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View Full Version : The Mimic, v2.0 [3.5 Base Class] (PEACH)



Realms of Chaos
2010-11-11, 06:31 PM
I know that I've posted this class once before but, after thinking about it for awhile, I wasn't quite satisfied with it for some reason. I've tweaked it a bit and upped the power to somewhere in the higher half of Tier 3... I think.


The Mimic

http://th07.deviantart.net/fs71/300W/i/2010/024/9/1/Kabuto__Mirror_Mirror_by_Yakushi__Kabuto.jpg

"I’ve seen you. I’ve known you. I’ve been you"
-Rex, a mimic

Game Rule Information

Alignment: Any
Hit Dice: d6
Starting Gold: As Rogue

Class Skills:
The Mimic has all skills as class skills (as a Factotum)
Skill Points at 1st Level: (4+Int Mod) x4
Skill Points at Each Additional Level: (4+Int Mod)


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

1st|
+0|
+0|
+0|
+0|Impersonation, Jack of All Trades, Mirror Combat|
+2

2nd|
+1|
+0|
+0|
+0|Copied Skills, Quick Adaptation|
+2

3rd|
+2|
+0|
+0|
+0|Master Profiler|
+2

4th|
+3|
+0|
+0|
+0|Copied Spells|
+2

5th|
+3|
+0|
+0|
+0|Masked Identity|
+3

6th|
+4|
+0|
+0|
+0|Copied Training|
+3

7th|
+5|
+0|
+0|
+0|Master Profiler|
+3

8th|
+6/+1|
+0|
+0|
+0|Copied Attributes|
+3

9th|
+6/+1|
+0|
+0|
+0|Masked Identity|
+4

10th|
+7/+2|
+0|
+0|
+0|Improved Disguise|
+4

11th|
+8/+3|
+0|
+0|
+0|Master Profiler|
+4

12th|
+9/+4|
+0|
+0|
+0|Copied Skills|
+4

13th|
+9/+4|
+0|
+0|
+0|Masked Identity|
+5

14th|
+10/+5|
+0|
+0|
+0|Copied Magic|
+5

15th|
+11/+6/+1|
+0|
+0|
+0|Master Profiler|
+5

16th|
+12/+7/+2|
+0|
+0|
+0|Copied Training|
+5

17th|
+12/+7/+2|
+0|
+0|
+0|Masked Identity|
+6

18th|
+13/+8/+3|
+0|
+0|
+0|Copied Attributes|
+6

19th|
+14/+9/+4|
+0|
+0|
+0|Master Profiler|
+6

20th|
+15/+10/+5|
+0|
+0|
+0|Superior Disguise|
+6 [/table]

Class Features:

Weapon and Armor Proficiencies: Mimics are proficient with simple weapons and light armor.

Impersonation (Su): A mimic’s most impressive power is the near perfect imitation of others, including their strengths and defenses. In order to use this ability, you must first observe a target for three consecutive round, spending a swift action each round. If you lose your line of sight with the target for even a single round, you must start the process over from scratch.
After these three rounds, you gain an impersonation of your target and may adopt their appearance immediately if you wish. Otherwise, you may adopt their appearance at any time as a swift action. Adopting the target’s appearance grants you a bonus to disguise checks made to imitate that creature equal to your mimic bonus x 5 and cancels out any penalty to your Disguise check that would be gained for the target being of another race, gender, or age category (though these penalties still apply with normal disguises). You may only impersonate a creature whose form you could imitate with a disguise self spell, thus limiting the size and type of creatures you can imitate. Only your appearance is changed by this ability (not your scent, texture, voice, or taste).
Furthermore, you gain a bit of the target’s power. Even when not imitating a creature’s form, you add your mimic bonus to whichever saving throw and to whichever skill check the target has the highest modifiers in (if more than one saving throw or skill check is tied, you may choose which one you gain the bonus to). An impersonation ends until you end it as a move action.
At any given time, you can only possess a number of impersonations equal to your mimic bonus. The benefits of multiple impersonations stack but you may only possess a single disguise at a given time. You may switch between disguises or return to your normal appearance as a swift action. While you possess your maximum number of impersonations, you may not gain a new one until you have ended another. Creatures with a true seeing spell or effect see through your disguise.

Mirror Combat (Ex): A mimic is adept at learning from his foes in the midst of combat, copying their moves. Whenever you miss with an attack, you may spend an immediate action to gain a bonus to your AC equal to your Mimic Bonus –1 for 1 round.
Whenever an opponent hits you with an attack, you may spend an immediate action to gain a bonus to all attack rolls equal to your Mimic Bonus –1 for 1 round.

Jack of All Trades: A mimic has a bit of experience with even the most obscure skills. You gain Jack of All Trades (complete adventurer, p. 110) as a bonus feat, even if you do not meet the prerequisites.

Copied Skills (Su): Starting at 2nd level, a mimic can better copy a creature’s learned talents. So long as you impersonate a creature, you add your mimic bonus to whichever skill check the target has the highest modifier apart from the one chosen through your impersonation class feature.
Starting at 12th level, you add your mimic bonus to a second skill in which the target has the highest modifier apart from those already chosen through your impersonation class feature and this class feature.
If more than one such skill is tied, you choose which one that you gain.

Quick Adaptation (Su): Starting at 2nd level, a mimic can pick up small talents on the fly. Whenever you gain an impersonation of a creature, you may learn a number of languages they can speak and/or gain a number of proficiencies with any weaponry, armor, or shields that the target possesses proficiency with up to your mimic bonus. Languages and proficiencies gained in this way last for the duration of the impersonation and there is no guarantee that you will be able to speak or comprehend the language learned or that they can use the weapon or armor selected if you lack the physical capacity to do so.

Master Profiler (Ex): Starting at 3rd level, a mimic learns how to identify with whomever they copy, learning more about who they are than even they may know. Creatures familiar with the target imitated do not gain their normal bonus to spot checks made to oppose your disguise checks. Furthermore, you add twice your mimic bonus to all bluff, forgery, and perform (acting) checks made to imitate the current targets of your impersonation class feature.
Starting at 7th level, you instinctively learn the full statistics of any creature who you impersonate at the time of impersonation. In addition, you add twice your mimic bonus to all Gather Information checks and Knowledge checks made to learn about a target’s race, class, or about a target themselves.
Starting at 11th level, you learn how best to manipulate the targets that you impersonate. Any creature that injures you while you are impersonating them and donning their appearance is shaken for 1d4 rounds. Also, you add twice your mimic bonus to bluff, diplomacy, intimidate, and sense motive checks against a target.
Starting at 15th level, know almost everything that there is to know about a creature you imitate. When you impersonate a target, you may instantly learn the answers to a number of questions about the creature up to your mimic bonus. Any answer that the target would consider to be secret allows the target to make a Will save (DC 10 + 1/2 character level + Mimic bonus) to avoid giving up the answer to that specific question. As a standard action, you may attempt to ask another question or access a target’s memory but doing so always permit the target a Will save. You may not attempt to access the same information more than once per day from a target in this way.
Starting at 19th level, you know exactly how to fight against a creature you imitate, having located their every last weakness. You ignore any damage reduction, spell resistance, regeneration, and/or energy resistance/immunity that a target possesses. In addition, you add twice your mimic bonus to all attack rolls and damage rolls against the target, to your AC against the target’s attacks, and to your saving throws against the target’s special abilities.

Copied Spells: Starting at 4th level, a mimic learns how to imitate even a target’s most mystic techniques. So long as you impersonate a creature, you gain full access to its spellcasting ability, including any bonus spells or spell slots that it gains from a high ability score and all spells known that it possesses, if applicable.
Your caster level when using the spells equals your class level and you may only cast spells with a spell level up to half of your class level. Use your mimic bonus in place of an ability modifier to determine spell DCs.
Each day, you may cast a number of spells in this way (in total) equal to your mimic bonus. Using such spellcasting to counterspell other spells (unless casting dispel magic or similar spells for this purpose) does not count towards this limit, however. You are incapable of preparing new spells or regaining lost spell slots and you cannot create magic items using this ability.
This ability does not grant you any other abilities of the targeted creature, even if they directly impact the creature’s spellcasting (such as a Tainted Scholar’s Tainted Spellcasting class feature).

Masked Identity (Su): Starting at 5th level, a mimic learns how to hide his identity behind his disguise. When impersonating a creature through your impersonation class feature, all magical auras on your person (whether from supernatural abilities, active spell effects, or magic items) are suppressed and replace with those of one of your targets. Any spell or effect that reveals more than the mere presence, strength, and school of such a magic aura (such as identify or analyze dweomer) fails to reveal more information, possibly revealing you to be a fraud. In addition, overwhelming auras (such as those of artifacts) are not suppressed or imitated in this way. You may change which impersonation gives off auras as a move action. Lastly, the DC of sense motive checks made to get a hunch about you is increased by your mimic bonus x 5.
Starting at 9th level, you add your mimic bonus to saving throws against Divination effects. Also, whenever you are targeted by or enter the area of an alignment-discerning effect, the alignment of one of your impersonated targets is revealed instead, if any. You may suppress or reactivate this ability as a standard action. You may change which impersonation is detected as a move action.
Starting at 13th level, you instead add twice your mimic bonus to saving throws against Divination effects. Furthermore, effects that read your thoughts instead reveal shallow but realistic surface thoughts of an impersonated creature. You may suppress or reactivate this ability as a standard action. You may change which impersonation is detected as a move action.
Starting at 17th level, you are detected as possessing the identity one of your impersonated targets (if any) by all divination spells and effects. A discern location or locate person spell will point to both you and the impersonated target, a Scrying spell will spy on both you and the target (if you both fail your saving throws, at least), and so forth. Even wish or miracle spells, when used in this way, can’t discern between you and the target. Effects that reveal you to be disguised (such as true seeing), however, continue to function normally against you, as will spells that operate by detecting auras (although you already possess protection against many such effects). You may change which impersonation is detected as a move action.

Copied Training (Su): Starting at 6th level, a mimic learns how to copy techniques and mannerisms that the creature has spent a long time developing. When you impersonate a creature, select one feat and/or skill trick that the target possesses and that you meet all prerequisites for. You gain that feat for the duration of the impersonation.
Starting at 16th level, you may select a second such feat. You must meet all prerequisites of that feat but you may use one copied feat to qualify for the other.
If a feat requires a decision to be made (such as the weapon chosen with weapon focus), you must imitate the target’s decision. You may not select a single feat twice unless the target has, even if it can normally be taken multiple times.

Copied Attributes (Su): Starting at 8th level, a mimic learns how to copy even the most basic of a creature’s strengths. While impersonating a target, you gain a +2 bonus to whichever ability score that the target has the highest score in (if more than one ability score is tied, you select which gets the bonus).
Starting at 18th level, you also gain a +2 bonus to whichever ability score that the target has the highest score in apart from the one already boosted by this ability (if more than one ability score is tied, you select which gets the bonus).

Improved Disguise (Su): Starting at 10th level, a mimic learns how to make his disguise far more convincing. Impersonating a creature now allows you to impersonate its voice, taste, scent, and texture perfectly. Furthermore, whenever you don a creature’s disguise, your equipment melds into your body is replaced with a nonmagical copy of all equipment visible on the target. Any visible bulges in the target’s gear (such as with belt pouches or packs) are filled with nonmagical copies of any equipment that you know to be within and are but are otherwise filled with rocks, soot, and other such substances).
While hidden in this way, your items remain functional but tools (such as wands or potions) cannot be reached. You can spend a swift action to suppress or continue the disguise of a target’s equipment. So long as a creature remains within 1 mile of yourself, you may update your disguise of them as a standard action.

Copied Magic (Sp): Starting at 14th level, a mimic can steal even innate magical power. So long as you impersonate a creature, you gain full access to its spell-like abilities. Otherwise, this follows all normal rules for the Copied Spellcasting.

Superior Disguise (Su): At 20th level, a mimic reaches the peak of his power. You gain the shapechanger subtype, all class features other than copied spells and copied magic are treated as extraordinary abilities, and disguises created through your impersonation class feature are not pierced by the True Seeing spell. Similarly, any disguise you possess when slain doesn't fade away and non-epic spells and abilities can't force you back into your true form.
More impressively, you may select a single extraordinary ability from each target you impersonate. A class ability must be available by a level up to half of your class level and must appear on the advancement table or in the text description for that class. A racial ability can only be taken if the race in question possesses a summed hit dice and level adjustment of half of your class level or less. You function as if your level in the relevant class or racial HD (if appropriate) equaled half of your class level. You only gain access to an impersonation’s extraordinary ability when using that impersonation’s disguise.

Realms of Chaos
2010-11-11, 06:38 PM
Once again, this class was originally made by Forever Curious (http://www.giantitp.com/forums/showthread.php?t=145069).

In any case, there is one thing that I should explain about the class right now. The mimic bonus is not a type of bonus. It is a size of bonus that is applied (as an untyped bonus) to various things by your class features.

Also, I understand that the concept of +0 saving throws is wierd but it was an aesthetic done so that the impersonations, if planned right, could amount to all good saving throws (or to one or two super saving throws if desired).

Another complaint that I got back in the day was that the languages/proficiencies were too powerful at 2nd level (especially the languages for some reason). Having empowered that ability, I'll just say that I don't believe that for one second. Giving this guy access to languages at level 2 is like giving the ninja access to invisibility at level 2: you need that ability just in order to function.
A ninja would a hard time catching anything flat-footed without ghost step and this guy would have a hard time pulling off most disguises without the ability to steal languages from the target. Seeing as there's a feat out there that gives you a bonus language every level and that understanding all languages is a 1st level spell effect, just understanding people really isn't that powerful in my opinion, though you are welcome to try convincing me to the contrary. :smallconfused:

Also, here's something that I didn't make last time, epic level advancement:

EPIC MIMIC
{table=head]Level|Special|Mimic Bonus

21st||
+7

22nd|Copied Skills|
+7

23rd|Bonus Feat|
+7

24th||
+7

25th||
+8

26th|Copied Training|
+8

27th|Bonus Feat|
+8

28th|Copied Attributes|
+8

29th||
+9

30th||
+9[/table]

Copied Skills: At 22nd level and every 10 levels afterwards, you add your mimic bonus to a skill the target has the next highest modifier in apart from those chosen through your impersonation class feature and through this class feature. If you are already receiving bonuses to all skills that the target possesses ranks in and/or a racial bonus to, instead start the process over from scratch (add twice your mimic bonus to the higher modifier and then to the second highest and so forth).

Bonus Feats: You gain a bonus feat at 23rd level and an additional bonus feat every 4 levels thereafter. These bonus feats must be selected from the following list: Additional Magic Item Space, Epic Prowess, Epic Fortitude, Epic Reflexes, Epic Reputation, Epic Skill Focus, Epic Toughness, Epic Will, Extended Life Span, Great Charisma, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Perfect Mimicry, Polygot, Superior Initiative

Copied Training: At 26th level and every 10 levels afterwards, you gain access to an additional feat and/or skill trick that the target possesses. You may not select a single feat more times than the target has, even if it could normally be taken any number of times. This ability grants no further benefit beyond the ability to copy all feats and skill tricks of a target, no matter how powerful you become (Even at level 100, you can only steal 1 feat from a standard level 1 goblin).

Copied Attributes: At 28th level and every 10 levels afterwards, you gain a +2 bonus to whichever ability score has the next highest score in apart from those already boosted by this ability (if more than one ability score is tied, you select which gains the bonus). If you are already granting bonuses to all ability scores that the target possesses a score in, instead start the process over from scratch (add another +2 to the highest ability score and then to the second highest and so forth).

Perfect Mimicry [Epic]
You can mimic others more effectively than most impersonators.
Prerequisites: Impersonation class feature, Mimic bonus +6
Benefits: Increase your mimic bonus by +1.
Special: You may take this feat multiple times. Its effects stack.