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The ChameleonModifier

Introduction

A chameleon is a person with a born talent for mimicry and a passion for learning of, imitating and becoming the heroes in the world around them. Chameleons' area of expertise changes often, taking on one role at a time. Because of this, they can be considered versatile in a very general sort of way, but because of their weaker abilities they are functionally less versatile than other classes at any one moment.

Their talent for imitation is taxing and complex, but strangely does not require exceptional mental abilities; savant-like chameleons exist where in their normal state they might possess mental deficiencies, but appear to grow smarter, wiser or more charismatic when imitating. Most chameleons are at least detachedly aware that they are imitating and often much more than that, but usually act and feel as if they have been taken over by the role. By nature, a chameleon's abilities lend themselves well to disguise and trickery, but they pursue the path of the chameleon out of a passion for imitation rather than a desire to deceive or take advantage of others. A chameleon who has come to know himself knows that his life's purpose is to see it all, to witness the world from every set of eyes.



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. Chameleons underperform in parties in need of a single specific role, since they will need to stay in that role for extended periods and a class more specialized for it will undoubtedly be more helpful.



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 for it.



Races


Most chameleons are humans, whose adaptability already enables them to spread out amongst all kinds of classes. Changelings (MMIII), the product of human/doppelganger unions, are perhaps even more well-suited to the chameleon class, being shape-changing roleplayers by nature, but are far fewer in number than humans. Doppelgangers themselves are generally less interested in the class than in manipulating others and so 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 is not always a devotee of deception, 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 organizations, and obediance, discipline and dedication are concepts drilled into agents trained by such institutions. Rarely will a chameleon be neutral with regard to law and chaos, but they usually take a neutral stance on good and evil, since their roleplaying makes them reluctant to adopt any one society's set of morals.



Adventures


Chameleons are usually found and employed as mercenaries in the world. While many openly advertise their real talents, more chameleons keep their imitation abilities to themselves and their comrades and sometimes as an "open secret" to fellow members of mercenary communities, leaving organizers and employers out of the loop. Powerful organizations are also known to recruit and train groups of chameleons as small strike forces, being useful as assassins, spies and general odd-jobbers that can be set on virtually any task. These strike forces have such a reputation for resourcefulness and cunning that they can be powerful tools of fear for governments. Organization-based chameleons and mercenary-based chameleons despise one another, generally representing Lawful and Chaotic alignments in opposition. Upon meeting, they are quick to make snide remarks about the other and often escalate arguments into a fight.



Other Classes


As a result of their weaker abilities, chameleons often develop as the runts of adventuring groups, being viewed as unfocused talent by the intellectually inclined and too weak or slow by the martially inclined. While they make up the difference in their ability to suit any situation, their allies often look past that versatility to compare them to members of specialized classes in their strength at that one role. Generally classes whose abilities are not emulated by chameleons are better able to recognize them as the multi-talented people they are. Chameleons don't treat any particular classes differently, but may be secretly competitive with them.



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 useful 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. After second 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.



Basics


Starting Gold: 1d6 x 10 (35gp)
Starting items: Wizard's spellbook (100 pages) containing 8 0th-level arcane spells and [3 + Int] 1st-level arcane spells of your choice AND 8 0th-level divine spells and [3 + Wis] 1st-level divine spells of your choice.
Starting Age: as wizard
Hit Die: d8
Skill Points: 4 + Int
Class Skills: All of them

Chameleon Progression

Class
Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special

1

+0

+0

+0

+0

Aptitude Focus 1/day, Master of Deception (1)

2

+1

+0

+0

+0

Ability Boon + 2

3

+2

+1

+1

+1

Mimic Class Feature

4

+3

+1

+1

+1

Efficient Preparation

5

+3

+1

+1

+1

Master of Deception (2)

6

+4

+2

+2

+2

Flexible Feat (1)

7

+5

+2

+2

+2

Split Aptitude

8

+6/+1

+2

+2

+2

Aptitude Focus 2/day, Ability Boon +4

9

+6/+1

+3

+3

+3

Master of Deception (3)

10

+7/+2

+3

+3

+3

Rapid Refocus

11

+8/+3

+3

+3

+3

Primary Aptitude

12

+9/+4

+4

+4

+4

Flexible Feat (2)

13

+9/+4

+4

+4

+4

Master of Deception (4)

14

+10/+5

+4

+4

+4

Aptitude Focus 3/day, Ability boon +6

15

+11/+6/+1

+5

+5

+5

Dangerous Unpredictability

16

+12/+7/+2

+5

+5

+5

Double Aptitude

17

+12/+7/+2

+5

+5

+5

Master of Deception (5)

18

+13/+8/+3

+6

+6

+6

Flexible Feat (3)

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

2

12

4

4

4

3

2

0

-

-

5

2

13

4

4

4

4

3

1

-

-

5

2

14

4

4

4

4

3

2

-

-

5

2

15

4

4

4

4

3

2

0

-

6

3

16

4

4

4

4

4

3

1

-

6

3

17

4

4

4

4

4

3

2

-

6

3

18

4

4

4

4

4

3

2

0

6

3

19

4

4

4

4

4

4

3

1

6

3

20

4

4

4

4

4

4

3

2

7

3


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). The Chameleon may ignore up to 1% per level of Arcane Spell Failure from using armor



Master of Deception I (Ex)


The Chameleon have the innate ability to form a sort of Labyrinth within is mind so that it can block access to part of his psyche. The Chameleon location or access to is mind can only be detected by doing a opposed Caster level check (DC 0 + Chameleon level + Intelligence Bonus), the same apply if someone try to detect if he's telling the truth or to detect is alignment. The Chameleon also know the Art of Disguise and he add a Bonus equal to Half is Chameleon level to all is Bluff and Disguise check. Furthermore he can change is Disguise in only 4d4 rounds.



Aptitude Focus:


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. The sum of your skill bonuses granted by Aptitude Foci and your ranks in that skill cannot exceed your character level +3 (this is relevant if you gain these skills in-class in some way).
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 rest and then spending 1 hour studying your spellbook (the spells you prepare must be in your spellbook). After being prepared your spell can be cast spontaneously just like a Sorcerer, your spell prepared becoming your knowns spells. At each new chameleon level, you add two arcane spells of any level 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, and your caster level is equal to your chameleon level. 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, Spellcraft checks and Will saves.
0-level spells are not expended when you cast them.

- Devotion 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 Devotion Focus). Unlike most divine spellcasters, who know all of their spells, you must prepare your spells from a prayerbook, which can be the same book as your spellbook. You must choose and prepare your spells ahead of time by getting a good night's rest and spending 1 uninterrupted hour in quiet meditation with your prayerbook (the spells you prepare must be in your prayerbook). After being prepared your spell can be cast spontaneously just like a Favored Soul, your spell prepared becoming your knowns spells. At each new chameleon level, you add two divine spells of any level you can cast to your prayerbook, and you can add spells from scrolls and other sources to it just like a wizard would, but with divine spells.
To prepare or cast a spell, you must have a Wisdom 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 Wisdom modifier, and your caster level is equal to your chameleon level. 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.
0-level spells are not expended when you cast them.

· Stealth Focus: You gain your Aptitude Bonus on all Dexterity- and Strength-based skills plus Perception checks to find traps, as well as on Reflex saves. You also gain the following extraordinary abilities:

o Uncanny Dodge: You cannot be caught flat-footed, even if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

o Trapfinding: You add 1/2 your level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). You can use Disable Device to disarm magic traps.

o Hide in Plain Sight: You can use the Stealth skill even while being observed. As long as you are within 10 feet of an area of darkness, dim light, or some sort of cover, you can hide yourself from view in the open without anything to actually hide behind.

o Poison Use: You never risk accidentally poisoning yourself when applying poison to weapons or using poisoned weapons.

· Wild Focus: You gain your Aptitude Bonus on Acrobatics, Climb, Handle Animal, Knowledge (nature), Perception and Survival checks as well as your Fortitude and Reflex saves. Additionally, you gain the following extraordinary abilities:

o Blindsense: Using your hearing, you notice and locate creatures without Listen or Spot checks out to a short distance. Creatures you cannot see still have total concealment against you (giving you a 50% miss chance and losing your Dexterity bonus to AC against their attacks). The range of this ability is equal to 5ft plus your Aptitude Bonus in 5ft increments.

o Blindsight: Using your hearing, you maintain full awareness of the area around you without using your sight. Concealment, invisibility, darkness, blindness and other purely visual impediments have no effect on you from within the range of this ability, which is half your blindsense range (rounded down to the nearest 5ft). You cannot use your blindsight to distinguish color or read.

o 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 an insight bonus equal to your Aptitude Bonus on Bluff, Knowledge, Sense Motive and Survival checks against your favored enemies, and you also add 1 plus another 1 per four chameleon levels to weapon damage rolls against them. See the table on PHB p.47 for a list of common favored enemies you can choose. You gain the ability to make untrained Knowledge checks to identify the creature.

o Track: You add half your chameleon level to Survival checks made to follow or identify tracks.

o 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.

· 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 and Reflex saves.
You gain the ability to ready/execute martial maneuvers and enter stances from discipline found in your Martial Training Manual, and your initiator level is equal to your chameleon level. Your momentary insight lets you temporarily learn as many maneuvers and stances from your martial manual 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.



Ability Boon (Ex):


You gain a competence bonus to an ability score of your choice whenever you adopt an Aptitude Focus, and the bonus lasts for as long as you keep that Aptitude Focus. The bonus is +2 at 2nd level and improves to +4, +6 and +8 at levels 8, 14 and 19, respectively. You can use this ability to qualify for prestige classes or feats, but if you change this ability so that you would no longer qualify, you lose the benefits in the same manner you would with Aptitude Focus if used in this way.



Mimic Class Feature:


You can use the following abilities that would normally be exclusive to other classes. You may not use any of these to qualify for feats or prestige classes that require their normal versions, but you can still benefit from things that affect them as normal. Effects that grant extra uses of the normal versions of these features do not work with Mimic Class Feature (meaning things like Extra Smite, Extra Turning and Extra Rage would have no effect here). {C}{C}{C}The Chameleon gain a pool of 1 round per Chameleon levels. This pool can be use as a free action to provide the benefit of one of these ability for 1 round :

· 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): The Chameleon enter in a rage as a Barbarian of the Chameleon level -3 (minimum 1). The Chameleon may choose 1 Rage power per 4 level that he can add to is rage effect.

· Channel Energy (Su) As a standard action, you can choose to release a burst of energy that affects either all living creatures or all undead creatures in a 30-foot radius burst centered on you. This burst is either positive or negative energy, with positive healing living creatures (up to their maximum hit points) and damaging undead, and negative the other way around. On your first use of this ability for the day, you choose between negative and positive energy. This choice affects all future uses of this ability for the day. It damages or heals for 1d6 + another d6 for every 3 chameleon levels, and offers a Will save for half damage.

· 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 your chameleon level + your Charisma modifier to your attack's damage. When used on targets not of the chosen alignment, this ability has no effect but is still used up.

· Bardic Performance (Ex) The Chameleon may use Bardic Performance as a Bard of is Chameleon level – 3 (minimum 1)

· Sneak Attack (Ex): Before you make any attacks on your turn, you can choose to activate this ability for one round (ending at the start of your next turn). When you succeed on an attack within 30 ft on a foe you are flanking or is denied its Dexterity Bonus, you deal an additional d6 of damage for every two levels of chameleon you have. This is precision damage and thus cannot affect creatures immune to critical hits, and cannot deal nonlethal damage with lethal weapons. Treat your rogue level as your chameleon level when opposing the target's Uncanny Dodge.



Efficient Preparation (Ex):


You can prepare your arcane and divine spells at the same time now and do not need to be in either spellcasting Aptitude Foci to prepare their spells, only to cast them. You are not considered to have the spells prepared by any other effects when you are not using their respective spellcasting foci.



Master of Deception II (Ex)


The Chameleon have the innate ability to form a sort of Labyrinth within is mind so that it can block access to part of his psyche. The Chameleon location or access to is mind can only be detected by doing a opposed Caster level check (DC 5 + Chameleon level + Intelligence Bonus), the same apply if someone try to detect if he's telling the truth or to detect is alignment. The Chameleon is also know the Art of Disguise and he add a Bonus of Half is Chameleon level to all is Bluff and Disguise check. Furthermore he can change is Disguise in only 3d4 rounds. The Chameleon can make a Bluff check to show False information to any divination magic that was Blocked by is power.



Flexible Feat (Ex):


At 5th level, you can designate one of your existing feats that you have chosen using your natural feat progression (those given by levels, not by race, class or other ability) as a Flexible Feat. From then on you may change it to any other feat which you meet the prerequisites for whenever you change Aptitude Focus. 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 would no longer 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 - including any items or materials gained. Any item or material created or crafted by use of the feat possesses a faint magic aura of falseness that cannot be concealed by magic, and it can be detected as temporary by a DC 11 Appraise, Craft, Spellcraft or Use Magic Device check.



Split Aptitude (Ex):


You gain the ability to adopt two different Aptitude Foci at once when you change Aptitude Focus. When you do so, your Aptitude Bonus is Split (see each focus) If 2 Split Focus give bonus to the same skill, save or BaB they stack even if both are Competence bonus. This ability also lets you gain the effects of Ability Boon twice, but they do not stack when applied to the same ability score.



Master of Deception III (Ex)


The Chameleon have the innate ability to form a sort of Labyrinth within is mind so that it can block access to part of his psyche. The Chameleon location or access to is mind can only be detected by doing a opposed Caster level check (DC 10 + Chameleon level + Intelligence Bonus), the same apply if someone try to detect if he's telling the truth or to detect is alignment. The Chameleon is also know the Art of Disguise and he add a Bonus of Half is Chameleon level to all is Bluff and Disguise check. Furthermore he can change is Disguise in only 2d4 rounds. The Chameleon can make a Bluff check to show False information to any divination magic that was Blocked by is power.



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.



Primary Aptitude (Ex):


Starting at 11th level, whenever you adopt two Aptitude Foci using Split Aptitude, you designate one of them as your Primary Aptitude. None of that Aptitude Focus's abilities are subject to the reductions from entering a Split Aptitude. You can instead choose to assume 3 Split focus.



Master of Deception IV (Ex)


The Chameleon have the innate ability to form a sort of Labyrinth within is mind so that it can block access to part of his psyche. The Chameleon location or access to is mind can only be detected by doing a opposed Caster level check (DC 15 + Chameleon level + Intelligence Bonus), the same apply if someone try to detect if he's telling the truth or to detect is alignment. The Chameleon is also know the Art of Disguise and he add a Bonus of Half is Chameleon level to all is Bluff and Disguise check. Furthermore he can change is Disguise in only 1d4 rounds. The Chameleon can make a Bluff check to show False information to any divination magic that was Blocked by is power.



Double Aptitude (Ex):


Starting at 16th level, you can use 2 Full Aptitude Focus, 1 Full Aptitude Focus and 2 Split Focus or 4 Split Focus,



Master of Deception V (Ex)


The Chameleon have the innate ability to form a sort of Labyrinth within is mind so that it can block access to part of his psyche. The Chameleon location or access to is mind can only be detected by doing a opposed Caster level check (DC 20 + Chameleon level + Intelligence Bonus), the same apply if someone try to detect if he's telling the truth or to detect is alignment. The Chameleon is also know the Art of Disguise and he add a Bonus of Half is Chameleon level to all is Bluff and Disguise check. Furthermore he can change is Disguise in only 1 rounds. The Chameleon can make a Bluff check to show False information to any divination magic that was Blocked by is power. The Chameleon gains the benefit of a constant mind blank spell at a caster level equal to her character level. He can suppress or resume this protection as a standard action. If dispelled, the Chameleon cannot resume the mind blank for 1d4 rounds.



Dangerous Unpredictability (Ex):


You have become so adept at mimicry that you can quickly change your Aptitude 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 focus at a time, and you may not use Dangerous Unpredictability again for 10 minutes. Doing this is a free action and its effect last a maximum of 1 round per 2 Aptitude bonus.

Chameleon FeatsModifier


Aptitude Union [Tactical]


Chameleons meeting in the world are often capable of sharing a special bond due to the fact that most chameleons think strangely alike. While this can lead to discomfort and tension, it can also lead to frighteningly well-synchronized combat as allies.
Prerequisite: Aptitude Focus, Charisma 13+
Benefit: After fighting at least five battles within 60 feet of an allied chameleon who also has this feat, you become Bonded to one another and develop an unspoken combat rhythm when fighting near that chameleon from then on. You can form any number of said connections to others. This feat only takes effect when you and your fellow Bonded chameleons are allies, but does not require that you be aware of one another.

· Back to Back: Whenever a Bonded chameleon uses the total defense action, fights defensively or successfully feints within 10ft of you, you each gain its benefit as if you had done it yourself but without taking the action or its penalties.

· Uncanny Coordination: Whenever you use features or skills associated with your current Aptitude Focus, you confer a +1 morale bonus on attack rolls, armor class, skill checks, saving throws and spell DCs to all Bonded chameleons in different Aptitude Foci from you within 60ft. This effect lasts until the beginning of your next turn and stacks with others' bonuses when they trigger this ability (limit of +1 per type of Aptitude Focus).

· Surprise, Surprise: If any of your Bonded chameleons take a surprise round within 150 feet of you and you did not receive a surprise round, you can take one anyway. If you were not aware that a combat has started nearby, you can sense that something dangerous is happening with one of your Bonded chameleons, but not where or what.



Eagle-Eyed Study [General]


Your inquisitive mind and sharp wits make you to observe the world around you more closely. Every mundane and magical thing you see gradually comes together to improve your understanding of all the arts you study.
Prerequisites:
Aptitude Focus, Perception 5 ranks, Intelligence 13+ and Wisdom 13+ Benefit: This benefit is retroactive for previous chameleon levels as a sort of epiphany. You gain the listed bonus for every focus you adopt.


Arcane : +1 Knowns Spell / lvl ; ...

Divine : +1 Knowns Spell / lvl ; ...

Psionic : +1 Knowns Power / lvl ; ...

Furtif : +5ft to Search trap, Improved Uncanny Dodge

Sauvage : +5ft Blindsense, Camouflage

Martial : +1 Knowns Maneuver or Stance / lvl ; +1 Exotic Weapon profiency

Incarnum : +1 Knowns Soulmeld / lvl ; ...



Extra Mimicry [General]


You focus on training your improvisation skills to become more adaptable.
Prerequisites: Mimic Class Feature
Benefit: You gain 4 more rounds of Mimic Class Feature. You can take this feat multiple times, and its effects stack.



Mental Focus [Psionic]


Your unique combination of gifts in imitation and innate psionic talent makes you a special kind of chameleon.
Prerequisites: Aptitude Focus, power point reserve, Levels in a psionic class are not required.
Benefit:
You gain the power of a Erudite of Half your Class level (Bonus of +1 at level 1, 6, 12, 18) You gain 2 Powers Knownsat each levels.
While you are in Mental Focus, you gain your Aptitude Bonus to Will saves and the
Autohypnosis, Knowledge (Psionics) and Psicraft skills. If you use Mental Focus as part of a Split Focus, the number of power points usable to you are reduced to two levels lower on the chart of the psionic class you chose.
Special: You cannot use Flexible Feat to change this feat.



Focused Imitation [General]


You can lose another degree of detachment from the roles you play, becoming more immersed in the persona than normal.
Prerequisites: Mimic Class Feature, Aptitude Focus
Benefit: When you adopt an Aptitude Focus, you can choose one ability granted by Mimic Class Feature to double your uses per day with. When you use this feat, you become unable to use other Mimic Class Feature abilities. The effects last until you change your Aptitude Focus. Keep track of the number of expended daily uses of Mimic Class Feature when switching between normal Mimic Class Feature access and Focused Imitation's altered access.



Honest Fraud [General]


Your immersion in a role makes your deceit more difficult to uncover.
Prerequisites: Aptitude Focus, Disguise 4 ranks
Benefit: The difficulty class of an observer's spot check to see through your disguise increases by 5 if you are in an Aptitude Focus that grants abilities they know the person you are disguised as has. Skill and save bonuses are not part of this consideration.
Your bluff checks against them are also improved by 5.



Twin Focus [General]


Your ability to maintain two Aptitude Foci improves, giving you the ability to maintain and distinguish between similar roles.
Prerequisites: Split Aptitude
Benefit: You gain the ability to adopt two of the same Aptitude Focus when you enter a Split Aptitude. The effects do not stack if you make the same choices or gain a fixed benefit, but any choices you make when you adopt each Aptitude Focus can be different ones. For example, you could choose Arcane Focus twice to be able to cast both wizard and bard spells, or Wild Focus to select two favored enemies. You are still limited by one total for arcane spells per day and likewise for your divine spells per day.



Melshaping Focus [General]


Meldshaping Focus: You gain the ability to shape and bind soulmelds from any single meldshaping class's list and an essentia pool to power them. Shaping soulmelds takes one hour and requires eight hours of rest. The Chameleon Meldshaping and Essentia table indicates how many soulmelds you may shape simultaneously, how many you can have bound simultaneously, to which chakras you can bind them, and how much essentia you have.
The maximum number of soulmelds you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds allowed for your level, whichever is lower. The difficulty class for a saving throw against your soulmelds is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your Aptitude bonus apply to All Save


Meldshaping and Essentia

Level

Open Chakras

Soulmelds

Essentia

Chakra Binds

1st

2

1

0

2nd

Chakra bind (crown)

3

2

1

3rd

3

3

1

4th

3

4

1

5th

Chakra binds (feet, hands)

4

5

1

6th

4

6

1

7th

4

7

2

8th

4

8

2

9th

5

9

2

10th

5

10

2

11th

Chakra binds (arms, brow, shoulders)

5

11

2

12th

5

12

3

13th

6

13

3

14th

6

14

3

15th

6

15

3

16th

6

16

3

17th

Chakra binds (throat, waist)

7

17

4

18th

7

18

4

19th

7

19

4

20th

Charka bind (heart)

7

20

4



Azure Aptitude [Incarnum]


You have the ability to invest incarnum into your aptitude focuses.
. Prerequisites: Con 13, aptitude focus class feature
. Benefits: .
You gain 1 point of essentia. And you can invest essentia into this feat. When you choose an aptitude focus, you gain bonuses as follows:


Arcane : Cast Incarnum Spells ; +1 Insight Bonus to Arcane Skills, CL and DC / Essentia

Divine : Cast Incarnum Spells ; +1 Insight Bonus to Divine Skills, CL and DC / Essentia

Psionic : Bonus Unique Powers (all Incarnum Powers) ; bonus power points equal as if your intelligence was +2 Pts per essentia invested. +1 Insight Bonus to Divine Skills, CL and DC / Essentia

Furtif : : If you pass within 5 feet of a trap, you are entitled to a Search check to notice it as if you were actively looking for it. ; +1 Insight Bonus to Furtif Skills / Essentia

Sauvage : Trackless Step ; +1 Insight Bonus to Sauvage Skills / Essentia

Martial : +1 Insight Bonus to Attack Rolls, IL and DC / Essentia ; + Con Bonus HP / Essentia

Incarnum : +1 Insight Bonus to Incarnum Skills, ML and DC ; Invest Essentia as if you was a Mignight Construct



Integrated Aptitude Focus [General]


Choose one aptitude focus you can access. You have mastered its granted abilities.
. Prerequisite: Aptitude focus 3/day class feature.
. Benefit: You may use the abilities granted by your selected aptitude focus to qualify for other feats and prestige classes. However, if you change your focus, you suffer the normal drawbacks for no longer meeting a prerequisite or requirement.
. Certain integrated aptitude focuses also grant effective class levels as follows: combat focus confers a fighter level equal to your chameleon level, stealth focus confers a rogue level equal to your chameleon level, and wild focus confers a druid level equal to your chameleon level. These effective class levels grant no additional abilities or features, but do allow you to qualify for feats and classes that have such requirements.
. Special: You can gain this feat six times. Its effects do not stack. Each time you take the feat, it applies to a new aptitude focus.



Integrated Class Feature [General]


Choose one class feature you can mimic. You have mastered this ability.
. Prerequisite: Mimic class feature 3/day class feature.
. Benefit: You may use your selected class feature to qualify for other feats and prestige classes.
. Special: You can gain this feat four times. Its effects do not stack. Each time you take the feat, it applies to a new class feature.



Midnight Mimicry [Incarnum]


You can channel incarnum to enhance class features that you mimic.
. Prerequisites: Con 13, mimic class feature class feature.
. Benefits:
You gain 1 point of essentia. And you can invest essentia into this feat. When you mimic a class feature, you gain a bonus on that ability as follows:


Evasion : You gain Mettle of Will for 1 Essentia, Mettle of Fortitude for 2, Improved Evasion for 3, Improved Mettle of Will for 4 and Improved Mettle of Fortitude for 5

Rage : +1 Insight Bonus on Damage and Will Save / Essentia while Raging.

Channel Energy : +1d6 Damage / Essentia

Smite : +3 Damage / Essentia

Bardic Performance : +1 Bard Level & DC / Essentia for Song Effects

Sneak Attack : +1d6 Sneak Attack Damage / Essentia

Epic ProgressionModifier

21

Bonus Feat

22

-

23

Bonus Feat

24

Flexible Feat (4)

25

Bonus Feat

26

-

27

Bonus Feat

28

-

29

Bonus Feat

30

Flexible Feat (5)

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