse for both sides.
Adaptations: This class need not be for purely martial adepts, and can be adapted to normal melee classes such as fighters and barbarians, removing the maneuver progression and adding extra bonus feats or rage continuity. It may also be used for rogues, in which case you replace the martial advancement into a sneak attack progression, and changing the base attack bonus, saving throws and HD to those of the rogue's.
Encounters: Encounters with NPC warped angels will most frequently be combat oriented, hostile for a list of reasons of unknown size, but most likely for madness. Many warped angels will hunt any fleeing PC's, if they are hungry, but may or may not at random if they've already eaten or have sated some bloodlust.

Sample Encounter
ECL 14: Core(warforged warblade 5/rogue 2/warped angel 7) is very much what the legends say, a warforged lost to Shello ages ago and instead of becoming the common rageforged, he pushed past rage and hit sheer insanity. He is, despite his insanity, quite intelligent and spreads traps all around what he deems his territory to capture unwary victims. He is also quite aware of his reputation as an 'angel' and often chooses to descend onto foes from flight with his angelic looking wings spread wide like an angels, just to tear into the like a beast.

Making a Chameleon


Why Choose Chameleon?
The chameleon is designed around the idea of altering its major class features to temporarily emulate other classes, choosing the best one for each situation. While chameleons can't ever reach the same level of skill as the classes they emulate, the fact that they can, with sufficient preparation, always have the skillset that is most advantageous for any given situation means that they will consistently be useful even when circumstances change dramatically. The chameleon possesses arcane spellcasting, divine spellcasting, melee combat power, sneaking skill and hunting prowess as its main class features to switch around, as well as changeable feats and some limited extra abilities that are usable any time. Chameleons can only focus on fulfilling one role at a time (or two at higher levels), so if you came here looking for a class able to do anything at any time then the factotum class (Dungeonscape), with its weaker but always-on abilities, will be of more use to you.

The chameleon is primarily a class for players who frequently want to change their character and party role - if you get bored quickly with a fixed role and start making new characters before your current one is even in danger, then this class is for you. The chameleon is also a good choice for players wanting to join parties that are missing two or more important party roles, filling in gaps where needed, and is also a good choice for joining parties that already have a well-rounded composition because it can always give a helping hand where one is needed and can pinch-hit for missing teammates. Chameleons underperform in parties in need of a single specific, vital role, since they will need to stay in that role for extended periods and a class more specialized for it will undoubtedly be of more help.


Party Role
The entire focus of the chameleon class is to have a variable role in a party. A chameleon is usually a substitute for a role that (ideally) the party is in need of, and this can change dramatically depending on the situation and the chameleon. The chameleon's lack of well-focused training means that he can't ever fully replace the roles he plays, and thus can never be as good in a role as those who are specialized in it. But a chameleon never needs to fear being overshadowed or rendered useless by his specialized partners because of his amazing versatility, and later on, his ability to play two roles at once will increase his ability to always find something useful to contribute.


Races
Most chameleons are humans, whose adaptability already enables them to spread out amongst all kinds of classes. Changelings (MMIII), the product of human/doppleganger unions, are perhaps even more well-suited to the chameleon class, being shape-changing role-players by nature, but are far fewer in number than humans. Dopplegangers themselves are generally less interested in the class than in manipulating others, and so generally only pursue the difficult chameleon class rarely and half-heartedly. Other races are known to have chameleons in them, but humans and changelings tend to make up the bulk of them.


Alignment
A chameleon can be of any alignment. A chameleon is not always a devotee of deception (though many are), despite how well its abilities suit trickery and disguise (generally chaotic actions) because some do not assume other identities, or don't do so for their own profit and amusement. They are often highly valued for their versatility by authorities and lawful organisations, and obediance, discipline and dedication are concepts drilled into agents trained by such institutions, resulting in plenty of Lawful chameleons. Rarely will a chameleon be neutral with regard to law and chaos, but they often take a neutral stance on good and evil, since their role-playing makes them reluctant to adopt any one society's set of morals.

Game Rule Information


Abilities
Strength augments a chameleon's physical (martial) power, Intelligence influences his ability to cast Arcane spells and their effectiveness while Wisdom does the same for Divine spells, and Constitution is important for survivability. Dexterity and Charisma are important for various reasons and a chameleon can certainly make good use of them, but attack/spellcasting/survivability most often need to be taken care of first. Prioritizing these can still be a handful; a chameleon's success frequently depends on the ability score the current aptitude focus uses, and few chameleons hate anything more than being 'pidgeonholed' into a fixed role. After fourth level, chameleons have less need for concern over low stats thanks to Ability Boon's variable competence bonus. Given this, a chameleon is best off with balanced stats - even mediocre ones - between those needed for his roles, and boosting specific ones at the times when they are needed.

Starting Gold: 2d4 x 10 (50gp)
Starting items: Wizard's spellbook (100 pages) containing 10 0th-level arcane spells and [3 + Int] 1st-level arcane spells of your choice.
Starting Age: as Wizard
Special: Characters with levels in the chameleon prestige class may not take levels in the base class chameleon, and characters with levels in the base class chameleon may not enter the prestige class chameleon.

Hit Die: d8
Skill Points: 4 + Int (x4 at 1st level)
Class Skills: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Profession (wis), Sense Motive (Wis), Spellcraft (Int), Swim (Str).


Chameleon Progression
Class
Level Base Attack
Bonus Fort
Save Ref
Save Will
Save Special
1 +0 +0 +0 +0 Aptitude Focus 1/day
2 +1 +0 +0 +0 Able Learner
3 +2 +1 +1 +1 Mimic Class Feature 1/day
4 +3 +1 +1 +1 Ability Boon + 2
5 +3 +1 +1 +1 Flexible Feat (1)
6 +4 +2 +2 +2 Mimic Class Feature 2/day
7 +5 +2 +2 +2 Efficient Preparation
8 +6/+1 +2 +2 +2 Aptitude Focus 2/day, Ability Boon +4
9 +6/+1 +3 +3 +3 Mimic Class Feature 3/day
10 +7/+2 +3 +3 +3 Rapid Refocus
11 +8/+3 +3 +3 +3 Double Aptitude
12 +9/+4 +4 +4 +4 Mimic Class Feature 4/day
13 +9/+4 +4 +4 +4 Flexible Feat (2)
14 +10/+5 +4 +4 +4 Aptitude Focus 3/day, Ability boon +6
15 +11/+6/+1 +5 +5 +5 Mimic Class Feature 5/day
16 +12/+7/+2 +5 +5 +5 Primary Focus
17 +12/+7/+2 +5 +5 +5 Dangerous Unpredictability
18 +13/+8/+3 +6 +6 +6 Mimic Class Feature 6/day
19 +14/+9/+4 +6 +6 +6 Ability Boon + 8
20 +15/+10/+5 +6 +6 +6 Aptitude Focus unlimited/day

Spells Per Day & Maneuvers
Class
Level 0th
Level 1st
Level 2nd
Level 3rd
Level 4th
Level 5th
Level 6th
Level 7th
Level Maneuvers
Readied Stances
Known
1 2 1 - - - - - - 3 1
2 2 2 - - - - - - 3 1
3 3 2 0 - - - - - 3 1
4 3 3 1 - - - - - 4 1
5 4 3 2 - - - - - 4 2
6 4 3 2 0 - - - - 4 2
7 4 4 3 1 - - - - 4 2
8 4 4 3 2 - - - - 4 2
9 4 4 3 2 0 - - - 4 2
10 4 4 4 3 1 - - - 5 2
11 4 4 4 3 2 - - - 5 3
12 4 4 4 3 2 0 - - 5 3
13 4 4 4 4 3 1 - - 5 3
14 4 4 4 4 3 2 - - 5 3
15 4 4 4 4 3 2 0 - 6 3
16 4 4 4 4 4 3 1 - 6 4
17 4 4 4 4 4 3 2 - 6 4
18 4 4 4 4 4 3 2 0 6 4
19 4 4 4 4 4 4 3 1 6 4
20 4 4 4 4 4 4 3 2 7 4

Class Features

Weapon and Armor Proficiency: A chameleon is proficient with all simple weapons and with light armor, as well as most shields (just not tower shields).

Aptitude Focus (Ex): A number of times per day depending on your chameleon level (see chart), you can focus yourself on one of the following areas of expertise and gain its abilities, losing any abilities from your previous Aptitude Focus. Aptitude Foci each give their own set of special abilities and give an Aptitude Bonus to certain skills and abilities; your Aptitude Bonus is one half your chameleon level, rounded up and is always a competence bonus. Individual skill bonuses granted by this ability disappear if your ranks in the skill are above what would normally be its cross-class limit.

The process of switching Aptitude Foci takes one hour, but the effect lasts until you change your Aptitude Focus again. You can use Aptitude Foci to qualify for prestige classes and feats, but if you change your current Aptitude Focus so that you no longer would meet the entry requirements of a prestige class, you lose all of that class's abilities except for its base attack bonus, saves, skill points and hit dice until you once again qualify for it. If you no longer meet the prerequisites of a feat, you lose all of its effects until you meet its prerequisites again.

•Arcane Focus: You gain the ability to prepare and cast arcane spells from any single arcane spellcasting class's spell list (you may decide on a different one each time you change to Arcane Focus). You must choose and prepare your spells ahead of time by getting a good night's sleep and then spending 1 hour studying your spellbook (the spells you prepare must be in your spellbook). At each new chameleon level, you add two arcane spells of any level (and any list) you can cast to your spellbook, and you can add spells from scrolls and other sources to it just like a wizard can. To prepare or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spells is 10 + the spell level + your Intelligence modifier. You may only prepare as many arcane spells as your chameleon level would indicate on the Spells Per Day & Maneuvers table, plus any that you might get for a high Intelligence score (see Table 1-1 on p.8 of the PHB). Additionally, you gain your Aptitude Bonus on Knowledge (arcana) checks and Will saves.


•Divine Focus: You gain the ability to prepare and cast divine spells from any single divine spellcasting class's spell list (you may decide on a different one each time you change to Divine Focus). You must choose and prepare your spells ahead of time by spending 1 uninterrupted hour in quiet meditation or prayer, and although you are only able to prepare and cast spells from one spell list at a time, you may select any spells on that list (that you can cast) for preparation. You may only prepare as many divine spells each day as your chameleon level would indicate on the Spells Per Day & Maneuvers table, plus any that you might get for a high Wisdom score. Additionally, you gain your Aptitude Bonus on Knowledge (religion) checks, Fortitude saves, and Will saves.


•War Focus: You gain proficiency with all martial weapons, medium armor, heavy armor and tower shields. Your Base Attack Bonus from chameleon levels improves to that of a fighter and you gain extra iterative attacks in your full attack routine correspondingly (gaining additional iterative attacks when your Base Attack Bonus reaches +6, +11 and +16 with -5, -10 and -15 penalties, respectively). Whenever you successfully attack an enemy that is adjacent to one of your allies, you can make a free Aid Another attempt to help them to defend (+2 AC) or attack (+2 attack) against that enemy until your next turn. Additionally, you gain your Aptitude Bonus to your current and maximum hit points, weapon damage, Fortitude saves, and the Intimidate, Balance and Ride skills.


•Stealth Focus: You gain your Aptitude Bonus on all Dexterity- and Strength-based skills plus Disable Device and Search, as well as on Reflex saves. You also gain the following extraordinary abilities:
◦Uncanny Dodge: You can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.
◦Trapfinding: You can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. You can use the Disable Device skill to disarm magic traps; a magic trap generally has a DC of 25 + the level of the spell used to create it. Beating a trap’s DC by 10 or more with a Disable Device check means you can study a trap, figure out how it works, and bypass it without disarming it.
◦Hide in Plain Sight: You can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of shadow, you can hide yourself from view in the open without anything to actually hide behind. You cannot hide in your own shadow.


•Wild Focus: You gain your Aptitude Bonus on Climb, Handle Animal, Jump, Knowledge (nature), Listen, Search, Spot and Survival checks as well as your Fortitude and Reflex saves. Additionally, you gain the following extraordinary abilities:
◦Blindsense 40ft: You can notice and locate any creatures within 40 ft without listen or spot checks using your hearing. Creatures you cannot see still have total concealment against you (giving you a 50% miss chance and rendering you flat-footed to their attacks). At 8th level this ability becomes blindsight.
◦Blindsight 40ft (level 8): Using your hearing, you maintain full awareness of the area around you in a 40ft radius without using your sight. Concealment, invisibility, darkness, blindness and other purely visual impediments have no effect on you. You cannot use your blindsight to distinguish color or read, however.
◦Track: you gain the benefits of the Track feat (PHB p.101)
◦Woodland Stride: You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment unless it has been magically manipulated to impede motion.
◦Favored Enemy: At the start of each day, regardless of the current Aptitude Focus, you can select a creature type to be your Favored Enemy (you must select a subtype as well if you choose Humanoid or Outsider) for use in Wild Focus. In Wild Focus, you gain your Aptitude Focus bonus on Bluff, Intimidate, Sense Motive, and Survival checks when using these skills against your favored enemies, and you also add it to weapon damage rolls against them. See the table on PHB p.47 for a full list of the favored enemies you can choose.


•Martial Focus*: You gain proficiency with all martial weapons, Your Base Attack Bonus from chameleon levels improves to that of a fighter and you gain extra iterative attacks in your full attack routine correspondingly (gaining additional iterative attacks when your Base Attack Bonus reaches +6, +11 and +16 with -5, -10 and -15 penalties, respectively), and you add your Aptitude Bonus to Martial Lore skill checks. Choose a martial discipline; you gain the ability to ready/execute martial maneuvers and enter stances from that discipline, and your initiator level is equal to your chameleon level. Your momentary insight lets you temporarily learn as many maneuvers and stances from your chosen discipline as you can ready (see the Spells Per Day and Maneuvers table), but you cannot learn more than one of your maximum level maneuvers, two of the level below that, and three of the level below that (first level maneuvers are exempt from this limitation). You expend and recover your maneuvers in the same way a swordsage would: spend a full-round action to meditate and recover one expended maneuver, or five minutes to ready all of them. You begin all encounters with your current readied maneuvers unexpended.

*Martial Focus can be considered entirely optional and can be removed without consequence if your game does not include the Tome of Battle.
Able Learner (Ex): You gain the benefits of Able Learner as though from the Able Learner feat (Races of Destiny), without having to be first level or meet the requirements: your cross-class skills now only cost one skill point per rank, but are still restricted by their normal maximum.

Mimic Class Feature: A number of times per day, shown on the class's chart, you can use the following abilities that would normally be exclusive to other classes:

•Evasion (Ex): With a successful Reflex save against an attack that would normally deal half damage on a successful save, you can activate this ability to avoid the damage altogether as an immediate action. You can activate this ability after you have rolled a successful Reflex save, but before you have taken damage. This ability lasts for 1 minute.


•Rage (Ex): Once per encounter during the chameleon's turn, he may activate a Rage ability identical to that of a barbarian's but with a shorter duration: +4 to Strength, +4 to Constitution (adding 2 HP per level that goes away after the Rage), +2 morale bonus on Will Saves, -2 AC. He cannot cast spells, cannot use magic items that require a command word, a spell trigger, or spell completion, cannot use Combat Expertise, and cannot use Concentration or any intelligence-, charisma-, or dexterity-based skills except Balance, Escape Artist, Intimidate, and Ride. This lasts for 1 + user's newly-improved Constitution modifier rounds or until he ends it voluntarily, at which point he becomes Fatigued.


•Smite (Ex): On your first daily usage of this ability, choose an alignment: Good, Evil, Lawful, or Chaotic. You use this alignment for all subsequent uses of Smite for the rest of the day. On any normal melee attack against a target at least partly of the chosen alignment, you may add your Charisma modifier to the attack roll and half your chameleon level to your attack's damage. When used on targets not of the chosen alignment this ability has no effect but is still used up.


•Sneak Attack (Ex): When you succeed on an attack within 30 ft on a foe you are flanking or is denied its Dexterity Bonus, you can use this ability to deal an additional d6 of damage for every two levels of chameleon you have. Treat your rogue level as your chameleon level when opposing the target's Uncanny Dodge.


•Turn/Rebuke Undead: On your first daily usage of this ability, you choose to either turn or rebuke the dead; all subsequent uses of this ability use that choice for the rest of the day. You turn or rebuke the undead as a cleric of two levels lower than your chameleon level. See here for Turn/Rebuke Undead details.

Ability Boon (Ex): You gain a competence bonus to an ability score of your choice whenever you adopt an Aptitude Focus that lasts until you dismiss your Aptitude Focus. The bonus is +2 after 4th level and improves to +4, +6, and +8 at levels 8, 14 and 19, respectively. You may not use this ability to qualify for prestige classes, feats, or other options.

Flexible Feat (Ex): At 5th level, you can designate one of your existing feats as a Flexible Feat, which from then on you may change to any other feat that you meet the prerequisites for at the start of each day (unlike normal feats, you may use Ability Boon to meet requirements for Flexible Feats). You may do this with another of your feats at 13th level. You can use these feats to qualify for prestige classes and other feats, but if you change them so that you no longer would meet the entry requirements of a prestige class, you lose all of that class's abilities except for its base attack bonus, saves, skill points and hit dice until you once again qualify for it. If you no longer meet the prerequisites of another feat, you lose all of its effects until you meet its prerequisites again. If you use the feat to bring about any kind of ability or effect that would ordinarily remain after you changed the feat, its effect ends as well. Items or materials produced from your feat remain, but any costs associated with them remain as well.

Efficient Preparation (Ex): You can prepare your arcane and divine spells at the same time now, and do not need to be in the Aptitude Focus of either spellcasting class to prepare their spells, only to cast them.

Rapid Refocus (Ex): You can now adopt an Aptitude Focus at greater speed than before. After reaching 10th level, you can change your Aptitude Focus in 15 minutes.

Double Aptitude (Ex): You gain the ability to adopt two different Aptitude Foci at the same time, but your Aptitude Bonus is halved, your spells per day for each spell level are lowered by one, and your number of readied maneuvers and stances known are reduced by 1 while in a Double Aptitude. This ability also lets you gain the effects of Ability Boon twice, but they do not stack when applied to the same ability score. Remember that multiple competence bonuses do not stack and your Aptitude Bonus only provides competence bonuses.

Primary Focus (Ex): Starting at 16th level, whenever you adopt two Aptitude Foci using Double Aptitude, you designate one of them as your Primary Focus. You Aptitude Bonus is not halved by Double Aptitude for your Primary Focus and your spells per day for that Focus (if applicable) are not reduced by Double Aptitude.

Dangerous Unpredictability (Ex): You have become so adept at switching Aptitude Foci that you can do a halfway change of focus that allows you to quickly change focus for a single round before reverting to your previous Aptitude Focus on your next turn. You expend one of your daily changes of Aptitude Focus to do this, you may only do this to take on one foci at a time, and you may only use Dangerous Unpredictability once per encounter. Doing this is a free action and its effect ends at the start of your next turn.



Basically, his standard is to rage and frenzy (greater) do a full leap attack/Power attack (using 1:3 ratio, and Shock Troop to take it off his AC)

After that, he just attacks like mad. (all stats are "normal" rage + frenzy = +12 strength, and +4 con)

Sword does 6D6+10 damage, add 2D6 to anything alive, and Strength Damage = to 26 (normal) or 36 (Rage/Frenzy)

everything is on his CT, updating it now for his level up (since hes now a cohort of the Matron)

Persistent Spell [Spellcasting]

Summary::Your spells stay around longer than the average mage.
{{#set:Prerequisite=None}} Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.

0: Add your casting stat modifier (if you have more than one, use the one that determines your bonus spells) to the duration of every spell you cast; this duration increase is the same length as a similar boost to Caster Level would be.
1: You gain the Extend Spell feat.
3: You may automatically extend up to your Intelligence modifier in spells per day. When you have extended a number of spells equal to your Intelligence modifier, you must wait until one of those spells ends before extending another.
6: All your spell durations increase to the next longest duration. Rounds become minutes, minutes become ten minutes, ten minutes becomes hours, and hours become 24 hours (if your Caster Level exceeds 24, you may instead choose to use them as hours per level).
9: You may designate your casting stat modifier (if you have more than one, use the one that determines your bonus spells) in spells as permanently active. Their duration becomes permanent (D). To designate another such spell when you have your casting stat modifier in spells made permanent by this ability, you must dismiss a permanent spell. This ability does not affect the needed concentration to maintain a spell. If you cease concentration on a spell it will last only as long as it would normally last without concentration.{{#set:Type=Spellcasting}}

Magical Artifice [Spellcasting]

Summary::You have learned the secrets of binding lasting effects into magic items.
{{#set:Prerequisite=None}} Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.

0: As an immediate action, you may re-activate any magic item you can touch that has been suppressed by Dispel Magic or a similar effect.
1: You can craft any Wondrous Item that grants a continuous numeric bonus as though you had the feat.
3: You gain Craft Magic Arms and Armor as a bonus feat. You can craft one additional kind of wondrous item (your choice, but not Charged or Single Use)
6: You gain your choice of Forge Ring or Craft Rod as a bonus feat. You can craft one additional kind of wondrous item (your choice, but not Charged or Single Use)
9: You gain what you missed out on for Forge Ring or Craft Rod. You also gain the Craft Wondrous Item feat. You can also craft artifacts, scaling magic items that treat low-level users as high-level ones. The first time you use this ability (ever) to craft an Artifact no better than your level-3 is free; subsequent times, and creating higher-level artifacts, cost the normal creation cost for artifacts.{{#set:Type=Spellcasting}}

Store Magic [Spellcasting]

Summary::You have mastered the secrets of storing your magic in external items, such as scrolls, potions, and wands.
{{#set:Prerequisite=None}} Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.

0: You can recharge wands and staffs, provided that you can cast every spell the item casts at the item's caster level or higher. Recharging an item takes a day, and restores a number of charges to it equal to the number of times you can cast its highest-level spell that day (if it has multiple equally-high-level spells, you can cast both and use the total number of times you can cast them). Also, whenever you use a Spell Completion or Spell Trigger item, it uses your ability scores to set the DC (from whichever class grants you the ability to use the spell, or Charisma if using Use Magic Device).
1: You gain Scribe Scroll as a bonus feat.
3: You gain Craft Wand or Brew Potion as a bonus feat.
6: You gain Craft Staff as a bonus feat, and whatever you missed out of Craft Wand and Brew Potion. You may craft magic staffs as though you had the Craft Magic Arms and Armor feat. You may also craft any Wondrous Item, Rod, or Ring that has a limited number of charges or that is single-use as though you had the appropriate item creation feats.
9: You can use a charge from a wand, staff, or similar item, or a spell written on a scroll within five minutes after casting a spell to get that spell slot or prepared spell back. The spell in the magic item must be the same spell, or the same school and higher level, as the spell you are recovering.{{#set:Type=Spellcasting}}

Summon the Legion [Leadership, Spellcasting]

Summary::You can summon astounding numbers of creatures. This is a magical feat that scales with the highest level Conjuration (Summoning) or Conjuration (Calling) spell you can cast.
{{#set:Prerequisite=None}} Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.

0: You may call any of your followers or cohorts granted by a feat as a standard action. When you call one, you may choose one of a specific interchangeable kind or a specific one. This is a Conjuration (Calling) effect. The follower appears at a point you designate within close range. Unlike other (Calling) effects, it works regardless of what plane of existence you or your follower are on.
1: You can call a group of group of minions, causing you to gain a leadership score equal to your unmodified caster level + your Charisma modifier, and attract followers. These followers must not be native to the material plane.
3: You are able to enforce the loyalty of a mighty planar creature, giving you a cohort who must not be native to the material plane.
6: When any creature within close range of you is subject to a hostile teleportation or abjuration effect that would result in it being teleported and that allows a saving throw, you may choose to make a saving throw as well. If you succeed, the effect is negated.
9: You can call any subset (including "all of them") of your cohorts and followers as a standard action, placing each individual at any point you choose within long range. You can summon any cohort you have as a standard action to anywhere in close range of you, but only one at a time, as a (Summoning) effect. Summoned cohorts remain so for one round per level or until killed. If killed while summoned, they reform 24 hours later.

Energy Reshaper [Spellcasting]

Summary::You reshape the energies released by your magic, turning them to new uses.
{{#set:Prerequisite=None}} Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.

0: Your damaging spells can do acid, cold, electricity, or fire damage, at your option, instead of whatever kind they normally do. Their descriptors change appropriately.
1: Whenever one of your damaging spells affects a creature that you can see, you can make a Spellcraft check (DC 10 + the creature's CR) to know all of its Energy Resistance, Immunity, and Vulnerability traits, as well as any energy types that bypass its Regeneration, if any.
3: You may Sculpt any of your damaging spells, as the Sculpt Spell feat. If you don't, they are instead Enlarged. Neither increases the level of spell slot needed.
6: All of your damaging spells that are at least three levels lower than your highest castable spell level can inflict acid, cold, electricity, or fire damage, at your option, in addition to whatever kind they normally do (roll all dice separately for each type), as long as the two kinds are different. The spell gains descriptors appropriately. You may transform any damaging spell that does not gain an additional energy type to instead do sonic, force, negative, or positive damage, the latter two sometimes healing things.
9: All of your damaging spells inflict their full listed damage in each of two energy types of your choice: acid, cold, electricity, fire, force, negative, positive, or sonic.{{#set:Type=Spellcasting}}

Shalantha's Delicate Disk
School Conjuration (Creation)
Level Sor/Wiz 6
Casting Time 1 std action
Range touch
V,S,M

Duration: Perm until discharged

This spell conjures a small disk, about 1 foot in diameter and 1 inch thick, made of a material that resembles rose-tinted eggshell. Once you summon a disk, a single spell of up to 5th level can be cast into it, either by you or by another spellcaster. If no spell is cast into the disk within 10 minutes of its creation, it vanishes into nothingness and the spell is wasted.
The disk stores an imbued spell indefinitely until it is shattered (a standard action requiring only 1 point of damage or a DC 5 Strength check). At that point, the spell immediately takes effect as if it had just been cast by the spellcaster who first placed it in the disk. Touch-range spells and spells that have specific targets (such as inflict critical wounds or expeditious retreat) are targeted upon the creature or object that shattered the disk, while area and effect spells are triggered as though the broken disk were the spell’s point of origin. For example, a stored fireball would detonate in a 20-foot-radius sphere centered on the disk, whereas a flame blade would appear in the hand of the creature that shattered the disk. If the spell stored in the disk does not have a valid target (such as a disk imbued with inflict critical wounds that is broken by a falling rock), the spell simply fails to manifest and is wasted.

Material Component
A golden egg worth 200 gp.


Cloak of Khyber
Illusion (glamer)
Level: Sorcerer/wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: One day/level

Rakshasas are masters of deception, and over the course of hundreds of thousands of years they developed this spell to enhance their powers of disguise.

The cloak of Khyber conceals the caster's alignment from any form of divination. More importantly, it shields a shapechanged or magically disguised creature from true seeing, causing the disguise to appear to be the caster's true form. However, there is one significant restriction to this power: the disguise must be maintained for six hours before the power of the cloak takes effect. As such, it is an extremely useful spell for a deep cover agent who rarely shifts his shape, but it is useless to a character casting a disguise self spell that only lasts for a few minutes.

Arcane Focus: A small Khyber dragonshard, worth 50 gp. If this focus is ever taken more than a foot away from the subject, the spell immediately ends.

Dragon #337 p59

Ok, Hisage has a delay due to hospitalization for his mom. So, holding pattern there. I suppose we will go with 'accept' for now, so that things can move forward for everyone else.

While, I am at it any chance to look at two of those feats that were posed in Qs? Oh the sweet, sweet necro goodness below. :P

Also, would the General of Undeath ability be okay for a lesser salient ability?
From faiths and pantheons p197
In short, "5x effective cleric level for commanding undead, 10x CL for creation."

Feats

Necromancy!

Overlord
You really liked playing HoMM as the Necropolis faction.
0: Your undead count as having double HD when other characters attempt to turn them.
1: Undead you create have 2 extra hp for each of their HD.
3: Undead you create have Evasion and Mettle.
6: You can select any template and apply it to your undead provided its LA is no greater than ¼ your level.
9: The number of undead you can control through any means is doubled.


Reaper
You love killing. Finger of Death is your favorite spell.

0: Creatures that have SR need to make their saving throw first against your necromancy spells. If they fail you receive a +3 bonus to bypass their resistance.
1: Your necromancy spells have their DC increased by 2.
3: When people fail their saving throw against any of your necromancy spells they are exhausted for 2 rounds.
6: If you kill a creature with a necromancy spell whose CR is equal or bigger than twice the spell level then that spell is not considered expanded from your spellbook or allotted spells per day.
9: If anything has immunity (natural or magic) to death effects then your necromancy spells may affect it as if it that was not the case.




 

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