The mimic is a mystery. Even his allies rarely know his true identity, and no one can measure his strength. For him, mimesis is everything. He is extremely versatile, donning abilities like articles of clothing, and his repertoire varies greatly depending on what other classes he has entered. On top of his own, constantly-changing powers, the mimic is capable of copying the attacks of both his allies and his enemies. While he never casts the most powerful spells or wields the deadliest weapons, the mimic's fluid arsenal and adaptability make him a powerful ally and an unpredictable foe.
This mimic is based on the Final Fantasy job.
Role: If the mimic has levels in a spellcasting class, he's a spellcaster. If he has levels in a combat class, he's a combatant. If he has levels in a skilled class, he's a skill monkey. He can mix and match some aspects of all three, never outclassing the dedicated wizard, fighter, or rogue. A mimic's role can change drastically from one day to the next, depending on which class features he "equips."
Hit Dice: d6.
To qualify to become a mimic, a character must fulfill all the following criteria.
Skills: Disguise 7 ranks, Perception 5 ranks, Perform (act) 7 ranks, Sense Motive 5 ranks.
Feats: Uncanny Alertness.
Special: The character must be multiclassed, with at least 1 level in each of at least five different classes.
The mimic's class skills are Acrobatics (Dex), Bluff (Cha), Intimidate (Cha), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
The following are class features of the mimic prestige class.
Weapon and Armor Proficiency: Mimics gain no proficiency with any weapon or armor.
Equip Feature: A mimic dons abilities as a fighter dons armor. At the beginning of each day, a mimic can choose up to 3 class features he has gained from other classes and "equip" those features. For the purposes of calculating their effects, daily uses, etc., his mimic level stacks with his levels in the classes which granted the selected features. A mimic may only equip the same feature once.
If the mimic selects a class feature that offers options, such as rage powers, rogue talents, or discoveries, he makes any necessary choices when he selects the feature and he gains those options until the next time he chooses which features to equip. Example: A 2nd-level mimic with two rogue levels equips rogue talents as one of his three class features. His effective rogue level for his rogue talents is now 4, immediately allowing him to pick up a second rogue talent of his choosing.
Spellcasting: A mimic can equip spellcasting in this manner, gaining spells per day and spells known as though his mimic levels counted as levels in any one caster class in which he already has levels. He can equip only one class worth of spellcasting ability in this manner per day. Equipping a prepared spellcasting method does not increase the number of spells collected in the mimic's spellbook, formula book, or familiar—the mimic must provide these himself. If the equipped spellcasting method automatically grants access to all appropriately-leveled spells on the spellcaster's spell list (such as druidic casting), the mimic gains access to those spells.
Base Attack Bonus: In place of 1 of his 3 features, a mimic can equip the base attack bonus progression of any one class in which he has levels. If he does, he replaces the base attack bonus he gains from his mimic levels with a base attack bonus equal to that he would get if he replaced his mimic levels with levels in the selected class. (So a 6th-level mimic with levels in fighter could select the fighter's BAB progression as one of his three equipped features, replacing the 6th-level mimic's +3 BAB with a 6th-level fighter's +6 BAB.) Base attack bonuses from other classes are calculated normally. If the chosen base attack bonus progression is medium (+3/4 levels), the mimic's maximum hit points increase by 1 per mimic level until the next time he chooses which features to equip. If the mimic equips a full base attack bonus progression (+1/level), his maximum hit points increase by 2 per mimic level instead.
Skill Bonus: In place of 1 of his 3 features, a mimic with levels in a class that gives 6 or more skill ranks per level (such as the bard, ranger, or rogue) can add his mimic level as a bonus to skill checks with any 4 skills of his choice. A mimic may equip this options multiple times, each time selecting 4 different skills.
Mimics cannot qualify for prestige classes or feats using these temporarily inflated features. For instance, a mimic with 1st-level arcane spellcasting from another class does not qualify for a prestige class that requires the ability to cast 3rd-level arcane spells, even if he can cast those spells using equip feature.
Master Mummer (Ex): A mimic adds his class level to all Disguise and Perform (act) checks.
Mimic: As a full-round action, a mimic can enter a mimetic trance. The mimic may use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At 2nd level, and every level thereafter, the mimic can use this ability 2 additional rounds per day. These rounds need not be consecutive. A mimic can end his trance as a free action and is fatigued after using it for a number of rounds equal to 2 times the number of rounds he spent in trance. A mimic cannot enter a new trance while fatigued or exhausted, but can otherwise use this ability multiple times during a single encounter. The mimetic trance cannot be disrupted, but it ends immediately if the mimic is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from maintaining it.
On each round after the first that the mimic remains in his mimetic trance, he must spend a standard action to maintain the trance. As part of this standard action, the mimic can copy any one attack made or spell cast by another creature since he last acted. The mimic must have been able to see the mimicked creature at the time that it cast its spell or made its attack.
Mimicking an Attack: In order to mimic a physical attack or combat maneuver, the mimic needs to succeed on a combat maneuver check against a DC of 5 + the CMD of the mimicked creature. If he fails, he maintains his mimetic trance but does not accomplish anything else. If he succeeds, he successfully copies the attack and performs it against a target, or targets, of his choosing. Any physical attack action, be it a standard action or full attack action, can be copied in this way as a standard action. This includes combat maneuvers and attack options only granted by feats, such as Whirlwind Attack. For the purposes of all calculations (attack, damage, etc.), the effect is treated as though it originated from the mimicked creature. It uses that creature's base attack bonus, relevant feats, and circumstantial bonuses or effects conveyed by racial features, class features, weapon properties, or spells. When determining potential targets for melee attacks, use the mimic's reach, not that of the mimicked creature.
Mimicking a Spell: In order to copy a spell, the mimic must have the minimum ability score required to cast the spell, as well as HD equal to or greater than the spell's minimum caster level. The mimic must succeed on a concentration check against a DC of 15 + three times the spell's level. If he does, he chooses targets for the spell as if he were casting it and the effect originates from his space, but all variable effects (such as caster level and DC) are calculated as though the mimicked creature were casting it. The copied spell can't have a casting time greater than 1 standard action, and the mimic always produces the copy as a standard action. The mimic incurs arcane spell failure as normal if the copied spell is subject to it. Spells with expensive material components or focuses cannot be copied unless the mimic provides those components. The mimic can copy spells cast by wands or scrolls in this fashion; calculate these effects as though the mimic were using the item in question.
The mimic gains a bonus on any checks made to use this ability equal to 1/2 his level. Creatures observing a mimetic trance must succeed on Sense Motive checks (DC 10 + the mimic's level + the mimic's Charisma modifier) in order to understand that the mimic is looking to copy their attacks.
Boost: You can use your mimetic trance for 6 additional rounds per day.
Deceptive Appearance (Ex): At 2nd level, the mimic masters an androgynous, ageless, racially ambiguous base appearance. He incorporates deceptive makeup and articles of clothing into his daily wardrobe, and never takes a penalty on Disguise skill checks for assuming a different gender, race, or age.
Mime (Sp): Starting at 2nd level, a mimic can cast hypnotism as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. The total hit dice the mimic can affect with this ability is equal to his hit dice. The DC for this effect is equal to 10 + the mimic's class level + the mimic's Charisma modifier.
Jack-of-All-Trades (Ex): At 3rd level, the mimic can use any skill, even if the skill normally requires him to be trained. In addition, he considers all skills to be class skills.
Adaptive Wardrobe (Ex): At 4th level, the mimic can manipulate his body's interaction with magical items. He may wear any magic item in a body slot not normally suited to it, so long as it is somewhat reasonable (for instance, he could wear a ring on a toe, using his feet slot, or a scarf in his hair as a headband). This allows the mimic to benefit from multiple magic items that normally would occupy the same slot. All items still occupy the slot in which they're worn—a mimic with a magical ring on his toe cannot also benefit from wearing magical boots.
Contortionist (Ex): Beginning at 5th level, the mimic can alter his size by folding or stretching his body. He can spend one minute to gain the benefits of either enlarge person or reduce person. These benefits last until he spends a minute to revert to his normal size. This is not a mundane effect and cannot be dispelled or suppressed via anti-magic effects.
Mask Alignment (Ex): A mimic of 6th level or higher can alter his alignment aura to deceive spells that discern alignment (such as detect evil). He may choose to detect as any specific alignment, or to detect as no alignment at all. This ability does not protect against spells or effects that cause harm based on alignment. Masking his alignment aura is a standard action, and lasts until he changes it again or ends the effect.
Sound Mimicry (Ex): At 7th level, the mimic is so trained in vocal alteration that he gains the sound mimicry monster ability, allowing him to perfectly imitate sounds and voices he has heard within the last 24 hours. The mimic makes a Bluff check opposed by a listener's Sense Motive check to recognize the mimicry, although if the listener isn't familiar with the person or type of creatures mimicked, it takes a -8 penalty on its Sense Motive check. The mimic has a +8 racial bonus on his Bluff check to mimic sounds he has listened to for at least 10 minutes. The mimic cannot duplicate the effects of magical abilities (such as bardic performance or a harpy's captivating song), though he may be able to mimic the sound of those abilities. This ability does not allow the mimic to speak or understand language he doesn't know.
Mask Type (Ex): A mimic of 8th level or higher can deceive spells that discern creature type (such as detect undead). He may choose to detect as any specific type, or to detect as no type at all. This ability does not protect against spells or effects that cause harm based on type. Masking his type is a standard action, and lasts until he changes it again or ends the effect.
Freeze (Ex): At 9th level, the mimic has perfected motionlessness and gains the freeze monster ability, allowing him to remain so still that he appears to be a statue of appropriate shape and size. The mimic can take 20 on his Stealth check to hide in plain sight as this statue.
Mimicry (Ex): The mimic's obsessive observations and imitations translate into a preparedness to use anything. At 10th level, the mimic gains the mimicry monster ability, becoming proficient in all weapons, armor, and shields. In addition, a mimic can use any spell trigger or spell completion item as if the spells were on his spell list. His caster level is equal to his hit dice.
Perfect Copy (Su): Whenever a 10th-level mimic uses a polymorph effect to change his appearance, he may assume the appearance of a specific individual.