Advice on a 12th Level Chameleon Build [Archive] - Wizards Community

Post/Author/DateTimePost
dirkformica

01-10-07, 07:07 PM
I’ve been asked to play the Rogue/Skill character in a campaign starting at 12 and ending probably at 15 or 16. I’m not as keen on straight Rogue or skill monkey type classes, so I decided to investigate the Chameleon class. It should help with my re-roll ADHD a bit. The rest of the group will alternate between a Druid + Ranger + Cleric/Radiant Servant of Pelor, and a Druid + Wizard/Fatespinner + Monk. The Ranger is more of an Archer with his pet tanking. Druid is a wildshaper (no errata.) Cleric is a bandaid with persistant party buffs. Wizard is inexperienced with casters. Monk is not really optimized and sticks out a bit, but a nice guy. Setting is kind of a mix of Greyhawk and lingering Forgotten Realms stuff.

Here’s what I’m currently looking at:

Rogue 2 / Swashbuckler (Complete Warrior) 3 / Chameleon 7 (Races of Destiny)

1.) Rogue1 - feats: H: Able Learner (RoD,) 1: Otherworldly (PGtF.) sneak 1d6, trapfinding
2.) Swash1 - weapon finesse
3.) Swash2 - feat: 2: two weapon fighting. Grace +1
4.) Swash3 - Insightful strike
5.) Rogue2 - Evasion
6.) Cham1 - feat: 3: power attack. Aptitude focus +2 x1
7.) Cham2 - daily bonus feat
8.) Cham3 - mimic class ability x1
9.) Cham4 - feat: 4: oversized two weapon fighting (CAdv.) ability boon +2
10.) Cham5 - aptitude focus +4 x2
11.) Cham6 - mimic class ability x2
12.) Cham7 - feat: 5: improved two weapon fighting. Ability boon +4, double aptitude

I'd probably finish off Chameleon and if necessary take some more Rogue levels or maybe Nightsong Enforcer from CAdv.

This character would normally be using Arcane and Combat Focuses with +4 to dex and int and +4 to hit and damage. He’d use Mimic sneak attack for quick kills or Rage depending on the situation. Weapons would be two rapiers so he can Power Attack when beneficial (although I might change that feat to Leadership to make a spellcrafting, Incantatrix cohort.) Key spells are Wraithstrike (Spell Compendium,) and Draconic Polymorph (Draconomicon) for Kelvezu (Monster Manual 2) form and its 31 dex and +8d6 sneak (among other nice bits.)

BAB = +9/+4, so if I factor in +4 aptitude focus, +10 from weapon finesse and dex from Kelvezu form, +2 from ability boon to dex, possibly +2 from a +4 dex item, and +3 from Greater Magic Weapon I should be looking at +30/+25 to hit base, then factor in improved two weapon fighting and I think it’d be +28/+28/+23/+23. I’ll cast Wraithstrike when necessary, so that should be a good chunk of hits, especially if I can flank or otherwise add the 9d6 to 11d6 sneak damage on each hit. With Wraithstrike I should also be able to occasionally add Power Attack if I kept that feat.

Fort = 5, Ref = 6, Will = 3 which is godawful, but the aptitude foci should pump fort and will to 9 and 7 which is somewhat decent. Skills = 8+int x 5, 4+int x 3, 4+int x 7 which makes for a selective skill character when you factor in the bonuses from the ability boons to Int and Dex.

Hit dice = 2d6 + 3d10 +7d8 +Con which is decent. I might need more assistance with gear because I’ll want to to boost my AC and possibly hit points if I end up tanking at all. Kelvezu + boon + the dex item will give me about 37 AC. I’d need to look into Bracers of Armor and items with Natural and Deflection Armor boosts I guess to get that into a more comfortable range. I figure, if I can hit myself, then someone else can hit me too which is why I’m a bit paranoid here.

Any advice on changes? I’d also like to hear about gear for this character. He’d be at standard wealth by level from the DMG with no single item accounting for more than half the total value.

Books allowed: PHB, DMG, MM 1+2+3, Unearthed Arcana (on a case by case basis, No Flaws,) Complete Arcane + Divine + Warrior + Adventurer, Races of the Wild + Destiny + Stone, Draconomicon, Player’s Guide to Faerun and Spell Compendium.

Thanks for your help.
Phoenix00

01-10-07, 07:38 PM
Rogue 1/Cloistered Cleric 1 (Grab Planning Domain)/Swashbuckler 3/Chameleon 10

Yes you lose evasion, it stinks I know, but you can afford a ring of evasion or get evasion under mimic class feature. The turn undead to power Divine Metamagic, or even something like Divine Might is just way too good to pass up.
dirkformica

01-10-07, 08:52 PM
How do the potential Turn Attempts that Mimic Class feature can grant factor into DM Persist builds? I've looked through a good portion of The Chameleon Compilation (http://boards1.wizards.com/showthread.php?t=360082) but I'm still not sure. It seems that they can't be used to power the DM Persists, but I'm not positive. A tentative revising of the build is running into M.A.D. and lack of turn attempt problems.