| Post/Author/DateTime | Post |
|---|---|
| #1theviusNov 04, 2008 19:43:20 | I am attempting to build a cohort and seeing as I've recently fallen in love with the chameleon class I figured I'd give it a go. The party consists of a melee ranger, a cleric, a prestige paladin and her prestige bard cohort and me, the rogue. The world is a custom one with only humans and dwarves available as player races. I have delved through most chameleon threads and unfortunately it seems there is very little bang for a lv 8 character, cohort or otherwise. I was hoping to play to the chameleon's ability to switch roles daily, primarily serving as a ranged attacker seeing as the party has the Superior Flanking teamwork benefit and between him and the bard, fill in some of the gaps of the arcane spellslinger. (arcane magic is seen much like medieval witchcraft in this world) That said, I was hoping to create 4 modes: ranged, melee, magic. As is, my ranged mode consists of Combat Focus using twin light crossbows with an amulet of ghostly reload (may only fit regular ammo, as agreed to with DM) to take care of reloading (see build below), Melee mode using Divine Focus for buffs and wands with Arcane mode for variety. (Reserve feats are ok but only active when in Arcane Focus, Craft XX can be taken but also inactive otherwise, mostly to enable Double Wand Wielder) Party level range is 9-10, cohort bard is 7, mine would be 8. Green-flagged books are Core and Complete series, with specific feats/options available on DM approval. Base Stats: 8, 9, 11, 12, 16, 16 Human Dex-based Rogue/Ranger Build 1: Human Dex-based Rogue/Ranger; STR 9+1 DEX 16 CON 11+1 INT 16 WIS 12 CHA 8 1 rogue Point Blank Shot, Able Learner 2 ranger Favoured enemy (arcanists) 3 ranger Combat Style: Two Weapon Fighting, Precise Shot 4 rogue 5 rogue 6 chameleon Craven 7 chameleon [Rapid Shot] 8 chameleon This gives 4 attacks per round at +6/+6/+1/+6 with 1d6+2d6+1+8 damage each. Will need to wait until lv 9 before I can put an extra 2 dex to qualify for ITWF in the floating feat slot. If I also take Craft Wand (see above, nay-sayers...) I could potentially qualify for Dual Wand Wielder as a floating feat as well. |
| #2innabinderNov 04, 2008 19:58:56 | I love Rangers, but Scout strikes me as a much better choice for lead-in to Chameleon, especially if you're exiting Ranger prior to Animal Companion or Spellcasting. Scout 1/Human Paragon 2/Scout +1/HP+1 has a more useful Skill-base, generally. |
| #3BlackRequiemNov 04, 2008 20:19:14 | Could always do a Factotum\Chameleon .. ;) |
| #4theviusNov 04, 2008 22:01:47 | Ah, I was attempting to keep it to 4 BAB in the first 5 levels to get my second interative in... The ranger also has a better Fort save. On the other hand, scout gets skirmish, and as you mentioned, more skills. But to activate that I'd effectively have to sacrifice all other attacks. And Ex-nay on the Factorum-yay :/ |
| #5innabinderNov 04, 2008 22:22:05 | On the other hand, scout gets skirmish, and as you mentioned, more skills. But to activate that I'd effectively have to sacrifice all other attacks. coughcoughmultishotcough |
| #6pithicaNov 05, 2008 13:36:19 | There's also an item (though damned if I can remember the name at the moment) that let's you take an extra 5ft step in a round. I used it heavily for a couple NPC scouts in one encounter to great affect, since the rules for skirmish say you only have to move 10ft for it to work. |
| #7innabinderNov 05, 2008 14:38:35 | There's also an item (though damned if I can remember the name at the moment) that let's you take an extra 5ft step in a round. I used it heavily for a couple NPC scouts in one encounter to great affect, since the rules for skirmish say you only have to move 10ft for it to work. A&EG, Sparring Dummy of the Master, 3.0 and not, to my knowledge, updated. If I recall correctly, it requires Monk 1. Still worthwhile for a skirmisher. A&EG = Arms & Equipment Guide |
| #8jaronkNov 05, 2008 15:16:07 | Factotum/Chameleon archer with Multishot, using Cunning Surge to get multiple multishots! That's always fun... and that way you NEVER know what your cohort can do today. If you want to get nasty, a Factotum 10 can cast Minor Creation and create a whole bunch of black lotus poison (you'll need one dose to get you started, but you don't use up the whole dose with each casting). Now anything that's not immune to poison is totally screwed. The Master of Poisons feat is a must, of course. JaronK |
| #9theviusNov 05, 2008 19:49:20 | Again, Factorum was a no-go... especially since I've never looked at it before this. *flees from the angry mob of Factorum supporters* |