mimicgogo
2004-07-28, 09:58 PM
Crull and Quarion were wandering through the woods searching for their next great adventure. Quarion gasped as a beast emerged from the trees and slashed at his stout dwarf companion. An abnormal red wound formed on the flesh of his buddy. Quarion concentrated for a moment, reached out and touched the beast, and faster than the beast could react, swiped at the creature. Even with his frail elf hands, the same sort of abnormal red wound appeared on the beast's flesh. Amazed at his own weapon being used against him, the beast fled. Quarion cast a spell to heal Crull's wound, and the two sat for a moment. Crull laughed his hearty dwarf guffaw, "Guess you saved the day this time, old pal."
"Heh, you know I couldn't have done alone." Quarion said.
"Awww, Quarion..."
"I meant the beast, dear Crull."
"Oh. Yeah. Uh, I knew that, let's just get moving."
-----------------------------------------------------------------------
Mimic A-Go-Go
A great adventurer knows that true power comes from those around him---Quarion Xiloscient
Some say that the strength of a warrior comes from within, but a chosen few know better. These wise adventurers often choose to follow the path of King Quarion and become Mimics A-Go-Go. Not only do these warriors gain power and knowledge from those around them, but they also gain unnatural speed, feeding from their keen senses, showing them that a smart warrior needs to move fast to use his power. The mimic a-go-go becomes extremely powerful, often rising above their teammates, honing their skills as they see others around them perform nobly.
Mimics a-go-go learn as they go, often improvising plans as they go. NPC mimics are often disguised as mere pranksters, using the players’ powers against them without them knowing it.
Hit Die: d4.
Requirements
To qualify to become a Mimic A-Go-Go, a character must fulfill all of the following criteria.
Skills: Bluff 13 ranks, Knowledge (arcana) 13 ranks, Spellcraft 13 ranks.
Feats: Any Metamagic.
Spells: Ability to cast 5th level arcane spells.
Class Skills
The mimic a-go-go's class skills are any which they had as class skills previously. For example, if Gregory had been a wizard previous to taking mimic a-go-go levels, the wizard skill set would be available to him. If he had also had rogue levels, both wizard and rogue skills would be feasible for him to put ranks in.
Skill Points at Each Level: 2+Int modifier.
{table]LevelBase[br]Attack[br]BonusFort[br]SaveRef[br]SaveWill[br]SaveSpecialSpells per Day1st+0+0+1+1Mime Spell 1/day, Improved Initiative-2nd+1+0+1+2Fast Movement, Mime Skill+1 level of existing class3rd+1+1+2+3Mime Spell 2/day, Speedy Movement+1 level of existing class4th+2+1+3+3Improved Fast Movement, Mime Skill+1 level of existing class5th+2+1+3+4Mime Spell 3/day, Mime Feat+1 level of existing class6th+3+2+4+5Mime Ability, Mime Skill+1 level of existing class7th+3+2+5+5Mime Spell 4/day+1 level of existing class8th+4+2+5+6Mime the Extraordinary+1 level of existing class9th+4+3+6+7Mime Spell 5/day+1 level of existing class10th+5+3+7+7Mime Feat, Mime the Supernatural-[/table]
Class Features
All the following are class features of the mimic a-go-go prestige class.
Weapon and Armor Proficiency: Mimics a-go-go gain no additional proficiency with any weapon or armor.
Spells per Day: When a new mimic a-go-go level is gained, the character gains spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefits a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a mimic a-go-go, he must decide to which class he adds the new level for purposes of determining spells per day.
Mime Spell (Su): The mimic a-go-go can mentally copy any spell that sees and cast it as his own the next turn. Anytime a spell is cast in sight of the mime, he can store the spell until his next turn and cast it, choosing the target and specifications. The mime must be able to hear any verbal components and see any somatic components. A DC 35 Spellcraft check allows the mime to memorize the spell; a wizard can put it in his spellbook if he does so within 24 hours of miming the spell. Although a mimic a-go-go can mime any spell, he can only learn those off of the spell list available to him before taking the prestige class. A mimic a-go-go can use this ability once a day at first level, and his uses increase by one every other level, to a maximum of 5/day at tenth level.
Improved Initiative (Ex): At first level the mimic a-go-go gains the improved initiative feat for free. If the character already has the feat they gain an additional +2 to their initiative.
Fast Movement (Ex): A mimic a-go-go’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the mimic a-go-go’s speed because of any load carried or armor worn. For example, a human mimic a-go-gohas a speed of 40 feet rather than 30 feet when wearing light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 30 feet. A halfling mimic a-go-go has a speed of 30 feet, rather than 20 feet, in light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 20 feet. If a character already has this ability from another class, they may gain either the Run or Dash feat for free.
Mime Skill (Ex): The mimic a-go-go becomes adept at doing things he sees others do. At 2nd, 4th, and 6th level he can choose a skill that is cross-class and make it a class skill.
Speedy Movement (Ex): At 3rd level a mimic a-go-go becomes innately faster, earning a permanent +2 bonus to his dexterity score.
Improved Fast Movement (Ex): At 4th level a mimic a-go-go is even faster than he was before. This ability is just like Fast Movement, but the speed increases to +20 compared to his race’s base land speed.
Mime Feat (Su): The mimic a-go-go can learn techniques and practices used by his fellow party members. At 5th and 10th level the mime can learn a feat possessed by a fellow party member, even if he doesn’t have the prerequisites.
Mime Ability (Su): For one round the mimic a-go-go can use an attack or skill, calculating the modifiers as if he had the ability modifier of somebody around him. For example, if Franklin wants to break a door he can mime the 18 strength of his ally Crull for the purposes of one check. This ability is usable a number of times per day equal the number of mimic a-go-go levels.
Mime the Extraordinary (Su): For up to 10 rounds per day a mimic a-go-go can use the extraordinary abilities of a creature he touched within the past 24 hours.
Mime the Supernatural (Su): For up to 5 rounds a day the mimic a-go-go can use the supernatural abilities of a creature touched within 24 hours.
Edit: Added some flavor text and raised the difficulty of memorizing a mimed spell.
Edit-Edit: Lowered the Mime Spell's uses per day, and added a prerequisite.
"Heh, you know I couldn't have done alone." Quarion said.
"Awww, Quarion..."
"I meant the beast, dear Crull."
"Oh. Yeah. Uh, I knew that, let's just get moving."
-----------------------------------------------------------------------
Mimic A-Go-Go
A great adventurer knows that true power comes from those around him---Quarion Xiloscient
Some say that the strength of a warrior comes from within, but a chosen few know better. These wise adventurers often choose to follow the path of King Quarion and become Mimics A-Go-Go. Not only do these warriors gain power and knowledge from those around them, but they also gain unnatural speed, feeding from their keen senses, showing them that a smart warrior needs to move fast to use his power. The mimic a-go-go becomes extremely powerful, often rising above their teammates, honing their skills as they see others around them perform nobly.
Mimics a-go-go learn as they go, often improvising plans as they go. NPC mimics are often disguised as mere pranksters, using the players’ powers against them without them knowing it.
Hit Die: d4.
Requirements
To qualify to become a Mimic A-Go-Go, a character must fulfill all of the following criteria.
Skills: Bluff 13 ranks, Knowledge (arcana) 13 ranks, Spellcraft 13 ranks.
Feats: Any Metamagic.
Spells: Ability to cast 5th level arcane spells.
Class Skills
The mimic a-go-go's class skills are any which they had as class skills previously. For example, if Gregory had been a wizard previous to taking mimic a-go-go levels, the wizard skill set would be available to him. If he had also had rogue levels, both wizard and rogue skills would be feasible for him to put ranks in.
Skill Points at Each Level: 2+Int modifier.
{table]LevelBase[br]Attack[br]BonusFort[br]SaveRef[br]SaveWill[br]SaveSpecialSpells per Day1st+0+0+1+1Mime Spell 1/day, Improved Initiative-2nd+1+0+1+2Fast Movement, Mime Skill+1 level of existing class3rd+1+1+2+3Mime Spell 2/day, Speedy Movement+1 level of existing class4th+2+1+3+3Improved Fast Movement, Mime Skill+1 level of existing class5th+2+1+3+4Mime Spell 3/day, Mime Feat+1 level of existing class6th+3+2+4+5Mime Ability, Mime Skill+1 level of existing class7th+3+2+5+5Mime Spell 4/day+1 level of existing class8th+4+2+5+6Mime the Extraordinary+1 level of existing class9th+4+3+6+7Mime Spell 5/day+1 level of existing class10th+5+3+7+7Mime Feat, Mime the Supernatural-[/table]
Class Features
All the following are class features of the mimic a-go-go prestige class.
Weapon and Armor Proficiency: Mimics a-go-go gain no additional proficiency with any weapon or armor.
Spells per Day: When a new mimic a-go-go level is gained, the character gains spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefits a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a mimic a-go-go, he must decide to which class he adds the new level for purposes of determining spells per day.
Mime Spell (Su): The mimic a-go-go can mentally copy any spell that sees and cast it as his own the next turn. Anytime a spell is cast in sight of the mime, he can store the spell until his next turn and cast it, choosing the target and specifications. The mime must be able to hear any verbal components and see any somatic components. A DC 35 Spellcraft check allows the mime to memorize the spell; a wizard can put it in his spellbook if he does so within 24 hours of miming the spell. Although a mimic a-go-go can mime any spell, he can only learn those off of the spell list available to him before taking the prestige class. A mimic a-go-go can use this ability once a day at first level, and his uses increase by one every other level, to a maximum of 5/day at tenth level.
Improved Initiative (Ex): At first level the mimic a-go-go gains the improved initiative feat for free. If the character already has the feat they gain an additional +2 to their initiative.
Fast Movement (Ex): A mimic a-go-go’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the mimic a-go-go’s speed because of any load carried or armor worn. For example, a human mimic a-go-gohas a speed of 40 feet rather than 30 feet when wearing light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 30 feet. A halfling mimic a-go-go has a speed of 30 feet, rather than 20 feet, in light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 20 feet. If a character already has this ability from another class, they may gain either the Run or Dash feat for free.
Mime Skill (Ex): The mimic a-go-go becomes adept at doing things he sees others do. At 2nd, 4th, and 6th level he can choose a skill that is cross-class and make it a class skill.
Speedy Movement (Ex): At 3rd level a mimic a-go-go becomes innately faster, earning a permanent +2 bonus to his dexterity score.
Improved Fast Movement (Ex): At 4th level a mimic a-go-go is even faster than he was before. This ability is just like Fast Movement, but the speed increases to +20 compared to his race’s base land speed.
Mime Feat (Su): The mimic a-go-go can learn techniques and practices used by his fellow party members. At 5th and 10th level the mime can learn a feat possessed by a fellow party member, even if he doesn’t have the prerequisites.
Mime Ability (Su): For one round the mimic a-go-go can use an attack or skill, calculating the modifiers as if he had the ability modifier of somebody around him. For example, if Franklin wants to break a door he can mime the 18 strength of his ally Crull for the purposes of one check. This ability is usable a number of times per day equal the number of mimic a-go-go levels.
Mime the Extraordinary (Su): For up to 10 rounds per day a mimic a-go-go can use the extraordinary abilities of a creature he touched within the past 24 hours.
Mime the Supernatural (Su): For up to 5 rounds a day the mimic a-go-go can use the supernatural abilities of a creature touched within 24 hours.
Edit: Added some flavor text and raised the difficulty of memorizing a mimed spell.
Edit-Edit: Lowered the Mime Spell's uses per day, and added a prerequisite.