mimicgogo
07-28-2004, 09:58 PM
Crull and Quarion were wandering through the woods searching for their next great adventure. *Quarion gasped as a beast emerged from the trees and slashed at his stout dwarf companion. *An abnormal red wound formed on the flesh of his buddy. *Quarion concentrated for a moment, reached out and touched the beast, and faster than the beast could react, swiped at the creature. *Even with his frail elf hands, the same sort of abnormal red wound appeared on the beast's flesh. *Amazed at his own weapon being used against him, the beast fled. *Quarion cast a spell to heal Crull's wound, and the two sat for a moment. *Crull laughed his hearty dwarf guffaw, "Guess you saved the day this time, old pal." *
"Heh, you know I couldn't have done alone." *Quarion said.
"Awww, Quarion..."
"I meant the beast, dear Crull."
"Oh. *Yeah. *Uh, I knew that, let's just get moving."
-----------------------------------------------------------------------
Mimic A-Go-Go
A great adventurer knows that true power comes from those around him---Quarion Xiloscient
Some say that the strength of a warrior comes from within, but a chosen few know better. *These wise adventurers often choose to follow the path of King Quarion and become Mimics A-Go-Go. *Not only do these warriors gain power and knowledge from those around them, but they also gain unnatural speed, feeding from their keen senses, showing them that a smart warrior needs to move fast to use his power. The mimic a-go-go becomes extremely powerful, often rising above their teammates, honing their skills as they see others around them perform nobly. *
Mimics a-go-go learn as they go, often improvising plans as they go. *NPC mimics are often disguised as mere pranksters, using the players’ powers against them without them knowing it.
Hit Die: *d4.
Requirements
*
To qualify to become a Mimic A-Go-Go, a character must fulfill all of the following criteria.
* * *
Skills: Bluff 13 ranks, Knowledge (arcana) 13 ranks, Spellcraft 13 ranks.
Feats: Any Metamagic.
Spells: Ability to cast 5th level arcane spells.
Class Skills
The mimic a-go-go's class skills are any which they had as class skills previously. *For example, if Gregory had been a wizard previous to taking mimic a-go-go levels, the wizard skill set would be available to him. *If he had also had rogue levels, both wizard and rogue skills would be feasible for him to put ranks in.
Skill Points at Each Level: *2+Int modifier.
LevelBase[br]Attack[br]BonusFort[br]SaveRef[br]SaveWill[br]SaveSpecialSpells per Day1st+0+0+1+1Mime Spell 1/day, Improved Initiative-2nd+1+0+1+2Fast Movement, Mime Skill+1 level of existing class3rd+1+1+2+3Mime Spell 2/day, Speedy Movement+1 level of existing class4th+2+1+3+3Improved Fast Movement, Mime Skill+1 level of existing class5th+2+1+3+4Mime Spell 3/day, Mime Feat+1 level of existing class6th+3+2+4+5Mime Ability, Mime Skill+1 level of existing class7th+3+2+5+5Mime Spell 4/day+1 level of existing class8th+4+2+5+6Mime the Extraordinary+1 level of existing class9th+4+3+6+7Mime Spell 5/day+1 level of existing class10th+5+3+7+7Mime Feat, Mime the Supernatural-
Class Features
All the following are class features of the mimic a-go-go prestige class.
Weapon and Armor Proficiency: Mimics a-go-go gain no additional proficiency with any weapon or armor.
Spells per Day: When a new mimic a-go-go level is gained, the character gains spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. *He does not, however, gain any other benefits a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. *If a character had more than one spellcasting class before becoming a mimic a-go-go, he must decide to which class he adds the new level for purposes of determining spells per day.
Mime Spell (Su): The mimic a-go-go can mentally copy any spell that sees and cast it as his own the next turn. *Anytime a spell is cast in sight of the mime, he can store the spell until his next turn and cast it, choosing the target and specifications. *The mime must be able to hear any verbal components and see any somatic components. *A DC 35 Spellcraft check allows the mime to memorize the spell; a wizard can put it in his spellbook if he does so within 24 hours of miming the spell. *Although a mimic a-go-go can mime any spell, he can only learn those off of the spell list available to him before taking the prestige class. A mimic a-go-go can use this ability once a day at first level, and his uses increase by one every other level, to a maximum of 5/day at tenth level.
Improved Initiative (Ex): *At first level the mimic a-go-go gains the improved initiative feat for free. *If the character already has the feat they gain an additional +2 to their initiative.
Fast Movement (Ex): *A mimic a-go-go’s land speed is faster than the norm for his race by +10 feet. *This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. *Apply this bonus before modifying the mimic a-go-go’s speed because of any load carried or armor worn. *For example, a human mimic a-go-gohas a speed of 40 feet rather than 30 feet when wearing light or no armor. *When wearing medium armor or carrying a medium load, his speed drops to 30 feet. *A halfling mimic a-go-go has a speed of 30 feet, rather than 20 feet, in light or no armor. *When wearing medium armor or carrying a medium load, his speed drops to 20 feet. *If a character already has this ability from another class, they may gain either the Run or Dash feat for free.
Mime Skill (Ex): The mimic a-go-go becomes adept at doing things he sees others do. At 2nd, 4th, and 6th level he can choose a skill that is cross-class and make it a class skill.
Speedy Movement (Ex): *At 3rd level a mimic a-go-go becomes innately faster, earning a permanent +2 bonus to his dexterity score. *
Improved Fast Movement (Ex): At 4th level a mimic a-go-go is even faster than he was before. *This ability is just like Fast Movement, but the speed increases to +20 compared to his race’s base land speed. *
Mime Feat (Su): *The mimic a-go-go can learn techniques and practices used by his fellow party members. *At 5th and 10th level the mime can learn a feat possessed by a fellow party member, even if he doesn’t have the prerequisites. *
Mime Ability (Su): For one round the mimic a-go-go can use an attack or skill, calculating the modifiers as if he had the ability modifier of somebody around him. *For example, if Franklin wants to break a door he can mime the 18 strength of his ally Crull for the purposes of one check. *This ability is usable a number of times per day equal the number of mimic a-go-go levels.
Mime the Extraordinary (Su): For up to 10 rounds per day a mimic a-go-go can use the extraordinary abilities of a creature he touched within the past 24 hours.
Mime the Supernatural (Su): For up to 5 rounds a day the mimic a-go-go can use the supernatural abilities of a creature touched within 24 hours.
Edit: Added some flavor text and raised the difficulty of memorizing a mimed spell.
Edit-Edit: *Lowered the Mime Spell's uses per day, and added a prerequisite.
"Heh, you know I couldn't have done alone." *Quarion said.
"Awww, Quarion..."
"I meant the beast, dear Crull."
"Oh. *Yeah. *Uh, I knew that, let's just get moving."
-----------------------------------------------------------------------
Mimic A-Go-Go
A great adventurer knows that true power comes from those around him---Quarion Xiloscient
Some say that the strength of a warrior comes from within, but a chosen few know better. *These wise adventurers often choose to follow the path of King Quarion and become Mimics A-Go-Go. *Not only do these warriors gain power and knowledge from those around them, but they also gain unnatural speed, feeding from their keen senses, showing them that a smart warrior needs to move fast to use his power. The mimic a-go-go becomes extremely powerful, often rising above their teammates, honing their skills as they see others around them perform nobly. *
Mimics a-go-go learn as they go, often improvising plans as they go. *NPC mimics are often disguised as mere pranksters, using the players’ powers against them without them knowing it.
Hit Die: *d4.
Requirements
*
To qualify to become a Mimic A-Go-Go, a character must fulfill all of the following criteria.
* * *
Skills: Bluff 13 ranks, Knowledge (arcana) 13 ranks, Spellcraft 13 ranks.
Feats: Any Metamagic.
Spells: Ability to cast 5th level arcane spells.
Class Skills
The mimic a-go-go's class skills are any which they had as class skills previously. *For example, if Gregory had been a wizard previous to taking mimic a-go-go levels, the wizard skill set would be available to him. *If he had also had rogue levels, both wizard and rogue skills would be feasible for him to put ranks in.
Skill Points at Each Level: *2+Int modifier.
LevelBase[br]Attack[br]BonusFort[br]SaveRef[br]SaveWill[br]SaveSpecialSpells per Day1st+0+0+1+1Mime Spell 1/day, Improved Initiative-2nd+1+0+1+2Fast Movement, Mime Skill+1 level of existing class3rd+1+1+2+3Mime Spell 2/day, Speedy Movement+1 level of existing class4th+2+1+3+3Improved Fast Movement, Mime Skill+1 level of existing class5th+2+1+3+4Mime Spell 3/day, Mime Feat+1 level of existing class6th+3+2+4+5Mime Ability, Mime Skill+1 level of existing class7th+3+2+5+5Mime Spell 4/day+1 level of existing class8th+4+2+5+6Mime the Extraordinary+1 level of existing class9th+4+3+6+7Mime Spell 5/day+1 level of existing class10th+5+3+7+7Mime Feat, Mime the Supernatural-
Class Features
All the following are class features of the mimic a-go-go prestige class.
Weapon and Armor Proficiency: Mimics a-go-go gain no additional proficiency with any weapon or armor.
Spells per Day: When a new mimic a-go-go level is gained, the character gains spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. *He does not, however, gain any other benefits a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. *If a character had more than one spellcasting class before becoming a mimic a-go-go, he must decide to which class he adds the new level for purposes of determining spells per day.
Mime Spell (Su): The mimic a-go-go can mentally copy any spell that sees and cast it as his own the next turn. *Anytime a spell is cast in sight of the mime, he can store the spell until his next turn and cast it, choosing the target and specifications. *The mime must be able to hear any verbal components and see any somatic components. *A DC 35 Spellcraft check allows the mime to memorize the spell; a wizard can put it in his spellbook if he does so within 24 hours of miming the spell. *Although a mimic a-go-go can mime any spell, he can only learn those off of the spell list available to him before taking the prestige class. A mimic a-go-go can use this ability once a day at first level, and his uses increase by one every other level, to a maximum of 5/day at tenth level.
Improved Initiative (Ex): *At first level the mimic a-go-go gains the improved initiative feat for free. *If the character already has the feat they gain an additional +2 to their initiative.
Fast Movement (Ex): *A mimic a-go-go’s land speed is faster than the norm for his race by +10 feet. *This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. *Apply this bonus before modifying the mimic a-go-go’s speed because of any load carried or armor worn. *For example, a human mimic a-go-gohas a speed of 40 feet rather than 30 feet when wearing light or no armor. *When wearing medium armor or carrying a medium load, his speed drops to 30 feet. *A halfling mimic a-go-go has a speed of 30 feet, rather than 20 feet, in light or no armor. *When wearing medium armor or carrying a medium load, his speed drops to 20 feet. *If a character already has this ability from another class, they may gain either the Run or Dash feat for free.
Mime Skill (Ex): The mimic a-go-go becomes adept at doing things he sees others do. At 2nd, 4th, and 6th level he can choose a skill that is cross-class and make it a class skill.
Speedy Movement (Ex): *At 3rd level a mimic a-go-go becomes innately faster, earning a permanent +2 bonus to his dexterity score. *
Improved Fast Movement (Ex): At 4th level a mimic a-go-go is even faster than he was before. *This ability is just like Fast Movement, but the speed increases to +20 compared to his race’s base land speed. *
Mime Feat (Su): *The mimic a-go-go can learn techniques and practices used by his fellow party members. *At 5th and 10th level the mime can learn a feat possessed by a fellow party member, even if he doesn’t have the prerequisites. *
Mime Ability (Su): For one round the mimic a-go-go can use an attack or skill, calculating the modifiers as if he had the ability modifier of somebody around him. *For example, if Franklin wants to break a door he can mime the 18 strength of his ally Crull for the purposes of one check. *This ability is usable a number of times per day equal the number of mimic a-go-go levels.
Mime the Extraordinary (Su): For up to 10 rounds per day a mimic a-go-go can use the extraordinary abilities of a creature he touched within the past 24 hours.
Mime the Supernatural (Su): For up to 5 rounds a day the mimic a-go-go can use the supernatural abilities of a creature touched within 24 hours.
Edit: Added some flavor text and raised the difficulty of memorizing a mimed spell.
Edit-Edit: *Lowered the Mime Spell's uses per day, and added a prerequisite.