Mimic (3.5e Class)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Eiji-kun (talk)
Date Created: 11-14-10
Status: Complete
Editing: Mechanical changes on Talk please.
Scale.png Unquantifiable
ArticleUnrated.png
Rate this article
Discuss this article


Copy pasta.

Mimic[edit]

For every action within the world, it leaves an echo in the shadow plane. The results of the action, indeed the action itself, continues to persist for a moment after its passing. Mimes go beyond simple mimicry, and are able to duplicate the exact conditions of what they see, adapt them to their purposes, and have them repeat events which just occurred without any training or ability to otherwise pull them off. In a part of powerful people, the mimic multiplies their power exponentially.

Making a Mimic[edit]

Abilities: All ability scores are important to a mimic, who needs them to mimic others to maximum effect. Such luxury is usually not affordable however, and a mimic only loses a little by focusing on a few abilities. Mimics who value strength have high attack power when they aren't mimicking others, and while mimicking melee attacks. Mimics who value dexterity have good ranged attacks, evasion, and AC. Mimics with strong constitution enjoy many hit points and superior ability to mimic breath attacks. Intelligence based mimics are skillful and excel in mimicking wizards and other casters. Likewise for wisdom based mimics, who can copy clerics and other such casters and enjoy a high will save, or charisma based mimics who can duplicate sorcerers, spell-like abilities, and other such goods, as well as capitalizing on their acting skills.

Races: Any race can produce a mimic, especially races which also produce bards, as the two are often related, both being a form of magical performer.

Alignment: Any.

Starting Gold: 5d6×10 gp (125 gp).

Starting Age: As fighter.

Table: The Mimic

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Unarmed Damage Minimum Ability
Fort Ref Will
1st +0 +2 +2 +2 AC Bonus, Mimicry, Unarmed Strike 1d6 11
2nd +1 +3 +3 +3 Emotive Performer, Evasion 1d6 12
3rd +2 +3 +3 +3 Copy Class Feature 1/day 1d6 13
4th +3 +4 +4 +4 Enhanced Body, Mimic Appearance 1d8 14
5th +3 +4 +4 +4 Mimic Opponent 1d8 15
6th +4 +5 +5 +5 Copy Class Feature 2/day, Counterattack 20% 1d8 16
7th +5 +5 +5 +5 Deja Vu, Improved Use Magic Device 1d8 17
8th +6/+1 +6 +6 +6 Copy Class Feature (move), Improved Mimic Appearance 1d10 18
9th +6/+1 +6 +6 +6 Copy Class Feature 3/day, Mimic Status 1/day 1d10 19
10th +7/+2 +7 +7 +7 Multicopy (2), Improved Evasion 1d10 20
11th +8/+3 +7 +7 +7 Counterattack (Hamedo) 1d10 21
12th +9/+4 +8 +8 +8 Copy Class Feature 4/day 2d6 22
13th +9+/4 +8 +8 +8 Faceless 2d6 23
14th +10/+5 +9 +9 +9 Mimic Status 2/day 2d6 24
15th +11/+6+1 +9 +9 +9 Copy Class Feature 5/day 2d6 25
16th +12/+7/+2 +10 +10 +10 Copy Class Feature (swift), Counterattack 50% 2d8 26
17th +12/+7/+2 +10 +10 +10 Reflected Evasion 2d8 27
18th +13/+8/+3 +11 +11 +11 Copy Class Feature 6/day 2d8 28
19th +14/+9/+4 +11 +11 +11 Mimic Status 3/day 2d8 29
20th +15/+10/+5 +12 +12 +12 Complete Copy 1/day, Multicopy (3) 2d10 30

Class Skills (4 + Int modifier per level, ×4 at 1st level)
All class skills.

Class Features[edit]

All of the following are class features of the mimic.

Weapon and Armor Proficiency: Mimics are proficient with all simple weapons. Mimics are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a mimic loses her AC bonus, but retains all other abilities.

Minimum Ability (Ex): Mimics need all their ability scores, so they work to train them all. They count as their actual ability score, or their minimum ability score as listed above, whichever is higher. Any difference is considered an enhancement bonus, meaning it doesn't count for certain things (such as the number of languages a character starts with) and doesn't stack with enhancement bonuses. The minimum ability is your mimic class level + 10. For example, a 5th level mimic with ability scores of Str 10, Dex 14, Con 18, Int 12, Wis 8, Cha 10 has a minimum ability score of 15. Their effective scores are Str 15, Dex 15, Con 18, Int 15, Wis 15, Cha 15. Adding a +2 enhancement bonus to Str does nothing (pushing the real strength of 10 to 12, still less than 15), but a +2 enhancement bonus on Dex will be 16 (14 + 2, higher than the minimum 15).

AC Bonus (Ex): When unarmored and unencumbered, the mimic adds her Wisdom bonus (if any) to her AC. These bonuses to AC apply even against touch attacks or when the mimic is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Mimicry (Su): A mimic can copy effects which have happened just moments before, to such an extent that it was as if they had done the event in the first place. A mimic can duplicate the effect of one action which has occurred the round previous, be it duplicating the casting of a spell, the nature of a sword strike, the use of a skill check, and other abilities as if they possessed the means to do so themselves. Mimicked actions take as long as they took for the original action, but regardless of the time it takes to mimic an action, the mimic can only use mimicry once per round. You do not need to target the same person with the mimed attacked or ability, though they must be a valid target. Mimicry uses the mimic's ability scores and skill ranks for determining the nature of the duplicated effect, and must apply to certain restrictions. Mimics can only duplicate actions from willing targets and cannot duplicate enemy actions until they receive Mimic Opponent at level 5. A mimic can attempt mimicry of any action she can observe, and within 120 ft. of the mimic. They cannot mimic an action which itself is a mimicry, so they can't mimic their previous mimicry or a mimicry of an ability from another mimic.

A mimic can duplicate a physical attack as if they equipped a weapon identical to the person they are mimicking, including all the weapons properties and enhancements and any feats augmenting the attack (such as Power Attack. If they duplicate the firing of a bow as a standard action, they may fire one shot at any target as if they held an identical bow at their appropriate size, using their abilities score and BAB. If the person they are duplicating used a full-attack action to fire multiple shots, then the mimic must use a full attack action and also fire multiple shots. They do not need to be targeted at the same targets as the person they are copying from, but it does need to be the same type of action. The mimic cannot choose to duplicate a full-attack with a bow as a single attack as a standard action. When firing, a shadowy copy of the weapon briefly comes into play, the mimic is considered proficient in what they are wielding, and regardless of the size of the original weapon, the duplicated weapon is always at the size appropriate for the mimic. The mimic must have enough hands free to hold the weapon, or the mimicked attack fails.

Likewise, a mimic can employ his mimic skill to duplicate a skill check that has occurred in the last round. It uses her ranks in Perform (Act) and the ability score appropriate for the duplicated skill (such as dexterity for a duplicated Tumble check). She may use trained only skills if the one she is duplicating is trained.

Finally a mimic may duplicate spellcasting or a spell-like ability. It takes the same amount of time as the normal casting and they are subject to the same restrictions up to and including material components, a focus, loss of experience, backlash damage, alignment issues, arcane spell failure, and other such costs. The spell DC uses the ability score appropriate (Int, Wis, or Cha depending on the original caster). If the mimic does not have an ability score high enough to cast that spell, the mimic fails (but see Improved Use Magic Device for means to bypass this limitation). Finally, the mimic must be a high enough level to cast such an spell, using her mimic level as her caster level. Therefore a level 5 mimic can only mimic up to level 3 spells, unless she makes the appropriate Use Magic Device check (DC 20 + 1 per minimum CL you are attempting to be). The spell is cast at your effective caster level, or as the original caster, whichever is lower.

Unarmed Strike: At 1st level, a mimic gains Improved Unarmed Strike as a bonus feat. A mimic's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a mimic may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a mimic striking unarmed. A mimic may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a mimic's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A mimic's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A mimic also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Mimic. The unarmed damage on Table: The Mimic is for Medium mimics. A Small mimic deals less damage than the amount given there with her unarmed attacks, while a Large mimic deals more damage, as a monk normally would.

Emotive Performer (Ex): At 2nd level a mimic can employ his acting talent to greater use. He gains a competence bonus to Perform (Act) checks equal to 1/2 his class level, and may use Perform (Act) in place of a Bluff, Diplomacy, or Intimidate check. Because her performance is false, if the check fails future checks are made at a cumulative -5 penalty while using Perform (Act).

Evasion (Ex): At 2nd level or higher if a mimic 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 a mimic is wearing light armor or no armor. A helpless mimic does not gain the benefit of evasion.

Copy Class Feature (Su): At 3rd level, a mimic can duplicate class features and abilities without actively needing to witness it the round previous. Once per day, for 1 hour per class level a mimic can borrow a class feature from another base class equal to her mimic level -2. For example, a 3rd level mimic can borrow the Smite Evil ability of a level 1 paladin, thus able to smite 1/day, and the duplication would last for 3 hours. A level 18th mimic who duplicated smite evil would get smite evil as if they were a level 16 paladin, having the appropriate number of smite attacks and damage for such a character. Abilities used do not refresh until the requirements for refreshing the abilities of the duplicated class are met. For most things which are limited or per day, that means 8 hours of rest to refresh their granted abilities. You may only copy one class feature at a time, using it again will overwrite your previous use (until you gain multicopy at 10th). You may copy class features 1/day, and one additional time for every 3 levels beyond 3rd (6th, 9th, 12th, and so forth).

You must meet the requirements of the base class to employ their abilities. For example, if the mimic was not lawful good they could not duplicate a paladin's abilities. However, they may use Use Magic Device checks at the moment they attempt to copy a class feature, in order to fake the alignment. If the check fails, the use of copy class feature is wasted until the requirements are met.

Copying a fighter's bonus feat gets you a single bonus feat rather than all the feats for your level of fighter. You do count as an appropriate level of fighter for the purpose of pre-requisites, however.

Spellcasting and mechanics similar to spellcasting may be duplicated, but face a special restriction. In order to prepare spells (for prepared casters) or gain spells known (for spontaneous casters) they must have a record in a Book of Mimicry. The mimic book is like a spellbook, holding notes on the particular spells, knowledge, and techniques of the particular classes. The mimics gains spells and such abilities known by scribing them from other sources, and does not gain any known by virtue of their class. When they copy spellcasting or similar abilities, they must prepare the spells or maneuvers, and then may use them as normal for their duplicated class. Like above, any spells or similar abilities used are not refreshed until its normal refresh conditions are met (usually 8 hours of rest). Finally, regardless how many classes are duplicated, a mimic can only cast 1 spell level per mimic level per day. That is, a 20th level mimic can cast any combination of spells from any number of classes, so long as the total spell levels do not exceed 20, be it twenty 1st level spells, or two 9th level spells and one 2nd level spell. As with normal mimicry, caster level is equal to mimic level, and it uses the appropriate ability score.

A mimic can also store maneuvers or invocations in their Book of Mimicry, and it functions identical to copying the spellcasting features, except they may only learn up to 1 maneuver/invocation level per class level per day, and may refresh it as many times as they need while it lasts. They must meet the pre-requisites involved, such as qualifying for a high level maneuver. For example, a level 15th mimic can learn a level 7th maneuver, and two 3rd level maneuvers, and use them any number of times, but cannot learn any more maneuvers until they have rested for 8 hours. Features gained by copy class feature cannot be used as pre-requisites for feats or classes.

Wildshape has a special restriction; using copy class feature on wildshape limits you to one specified shape. To enter another shape, you must use a second use of copy class feature.

Enhanced Body: At 4th level, a mimic is able to treat herself as if she were a weapon, enhanceable in its own right. She may enhance her unarmed strike as if it were a manufactured weapon, and her body as if it was armor with an armor bonus of +0, using the normal costs for enhancement.

Mimic Appearance (Su): At 4th level the mimic is so good at mimicking, they can mimic faces and appearances as well. 2/day they may duplicate the effects of a disguise self spell.

Mimic Opponent (Su): At 5th level, a mimic may attempt to duplicate the actions of an opponent instead of an ally. When attempting to do so, the opponent must make a Will save, DC 10 + 1/2 HD + Charisma. On a failed save, the mimic successfully duplicates the opponents action under the same restrictions and abilities of Mimicry. On a successful save the mimicry fails and they cannot try again for 1 round, though they may choose to perform a different action.

Counterattack (Ex): At 6th level, a mimic is so good at copying others she can read their actions before they occur and set herself up for a counterattack. When stuck in melee, there is a 20% chance the mimic will counterattack immediately after the opponent's attack is resolved. Check only once per target. No matter how many attacks are made, they only have a 20% chance of incurring the counterattack in that round. This is an attack of opportunity and consumes one use of an attack of opportunity for the round, and you may once counterattack once per round, even if you possess Combat Reflexes.

At 12th level the ability improves, allowing the ability to "hamedo". It behaves as normal, but the counterattack goes on BEFORE the attack which provoked it. At 16th level, the counterattack chance rises to 50%.

Deja Vu (Sp): At 7th level a mimic is so good at duplicating what just happened, sometimes they can share it again! They may target anyone in 60 ft. as a standard action, and force them to repeat the same action they took last round, DC 10 + 1/2 HD + Charisma, Will negates. If they are unable to repeat their performance, Deja Vu has no effect and they may act normally. This is a mind-affecting effect.

Improved Use Magic Device: At 7th level, the mimic gains an improved use of the Use Magic Device skill. She may use it to duplicate the alignment and other things for her mimicry and copy class feature class abilities. In addition, they do not suffer any negative effects if they roll a 1 on a use magic device check.

Deja Vu (Sp): At 7th level a mimic is so good at duplicating what just happened, sometimes they can share it again! They may target anyone in 60 ft. as a standard action, and force them to repeat the same action they took last round, DC 10 + 1/2 HD + Charisma, Will negates. If they are unable to repeat their performance, Deja Vu has no effect and they may act normally. This is... wait a second. This seem familiar.

Improved Mimic Appearance (Su): At 8th level, a mimic is able to duplicate people easier, and may use disguise self at will. They may treat the ability as a transmutation effect instead of an illusion, providing actual physical changes with the same limitations on forms as the spell.

Mimic Status (Su): At 9th level a mimic can duplicate the effects of things which have already happened. As a standard action the mimic may duplicate any status effects, positive and negative alike, currently applied to a target in 60 ft. The target gets a Will save to negate, DC 10 + 1/2 HD + Charisma. Success means the mimic now has all the benefits and penalties affecting the target in question. They have the same duration as the copied original, or 1 round per class level, whichever is less. They may mimic a status 1/day, and an additional time per day every 5 levels beyond 9th.

Multicopy: At 10th level, a mimic has learned to remember how to duplicate many skills at the same time. A mimic may have two different duplicated class skills from her copy class feature ability running at the same time. For example, they may choose to gain a barbarian's rage, and a monk's fast movement, using a daily use of copy class feature for each. At 20th, and every ten levels beyond, they gain the ability to duplicate one additional class feature at the same time.

Improved Evasion (Ex): At 10th level, a mimic's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless mimic does not gain the benefit of improved evasion.

Faceless (Su): At 13th level, a mimic has become so good at pretending to be others they lose a bit of their their own identity. They are under the constant effects of nondetection with a caster level equal to their class level.

Reflected Evasion (Su): At 17th level, a mimic's improved evasion ability improves again. She still takes no damage on a successful Reflex saving throw against attacks and half damage on a failed save. However, if she succeeds on a saving throw again an attack, she may choose to throw a portion of the effect back at its caster or source, forcing them to make the saving throw or face the effects. Only the original caster or source of the effect is targeted, even if the effect was originally an area effect. A helpless mimic does not gain the benefit of reflected evasion.

Complete Copy (Su): At 20th level, mimicry is mastered completely. Once per day as a standard action, a mimic may copy in full any non-unique non-mindless non-templated creature right down to their original character sheet and ability scores (which would exclude unique beings like the tarrasque, unique devils such as Asmodeus, most golems, a paragon half-dragon housecat, or Bob the Troll, though you would be able to copy yourself into a standard troll). For the purposes of this ability abominations are considered unique creatures as well, regardless of how many exist. You may only make a complete copy of creatures whose CR does not exceed your HD. You lose your original items, ability scores, and anything related to your character except for your personality and alignment, and obtain copies of what the original creature is using for 1 round/level. You gain full normal hit points equal to the creature in question and retain any status effects you possessed, positive or negative. When the effect ends, if you are still alive you are returned to your normal body, hit points, and your items return.

Epic Mimic[edit]

Table: The Epic Mimic

Hit Die: d8

Level Special
21st Enhancement Bonus +14, Copy Class Feature 7/day
22nd
23rd
24th Copy Class Feature 8/day, Enhancement Bonus +16, Mimic Status 4/day
25th
26th
27th Copy Class Feature 9/day, Enhancement Bonus +18
28th
29th Mimic Status 5/day
30th Copy Class Feature 10/day, Enhancement Bonus +20, Multicopy (4)

4 + Int modifier skill points per level.

Enhancement Bonus: The mimic's enhancement bonus rises by one at 21st and every 3 levels beyond.

Copy Class Feature: The mimic gains an additional use of copy class feature at 21st and every 3 levels beyond.

Mimic Status: The mimic gains an additional use of mimic status at 24th and every 5 levels beyond.

Multicopy: The mimic can retain one more copied ability at a time at 30th level and every 10 levels beyond.

Half-Elf Mimic Starting Package[edit]

Weapons: Quarterstaff.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Bluff 4 Cha
Perform (Act) 4 Cha
Tumble 4 Dex
Use Magic Device 4 Cha

Feat: Dodge.

Bonus Feats: Improved Unarmed Strike.

Gear: Masterwork Skill Tools (Perform Act & Use Magic Device).

Gold: 25 g.

Campaign Information[edit]

Playing a Mimic[edit]

Religion: It is difficult to hold a religion of your own when you are so busy often faking the religion of others. Those mimics who are religious favor trickster gods who tolerate their performances under the guises of other gods. Otherwise mimics either care nothing for religion or worship all gods with equal measure.

Other Classes: Rogues and bards understand mimics the best, for they can appreciate the power of deception. Though seemingly untrustworthy, caster classes quickly learn to like mimics for their ability to double their effective output. Paladins worry about the mimics seeming two/three/multifaced natures, as it breeds concern that what they see as a friend is not in an of itself an act.

Combat: Mimics are best in a group, for alone a mimic is just a poor-man's monk with a few tricks stolen from other classes. In a group, mimics adapt to the tactics of the battle, duplicating the best effects as needed.

Advancement: Mimics benefit from staying single-classes, but can stretch out to focus on class skills they like especially, using the mimic class to augment others with their versatility.

Mimics in the World[edit]

Stop copying me! Stop copying me!
—Kantrall Vee, Half-Elf Mimic

Daily Life: For a standard mimic, miming is nothing more than a job. But to a real, serious mimic, it is a lifestyle. Be it an expression to walk in all shoes and know all forms of life, or a mockery of society, the mimic considers herself both an artist and art. There is never a time where they aren't acting, making it hard to tell who they really are inside.

Notables: Gogo, a mimic so good none truly no what gender Gogo really is. She or he is said to have been lost inside the belly of a great worm, leading to odd tales of meeting the curious figure still living there to this day.

Organizations: Mimics do not assemble, each an artist all their own. When meeting another mimic, they might form a chain to duplicate some hapless lass into an army of mirrored clones… for the lulz naturally.

NPC Reactions: Most NPCs do not recognize a mimic when they see one, for a mimic is always acting a role. Whatever role they play, they react as if they were really that class, until shown otherwise. Those found out are either talented actors, or suspicious liars.

Mimic Lore[edit]

Characters with ranks in Knowledge Local can research mimics to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Local
DC Result
10 Mimics are performers who are multitalented, capable of repeating feats they have just witnessed as if they knew it themselves.
15 Even when not mimicking the last thing seen, mimics are tough as monks, evasive and always seeming to follow your movements, sometimes able to strike you in return.
20 High level mimics can copy several class features from different classes, all at the same time, or even copy the opponent down to the last hair.
30 Those who reach this level of success can research particular mimics, their whereabouts, lore surrounding them, motifs, and more.

Mimics in the Game[edit]

Sample Encounter: During a dungeon delve they encounter what seems to be a mirror, but is really a sheet of glass between a group of prepared mimics standing against an identical half of a room. Will they catch on before it's too late?

EL 10: Pending.



Back to Main Page3.5e HomebrewClassesBase Classes



Eiji-kun's Homebrew (5202 Articles)
Eiji-kunv
Facts about "Mimic (3.5e Class)"
Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceUnquantifiable +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilityOther +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUnrated +
Reflex Save ProgressionGood +
Skill Points4 +
SummaryThe mimic shines brightest when in a party, where he multiplies the attacks of others, mimicking their every move. +
TitleMimic +
Will Save ProgressionGood +