Monday, September 4, 2017

Campaign Design - Base Classes: Chameleon

Chameleon
(adapted from Path of Shadow)

The chameleon is a master of disguise and subterfuge, and ideal spy and infiltrator. She can change from one disguise to another with remarkable speed and skill. Her mind also becomes camouflaged, masked behind a protective screen of thoughts just as her true appearance is masked by her costume. She is a master of languages and persuasion. The chameleon's training also includes matters arcane, and she is able to cast spells to assist her deceptions.

Abilities: Dexterity and Charisma affect many chameleon skills. Intelligence is of prime importance for spells as well as learning as many skills as possible.
Race: Changeling.
Alignment: Any.
Hit Die: d6.
Luck Die: d6.

Class Skills
  • Skill List: The chameleon's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (all skills taken individually)(Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), perform (Cha), Profession (all skills taken individually)(Wis), Read Lips (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Speak Language, Spellcraft (Int), and Swim (Str).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (8 + Intelligence modifier) x 4.
  • Skill Points at Each Additional Class Level: 8 + Intelligence modifier.
Class Features
All of the following are class features of the chameleon:
  • Base Attack Bonus: Medium. A chameleon gains +¾ base attack bonus per class level.

  • Fortitude Base Save Bonus: Poor. A chameleon gains +13 base Fortitude save bonus per class level.

  • Reflex Base Save Bonus: Good. A chameleon gains a +2½ base Will save bonus at first level, and an additional +½ base Reflex save bonus per class level.

  • Will Base Save Bonus: Good. A chameleon gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.

  • Weapon and Armor Proficiency: Chameleons are proficient with the hand crossbow, light crossbow, dagger (all types), dart, kukri, light mace, sap, shortbow (normal and composite), and short sword. Chameleons are proficient with light armor but not with shields. A chameleon suffers arcane spell failure when wearing armor as normal.

  • Spells: A chameleon casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the sorcerer/wizard spell list, but are limited to spells from the schools of Abjuration, Divination, Enchantment, and Illusion. A chameleon must choose and prepare spells ahead of time. To cast a spell, a chameleon must have an Intelligence score of 10 + the spell's level (Intelligence 10 for 0th-level spells; Intelligence 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a chameleon's spell is 10 + the spell's level + the chameleon's Intelligence modifier. Like other spell casters, a chameleon can only cast a certain number of spells of each spell level per day. In addition, she receives bonus spells for a high Intelligence. Unlike a sorcerer, a chameleon may know any number of spells (see Arcane Magical Writings). She must choose and prepare her spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. While studying, the chameleon decides which spells to prepare (see Preparing Wizard Spells).

  • Spellbooks: A chameleon must study her spellbook each day to prepare her spells. (see Preparing Wizard Spells). She cannot prepare any spell not recorded in her spellbook except read magic, which all chameleons can prepare from memory. A chameleon begins play with a spellbook containing five 0th-level spells, plus three 1st-level spells of the chameleon's choice. For each point of Intelligence bonus the chameleon has, the spellbook holds one additional 0th-level spell and one additional 1st-level spell of the chameleon's choice. At each new chameleon level, she gains two new spells of any spell level or levels that she can cast (based upon her new chameleon level) for her spellbook. At any time, a chameleon can also add spells found on scrolls or in other chameleon's or wizard's spellbooks to her own (see Arcane Magical Writings).

  • Bonus Languages: A chameleon may learn any language, even secret or obscure languages.


  • Disguise Bonus (Ex): As a chameleon increases in level, her mastery of disguise increases as well. The chameleon adds the amount listed on this chart as a competence bonus to all Disguise checks.

  • Speedy Change (Su): A chameleon is a master of rapidly changing their disguise. At 1st-level, the chameleon gains the ability to use the changeling minor shape change ability as a standard action.

  • Evasion: At 2nd-level, a chameleon can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the chameleon is wearing light armor or no armor. A helpless chameleon does not gain the benefit of evasion.

  • Sneak Attack: At 3rd-level, a chameleon gains the ability to sneak attack as a rogue. If a chameleon can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

    The chameleon’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the chameleon flanks her target. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every four chameleon levels thereafter. Should the chameleon score a critical hit with a sneak attack, this extra damage is not multiplied.

    Ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a sap (blackjack) or an unarmed strike, a chameleon can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

    A chameleon can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The chameleon must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A chameleon cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

  • Quick Change (Su): A chameleon becomes even more skilled at rapidly changing their disguise. At 5th-level, the chameleon gains the ability to use the changeling minor shape change ability as a swift action.

  • Masked Aura (Su): At 6th-level, a chameleon is continually immune to attempts to magically discern her alignment.

  • Full Change (Su): At 10th-level, a chameleon becomes a master of using their shape-shifting abilities to disguise their appearance. The chameleon may alter the appearance of their clothing and equipment with their minor shape change ability, as described in the disguise self spell.

  • Special Ability: At 10th-level, 14th-level, and 18th-level, a chameleon can choose a special ability from the following list:

    • Defensive Roll (Ex): The chameleon can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the chameleon can attempt to roll with the damage. To use this ability, the chameleon must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the chameleon’s evasion ability does not apply to the defensive roll.
    • Skill Mastery: The chameleon becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A chameleon may gain this special ability multiple times, selecting additional skills for it to apply to each time.
    • Slippery Mind (Ex): This ability represents the chameleon’s ability to wriggle free from magical effects that would otherwise control or compel her. If a chameleon with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
    • Trapfinding: The chameleon can learn to detect and disarm complex traps. The chameleon can use the Search skill to locate traps when the task has a DC higher than 20. Furthermore, she can find magic traps. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Chameleons 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. A chameleon who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
    • Feat: A chameleon may gain a bonus feat in place of a special ability.

  • Hidden Thoughts (Su): At 13th-level, a chameleon is continually immune to the spells detect thoughts and discern lies.

  • Greater Change (Su): At 15th-level, a chameleon is able to alter their own size with their minor shape change ability. A chameleon with this ability may use their minor shape change ability to take the form of Small or Large creature, gaining all of the benefits and drawbacks of their new size.

  • True Change (Su): At 20th-level, a chameleon becomes a master of disguises. No magic can penetrate a chameleon's disguises when she use her racial abilities to disguise herself. Not even a true seeing spell will reveal a chameleon's true form when they use their minor shape change ability.
Chameleon

Level
Special
Disguise Bonus
0th
1st
2nd
3rd
4th
5th
6th
1st
Speedy Change
+1
2
-
-
-
-
-
-
2nd
Evasion
+1
3
0
-
-
-
-
-
3rd
Sneak Attack +1d6
+2
3
1
-
-
-
-
-
4th
-
+2
3
2
0
-
-
-
-
5th
Quick Change
+3
3
3
1
-
-
-
-
6th
Masked Aura
+3
3
3
2
-
-
-
-
7th
Sneak Attack +2d6
+4
3
3
2
0
-
-
-
8th
-
+4
3
3
3
1
-
-
-
9th
-
+5
3
3
3
2
-
-
-
10th
Full Change, Special Ability
+5
3
3
3
2
0
-
-
11th
Sneak Attack +3d6
+6
3
3
3
3
1
-
-
12th
-
+6
3
3
3
3
2
-
-
13th
Hidden Thoughts
+7
3
3
3
3
2
0
-
14th
Special Ability
+7
4
3
3
3
3
1
-
15th
Greater Change, Sneak Attack +4d6
+8
4
4
3
3
3
2
-
16th
-
+8
4
4
4
3
3
2
0
17th
-
+9
4
4
4
4
3
3
1
18th
Special Ability
+9
4
4
4
4
4
3
2
19th
Sneak Attack +5d6
+10
4
4
4
4
4
4
3
20th
True Change
+10
4
4
4
4
4
4
4

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