The Mimic (3.5e Class)
From D&D Wiki
They are often called jack of all trades, master of none, but sometime are better at copying the trades they learn than others. It is these that are far less common and far more dangerous
Making a Mimic
The Mimic is a front line back line anywhere line fighter. Because of there random behavior each and ever one is different.
Abilities: Following their ability to copy others they are more distributed on what their abilities use as a determining factor for their strengths, Dexterity, Constitution and Intelligence are most useful for determining how to use their abilities however, They naturally pickup charisma along their learning.
Races: Mimics tend to be Drows,Humans or Gnomes but other races are not unheard of.
Alignment: Chaotic any
Starting Gold: 8d8 x10 gp (400 gp).
Starting Age: Simple.
Class Skills (8 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the mimic.
Weapon and Armor Proficiency: Relying on their abilities to get them through a fight, Mimics are not without the use of weapons however. They are capable of using most any weapon they come across as time progresses but only light armor.
Naivety: For a while a Mimic is a rather gullible being, always seeing the truth behind actions but never understanding said truth. They gain a bonus +4 to their Charisma and Diplomacy.
Agility: At 2nd level they learn by always paying attention to what is happening around them, that they realize that the ability to move silently and with great alacrity is key. Because of this they are able to move subtly and quickly through crowds, and even in the middle of a fight they remain unnoticed. As a result they have permanently added the ability sneak attack (1d6 at one goes up I die level every 4 rounds) to their attacks, and gain +4 to move silently.
Area Memory: By 3rd level the Mimic has traveled so far that it becomes impossible for them to become disoriented, or lose track of their location. Even if blindfolded or otherwise visually and auditory impaired, the Mimic can leave an area and come back again at any time. Once having been through an area the Mimic will always be able to find its way around said area, so long as there are not any major landscape changes.
Broken Body: At 4th level the Mimic has been injured and healed often enough, that they have separated themselves mentally from all physical pain. Paralysis of any type does not work and they are able to keep fighting until they truly die at -10 Hp
Hard Facts: At 5th they begin to learn the cold truths of the world and gain a +8 to Sense Motive. They also are able to more easily communicate what they want and get information in return and get +4 to Gather Information.
Natural Speed: By 6th level by traveling frequently in their continuing quest of curiosity, the Mimic has learned ways to move faster without using any more energy than normal. They move 15 feet faster at all times and gain a +1 bonus to DEX.
Metal Attunement: At 7th level they have watched fighting long enough that they are capable of using any metal weapon with their Dex bonus instead of their Str bonus, if they choose, and are treated as if they have the Exotic weapons proficiency
Notice: By 8th level a Mimic has learned to always be watching and listening to everything around them. Both spot and listen become permanently active and gain +4 and gain permanent true seeing.
Ambidextrous: By 9th level the suffering of injuries and learning to deal with fighting with an arm that they aren’t used to has become a habit for Mimics by this point in time. As a result all weapons that they can wield with one hand can now be wielded in either hand as main hand and they can fight with both simultaneously easily and efficiently with no penalties.
Body Reading: At 10th level the Mimic by learning through watching the movements of the muscles that are required for many actions, the Mimic gains the ability to anticipate moves. Through this they gain an additional +2 AC and +3 to their initiative rolls. .
Temperate Measures: By 11th level they have been through many climates and learned to deal with several of them. They have gained fire and cold dc
Plot Lines: By 12th level by excessive reliance of friends for the mimics ability to predict moves before they are made, the Mimic learns to anticipate even more, and they learn how to use words in a way that makes others unsure of what they think they are hearing and as such gain +4 to bluff, diplomacy, and taunt.
Dark Truths: By 14th level the Mimic has been learning how to use their exemplary abilities with words to unnerve their opponents in combat quite easily. Every round they must roll or be shaken for 1 round (DC 15 + Mimic CL) if one succeeds they can no longer be shaken
Vault mind: By 16th level the Mimic has encountered all kinds of enemies that have a variety of psychological attacks. As a result of enough mental intrusions to try to extract information the Mimic has learned to defend against such attacks. All mental attacks have their DC reduced by 5 when used against the Mimic.
Hidden Fury: By 17th level the Mimic has encountered something that has unleashed their full physical potential. As a result the Mimic is able to use a Barbarian’s "Deathless mighty rage". Once per day
Inborn Capabilities: At 18th level the Mimic has watched and experienced enough combat that they understand some of the things that they are watching, and feel like they know how to do them. The Mimic gains 2 feats off the fighter’s bonus feat list.
Madness: By 19th level the racing of the Mimic’s mind has become filled with so much it is all that the Mimic can do to stay sane enough to realize who is a friend and who is an enemy. However as a result of this madness it is impossible for anything to take over the Mimic’s mind, for to wade into such dark depths for a mere instant causes the caster of the spell to go insane or for the spell to just back fire completely, and take over another target altogether. This also causes alignment to shift to chaotic all, they ignore all typical classifications of good and evil because they just act how they chose, or more of don’t chose, just act.
Inborn Capabilities: At 18th level the Mimic has watched and experienced enough combat that they realize some of the things they are watching, and feel like they know them. The Mimic gains 2 feats off the fighter’s bonus feat list.
Unrealized Potential: At 20th level a revelation has occurred to the Mimic about the truth of the world. As a result of this the Mimic walks off the edge of sanity and into the beautiful depths of insanity. They can still choose to act civil, if they wish to do so. This revelation allows them sight into the truth of things far more easily. They see though all tricks and disguises. They learn things at a untatuler speed as well now Cannot be lied to. + 4 to all knowledge. They gain the ability to sense all lawful creatures in the area
Ex- a mimic will loose all ability’s if he becomes lawfule or if after level 18 becomes sain,
|21st||Bonus Epic Feat|
|24th||Bonus Epic Feat|
|27th||Bonus Epic Feat|
|30th||Bonus Epic Feat|
4 + Int modifier skill points per level.
Bonus Feats: The epic Mimic gains a bonus feat (selected from the list of all epic feats) at level 21 and every three levels thereafter. |}
Playing a Mimic
Religion: Any deity insanity
Other Classes:mimics tend to do well with most classes they do have
Combat: mimics usually just about every trick in the book.
They are random confusing and fun loving.
|5||They are wild fighters.|
|10||They specialize in special attacks.|
|15||At higher levels,become insane.|
|20||Recap a tail of one of Dogen's great battles (usually 1 vs. many).|
EL : Coming Soon.