Mimic, Keriaf Variant (3.5e Class)

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Mimic, Keriaf Variant
Rating: 16.6 out of 20
Power: 4.2 out of 5 by 1 user
Wording: 3.7 out of 5 by 1 user
Formatting: 4 out of 5 by 1 user
Flavor: 4.7 out of 5 by 1 user
(Rate this class)
Status: Ready For Review
Editing: Grammar Only

The Mimic[edit]

Did you see that?! Did you see that?!?!
—Josef the Wise, Wizard, upon seeing his party's mimic breathe fire immediately after the dragon

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. Acquiring their name from their peculiar focus on repeating these abilities, the mimics roam the world, hunting for secrets lost and powers no longer remembered by the common man. 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.

Making a Mimic[edit]

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 and understand how the world works, 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, elves, half-elves, 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, half-orcs are almost never mimics – they generally are not intelligent enough or interested enough in understanding the world to pursue the secrets that the Mimic life revolves around.
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.

Starting Gold: 3d6 x 10. Average Starting Gold: 90

Starting Age: Moderate

Table: The Mimic

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Mimic Slots
Fort Ref Will
1st +0 +0 +0 +2 Mimic Extraordinary Ability or Skill Ranks, Smatterings 3
2nd +1 +0 +0 +3 Able Learner 3
3rd +2 +1 +1 +3 Accumulated Knowledge 4
4th +3 +1 +1 +4 Sneak Attack 1d6, Trapfinding 4
5th +3 +1 +1 +4 Mimic Supernatural Ability or Feats 5
6th +4 +2 +2 +5 Sneak Attack 2d6 5
7th +5 +2 +2 +5 6
8th +6/+1 +2 +2 +6 Sneak Attack 3d6 6
9th +6/+1 +3 +3 +6 Mimic Spell or Spell-Like Ability 7
10th +7/+2 +3 +3 +7 Jack of All Trades, Sneak Attack 4d6 7
11th +8/+3 +3 +3 +7 8
12th +9/+4 +4 +4 +8 Sneak Attack 5d6 8
13th +9/+4 +4 +4 +8 Photographic Reflexes 1 9
14th +10/+5 +4 +4 +9 Sneak Attack 6d6 9
15th +11/+6/+1 +4 +4 +9 Sudden Understanding 1/day 10
16th +12/+7/+2 +5 +5 +10 Photographic Reflexes 2, Sneak Attack 6d6 10
17th +12/+7/+2 +5 +5 +10 Mimic Magic Item 11
18th +13/+8/+3 +6 +6 +11 Sneak Attack 7d6 11
19th +14/+9/+4 +6 +6 +11 Photographic Reflexes 3 12
20th +15/+10/+5 +6 +6 +12 Sneak Attack 8d6, Sudden Understanding 2/day 12

Class Skills (6 + Int modifier per level, ×4 at 1st level)
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)

Class Features[edit]

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 standard 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.
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 Modifier 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, replacing it with a new stored ability by studying the ability for 1 round as though the slot were empty.
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 (Races of Destiny) feat at first level, regardless of whether or not they meet the prerequisites.
Able Learner: At second level, the Mimic recieves the Able Learner (Races of Destiny) 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[[1]]: 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.
Jack Of All Trades: At 10th level, the mimic recieves the Jack of All Trades (Races of Destiny) 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 a number of times equal to the original wielder's, whichever is fewer. 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.
A memorized spell can be used a number of times per day equal to the spell's level + the Mimic's intelligence modifier.
Sudden Understanding: At 15th level, the mimic has been active for so long, the rules of the universe simply make sense to him. Once per day, he can add something to his mimic slot as a free action, rather than a standard action. At 20th level, the uses per day increase to two.
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.

Elf Mimic Starting Package[edit]

Armor: Studded Leather (+3)

Weapons: Mace, Heavy [1d8]

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

Skill Ranks Ability Armor
Knowledge (Arcana) 4 Int -
Knowledge (History) 4 Int -
Knowledge (Geography) 4 Int -
Search 4 Int -
Use Magic Device 4 Cha -

Feat: Improved Initiative

Bonus Feats: Smatterings.

Gear: Backpack, Bedroll, Bell, Map/Scrollcase, Paper x2, Silk Rope, Trail Rations 20, Hooded Lantern, Ink, Parchment x25, Inkpen, Canvas x9.

Gold: 9 gp.

Mimics in the World[edit]

Anything you can do, I do, too!
—Xur the Smart, Goblin Mimic

Mimics are a rare sight for most in the world. As few people are discerning enough to determine whether someone's abilities are their own or copied, mimics tend to pass unnoticed by the general public, only surfacing at their own gatherings or as members of adventuring parties.

Daily Life: The life of a mimic is a dangerous one, frought with danger and confusion. Delving into dungeons and seeking the most powerful monsters and adventurers to study, wise mimics have as many scrolls, maps, and charts as they can carry. Most experienced mimics, however, feel that the only true learning comes from making mistakes, hurling themselves into unknown, uncharted lands and making their own (sometimes wrong) maps and charts.
There are very few wise mimics in the world.

Notables: Xur the Smart is one of the best-known mimics in the world. A goblin from a small tribe whose intelligence far surpassed his stink, he discovered bathing and wandcrafting simply by watching the adventurers he traveled with as packmule. Bringing these two secrets back to his tribe, Xur quickly was crowned king, becoming both the most hygenic and powerful Goblin King in the land.

Organizations: While mimics rarely congeal in any recognizeable fashion, at least two large bodies of mimics exist. The College of Highest Learning, the most well-known mimic training center, is perhaps the largest; dedicated to the accumulation of knowledge above all common sense, mimics of all alignments walk its halls and copious libraries, studying their trade and many others in seclusion. Evil, good, neutral, lawful, chaotic - all are welcome at the College, so long as they follow the rules of cooperation.
The second body is known as the Exchange. Once a year, all mimics are invited to a single island, the location of which is determined by a dart on a map of the world. Gathering however they can, they cross the world and arrive at this island with their secret learnings, setting up tents and kiosks. A massive trade exposition goes under way on the second day of the Exchange, lasting for an entire fortnight as the mimics gleefully purchase secret tomes, copy new abilities from their fellows, and reaffirm ties with old friends.

NPC Reactions: Most people have an unusual view of mimics. On the one hand, the strange mimics tend to keep to themselves unless they absolutely need something, avoiding towns without exotic creatures or people as points without interest. On the other, they tend to bring trouble if they get traced back to towns they passed through, as some people take little amusement in others copying their hard-earned abilities. Clerics and Paladins especially tend to frown on mimics, scoffing at them as pretenders desperate for any little piece of lore they can find.

Mimic Lore[edit]

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

Knowledge (Arcana)
DC Result
5 There are people who call themselves mimics in the world, seeking knowledge and power.
10 Mimics are people who are smart enough to copy the powers of others.
15 Mimics have incredible powers of perception, able to deconstruct how abilities work with a glance.
20 A character who makes this DC can name specific mimics, organizations, and events caused by or related to mimics in detail.

Mimics in the Game[edit]

Adaptation: All one really needs to do is change the name of the class to adapt it to a setting. Whether Copycats, Mimics, Loreseekers, or even Analysts, mimics can easily be slid into any setting with minimal difficulty. Mimic colleges like the one above may even exist, training new mimics and accumulating their lore.

Sample Encounter:

EL 6: A 6th-level mimic and his 1d4 6th-level fighter bodyguards are adventuring in the same dungeon as the party. The party may either attack them and kill them, attempt to reason with them, or have them join the party as allies. As a twist, the mimic may actually have been waiting for an adventuring party the entire time, seeking a free ride down into the dungeon's depths.

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