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Flayerman
2009-10-13, 05:48 PM
Hi there! I'm a first time poster, long-time lurker. I finally broke down and decided to post one of my older classes: the Mimic. Let me know what you think! (Sidenote: This class was posted on the DanDwiki a while ago as the original 'Base Class: Mimic'; it was moved to the 'Keriaf Variant' as whoever moved it failed to spell my username properly.)



THE MIMIC
Mimics are everywhere. Seeking to understand and comprehend the inner workings of the world, mimics have a keen mind and sharp senses, able to deconstruct even the most unusual events and powers at the drop of a hat. With intense study and greater levels of competence, the most powerful mimics are capable of taking on the powers they copy permanently, and grow ever closer to the world's secrets.
Adventures: Mimics adventure primarily to learn and understand, seeking out experiences and exotic creatures to better their comprehension of the world around them. While some do in fact seek out wealth, magic, or other treasures, most mimics simply desire knowledge.
Characteristics: Sharp-witted and quick-minded, the mimic is capable of deconstructing the abilities of others. Beyond their wide range of skills and learning, they have a deep-seated need to learn, culminating in the Mimic ability for which the class is named.
Alignment: Mimics may be of any alignment. Good-aligned mimics seek knowledge for the betterment of all mankind, while evil- and neutral-aligned mimics may desire forbidden knowledge for their own benefit, profit, or whatever motivations turn in their minds. Mimics tend towards law, however – their innate understanding and desire to unravel natural laws lead to a careful obedience or subversion of the laws of man as well.
Religion: Most mimics scoff at the idea that gods rule over all, preferring the devout and scientific atheism to devoting their lives to the divine. Some mimics even go so far as to point out that clerical spells can be deconstructed as a sign that the gods are false – however, others disagree. A few rare mimics devote themselves to gods of knowledge and magic, seeing their minds as gifts to be exercised in the pursuit of understanding.
Background: Mimics come from a wide range of backgrounds, from humble beginnings to groomed and pampered prodigies. The only true defining 'background' one must have as a mimic is a burning need to learn, for whatever reason.
Races: Humans are the most common mimics in the world, as their short lifespans quickly lead to the knowledge-seeking mentality of the mimic. Gnomes and halflings are other good candidates for the mimic class, both races as curious as humans, but with longer lifespans, meaning an even greater amount of knowledge accumulated.
By contrast, elves and half-orcs are almost never mimics – the former race's lifespans are not conductive to the mimic thought process, and the latter is generally not intelligent enough or interested enough in understanding the world.
Other Classes: Mimics are often seen in the company of wizards, bards, clerics, and fighters, finding them to be effective protection from the nastier creatures their profession inevitably encounters, as well as useful resources. They often act in a similar manner to bards, lending their skills or backup abilities to the party; when a rogue isn't present, a mimic is the next best thing.
Many classes may take offense to the mimic copying what is to them a sacred ability – especially Paladins, Clerics, and Druids – but to the mimic, everything simply must be broken down to be understood.
Role: An exceptional generalist, the mimic is capable of whatever the party and whatever the monsters they encounter are. Disarming traps and reading tomes is second-nature to the mimic, and they often find themselves in the forefront of the party to make certain any such mundane hazards are removed.

Game Rule Information
Mimics have the following game statistics.
Abilities: Intelligence is the greatest trait a mimic can possess – it not only increases their skill points, but their copied ability Difficulty Classes and their Bardic Knowledge ability. Constitution, Strength, and Dexterity are also useful for a mimic, making them more durable, more damaging, and more nimble, altogether. Wisdom tends to be on the lighter side for them – after all, going dungeon-delving to learn isn't exactly the sanest of ideas.
Alignment: Any.
Hit Dice: d6.

Class Skills
The mimic's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Int), Disable Device (Int), Forgery (Int), Heal (Wis), Gather Information (Cha), Knowledge (All, purchased individually), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), Use Rope (Dex)
Skill Points at 1st level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Mimic
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Mimic Slots

1st|
+0|
+0|
+0|
+2|Mimic Extraordinary Ability or Skill Ranks, Smatterings|1

2nd|
+1|
+0|
+0|
+3|Able Learner|1

3rd|
+2|
+1|
+1|
+3|Accumulated Knowledge|2

4th|
+3|
+1|
+1|
+4|Sneak Attack 1d6, Trapfinding|2

5th|
+3|
+1|
+1|
+4|Mimic Supernatural Ability Or Feats|2

6th|
+4|
+2|
+2|
+5|Sneak Attack 2d6|2

7th|
+5|
+2|
+2|
+5||3

8th|
+6/+1|
+2|
+2|
+6|Sneak Attack 3d6|3

9th|
+6/+1|
+3|
+3|
+6|Mimic Spell or Spell-Like Ability|3

10th|
+7/+2|
+3|
+3|
+7|Jack Of All Trades, Sneak Attack 4d6|3

11th|
+8/+3|
+3|
+3|
+7||4

12th|
+9/+4|
+4|
+4|
+8|Sneak Attack 5d6|4

13th|
+9/+4|
+4|
+4|
+8|Photographic Reflexes 1|4

14th|
+10/+5|
+4|
+4|
+9|Sneak Attack 6d6|4

15th|
+11/+6/+1|
+5|
+5|
+9||5

16th|
+12/+7/+2|
+5|
+5|
+10|Photographic Reflexes 2, Sneak Attack 7d6|5

17th|
+12/+7/+2|
+5|
+5|
+10|Mimic Magic Item|5

18th|
+13/+8/+3|
+6|
+6|
+11|Sneak Attack 8d6|5

19th|
+14/+9/+4|
+6|
+6|
+11|Photographic Reflexes 3|6

20th|
+15/+10/+5|
+6|
+6|
+12|Sneak Attack 9d6|6[/table]

Class Features
All of the following are class features of the mimic.

Weapon and Armor Proficiency: A mimic is proficient with all simple weapons and two martial weapons of his choice. Mimics are proficient with light and medium armor and shields (except the tower shield); however, some mimicked abilities may rely on light or unarmored states.

Mimic (Su): Mimics are best known for their brilliant intellects and inquisitive minds – minds so sharp they are capable of deconstructing the very laws of the universe. The Mimic ability grants a mimic Mimic Slots – spaces in the mimic's mind within which they hold the knowledge of the laws of the universe the mimic's mind has unravelled.
By expending a free action contemplating, the mimic can copy an ability used within the last round of combat. This “copied ability” is burned into a Mimic Slot, where it is held indefinitely until expenditure. Once expended, the ability disappears from the Mimic Slot, freeing it up for a new copied ability. Mimics may take a number of free actions this way equal to their Intelligence score per encounter.
The ability copied assumes the mimic's Intelligence in place of any other ability score – for example, if an ability would allow a mimic to deal 1d8+Strength damage, it instead deals 1d8+Intelligence when the mimic uses it. In addition, the ability is shifted to the Supernatural type, regardless of its origin.
An ability must require an action to be mimicked – the mimic must be able to see it clearly activate and deconstruct it with his mind. A paladin's Divine Grace or a dragon's ability to fly aren't something a mimic could copy; however, that same paladin's Smite Evil or dragon's Fire Breath, the mimic could break down and repeat.
A mimic can overwrite an ability at any time.

Mimic Extraordinary Ability Or Skill Ranks (Su): The first Mimic ability a mimic acquires is the ability to unravel extraordinary abilities and skills demonstrated to him. Mimicked skill ranks do not change their required ability – if the Mimic copies Diplomacy, the skill still relies on the Mimic's Charisma. As with all Mimicked abilities, once the skill or extraordinary ability is spent, it is removed from the slot, freeing up the Mimic Slot for the next ability.
A mimic can acquire up to his class level + Int modifier in skill ranks with this ability.

Smatterings: Mimics receive the Smatterings feat at first level, regardless of whether or not they meet the prerequisites.

Able Learner: At second level, the Mimic recieves the Able Learner feat regardless of whether or not he meets the prerequisites.

Accumulated Lore: By third level, the Mimic has been wandering long enough to pick up a wide variety of secrets. He may make a special Accumulated Lore check with a bonus equal to his mimic level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the mimic has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful Accumulated Lore check will not reveal the powers of a magic item but may give a hint as to its general function. A mimic may not take 10 or take 20 on this check; this sort of knowledge is random, and must be plucked from the vast array of facts the mimic already has.
This ability is identical to the bard's Bardic Knowledge, and may be used to qualify for any feat or prestige class that has Bardic Knowledge as a prerequisite.

Sneak Attack: At fourth level, the mimic's mind is so adept at deconstructing monsters and abilities that he has an innate knowledge of where to strike to cause the most damage. If the mimic can catch an opponent when he is unable to defend himself from the mimic's attack, he can strike a vital spot for extra damage. Any time the target would be denied a dexterity bonus to AC, or when the mimic flanks the target, the mimic can deal extra damage. This extra damage is 1d6 at 4th level, and increases by 1d6 damage every two mimic levels thereafter. Should the mimic score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet. A mimic's ability to unravel the vital spots is less reliable beyond that range.
A mimic can sneak attack only living creatures with discernable anatomies – undead, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The mimic must be able to see the target well enough to select a vital spot and must be able to reach such a spot. A mimic cannot sneak attack a concealed creature or the limbs of a creature whose vitals are beyond reach.

Trapfinding: Beginning at fourth level, a mimic can use the Search skill to locate traps when the task had a Difficulty Class higher than 20. The mimic can also use the Disable Device skill to disarm magic traps. A mimic who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it without disarming it.

Mimic Supernatural Ability Or Feat (Su): At 5th level, the Mimic has expanded his understanding of the universe. He can now mimic supernatural abilities or any feat that is attached to an action – examples including Power Attack, Cleave, and Item Creation feats. Metamagic feats cannot be copied regardless of observation – without spell slots, the mimic cannot enhance his copies spells.

Mimic Spell or Spell-Like Ability (Su): At 9th level, the mimic's comprehension of the natural laws have increased to the point where he can actually copy magical abilities. While the mimic does not require the spell's material components, the mimic does suffer any spell failure or penalties from wearing armor, and must still perform the somatic and vocal components if possible. If not, the ability is expended without use. The Difficulty Class for a copied spell is 10 + the spell's level + the mimic's intelligence modifier.
Spell-like abilities follow the same rules as they do for the original ability's user, except that Intelligence replaces any other stat.
Mimicking a spell requires the mimic have both the Intelligence to cast a spell of the equivilant level (11 for 1st, 12 for 2nd, so on, so forth) and be either the same or higher level than the original caster. Spell-Like abilities have no such requirement.

Jack Of All Trades: At 10th level, the mimic recieves the Jack of All Trades bonus feat, whether or not he meets the prerequisites.

Photographic Reflexes: Beginning at 13th level, and again at 16th and 19th, the mimic's comprehension of his skills grown to such heights that even his muscles are able to memorize techniques. He can now choose to store an ability in a slot “permanently”, removing the slot from use and allowing him to use the ability a number of times per day equal to his mimic levels or the original user's limit, whichever is less. At 16th level, he can store up to two abilities. At 19th, he can store up to three.
By spending a day in contemplation, the mimic can purge the ability from the slot, thus freeing the slot for acquiring new abilities. A mimic -cannot- overwrite an ability stored by Photographic Reflexes before purging the slot – the ability is ingrained in his muscle memory, and must be forcibly forgotten.
An ability memorized by Photographic Reflexes does not allow a mimic to qualify for any prestige class or feat with the ability as a prerequisite.

Mimic Magic Item (Su): The ultimate ability of the mimic is the ability to copy the spells inherent in magical weapons and wonderous items. So long as the mimic has a suitable vessel for the ability, he can copy the magical ability of an item and expend it through the vessel. So long as the item requires activation and a workable vessel is in the mimic's possession, the mimic may copy any magic item ability, though only magic weapons and wonderous items can be copied. A magic item ability cannot be stored with Photographic Reflexes. Mimics cannot copy artifacts, minor artifacts, or legacy items under any circumstances. Mimics cannot copy potions, rings, wands, scrolls, staves, or magic armor. The caster level of the item ability is halved when copied by a Mimic.

Flayerman
2009-10-13, 08:04 PM
Reserved For Feats

Flayerman
2009-10-13, 08:05 PM
Reserved for Prestige Classes (if any)

Flayerman
2009-10-14, 01:50 PM
Mimic Scroll
Be it a leather-bound tome of instruction, a carefully-rolled scroll full of sigils and diagrams, or just a piece of paper with some words scribbled on it, the Mimic Scroll is one of the most important tools of the trade. Though individual uses of a Mimic Scroll differ (some mimics prefer not to use them at all), the broad purpose is the same: record abilities for later use.

A mimic scroll has up to 50 pages of blank space for a mimic to record copied abilities in. Recording a copied ability allows for re-memorization at a later date, using the same rules as the normal Mimic ability.

A Skill or Extraordinary Ability requires one page to record. A supernatural ability or feat requires two pages; a spell or spell-like ability requires as many pages as the caster level of the spell/like-ability. A magic item ability cannot be recorded for replication.

Recording an ability takes a number of hours equal to the number of pages it requires as the mimic draws diagrams, writes instructions, and takes notes on the technique.

An ability can only be recorded if the mimic currently has it in his repetoire; doing so 'from memory' is not sufficient.

Cost: 1g



Do It Yourself Mimic Scroll
This magic item is highly prized by mimics and nonmimics alike, often tagged with a catchy slogan like 'so simple even a fighter could do it'. A DIYM Scroll contains such simplified instructions, written down in the most simplistic ways possible and backed up by a subtle understanding of the world at large the mimic who recorded it transferred to the page that any class who reads the scroll can, for a number of rounds equal to their Intelligence modifier, use the ability written on the scroll as if they had a Mimic slot of their own. Once expended the ability vanishes from their mind and the scroll, forever, like a normal scroll.

Requirements: Scribe Scroll, Mimic class ability
Cost: (Looking for suggestions)

Jokasti
2009-10-14, 01:57 PM
To me, this looks like an awesome class.
A little OP, seems like a rogue with magic benefits.
I think they should have 1/2 BAB, instead of 3/4, and Reflex instead of Will, imo.

Glimbur
2009-10-14, 03:32 PM
One possible abuse I see is if the party summons an Efreet or some such to get a Wish. The mimic could then copy Wish as a SLA. It doesn't necessarily need fixing though, that could be covered by a gentleman's agreement instead.

What do you expect this class to do round-to-round in combat? It's not practical to go into combat with enough things mimiced to have something to do every round, and the standard action to learn something really hurts. Photographic Reflexes will help, but doesn't kick in until 13th level. Maybe let them memorize as a Swift action instead? Of course, then you get people copying the crazy powerful spell the wizard just cast, or the crazy bard song that was just done, or... the same thing that makes Mimic useful in the Final Fantasy games. A limit on how many Swift Action memorizations can be done per combat, possibly Int mod or Int mod/2?

tl;dr Abusable but not an issue, what do they do round-to-round in combat?

Flayerman
2009-10-14, 03:35 PM
That's actually why they have 3/4ths BAB. The point of a mimic at low levels is to back up the rest of the party, especially the skillmonkey.

i.e., "Hey guys, I failed to get this lock open."

"That's okay, I watched you try. Here, let me."

"Hey, great."

At the early levels, you're actually not going to want to use mimic so much as collect abilities, be a skillmonkey and sneak attacker, and record abilities in your scrolls and act like a pseudo-wizard with a set of "collected" skills to memorize and use whenever you want. Because you can always overwrite a slot, there's no danger of "forgetting" them.

At higher levels, you burn a select few favorite abilities with Photographic Reflexes, and continue collecting a nice big library. It's like being a wizard, but with other peoples' stuff.


EDIT:

An upcoming feat, "extra shot", may help solve that.

Glimbur
2009-10-14, 04:22 PM
You might consider giving the first die of Sneak Attack before level 4 then. I agree with your apparent goal of not giving as much SA as a straight rogue gets, but there's a lot of combat in D&D and so you should have something special to do starting at level 1.

Flayerman
2009-10-15, 03:30 PM
Alright, I'm considering shifting the Mimic's Mimic slots to a Swift Action equal to their INT modifier per round (that sounds pretty good), but what about the Sudden Understanding ability? Should I replace it, or simply remove it and call it done?

Flayerman
2009-10-16, 07:10 PM
Mimic ability updated.

Prestige Class incoming within the next few days. Keep an eye out!

boomwolf
2009-10-16, 07:52 PM
Seems nice.

I suggest cutting down the "permanent mimicry" and give it more mimic slots, as the permanent mimicry can get nasty (at level 19 you can cast a single 9th level spell 19 times a day. I bet you can find uses for this.)

Naturally, more mimic slots must be somehow controlled to avoid massive mimicry of high level spells. maybe put a limit on the number of spells that can be mimiced?

Also, Mimic Magic Item is quite odd, I'm not sure I understood it. try rewording it.

3 dead levels is a disappointment, do try to fill them up.

Flayerman
2009-10-16, 10:42 PM
Fixed as it should've been originally - Mimics can (with Photographic Reflexes) use an ability only as many times as the original user or their mimic level, whichever is less. Overwhelmingly, this means no mass Wish or meteor swarms.

Mimic Magic Item means that if you have a Wonderous Item or Weapon that can be activated, and you have something that looks like that object, you can use the enchantment on something else. EX; A Shocking Burst Longsword goes off. You have a Longsword. You copy the Shocking Burst and channel it through your longsword.


EDIT: Also note that there are no dead levels; each dead level is a new Mimic Slot.

Flayerman
2009-10-21, 11:44 AM
Bumpz'd for great justice.