Mime, Variant (3.5e Class)

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Mimic[edit]

Mimics typically go on adventures in order to see the world and the abilities it can grant them, and to make themselves as best as they can be.

Making a Mimic[edit]

The Mime's main strong point is his skill in using abilities of others in conjunction, allowing him to have a better overall set of abilities. His only real weakness is that he must have many high ability scores in order to fully utilize these different abilities.

Abilities: All abilities are important to a Mime, because he copies the special properties from other classes. Wisdom is the most useful, as it determines how well he can master the powers he takes. All the other abilities can be useful, depending on the role the Mime is taking.

Races: Mimes can be of any race, though the most common are humans, because of their versatile learning. Changelings (Monster Manual 3) also often enjoy the thought of being a Mime, so as to mimic the abilities of the person they change into.

Alignment: Any.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: Simple.

Table: The Mime

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Mimic (1 slots), Mimic (Natural Ability)
2nd +2 +0 +3 +3 Mimic (2 slots), Mimic (Spell), Memory Reserve
3rd +3 +1 +3 +3 Mimic (3 slots), Mimic (Special Ability)
4th +4 +1 +4 +4 Mimic (4 slots), Pantomime (melee weapons)
5th +5 +1 +4 +4 Mimic (5 slots), Chameleon
6th +6/+1 +2 +5 +5 Mimic (6 slots), Visual Replication
7th +7/+2 +2 +5 +5 Mimic (7 slots), Pantomime (ranged weapons)
8th +8/+3 +2 +6 +6 Mimic (8 slots), Bonus Feat
9th +9/+4 +3 +6 +6 Mimic (9 slots)
10th +10/+5 +3 +7 +7 Mimic (10 slots), Visual Replication (Swift Activation)
11th +11/+6/+1 +3 +7 +7 Mimic (11 slots), Pantomime (objects)
12th +12/+7/+2 +4 +8 +8 Mimic (12 slots), Bonus Feat
13th +13/+8/+3 +4 +8 +8 Mimic (13 slots), Chameleon (mimic)
14th +14/+9/+4 +4 +9 +9 Mimic (14 slots), Visual Replication (Immediate Activation)
15th +15/+10/+5 +5 +9 +9 Mimic (15 slots)
16th +16/+11/+6/+1 +5 +10 +10 Mimic (16 slots), Pantomime (box)
17th +17/+12/+7/+2 +5 +10 +10 Mimic (17 slots)
18th +18/+13/+8/+3 +6 +11 +11 Mimic (18 slots), Bonus Feat
19th +19/+14/+9/+4 +6 +11 +11 Mimic (19 slots)
20th +20/+15/+10/+5 +6 +12 +12 Mimic (20 slots), True Mimic

Class Skills (8 + Int modifier per level, ×4 at 1st level)
The following skills are on the Mime's class skill list: Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Psicraft (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Mime.

Weapon and Armor Proficiency: Proficient in all simple weapons. Proficient in light armors.

Mimic (Su): The mime's main power is the ability to copy the skills of other individuals. By making a melee touch attack (that provokes attacks of opportunity unless he has the Improved Unarmed Strike feat), the mime can touch a target and copy a single ability that target possesses. At first level, the mime can only copy Natural abilities. These abilities include:

-The target's ranks in a skill
-One ability score from the target, of which you can only replace one of your ability scores with this ability.
-A feat the target knows (the mime must meet the prerequisites for the feat).
-The target's Weapon/Armor proficiencies.
-The target's Base Attack Bonus progression (Good/Medium/Bad progression relative to his level, not the exact number).
-Any ability the target knows that is non-magical in nature and does not need to be activated (Example abilities that can be taken include, but are not limited to: Sneak Attack, Wild Empathy, Flurry of Blows, or Evasion). If these abilities scale with class level (Sneak attack +Xd6, Flurry of Blows penalties), they use the mime's class level to determine their strength.

Echo: At 1st level, a mime can convincingly mimic sounds and voices that she's heard. This deception can be seen through with a successful Listen (Wis) check versus the mime's Bluff (Cha) check.

Memory Reserve (Su): At 2nd level, a mime begins learning to keep his more useful abilities for later times. The mime can choose to make an autohypnosis roll to lock an ability into her memory reserve. The DC for the autohypnosis check is equal to 10 + the creature’s level (if a creature ability), the spell level, or the character level that they learned that ability. After that, if she ever "forgets" that ability to copy a new one, she can take a full-round action to re-copy it at any point she wishes (as though the target she is copying from is herself). A Mime can hold a number of abilities in her memory reserve equal to ½ her Mime level rounded down. She can choose what abilities are in her memory reserve at the end of each long rest.

Copy Spell: At 2nd level, a mime can also replicate spells or spell-like abilities from the target. By touching his target, the mime learns one of the spells the caster knows (for spontaneous casters) or has prepared (for prepared casters) or she copies a spell-like ability the target can use. Either way, the mime then gains that spell as a spell-like ability which she can use as many times as she has mimic slots, so a 4th level mime can cast a level 1 spell 4 times or a 4th level spell once or any combination of spell levels and slots available, a single spell may only be cast multiple times if it is one that the mime has saved in their memory reserve. 0-level spells can be cast three times per day. The DC for these spell-like abilities is equal to 10 + the spell level + the mime's Charisma modifier. A mime can only have a certain amount of spells copied of any given spell level, and it's equal to his level, so if she is level 15 she can copy 15 "levels" of magic, and cast them as said above. If a mime goes past their allotted number of spell levels, see instability rules.

Copy Special Ability: At 3th level, a mime can replicate other special abilities a target has. By touching his target, a mime can copy any non-spell-like ability such as extraordinary (Ex) or supernatural (Su) abilities that must be consciously activated (Consciously activated abilities include, but are not limited to: Rage, Wild Shape, Wholeness of Body, or Smite Evil), or any passive ability that is supernatural in nature (i.e. Fast Healing or Spell Resistance). If these abilities scale by level, use his mime class level to determine their power. If the copied ability requires a pool of energy, such as Ki points or a magus' Arcane Pool, the mime has a number of these points per day equal to one half his mime level + his Charisma modifier (these points can increase with the Extra Ki feat or the equivalent, but the feat is only useful so long as she has an ability that requires these points).

When a mime uses this ability, she designates one of the ability types to copy (Natural ability, Spell, or Special Ability) and she copies a randomly selected ability of that type. Alternatively, the mime can choose a specific ability she wants to copy from the target. If she chooses a specific ability, she does not need to know the exact name; she simply has to know by memory what the ability does. In this case, the mime can successfully copy the chosen ability if she can succeed a caster level check (DC 10 + target's character level). If the mime succeeds on randomly copying an ability, the DM may say what specific ability was copied or may only give a hint such as “you feel a burning sensation rising from your throat” or “you feel a surge of healing energy course through your hands”. If the mime fails the caster level check by 5 or less, or if she chooses an ability the target does not possess, she instead copies a randomly determined ability of the same type as the chosen ability, as though she had simply designated an ability type. If the target does not possess any abilities of the chosen ability type, the mime fails to copy any abilities. Using this ability, as well as activating any special or spell-like ability copied, under distracting circumstances requires a concentration check as though casting a spell.

If a mime tries to copy any ability (whether randomly or specifically) from a being whose character level is more than 5 levels higher than the mime's (or who's CR is more than 5 levels higher, for creatures with non-class Hit Dice), she must make a caster level check (as above). If she fails this caster level check, she is not able to copy any ability from the creature. If she fails this check by 10 or more, she takes nonlethal damage equal to 1d4 times the difference in levels between the mime and the targeted creature and becomes fatigued. A mime can have 1 ability copied at a time, plus an additional 1 every level. As a swift action, a mime can "forget" any of his copied abilities. At 11th level, she can "forget" as a free action instead.

[Note]: A mime can never copy any Mime class feature (such as this Mimic ability, Sense Ability, or Visual Replication). she can, however, copy an ability that another mime has copied.

[Note 2]: A mime can NOT mimic an ability (or spell) she already knows from another class she has multiclassed into.

Instability: This ability is for more advanced players, and can be simply ignored without changing the balance of the class. Consult your DM before using this ability. Some abilities are too powerful for a lower level mime to control; but that does not mean she can't try. If a mime copies any spell or special ability that is too high of a level for him, she becomes unstable (these include spells with too high of a spell level for the mime, as well as special abilities that would not normally be able to be obtained until a higher level than the mime is currently). An unstable mime suffers the following penalties: -If the mime tries to copy another ability, or if she tries to use one of his current special or spell-like abilities, she has a chance to explode with arcane energy. This chance is equal to 25% + "X", where "X" is twice the difference in levels between the mime and the unstable ability (i.e. If the mime is level 7 and copies a 13th level ability, his explosion chance is 37%). This explosion strikes everyone within 5 times "X" feet, and deals Xd4 nonlethal damage to everyone hit and knocks them prone. A successful Reflex save halves this damage and negates the prone status. The unstable mime takes double this damage and cannot make a Reflex save. After exploding, the unstable ability is forgotten. -If a mime attempts to use the unstable ability, there is a 25% chance (on top of the explosion chance) that a random ability will activate, as a Rod of Wonder. If this happens, the unstable ability is forgotten. -If the mime attempts to use any spell-like or special ability, there is a 10% chance (on top of the previous chances) that the ability will simply fail to activate. If so, the unstable ability is forgotten and the mime becomes fatigued.

Pantomime (Su): At 4th level, Mimes gain a supernatural ability to mold their thoughts into reality. When a mime gains this ability, they can use a swift action to shape invisible melee weapons. The weapon that she chooses to pantomime takes on all characteristics of the chosen weapon including range, reach, weight, and critical threat range. However, a pantomimed melee weapon can not use the thrown property and the damage with a pantomimed weapon starts as 1D4 and scales every 3 levels (1D6 at level 7, 1D8 at level 10, 1D10 at level 13, 2D6 at level 16, and 2D8 at level 19) and attacking with a pantomimed weapon can use the mime’s charisma modifier instead of strength or dex for attack rolls.

At 7th level, the Mime can now pantomime ranged weapons and use the thrown property of melee weapons. Ranged weapons start as 1D8 at level 7 and scale every 4 levels (1D10 at level 11, 1D12 at level 15, and 2D8 at level 19). These ranged weapons use the same weight, range, and critical threat range as the weapon being mimicked. All pantomimed weapons now count as magical for the purpose of overcoming damage resistances.

At 11th level, the mimic can pantomime other physical objects such as a wall, stairs, rope, bars, poles, etc. for the purposes of maneuvering over or past obstacles. Pantomiming an object takes a full round action. The mime still makes checks based on the activity involved in using the pantomimed object, eg. use rope to climb or manipulate rope. This feature can not be used to make mobile objects or living creatures such as mounts or lifts. Walls created by this ability function as a wall created using the wall of iron spell, but may only be conjured once a day and the range is reduced to 5 feet.

At 16th level, you can create a box around yourself or others. Creating a box counts as touch spell for spell purposes. You can create a box around a person, creature, or object that is your size category or one size larger. Creating a box around yourself takes a full round action, while creating a box around another person, creature, or object takes 4 successful touch attacks. The box has an AC of 10, 60 hit points, a hardness of 10, and lasts as many rounds as the mimes Charisma modifier (minimum 1), and functions as if it were made of solid iron.

A person with blindsight, true sight, or any ability that lets them see invisible things and creatures can see a mime’s objects, though all of the objects do physically exist from the moment of creation.

Chameleon (Su): At 5th level, after witnessing a humanoid creature, you can spend 1 mime slot to assume the visage of that humanoid as if under the effects of the disguise self spell. A creature or person can see through this disguise with a successful spot check vs your mime DC (10 + ½ your mime level + charisma modifier).

At 13th level, your ability to assume the appearance of others evolves past illusions. When you use your chameleon ability to change into a humanoid, your body physically changes into the actual form of the humanoid. In this mimicked form, you gain any racial traits that this humanoid may have, eg. darkvision, water breathing.

Visual Replication (Su): Beginning at 6th level, a mime can copy an ability she sees without needing to touch the target. For as long as this ability is active, if the mime sees a spell, special ability, or natural ability used within medium range (100 feet + 10 feet/level), she instantly knows what kind of ability it was (spell, special, or natural). In addition to this, she can instantly copy any ability she witnesses as though she touched the target and designated that ability, except that she gains a +5 on his caster level check and she cannot copy a randomly selected ability. During this time, any distracting actions force the mime to make a concentration check or fail to copy the ability.

Activating this ability requires a standard action of concentration. At 10th level this reduces to a swift action, and at 14th level it reduces to an immediate action (this allows him to activate it in time to copy an ability that she would otherwise have been too late for). This ability can remain active a number of rounds per day equal to twice the mime's class level. These rounds do not need to be consecutive.

True Mimic (Su): At 20th level, the mime can assume the forms of other creatures as if she were under the effects of the Shape Change spell. As with the spell, the mime loses her supernatural abilities not provided by the new form, except for those saved in the mime's memory reserve. A mime can use this ability a number of times equal to her charisma modifier, assuming a new shape is considered as one use of the ability.

Epic Mime[edit]

Table: The Epic Mime

Hit Die: d10

Level Special
21st Mimic (21 slots)
22nd Mimic (22 slots), [Bonus Feat]
23rd Mimic (23 slots)
24th Mimic (24 slots), Memory Reserve (12)
25th Mimic (25 slots)
26th Mimic (26 slots), [Bonus Feat]
27th Mimic (27 slots)
28th Mimic (28 slots), Memory Reserve (14)
29th Mimic (29 slots)
30th Mimic (30 slots), [Bonus Feat]

8 + Int modifier skill points per level.

Mimic: At every level, a mime can have one more ability copied at a time.

Bonus Feats: The epic Mime gains a bonus feat (selected from the list of epic feats that the Mime qualifies for) at 22nd level, and every 4 levels thereafter (26, 30).

Memory Reserve: At levels 24 and 28, the Mime can have one additional reserved ability at a time.


Epic Mime Bonus Feat List: Epic Fortitude, Epic Leadership, Epic Reflexes, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Will, Extended Life Span, Polyglot, Superior Initiative.

Human Mime Starting Package[edit]

Weapons: Long Sword, Dagger, Shortbow.

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

Skill Ranks Ability Armor
Check
Penalty
Bluff 4 Cha
Disguise 4 Cha
Sense Motive 4 Wis
Use Magic Device 4 Cha

Feat: Improved Unarmed Strike.

Bonus Feats: Improved Initiative (Human bonus feat).

Gear: Leather Armor.

Gold: 100 gp.

Campaign Information[edit]

Playing a Mime[edit]

Religion: Mimes have no specific religion that they typically follow.

Other Classes: Mimes work well with all classes, because they will copy whatever their teammates do. Mimes often prefer to work with others that have very powerful abilities that aren’t common to most people.

Combat: Any. Mimes will fill whatever role they can with their ability.

Advancement: Any class would be useful to the Mime, as they will give him more abilities so that he doesn't need to copy them later.

Mimes in the World[edit]

Interesting. I can't wait to try that one.
—Gabriel Gray/Sylar, Human Mime

Mimes are usually adventurers, trying to find new powerful beings to copy. Once retired from adventuring, Mimes usually visit tournaments to try and see new abilities they can master.

Daily Life: Search for powerful beings, attempt to befriend them. No matter what, take their power.

Notables: Peter Petrelli, Sylar (both from HEROES), Megaman.

Organizations: Mimes will often come together in a large group to try to optimize their ability selection. In fact, there is a guild of mimes who's sole purpose is to meet up once every year to trade abilities with each other.

NPC Reactions: Often, NPCs will show anger towards mimes, thinking they are simply cheating by stealing the hard work from them. However, it is just as common for people to worship the mime as a hero that can protect them from any enemy. These reactions are greatly influenced by how the mimes they meet act, and their first impressions.


Mime Lore[edit]

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

Knowledge (undetermined as of yet
DC Result
15 Mimes copy the abilities that others can do, instead of using abilities of their own.
20 Mimes must usually touch a person to take his ability.
25 More powerful mimes can copy abilities from a distance, but it is much less common.
30 Information on a specific Mime.

Mimes in the Game[edit]

Mimes are either adventurers or they are guardians of cities or royal people. They are highly trusted to defend something.

Adaptation: Mimes can fit into any campaign, as their abilities allow them to match most other characters. They will be most powerful in a campaign that features many different types of abilities for them to experiment with.

Sample Encounter: Terran Lynter is the guardian of the city Selevnia. He has been guardian for many years, and he has taken the abilities of all threats to the city, and removed the threat. He is known as Selevnia's Hero. He can currently Wild Shape as a 7th level druid, he can Rage as a 7th level barbarian, and he can cast the Magic Missile spell as a 7th level wizard three times per day. He also has the Evasion ability. He has access to Visual Replication for 14 rounds in a day, and he will typically activate this ability just before battle actually begins.




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