Mime (3.5e Class)
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|Rating:||19.5 out of 20|
|Power:||5 out of 5 by 2 users|
|Wording:||5 out of 5 by 2 users|
|Formatting:||4.5 out of 5 by 2 users|
|Flavor:||5 out of 5 by 2 users|
|Status:||Completed (needs comments for touch-ups)|
|Editing:||Do not edit. Editing ideas should be posted on the discussion page, and from there, I will decide which edits to use.|
Mimes 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 Mime
The Mime's main strong point is his ability to use the abilities that others have together, allowing him to have a better overall set of abilities. The Mime's main weak point is that he must have many high ability scores in order to use many different abilities.
Abilities: All abilities are important to a Mime, because he copies the special abilities from other classes. Aside from that, however, Wisdom is important to the Mime in order to cast spells with more power. 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.
Starting Gold: 4d4×10 gp (100 gp).
Starting Age: Simple.
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+0||+0||Sense Ability, Active Mimicry (1), Copied Expertise (1)||1|
|4th||+3||+1||+1||+1||Active Mimicry (2)||2|
|5th||+3||+2||+2||+2||Copied Expertise (2)||3|
|7th||+5||+3||+3||+3||Active Mimicry (3)||4|
|8th||+6/+1||+3||+3||+3||Memory Reserve (1)||4|
|10th||+7/+2||+4||+4||+4||Active Mimicry (4); Spellthief (3); Copied Expertise (3)||5|
|12th||+9/+4||+5||+5||+5||Memory Reserve (2)||6|
|13th||+9/+4||+6||+6||+6||Active Mimicry (5)||7|
|15th||+11/+6/+1||+7||+7||+7||Copied Expertise (4)||8|
|16th||+12/+7/+2||+7||+7||+7||Active Mimicry (6)||8|
|17th||+12/+7/+2||+8||+8||+8||Memory Reserve (3)||9|
|19th||+14/+9/+4||+9||+9||+9||Active Mimicry (7)||10|
|20th||+15/+10/+5||+9||+9||+9||Mimic Character, Copied Expertise (5)||10|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the Mime.
Weapon and Armor Proficiency: Proficient in all simple weapons. Proficient in light armors.
Spells: The Mime uses his Wisdom modifier to determine the power and level of his spells. Mimes do not get their own spells, so they do not have a spell list.
Sense Ability: Whenever a Mime sees a person perform an action, he can choose to perform a caster level check (1d20 + Mime Level, DC 10 + other’s class level). If he succeeds the caster level check, he immediately knows whether the action was an Extraordinary Ability, Supernatural Ability, Spell-Like Ability, Spell, or Natural Ability, as well as the name of the ability. If he fails the check, he simply believes it was a natural ability (he cannot retry unless he witnesses the action again). The Mime does not have to sense an ability to copy it with his own abilities; however, if the Mime succeeds the Sense Ability caster level check, he receives a +3 bonus to the caster level check to use Mimic Ability, Copied Expertise, or Spellthief to copy the ability.
The Mime receives a +1 bonus to the "Sense Ability" caster level check for each time he has witnessed the ability previously (Max +3). He also gains a +5 bonus if he has used the witnessed ability within the previous 24 hours.
If the Mime succeeds the caster level check by 5 or more, he is able to see exactly what the ability does (allowing him to also completely see through illusions and enchantments).
Because this ability works with spells, the Mime can make a Spellcraft check instead of a caster level check whenever the Mime is seeing a spell.
Active Mimicry (Su): A Mime can replicate the effects of a special ability from a person. By touching a target, a Mime can copy one of the target's Extraordinary, Supernatural, or Spell-Like Abilities. The Mime can use the ability he copied as though it were his own class ability. Copying an ability takes one standard action that provokes an attack of opportunity. This does not provoke an attack of opportunity if the Mime has the feat Improved Unarmed Strike.
The Mime can specifically designate an ability to copy from the target (he does not need to know the exact name, he just has to have seen the move before and designate that as the ability he wishes to take). If he does this, he copies the ability designated if he can succeed a caster level check (DC 10 + target’s level). If he does not designate a specific ability, if he designates an ability that the target does not possess, or if he fails the caster level check, he copies a randomly determined ability.
At level 1, the Mime can only have one copied ability at any given time, and must give up that ability in order to copy a new one (giving up an ability takes no time). At every 3rd level after first (4, 7, 10, etc.), the Mime can have one extra copied ability at a given time (7 abilities upon reaching level 19). The Mime cannot choose which ability he loses when he decides to “lose” an ability (until level 9). Instead, he decides to give up “an ability”, and a randomly chosen ability he has copied is lost.
Once the Mime reaches level 9, he can choose which ability to give up.
If the Mime attempts to take an ability that has a prerequisite (such as Mighty Rage), he must first have the prerequisite ability copied (in this case, Rage and Greater Rage). If the Mime copies an ability that adds to the power of another (such as Improved Evasion), he only copies what the ability adds to the first (in this case, if the Mime fails a “Reflex Half” save, it is still halved; he does not get the effects of Evasion). If the Mime copies an ability who’s power or uses per day depends on level, size, alignment, or another variable (such as the rogue’s Sneak Attack, the barbarian’s Rage, a monk's Stunning Fists per day, or a dragon’s Breath Weapon), his Mime class levels are treated as levels in the class he copied for the purposes of that ability (a level 10 Mime could use Rage 3/day from a barbarian, have a +5d6 Sneak Attack from a rogue, have 10 Stunning Fists per day from a monk, or have a breath weapon that deals the same damage as the dragon target would have at the Mime’s current size).
If the Mime copies an ability that is limited to a specific number of uses (such as 3/day, 1/hour, 2/week, etc.), he can use the ability as many times as described as long as he is of a level equal to or greater than the level in which the ability was gained by the original class; he can not, however, “recharge” these abilities from the same target. (If the Mime copies a 1/day ability from his ally, and then uses it, under no circumstances can he use that ability again, unless he copies the ability from a different person. A Mime can therefore use a 1/day ability 3 times in a day if he has 3 allies that have the ability.)
If the Mime copies an ability that is limited as above, but his level is lower than the level in which the ability is gained by the normal class, he instead just gains a limited amount of uses of the ability. (If a 3rd level Mime copied a 6th level Paladin’s Remove Disease [1/week], the Mime can use the Remove Disease ability once; after that use, he loses the ability).
When a Mime copies an ability, he immediately knows the formal name of the ability and exactly what the ability does, as well as how many uses of the ability he has.
[Note]: A Mime can never copy any Mime class feature (such as Mimic Ability or Mimic Spell, etc.). Also, a Mime cannot use this ability to mimic a target's Saving throws, base attack bonus, hit points (or hit die), skill points, or an ability score.
[Note 2]: A Mime can NOT mimic an ability (or spell) he already knows from another class he has multiclassed into.
Copied Expertise (Su): A Mime has been trained to copy all forms of talents, including ones that are completely natural abilities. This ability functions identically to Active Mimicry, except the following:
1. The Mime can copy:
- -A person's ranks in a skill (to a maximum of the Mime's class level +3). That skill becomes a class skill for the Mime so long as this ability is in use.
- -A feat the person has taken (the Mime must meet the prerequisites for the feat).
- -A target's Base Attack Bonus or single Saving Throw (only the Good/Medium/Bad part, relative to the Mime's level; he does not copy the exact number)
2. At 5th level, and every 5th level thereafter (5th, 10th, 15th, 20th), the Mime can have an additional use of this ability active (to a maximum of 5 at 20th level).
Spellthief (Su): Beginning at 2nd level, a Mime can replicate a spell from a person. This ability functions identically to Active Mimicry, except the following:
1. The Mime can copy a spell from the target, rather than an ability.
2. If the Mime attempts to copy from a prepared caster, he may only copy a spell that is currently prepared by the caster. If he attempts to copy from a spontaneous caster, he may copy any spell the caster knows.
3. A Mime can have one extra spell copied at every 4th level after 2nd (2nd, 6th, 10th, 14th, 18th) to a maximum of 5 spells at 18th level.
Regardless of the number of spells he has copied, a Mime can only cast a number of spells per day equal to 1/2 his class level (rounded up). A Mime casts spells that he knows spontaneously, as a Sorcerer does, but any time he casts a spell who’s Spell Level exceeds ¼ the Mime’s class level, he immediately unlearns the spell after casting.
A Mime uses Wisdom as the base score for casting spells. He does not, however, gain extra spells per day for having a high Wisdom score. Also, the Mime does not need to have a high Wisdom score in order to cast spells, as most casters do.
Using any spell requires the Mime to perform specific Verbal and Somatic components, but the Mime does not need any of the spell’s original components (XP, Focus, Material, Somatic, or Verbal). Because their somatic components are simple, Mimes do not suffer from Arcane Spell Failure. For spellcraft purposes, a Mime gives off an aura whenever he casts a spell so that anyone trying to make a spellcraft check must succeed the same DC as if the Mime was using the proper components.
Memory Reserve (Su): At 8th level, a Mime begins learning to keep his more useful abilities for later times. The Mime can perform a 2 hour ritual while focusing on one ability that he currently knows. After that time, if he ever "unlearns" that ability to copy a new one, he can take a full-round action to re-copy it at any point he wishes (as though the target he is copying from is himself).
A Mime can have one ability reserved at a time. He gains one additional use at 12th level, and a third at 17th level.
Visual Replication (Su): At 11th level, a Mime can use his Active Mimicry, Copied Expertise, or Spellthief abilities from a distance. When this ability is active, if the Mime succeeds the caster level check with Sense Ability, he can immediately use one of his copying abilities on the witnessed ability without requiring a touch attack, but only immediately after witnessing the ability (as soon as the Sense Ability check succeeds).
When Visual Replication is active, the Mime’s eye color changes (the color change varies between people, but anyone who knows the Mime can tell his eyes are different). Visual Replication can only be active for a number of rounds in a day equal to 3 + the Mime’s Wisdom modifier. The Mime can activate or deactivate this ability at will as a free action, but he cannot activate it and deactivate it on the same round.
If the Mime has the Permanency spell cast on this ability, the number of rounds the ability can be active in a day doubles. There is no limit to the number of times Permanency can be used on this ability. (With one use of Permanency, the ability can be used 6 + 2x the Mime’s Wisdom modifier rounds; with 2 uses, the ability can be used 12 + 4x the Mime’s Wisdom modifier rounds; etc.) For this ability, Permanency costs 3500 XP, and it can be used at any level above 11.
Mimic Character (Su): At level 20, a Mime can mimic a character entirely. The Mime can activate this ability by touching the target. Copying a character takes one standard action that provokes an attack of opportunity. This does not provoke an attack of opportunity if the Mime has the feat Improved Unarmed Strike.
When the Mime activates this ability, he immediately unlearns all spells he knows, gives up all abilities he has copied, and loses all of his spell slots for the day. (He still retains any Reserved abilities he has; he simply cannot relearn them as long as this ability is active). He then copies all (Ex), (Su), or (Sp) abilities that the target has (exclusion, see paragraph 4), and also copies the character's base attack bonus, saves, skills, and hit points. If the Mime copies a target that casts spells spontaneously, he learns every spell that target knows and gains a number of spell slots equal to the number of spell slots the target has remaining. If the Mime copies a target that prepares spells, the Mime immediately knows and has prepared all spells that the target had prepared.
If a Mime copies a spell caster, he uses his Wisdom score to determine the spells’ DC.
The Mime only copies abilities that he could physically use (he cannot copy an ability that requires wings if he does not have wings). The Mime can only copy a number of class levels equal to his own class level (a level 22 Mime could copy 20 levels of Rogue and 2 levels of Sorcerer; if the target is a level 20 Rogue and a level 20 Sorcerer, the level 22 Mime would have to choose a total of 22 class levels to copy, and only learn the abilities he would know at the copied class levels). The Mime cannot choose to copy later levels of a class without copying the earlier levels (he cannot copy just level 4 of a Rogue to copy the Uncanny Dodge ability, and take the rest as Sorcerer levels; he must take level 1 in a class in order to take level 2, etc.).
The Mime can only use this ability once every 24 hours. The Mime retains the class abilities until he gives it up (taking no time) or until he recovers his own daily abilities (by taking 8 hours rest, or an equivalent). When the Mime gives up the class, he becomes his normal self without any abilities or spells copied.
When a Mime copies a character, he immediately knows the name of all abilities and spells he copied, exactly what the abilities and spells do, and how many uses of each ability he has.
 Epic Mime
|21st||Memory Reserve (4), 11 Spells per day|
|22nd||Active Mimicry (8); Spellthief (6)|
|23rd||[Bonus Feat], 12 Spells per day|
|24th||Memory Reserve (5)|
|25th||Active Mimicry (9), Copied Expertise (6); 13 Spells per day|
|26th||Spellthief (7); [Bonus Feat]|
|27th||Memory Reserve (6), 14 Spells per day|
|28th||Active Mimicry (10)|
|29th||[Bonus Feat], 15 Spells per day|
|30th||Copied Expertise (7); Memory Reserve (7); Spellthief (8)|
4 + Int modifier skill points per level.
Memory Reserve: At level 21 and every 3 levels thereafter (24, 27, etc.), the Mime can have one additional reserved ability at a time.
Spells: At level 21, and every other level thereafter (23, 25, 27, etc.), the Mime gains one additional spell slot per day. The Mime still unlearns any spell he casts who’s Spell Level is greater than ¼ the Mime’s class level.
Active Mimicry: At level 22 and every 3 levels thereafter (25, 28, etc.), the Mime can have one more ability copied at a time.
Spellthief: At level 22 and every 4 levels thereafter (26, 30, etc.), the Mime can have one more spell learned at a time.
Bonus Feats: The epic Mime gains a bonus feat (selected from the list of epic feats that the Mime qualifies for) every 3 levels after 20th.
Copied Expertise: Every 5th level after 20th (25, 30, etc.), a Mime can have one extra Skill, Feat, BAB, or Base Save copied.
Epic Mime Bonus Feat List: Any.
 Human Mime Starting Package
Weapons: Long Sword, Dagger, Shortbow.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Improved Unarmed Strike.
Bonus Feats: Improved Initiative (Human bonus feat).
Gear: Leather Armor.
Gold: 100 gp.
 Campaign Information
 Playing a Mime
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
|“||I can do anything you can. You don't stand a chance.||”|
|—Evan Istella, Changeling 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 (HEROES).
Organizations: Mimes will often come together in a large group to try to optimize their ability selection.
NPC Reactions: NPCs will often be angry with Mimes, thinking they are just as much thieves as normal robbers. However, it is not uncommon for an entire village to worship the Mime as a hero that will protect them from any enemy, no matter how powerful.
 Mime Lore
Characters with ranks in Knowledge(undetermined as of yet) 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.
|5||Mimes copy the abilities of others.|
|10||Mimes must usually touch a person to take his ability.|
|15||Mimes can copy anything they see once they become more powerful.|
|20||Information on a specific Mime.|
 Mimes in the Game
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 that involves abilities. Mimes are not useful in a campaign that uses mostly fighters or the like.
Sample Encounter: Tilyr Stendril 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.