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Tell me about the Chameleon...
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<blockquote data-quote="Kroax" data-source="post: 3237031" data-attributes="member: 1142"><p><strong>Overpowered but interesting</strong></p><p></p><p>Although I immensily like the concept of the class, it's so utterly broken that I think it's no fun unless you wish to be unbalancingly good. The benefits of the class just massively outweighs the losses. If you leave it as it is there's also a good chance the the rest of the groups members who've specialized on a certain area might feel cheated, especially the melee oriented classes, since you'll be able to outperform them in their field and <em>still</em> being able to use other classess abilities.</p><p></p><p>Compared to a regular lvl 15 fighter a rogue 1/fighter 4/chameleon 10 looses 4 bonus feats, one attack, access a few fighter-only feats and an average of 10 hp.</p><p></p><p>Assuming he chooses the combat and divine focuses each day he gains:</p><p>+6 to an ability (strength or wisdom perhaps?)</p><p>3 uses/day of rage, evasion, smite, sneak attack and/ord turn/rebuke undead</p><p>The ability to rechoose one of his feats every day</p><p>10 more skillpoint</p><p>+4 damage to ALL weapons</p><p>+4 to Fort and Will saves</p><p>+4 to Knowledge (Religion)</p><p>Cast up to lvl 6 divine spells as a lvl 20 caster (<em>heal</em> anyone?)</p><p>Being able to switch one of his focuses in 10 minutes once a day</p><p></p><p>Cut most of the bonuses in half and it's still a pretty good PrC, and maybe still even rather overpowered, although not as much. </p><p></p><p>To begin with you could remove Ability Boon +6, move Ability Boon +4 there and cut the attack, damage and save bonuses from the focuses in half. Put a cap on the caster levels of the arcane and divine focus based on your character level, maybe character level -2. You might even want to lower the amount of skill points gained (even if you're supposed to be knowledgable about a lot of different stuff, that part is already included in the skill bonus gained from the focuses). </p><p></p><p>Doing that will leave you with a much more balanced character who is still able to pull a lot of tricks out of his sleeves without completely outshining everyone else in the party at the same time. It will probably a lot more fun for you and your fellow players.</p><p></p><p>-----</p><p></p><p>Having said all that I think it could be a blast to play this class. If you play it as it is straight out of the book I think it would also make a great choice for a single player campaign.</p><p></p><p>There is the roleplaying aspect of it all as well though. Personally I would skip the whole organisation part of it, I just don't like the idea of only one particulair group being able to pull this off as it turns down so many wonderful concepts.</p><p></p><p>If you do it's possible to find all possible reasons for why you can pull these things of. Maybe you're an alchemist who found a way to make special brews and potions that fixates and enhances certain parts of your personality, and as you level you gain more insight of these brews. The 1 hour preparation time could be changed into the time it takes for you to concoct these potions. It all has a "Dr. Jekyll and Mr. Hyde" feel to it.</p><p></p><p>Maybe the character is mentally ill and suffers from a form of schizofrenia? Or a curse that has a thousand spirits trapped inside you. Sometimes a different personality with a different set of abilities pops up and stays that way until you change focus, and you're only your "real" self when not using the focuses at all. If the DM allows it you could even change your alignment based on differen personalities. The 1 hour preparation time might be a struggle between the different personalities to gain control. This gets especially interesting when you have the ability to gain two focuses/personalities at once. </p><p></p><p>Another idea would be to say that you spend 1 hour calling/binding on spirits/totems/souls to guide/inhabit/serve you. It's a bit like the example above, just with the added benefit of being mentally stable and in control of yourself all the time.</p><p></p><p>Maybe it's a curse/blessing that alters you physical and/or mental state now and then. Or you could give the PrC a religious theme (preferably with a changing or adapting deity) and you spend the 1 hour praying for inspiration, visions and physical/mental blessings. Each focus could be the result of a certain prayer or ritual. This would also explain how you're able get divine magic in world where you can only access it through gods (like FR), especially if it's a nature deity. But I don't know how it is in World's Largest Dungeon.</p><p></p><p>Or, you could just go with what the book says and meditate. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The possibilities are endless if you just drop the organisation part of the PrC. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>Did I mention I find this PrC cool?</p></blockquote><p></p>
[QUOTE="Kroax, post: 3237031, member: 1142"] [b]Overpowered but interesting[/b] Although I immensily like the concept of the class, it's so utterly broken that I think it's no fun unless you wish to be unbalancingly good. The benefits of the class just massively outweighs the losses. If you leave it as it is there's also a good chance the the rest of the groups members who've specialized on a certain area might feel cheated, especially the melee oriented classes, since you'll be able to outperform them in their field and [i]still[/i] being able to use other classess abilities. Compared to a regular lvl 15 fighter a rogue 1/fighter 4/chameleon 10 looses 4 bonus feats, one attack, access a few fighter-only feats and an average of 10 hp. Assuming he chooses the combat and divine focuses each day he gains: +6 to an ability (strength or wisdom perhaps?) 3 uses/day of rage, evasion, smite, sneak attack and/ord turn/rebuke undead The ability to rechoose one of his feats every day 10 more skillpoint +4 damage to ALL weapons +4 to Fort and Will saves +4 to Knowledge (Religion) Cast up to lvl 6 divine spells as a lvl 20 caster ([i]heal[/i] anyone?) Being able to switch one of his focuses in 10 minutes once a day Cut most of the bonuses in half and it's still a pretty good PrC, and maybe still even rather overpowered, although not as much. To begin with you could remove Ability Boon +6, move Ability Boon +4 there and cut the attack, damage and save bonuses from the focuses in half. Put a cap on the caster levels of the arcane and divine focus based on your character level, maybe character level -2. You might even want to lower the amount of skill points gained (even if you're supposed to be knowledgable about a lot of different stuff, that part is already included in the skill bonus gained from the focuses). Doing that will leave you with a much more balanced character who is still able to pull a lot of tricks out of his sleeves without completely outshining everyone else in the party at the same time. It will probably a lot more fun for you and your fellow players. ----- Having said all that I think it could be a blast to play this class. If you play it as it is straight out of the book I think it would also make a great choice for a single player campaign. There is the roleplaying aspect of it all as well though. Personally I would skip the whole organisation part of it, I just don't like the idea of only one particulair group being able to pull this off as it turns down so many wonderful concepts. If you do it's possible to find all possible reasons for why you can pull these things of. Maybe you're an alchemist who found a way to make special brews and potions that fixates and enhances certain parts of your personality, and as you level you gain more insight of these brews. The 1 hour preparation time could be changed into the time it takes for you to concoct these potions. It all has a "Dr. Jekyll and Mr. Hyde" feel to it. Maybe the character is mentally ill and suffers from a form of schizofrenia? Or a curse that has a thousand spirits trapped inside you. Sometimes a different personality with a different set of abilities pops up and stays that way until you change focus, and you're only your "real" self when not using the focuses at all. If the DM allows it you could even change your alignment based on differen personalities. The 1 hour preparation time might be a struggle between the different personalities to gain control. This gets especially interesting when you have the ability to gain two focuses/personalities at once. Another idea would be to say that you spend 1 hour calling/binding on spirits/totems/souls to guide/inhabit/serve you. It's a bit like the example above, just with the added benefit of being mentally stable and in control of yourself all the time. Maybe it's a curse/blessing that alters you physical and/or mental state now and then. Or you could give the PrC a religious theme (preferably with a changing or adapting deity) and you spend the 1 hour praying for inspiration, visions and physical/mental blessings. Each focus could be the result of a certain prayer or ritual. This would also explain how you're able get divine magic in world where you can only access it through gods (like FR), especially if it's a nature deity. But I don't know how it is in World's Largest Dungeon. Or, you could just go with what the book says and meditate. :) The possibilities are endless if you just drop the organisation part of the PrC. :P Did I mention I find this PrC cool? [/QUOTE]
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