Difference between revisions of "Intelligent Item (3.5e Class)"

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{{Help Wanted|Making it playable.}}
 
{{author
 
{{author
 
|author_name=Franken Kesey
 
|author_name=Franken Kesey
 
|date_created=8/06/13
 
|date_created=8/06/13
 
|status=Fin
 
|status=Fin
|editing=No editing, even for grammar or spelling.
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|editing=
|balance=Very High
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|balance=Very High}}
}}<div class="blank">
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{{3.5e Class Data
 
+
|minlevel=1
[[Length::20]]
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|ability=Alternate Magic, Other
[[Minimum Level::1]]
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|progression=Full
[[Base Attack Bonus Progression::Moderate]]
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|align=lg, ng, cg, ln, n, cn, le, ne, ce}}
[[Fortitude Save Progression::Poor]]
 
[[Reflex Save Progression::Variable]]
 
[[Will Save Progression::Variable]]
 
[[Class Ability::Alternate Magic
 
|Class Ability=Other]]
 
[[Class Ability Progression::Other]]
 
 
 
[[Allowed Alignments::Lawful Good]],  
 
[[Allowed Alignments::Lawful Neutral]].
 
[[Allowed Alignments::Lawful Evil]],  
 
[[Allowed Alignments::Neutral Good]],  
 
[[Allowed Alignments::Neutral Evil]],  
 
[[Allowed Alignments::Chaotic Good]],  
 
[[Allowed Alignments::Chaotic Neutral]],  
 
[[Allowed Alignments::Chaotic Evil]]
 
</div>
 
 
 
 
==Intelligent Item==
 
==Intelligent Item==
 
 
[[Summary::Ever wanted to be an intelligent item? To be the mad conscience inside a player’s weapon? To be the malicious artifact that the party carries around but has a will of its own? The intelligent item class is for all those who think the [[SRD:Mimic|mimic]] monster is the awesome &mdash;  but were always disappointed they could not play one.]]
 
[[Summary::Ever wanted to be an intelligent item? To be the mad conscience inside a player’s weapon? To be the malicious artifact that the party carries around but has a will of its own? The intelligent item class is for all those who think the [[SRD:Mimic|mimic]] monster is the awesome &mdash;  but were always disappointed they could not play one.]]
 
 
===Making an Intelligent Item===
 
===Making an Intelligent Item===
 
 
Intelligent items are called “mimics” for short for all naming below.
 
Intelligent items are called “mimics” for short for all naming below.
  
Mimics come in many shapes and sizes. There are five different morphologies which a mimic can selectively advance in.  
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Mimics come in many shapes and sizes. There are five different morphologies which a mimic can selectively advance in. The five types of mimic are: jewelry, weapon, shield, chest, and book. At higher levels mimic can advance their shape, and even have multiple shapes -- developing into the final contraption.
  
'''Abilities:''' all mimics do not have Constitution scores, additionally three out of the five types of mimic also do not have Dexterity scores (they cannot move). Those that are immobile can gain the dancing property (regaining their Dexterity score), but otherwise requiring another to move them. Ability choices rely on what type of mimic the player wishes to become: Jewelry uses Wisdom for spell-like abilities, Weapons and Shields use Strength for attack, Books use their Intelligence score for spell-casting, and Chests use their Charisma score for hit point bonuses each level (note that only chests get a bonus to hit points from ability scores). Charisma plays an important role later on.
+
'''Abilities:''' all mimics do not have Constitution scores (do not roll for it), additionally three out of the five types of mimic also do not have Dexterity scores (they cannot move independently). Those that are immobile can gain the dancing property (regaining their Dexterity score), but otherwise requiring another to move them. Ability choices rely on what type of mimic the player wishes to become: Jewelry uses Wisdom for spell-like abilities, Weapons and Shields use Strength for attack, Chests use their Charisma score for hit point bonuses each level (only chests get a bonus to hit points from ability scores), and Books use their Intelligence score for spell-casting. Charisma plays an important role later on.  
  
'''Alignment:''' Any.
+
'''Race:''' The thing about race is almost all racial traits are removed at the beginning of this class. Some ability modifiers, skill bonuses, and spell-like abilities remain. But the physical body is permanently changed on taking this class. Also the old race type becomes an augmented descriptor, nothing more.
  
{| class="zebra d20"
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'''Feats, Skills, and other PC:''' Player attains feats, skills, and ability advancement as normal. The race and class merge into one, but everything else remains the same.
|+ <div>{{Anchor|Table: The Intelligent Item}}</div>
 
<p>Hit Die: Varies</p>
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | [[BAB|BAB]]
 
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]
 
! rowspan="2" | Special
 
! rowspan="2" | Morphic Pool
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
|-
 
|1st||+0||+0||+x||+x
 
|[[#Mimic Traits|Mimic Traits]], [[#Primary Morphology|Primary Morphology]]||2
 
|-
 
|2nd||+1||+0||+x||+x
 
| &mdash; ||4
 
|-
 
|3rd||+2||+1||+x||+x
 
|[[#Shift Shape|Shift Shape]] ||6
 
|-
 
|4th||+3||+1||+x||+x
 
| [[#Treasure|Treasure I]] ||8
 
|-
 
|5th||+3||+1||+x||+x
 
| [[#Alternative Morphology|Alternative Morphology 2]] ||10
 
|-
 
|6th||+4||+2||+x||+x
 
| &mdash; ||12
 
|-
 
|7th||+5||+2||+x||+x
 
| [[#Treasure|Treasure II]] ||14
 
|-
 
|8th||+6/+1||+2||+x||+x
 
|[[#Alternative Morphology|Alternative Morphology 3]]||16
 
|-
 
|9th||+6/+1||+3||+x||+x
 
| [[#Luck|Luck]] ||18
 
|-
 
|10th||+7/+2||+3||+x||+x
 
| [[#Meld|Meld]] ||20
 
|-
 
|11th||+8/+3||+3||+x||+x
 
| [[#Treasure|Treasure III]] ||23
 
|-
 
|12th||+9/+4||+4||+x||+x
 
| &mdash; ||26
 
|-
 
|13th||+9/+4||+4||+x||+x
 
| ''[[#Limited Wish|Limited Wish]]'' ||29
 
|-
 
|14th||+10/+5||+4||+x||+x
 
| &mdash; ||32
 
|-
 
|15th||+11/+6/+1||+5||+x||+x
 
| [[#Treasure|Treasure IV]] ||35
 
|-
 
|16th||+12/+7/+2||+5||+x||+x
 
|[[#Alternative Morphology|Alternative Morphology 4]] ||38
 
|-
 
|17th||+12/+7/+2||+5||+x||+x
 
| ''[[#Wish|Wish]]'' ||41
 
|-
 
|18th||+13/+8/+3||+6||+x||+x
 
| &mdash; ||44
 
|-
 
|19th||+14/+9/+4||+6||+x||+x
 
| [[#Treasure|Treasure V]] ||47
 
|-
 
|20th||+15/+10/+5||+6||+x||+x
 
| [[#Ascension|Ascension]]||50
 
|- class="noalt"
 
| colspan="7" class="skill" |
 
'''Class Skills ([[Skill Points::6]] + [[SRD:Intelligence|Int]] modifier per level).'''<br/>
 
{{Property Link|Skill|SRD:Appraise Skill|Appraise}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Control Shape Skill|Control Shape}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Disguise Skill|Disguise}} ([[SRD:Charisma|Cha]]), 
 
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Hide Skill|Hide}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (all skills, taken individually) ([[SRD:Intelligence|Int]]),  
 
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Ride Skill|Ride}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft}} ([[SRD:Intelligence|Int]]),
 
|}
 
  
 +
'''Alignment:''' Any.
 +
{{3.5e Class Simple
 +
|prestige=true
 +
|classname= Apex
 +
|hitdie=Varies
 +
|length=20
 +
|bab=Moderate
 +
|fort=Poor
 +
|ref=Poor
 +
|will=Poor
 +
|specialhead1=rospan="2"{{!}}Morphic Pool
 +
|special1=[[#Mimic Traits|Mimic Traits]], [[#Primary Morphology|Primary Morphology]]{{!!}}2
 +
|special2=—{{!!}}4
 +
|special3=[[#Shift Shape|Shift Shape]]{{!!}}6
 +
|special4=[[#Treasure|Treasure I]]{{!!}}8
 +
|special5=[[#Alternative Morphology|Alternative Morphology 2]]{{!!}}10
 +
|special6=—{{!!}}12
 +
|special7=[[#Treasure|Treasure II]]{{!!}}14
 +
|special8=[[#Alternative Morphology|Alternative Morphology 3]]{{!!}}16
 +
|special9=[[#Luck|Luck]]{{!!}}18
 +
|special10=[[#Meld|Meld]]{{!!}}20
 +
|special11=[[#Treasure|Treasure III]]{{!!}}23
 +
|special12=[[#Swift Shift|Swift Shift]]{{!!}}26
 +
|special13=''[[#Limited Wish|Limited Wish]]''{{!!}}29
 +
|special14=—{{!!}}32
 +
|special15=[[#Treasure|Treasure IV]]{{!!}}35
 +
|special16=[[#Alternative Morphology|Alternative Morphology 4]]{{!!}}38
 +
|special17=''[[#Wish|Wish]]''{{!!}}41
 +
|special18=—{{!!}}44
 +
|special19=[[#Treasure|Treasure V]]{{!!}}47
 +
|special20=[[#Contraption|Contraption]]{{!!}}50
 +
|skillpoints=6
 +
|skills=Appraise, Bluff, Concentration, Control Shape, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Knowledge, Listen, Ride, Search, Sense Motive, Spellcraft}}
 
===Class Features===  
 
===Class Features===  
 
 
All of the following are class features of the mimic.
 
All of the following are class features of the mimic.
  
 
'''Weapon and Armor:''' Mimics cannot use weapons or armor. They are the weapons and armor!
 
'''Weapon and Armor:''' Mimics cannot use weapons or armor. They are the weapons and armor!
  
'''{{Anchor|Mimic Traits}}:''' The players previous race becomes an augmented subtype. Which is used only for targeting abilities (like favored enemy) &mdash;  otherwise lose all racial traits. The player’s type becomes [[SRD:Aberration Type|Aberration]] with [[SRD:Shapechanger Subtype|Shapechanger]] as a subtype.  
+
'''{{Anchor|Mimic Traits}}:''' The players previous race becomes an augmented subtype. Which is used only for targeting abilities (like favored enemy) &mdash;  otherwise lose all racial traits. The player’s type becomes [[SRD:Aberration Type|Aberration]] with [[SRD:Shapechanger Subtype|Shapechanger]] as a subtype.
 
*Becomes immune to: aging, [[SRD:Poison|poison]], sleep effects, [[SRD:Paralyzed|paralysis]], [[SRD:Stunned|stunning]], [[SRD:Disease|disease]], [[SRD:Death Effect|death effects]], [[SRD:Necromancy School|necromancy effects]], death from massive damage.  
 
*Becomes immune to: aging, [[SRD:Poison|poison]], sleep effects, [[SRD:Paralyzed|paralysis]], [[SRD:Stunned|stunning]], [[SRD:Disease|disease]], [[SRD:Death Effect|death effects]], [[SRD:Necromancy School|necromancy effects]], death from massive damage.  
 
*Not subject to: [[SRD:Critical Hit|critical hits]], [[SRD:Nonlethal Damage|nonlethal damage]], [[SRD:Ability Score Loss|ability damage, ability drain]], [[SRD:Fatigued|fatigue]], [[SRD:Exhausted|exhaustion]], or [[SRD:Energy Drain, Negative Levels, and Level Loss|energy drain]].
 
*Not subject to: [[SRD:Critical Hit|critical hits]], [[SRD:Nonlethal Damage|nonlethal damage]], [[SRD:Ability Score Loss|ability damage, ability drain]], [[SRD:Fatigued|fatigue]], [[SRD:Exhausted|exhaustion]], or [[SRD:Energy Drain, Negative Levels, and Level Loss|energy drain]].
Line 145: Line 69:
  
 
However all this comes at a great cost:
 
However all this comes at a great cost:
*Object: Mimics do not have [[SRD:Constitution|Constitution]] scores (see constitution for the normal changes).
+
*Object: Mimics do not have [[SRD:Constitution|Constitution]] scores (see constitution for the normal changes). Do not roll for constitution.
 
*Limited Skills: Mimics '''can only use the listed skills (when in a mimic form):''' Appraise, Balance, Bluff, Concentration (Wisdom modifies instead of Constitution), Control Shape, Decipher Script, Diplomacy, Disguise (Charisma modifies instead of Dexterity), Gather Information, Hide, Intimidate, Knowledge, Listen, Move Silently, Ride (Charisma modifies instead of Dexterity), Search, Sense Motive, Spellcraft, Spot and Survival. Leveling in other classes does not grant skills that are not listed. Checks that involve unlisted skills are automatic failures.
 
*Limited Skills: Mimics '''can only use the listed skills (when in a mimic form):''' Appraise, Balance, Bluff, Concentration (Wisdom modifies instead of Constitution), Control Shape, Decipher Script, Diplomacy, Disguise (Charisma modifies instead of Dexterity), Gather Information, Hide, Intimidate, Knowledge, Listen, Move Silently, Ride (Charisma modifies instead of Dexterity), Search, Sense Motive, Spellcraft, Spot and Survival. Leveling in other classes does not grant skills that are not listed. Checks that involve unlisted skills are automatic failures.
 
*Speechless: Mimics cannot speak unless noted in their morphology. But can understand any known spoken or written language.
 
*Speechless: Mimics cannot speak unless noted in their morphology. But can understand any known spoken or written language.
 
*Are generally blind, but always have [[SRD:Blindsight and Blindsense#Blindsense|blindsense]] in a 30 foot radius.
 
*Are generally blind, but always have [[SRD:Blindsight and Blindsense#Blindsense|blindsense]] in a 30 foot radius.
*Have a -2 penalty to resist polymorphs from other sources.
+
*Have a -4 penalty to resist polymorphs from other sources.
 
*Mimic base speed is ten &mdash;  some mimics cannot move.
 
*Mimic base speed is ten &mdash;  some mimics cannot move.
 
*Has two poor saves.
 
*Has two poor saves.
 +
*Everything gained from the physical body of the old race is completly removed. However, mental ability modifiers and skills relating to them (i.e. control shape, but not balance), and mental spell-like abilities are retained in this new form.
  
 
'''{{Anchor|Primary Morphology}}:''' Mimics morph into a new form on taking this class. The new form is not an alternate form (cannot change back to original), and can be modified. A [[SRD:Search Skill|search]] check that exceeds the mimic’s [[SRD:Disguise Skill|disguise]] check will detect that the object is a mimic. At 1st level, a mimic picks their primary morphology (Jewelry, Weapon, Shield, Chest or Book – see [[#Morphology|morphology]]): taking any additional base traits from it, then taking a number of abilities equal to their Morphic Pool. A mimic can also select from the General morphologies.
 
'''{{Anchor|Primary Morphology}}:''' Mimics morph into a new form on taking this class. The new form is not an alternate form (cannot change back to original), and can be modified. A [[SRD:Search Skill|search]] check that exceeds the mimic’s [[SRD:Disguise Skill|disguise]] check will detect that the object is a mimic. At 1st level, a mimic picks their primary morphology (Jewelry, Weapon, Shield, Chest or Book – see [[#Morphology|morphology]]): taking any additional base traits from it, then taking a number of abilities equal to their Morphic Pool. A mimic can also select from the General morphologies.
  
'''{{Anchor|Shift Shape}}:''' At 3rd level, mimic can slightly alter their base shape (i.e., to look like a different chest or book). This gives a +10 bonus to disguise checks. Weapon and Armor-based mimics can change into a completely different weapon as a full-round action. However, the disguise only lasts for 10 + class level + Charisma modifier minutes.
+
'''{{Anchor|Shift Shape}}:''' At 3rd level, mimic can slightly alter their base shape (i.e., to look like a different chest or book). This gives a +10 bonus to disguise checks. Weapon and Armor-based mimics can change into a completely different weapon. However, the disguise only lasts for 10 + class level + Charisma modifier minutes. It takes two minutes to change forms.
  
 
'''{{Anchor|Treasure}}:''' At 4th level, mimic can add to any treasure gained by the party. Whenever calculating the treasure found at the end of an encounter, add 2% coins, 5% goods, and 7% items.
 
'''{{Anchor|Treasure}}:''' At 4th level, mimic can add to any treasure gained by the party. Whenever calculating the treasure found at the end of an encounter, add 2% coins, 5% goods, and 7% items.
  
At 7th level, instead, add 5% coins, 7% goods, and 10% items.
+
At 7th level, instead, add: 5% coins, 7% goods, and 10% items.
  
At 11th level, instead, add 7% coins, 10% goods, and 12% items, and one extra [[SRD:Wondrous Items|minor wondrous item]] each encounter.
+
At 11th level, instead, add: 7% coins, 10% goods, 12% items, and one extra [[SRD:Wondrous Items#Minor Wondrous Items|minor wondrous item]] each encounter.
  
At 15th level, instead, add 10% coins, 12% goods, and 15% items, and one extra [[SRD:Wondrous Items|medium wondrous item]] each encounter.
+
At 15th level, instead, add: 10% coins, 12% goods, 15% items, and one extra [[SRD:Wondrous Items#Medium Wondrous Items|medium wondrous item]] each encounter.
  
At 19th level, instead, add 12% coins, 15% goods, and 15% items, and two extra [[SRD:Wondrous Items|medium wondrous item]] each encounter.
+
At 19th level, instead, add: 12% coins, 15% goods, 15% items, and two extra [[SRD:Wondrous Items#Medium Wondrous Items|medium wondrous item]] each encounter.
  
 
'''{{Anchor|Alternative Morphology}}:''' At 5th level, mimic can pick another morphology. Mimics treat the secondary morphology as an [[SRD:Alternate Form|alternate form]], it takes two minutes to change forms. Mimic use the morphic pool and the above features mostly the same with their secondary form (i.e. only can use 12 mimic points at 6th level, thus can use all on primary, or split them between primary and secondary).
 
'''{{Anchor|Alternative Morphology}}:''' At 5th level, mimic can pick another morphology. Mimics treat the secondary morphology as an [[SRD:Alternate Form|alternate form]], it takes two minutes to change forms. Mimic use the morphic pool and the above features mostly the same with their secondary form (i.e. only can use 12 mimic points at 6th level, thus can use all on primary, or split them between primary and secondary).
Line 173: Line 98:
 
At 16th level, mimic can pick another morphology. Treat the fourth morphology the same as the second morphology. Additionally can reallocate all mimic points once.
 
At 16th level, mimic can pick another morphology. Treat the fourth morphology the same as the second morphology. Additionally can reallocate all mimic points once.
  
'''{{Anchor|Luck}}:''' At 9th level, the mimic can reroll one failed roll twice per day.
+
'''{{Anchor|Luck}}:''' At 9th level, the mimic can reroll one failed roll twice per day. A mimic can choose to reroll an allies roll instead.
  
 
'''{{Anchor|Meld}}:''' At 10th level, mimic can meld the qualities of two of their forms into a new synergized form. Only two forms. This new form puts together the bonuses of both forms into one. An example would be a chest mimic with a sword replacing one of its arms. However, the two forms cannot be seporated &mdash; the mimic is one object. Any form created must conform to this. This new form is independent of all other forms, it is a super form. Any advancment in the two melded forms adds to this form. But advancement in any forms outside of the two has no effect on this form. Further, the mimic loses the ability to transforms into one of the two melded forms independently.
 
'''{{Anchor|Meld}}:''' At 10th level, mimic can meld the qualities of two of their forms into a new synergized form. Only two forms. This new form puts together the bonuses of both forms into one. An example would be a chest mimic with a sword replacing one of its arms. However, the two forms cannot be seporated &mdash; the mimic is one object. Any form created must conform to this. This new form is independent of all other forms, it is a super form. Any advancment in the two melded forms adds to this form. But advancement in any forms outside of the two has no effect on this form. Further, the mimic loses the ability to transforms into one of the two melded forms independently.
  
 
Shift shape still applies to this new melded form.
 
Shift shape still applies to this new melded form.
 +
 +
'''{{Anchor|Swift Shift}}:''' At 12th level, a mimic can change forms more swiftly. It now only takes a full-round action to change forms (to include disguises and other morphologies).
  
 
'''{{Anchor|Limited Wish}}:''' At 13th level, mimic may grant one ''[[SRD:Limited Wish|limited wish]]'' per session. However the mimic cannot use this on themselves. Yet the mimic can require conditions or quests on the induvidual before the limited wish can be fufilled.
 
'''{{Anchor|Limited Wish}}:''' At 13th level, mimic may grant one ''[[SRD:Limited Wish|limited wish]]'' per session. However the mimic cannot use this on themselves. Yet the mimic can require conditions or quests on the induvidual before the limited wish can be fufilled.
Line 183: Line 110:
 
'''{{Anchor|Wish}}:''' At 17th level, mimic may grant one ''[[SRD:Wish|wish]]'' per three sessions. However the mimic cannot use this on themselves. Yet the mimic can require conditions or quests on the induvidual before the wish can be fufilled.
 
'''{{Anchor|Wish}}:''' At 17th level, mimic may grant one ''[[SRD:Wish|wish]]'' per three sessions. However the mimic cannot use this on themselves. Yet the mimic can require conditions or quests on the induvidual before the wish can be fufilled.
  
'''{{Anchor|Ascension}}:''' At 20th level...
+
'''{{Anchor|Contraption}}:''' At 20th level, the mimic forms can develop into one form; such that all the prior four forms can be used at once. The four forms cannot be seporated, it becomes a contraption with many parts. All prior mimic abilities can be used in this new form.
  
 +
In this form: 1) use the largest form for size, then add powerful build to it; 2) use the largest form for HP, then add 2d6HP; 3) use the highest mode of communication; 4) use the highest mode of motion; 5) no longer limited in skills available (at all); 6) can be a target of critical hits and death from massive damage; 7) both saves become good (reflex and will). Furthermore, you appear as a chest or book (depending on what morph you did not take) with items attached to you and a part of you.
 +
 +
Duplication in selection of points will remain (i.e. taking dancing for the weapon and then the shield); and cannot be reallocated.
 +
 +
An addium is, the mimic can choose to have a pheno-type of only one of their morphologies. Treat like Shift Shape. When doing so, the mimic can act like they are only one of their morphs for spell effects, attack actions, attacks of oppertunity, etc. However, this is only a disguise, which ''[[SRD:True Seeing|true seeing]]'' will reveil.
 +
 +
The mimic also gains another attack action. This attack action is outside normal progession and comes with a penalty. While all selected mimic abilities are now available at once, the time constrains remain on what a mimic can do within a round, and the cost of each action. Economy of motion.
 
==Morphology==
 
==Morphology==
 
 
===Traits===
 
===Traits===
 
The noted traits come with the mimic type chosen, but mimic points can be used to add to these traits.
 
The noted traits come with the mimic type chosen, but mimic points can be used to add to these traits.
 
+
{|class="zebra d20"
{| class="zebra d20"
+
|+Traits
|+ Traits
+
!Type||[[SRD:Race Descriptions#Character Size|Size]]||HD||Comm.||Mobility||Skills||Mimic Form
! Type || Size || HD || Comm. || Mobility || Skills || Vulnerabilities || Mimic Form
 
 
|-
 
|-
| Jewelry || [[SRD:Race Descriptions#Character Size|Diminutive]] || d4 || Telepathy || Immobile || -2<sup>1</sup> || &mdash; || A ring, necklace, bracelet, crown, medal, or other piece of jewelry.
+
|Jewelry||Diminutive<sup>3</sup>||d4||Telepathy||Immobile||-2<sup>1</sup>||class="left"|A ring, necklace, bracelet, crown, medal, or other piece of jewelry.
 
|-
 
|-
| Weapon<sup>2</sup> || [[SRD:Race Descriptions#Character Size|Tiny]]<sup>3</sup> || d6 || Telepathy || Immobile || -2<sup>1</sup> || [[SRD:Electricity Effect|electric]] || A simple [[SRD:Weapons|weapon]]; if a ranged weapon, become the weapon not the ammo.
+
|Weapon<sup>2</sup>||Tiny<sup>3</sup>||d6||Telepathy||Immobile||-2<sup>1</sup>||class="left"|A simple [[SRD:Weapons|weapon]]; if a ranged weapon, become the weapon not the ammo.
 
|-
 
|-
| Shield<sup>2</sup> || [[SRD:Race Descriptions#Character Size|Tiny]]<sup>3</sup> || d8 || Telepathy || Immobile || -2<sup>1</sup> || [[SRD:Electricity Effect|electric]] || Any [[SRD:Armor#Shields|shield]] (excluding a [[SRD:Tower Shield|tower shield]]).
+
|Shield<sup>2</sup>||Tiny<sup>3</sup>||d8||Telepathy||Immobile||-2<sup>1</sup>||class="left"|Any [[SRD:Armor#Shields|shield]] (excluding a [[SRD:Tower Shield|tower shield]]).
 
|-
 
|-
| Chest || [[SRD:Race Descriptions#Character Size|Medium]] || d10 || Speak || Mobile(10’) || [[SRD:Spot Skill|Spot]]<sup>4</sup> || &mdash;  || A chest or box.
+
|Chest||Medium||d10||Speak||Mobile(10’)||[[SRD:Spot Skill|Spot]]<sup>4</sup>||class="left"|A chest or box.
 
|-
 
|-
| Book || [[SRD:Race Descriptions#Character Size|Tiny]] || d4 || Write || Mobile(10’) || +2Knowledge<sup>5</sup> || [[SRD:Fire Effect|fire]], [[SRD:Water Effect|water]] || A book.
+
|Book||Tiny||d4||Write||Mobile(10’)||+2Knowledge<sup>5</sup>||class="left"|A book.
 
|-  
 
|-  
| class="foot" colspan="8" |
+
| class="foot" colspan="7" |
 
#A mimic removes two skills from their available skills (excluding knowledge-based).
 
#A mimic removes two skills from their available skills (excluding knowledge-based).
 
#The wielder considered proficient in the weapon or shield (but only with the mimic).
 
#The wielder considered proficient in the weapon or shield (but only with the mimic).
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#Knowledgeable: +2 bonus to a single type of knowledge (i.e., local, nature, etc.).
 
#Knowledgeable: +2 bonus to a single type of knowledge (i.e., local, nature, etc.).
 
|}
 
|}
 
+
'''HD:''' the hit die the mimic uses each level. '''Comm.:''' the communications the mimic can use. Telepathy only applies to those who touch the mimic (treat like ''[[SRD:Lesser Telepathic Bond|lesser telepathic bond]]''); speech, is just that, the mimic can speak using the normal rules; write, allows the mimic to move ink on it to form words (thus speaking to those who can read). '''Mobility:''' either mobile or immobile: immobile mimic lose their Dexterity score (see [[Dexterity|Dexterity]] for the normal changes); mobile mimic have land speed in paren. '''Skills:''' denote if this type of mimic loses or gains available skills when in this form. '''Form:''' the form the mimic may turn into.
'''HD:''' the hit die the mimic uses each level. '''Comm.:''' the communications the mimic can use. Telepathy only applies to those who touch the mimic (treat like ''[[SRD:Lesser Telepathic Bond|lesser telepathic bond]]''); speech, is just that, the mimic can speak using the normal rules; write, allows the mimic to move ink on it to form words (thus speaking to those who can read). '''Mobility:''' either mobile or immobile: immobile mimic lose their Dexterity score (see [[Dexterity|Dexterity]] for the normal changes); mobile mimic have land speed in paren. '''Skills:''' denote if this type of mimic loses or gains available skills when in this form. '''Vulnerabilities:''' any vulnerabilities that either the mimic or wielder might have &mdash; also take a penalty of 2 against spells with descriptor. '''Form:''' the form the mimic may turn into.
 
 
 
 
===Selections===
 
===Selections===
Unless otherwise noted, each can be selected only once. All cost the same, are permanent and cannot be changed. Make sure to check out general morphologies as well.
+
Unless otherwise noted, each can be selected only once. All cost the same, are permanent and cannot be changed (until level 16). A mimic cannot take a progression unless the prerequisite was taken in a previous level (i.e. if taking Minor Magic for the first time, must wait a level before taking Moderate Magic). Make sure to check out general morphologies as well.  
 
 
 
====Jewelry====
 
====Jewelry====
 
 
Jewelry applies any bonuses upon the wearer (not mimic). Further, the jewelry must be in physical contact with the wearer for there to be any effect. However, all spells can either effect wearer or mimic (mimics choice). Jewelry can spend a mimic point to select from one of the below:
 
Jewelry applies any bonuses upon the wearer (not mimic). Further, the jewelry must be in physical contact with the wearer for there to be any effect. However, all spells can either effect wearer or mimic (mimics choice). Jewelry can spend a mimic point to select from one of the below:
*''Save Bonus:'' +1 to a single save when worn.
+
*''Minor Magic:'' Must have Speak and cannot cast spells that require somatic actions (unless they have still spell). Can cast three 1st-level [[SRD:Spells|spell]], useable at will. Use Wisdom for spell-like abilities. Can be selected up to four times.
*''Minor Magic:'' Must have Speak and cannot cast spells that require somatic actions (unless they have still spell). Can cast three 1st-level [[SRD:Spells|spell]], useable at will. Use Wisdom for spell-like abilities.
+
**''Moderate Magic:'' Must have Minor Magical Item. Learn either two 2nd-level '''or''' one 3rd-level [[SRD:Spells|spell]], that can be used three times per day. Can be selected up to three times.
**''Moderate Magic:'' only if the mimic has Minor Magical Item. Learn either two 2nd-level '''or''' one 3rd-level [[SRD:Spells|spell]], that can be used three times per day.  
+
***''Major Magic:'' Must have Moderate Magical Item. Learn either two 4th-level '''or''' one 5th-level [[SRD:Spells|spell]], that can be used once per day. Can be selected twice.
***''Major Magic:'' only if the mimic has Moderate Magical Item. Learn either two 4th-level '''or''' one 5th-level [[SRD:Spells|spell]], that can be used once per day.  
+
*''Skill Bonus:'' Grant a +2 bonus to two mentally-based (Int, Wis or Cha) skills when being used (applies to the wielder). Can be selected up to four times (to different skills).
*''Skill Bonus:'' Grant a +2 bonus to two mentally-based (Int, Wis or Cha) skills when being used (applies to the wielder).
+
**''Save Bonus:'' Must have Skill Bonus. +1 to a single save when worn. Can be selected up to three times (to different or the same save).
*''Ability Bonus:'' Must be at least 5th level. The wielder gains a permanent bonus to a single ability score equal to 1/3 the mimic’s levels in this class (+3 at 9th level). This bonus stacks with all other ability boosts from other sources (including if the mimic wishes to cast a temporary boost from a spell).
+
***''Ability Bonus:'' Must have Skill Bonus and be at least 5th level. The wielder gains a bonus to a single ability score equal to 1/3 the mimic’s levels in this class (+6 at 18th level). This bonus stacks with all other ability boosts from other sources (including if the mimic wishes to cast a temporary boost from a spell).
 
 
 
====Weapon====
 
====Weapon====
 
Weapons apply any bonuses upon the weapon (the mimic). Weapons can spend a mimic point to select from one of the below:
 
Weapons apply any bonuses upon the weapon (the mimic). Weapons can spend a mimic point to select from one of the below:
 
*''Improved Weapon Quality:'' Can, instead, become a martial [[SRD:Weapons|weapon]].
 
*''Improved Weapon Quality:'' Can, instead, become a martial [[SRD:Weapons|weapon]].
**''Greater Weapon Quality:'' Must have Weapon Quality. Can, instead, become an exotic [[SRD:Weapons|weapon]].
+
**''Greater Weapon Quality:'' Must have Improved Weapon Quality. Can, instead, become an exotic [[SRD:Weapons|weapon]].
 
*''Attack and Damage Bonus:'' Wielder gains a +1 bonus to attack and damage rolls when wielding.
 
*''Attack and Damage Bonus:'' Wielder gains a +1 bonus to attack and damage rolls when wielding.
 
**''Magical Weapon:'' Must have Attack and Damage Bonus. The mimic gains a +2 [[SRD:Magic Weapons#Table: Melee Weapon Special Abilities|weapon special ability]] (or two +1).
 
**''Magical Weapon:'' Must have Attack and Damage Bonus. The mimic gains a +2 [[SRD:Magic Weapons#Table: Melee Weapon Special Abilities|weapon special ability]] (or two +1).
 
***''Improved Magical Weapon:'' Must have Magical Weapon. The mimic gains a +4 [[SRD:Magic Weapons#Table: Melee Weapon Special Abilities|weapon special ability]] (or any combination that totals to 4).
 
***''Improved Magical Weapon:'' Must have Magical Weapon. The mimic gains a +4 [[SRD:Magic Weapons#Table: Melee Weapon Special Abilities|weapon special ability]] (or any combination that totals to 4).
 
+
****''Greater Magical Weapon:'' Must have Improved Magical Weapon. The mimic gains a +6 [[SRD:Magic Weapons#Table: Melee Weapon Special Abilities|weapon special ability]] (or any combination that totals to 6).
 +
*****If full progression: +1+2+4+6=+13
 
====Shield====
 
====Shield====
 
Shields apply any bonuses upon the shield (the mimic). Shields can spend a mimic point to select from one of the below:
 
Shields apply any bonuses upon the shield (the mimic). Shields can spend a mimic point to select from one of the below:
Line 241: Line 169:
 
**''Magical Shield:'' Must have Shield Bonus. The mimic gains a +2 [[SRD:Magic Armor#Table: Shield Special Abilities|shield special ability]] (or two +1).
 
**''Magical Shield:'' Must have Shield Bonus. The mimic gains a +2 [[SRD:Magic Armor#Table: Shield Special Abilities|shield special ability]] (or two +1).
 
***''Improved Magical Shield:'' Must have Magical Shield. The mimic gains a +4 [[SRD:Magic Armor#Table: Shield Special Abilities|shield special ability]] (or any combination that totals to 4).
 
***''Improved Magical Shield:'' Must have Magical Shield. The mimic gains a +4 [[SRD:Magic Armor#Table: Shield Special Abilities|shield special ability]] (or any combination that totals to 4).
 
+
****''Greater Magical Shield:'' Must have Improved Magical Shield. The mimic gains a +6 [[SRD:Magic Armor#Table: Shield Special Abilities|shield special ability]] (or any combination that totals to 6).
 
====Chest====
 
====Chest====
 
Chests apply any bonuses upon the chest (the mimic). The edges of the opening are jagged (like teeth). And there are two handles on each side that can turn into claws &mdash; with an appropriate claw attack (1d6+2). Chests add their Charisma bonus to HP earned each level. Chests can spend a mimic point to select from one of the below:
 
Chests apply any bonuses upon the chest (the mimic). The edges of the opening are jagged (like teeth). And there are two handles on each side that can turn into claws &mdash; with an appropriate claw attack (1d6+2). Chests add their Charisma bonus to HP earned each level. Chests can spend a mimic point to select from one of the below:
Line 249: Line 177:
 
*''Grappler:'' +2 to grapple checks.
 
*''Grappler:'' +2 to grapple checks.
 
**''Improved Claws:'' Must have Grappler. Claws damage increases to 2d6+4.
 
**''Improved Claws:'' Must have Grappler. Claws damage increases to 2d6+4.
 +
***''Extra Arms:'' Must have Improved Claws. Aquire a second set of arms, which deal 1d6+2 damage each.
 
*''Maw:'' Lid attains a bite attack of 1d8.
 
*''Maw:'' Lid attains a bite attack of 1d8.
*''Improve Size:'' Mimic becomes large sized (+2 Strength, -2 Dexterity), and increase movement by 5. (This can be taken in addition to Improve Size &mdash;  see general morphologies.)
+
*''Larger Box:'' Mimic becomes large sized (+2 Strength, -2 Dexterity), and increase movement by 5. (This can be taken in addition to Improve Size &mdash;  see general morphologies.)
 
*''Portable Hole:'' The chest can hold far more than its size (treat as a [[SRD:Bag of Holding|Bag of Holding, Type I]])
 
*''Portable Hole:'' The chest can hold far more than its size (treat as a [[SRD:Bag of Holding|Bag of Holding, Type I]])
 
**''Improved Portable Hole:'' Must have Portable Hole. Treat as a [[SRD:Bag of Holding|Bag of Holding, Type III]])
 
**''Improved Portable Hole:'' Must have Portable Hole. Treat as a [[SRD:Bag of Holding|Bag of Holding, Type III]])
 
*''Lock:'' Must be at least 4th level. Gain a lock that requires an Open Lock DC (10+1/2HD+Charisma modifier) check to open.
 
*''Lock:'' Must be at least 4th level. Gain a lock that requires an Open Lock DC (10+1/2HD+Charisma modifier) check to open.
 
 
====Book====
 
====Book====
Books apply the knowledge bonus on the reader and book (the mimic). Books can spend a mimic point to select from one of the below:
+
Books apply the knowledge bonus on the reader and the book (the mimic). Books can spend a mimic point to select from one of the below:
 
*''Improved Knowledge:'' Improve the chosen knowledge skill bonus by 3 (to +5 total). Then pick a secondary knowledge type, get a +1 bonus with it.   
 
*''Improved Knowledge:'' Improve the chosen knowledge skill bonus by 3 (to +5 total). Then pick a secondary knowledge type, get a +1 bonus with it.   
 
**''Greater Knowledge:'' Must have Improved Knowledge. Secondary improves by +2 (to +3 total). Then pick a third knowledge skill, which gets a +1 bonus.
 
**''Greater Knowledge:'' Must have Improved Knowledge. Secondary improves by +2 (to +3 total). Then pick a third knowledge skill, which gets a +1 bonus.
 
*''Quill:'' Gain a companion quill that may be used to write on the book. This quill can be telekinetically controlled if within a 15’ radius, as an attack action. The quill becomes a normal quill when outside the radius. The quill can attack dealing 1d6 damage, and can inject ink, poison or a cure if lethal damage is dealt. The quill also has piercing 2 (in other words it ignores 2 DR). If destroyed, the mimic can manifest a new quill as a standard action. The quill never requires ink, but does need material if injecting other substances. Mimics can use the quill to open locks. The [[SRD:Open Lock Skill|open locks]] skill is added to usable skills only on locks with DC no greater than 25.
 
*''Quill:'' Gain a companion quill that may be used to write on the book. This quill can be telekinetically controlled if within a 15’ radius, as an attack action. The quill becomes a normal quill when outside the radius. The quill can attack dealing 1d6 damage, and can inject ink, poison or a cure if lethal damage is dealt. The quill also has piercing 2 (in other words it ignores 2 DR). If destroyed, the mimic can manifest a new quill as a standard action. The quill never requires ink, but does need material if injecting other substances. Mimics can use the quill to open locks. The [[SRD:Open Lock Skill|open locks]] skill is added to usable skills only on locks with DC no greater than 25.
*''Wizard Spell Book:'' Must be at least 3rd level and have Speak and cannot cast spells that require somatic actions (unless the mimic has still spell). (If the Quill morphology is taken, then neither requirement is necessary.) Mimics are treated as spellbooks of a [[SRD:Wizard|wizard]] of a level equal to their class level plus one half their HD. Mimics do not receive familiars, bonus feats, wizard: BAB, Saving throws or class skills. But for all other purposes (spells per day, prepared arcane spellcaster, school specialization, Intelligence for spellcasting), they are a wizard. Books are able to cast spells unaided.
+
*''Wizard Spell Book:'' Must be at least 3rd level and have Speak and cannot cast spells that require somatic actions (unless the mimic has still spell). (If the Quill morphology is taken, then neither requirement is necessary.) Mimics are treated as spellbooks of a [[SRD:Wizard|wizard]] of a level equal to their class level. Mimics do not receive familiars, bonus feats, wizard: BAB, saving throws or class skills. But for all other purposes (spells per day, prepared arcane spellcaster, school specialization, Intelligence for spellcasting), they are a wizard. Books are able to cast spells unaided.
 +
**''Familiar:'' Must have Wizard Spell Book. Obtain a [[SRD:Familiars|familiar]] as a [[SRD:Wizard|wizard]].
 +
***''Animal Companion:'' Must have Familiar. Replace the familiar with a [[SRD:Druid's Animal Companion|animal companion]] as a [[SRD:Druid|druid]].
 +
**''Change Spell Book:'' Must have Wizard Spell Book, and can only be selected once. Change the spellbook type to something other than wizard. If familiar or animal companion were already select they transfer over to the new type.
 
*''Lock:'' Must be at least 4th level. Gain a lock that requires an Open Lock DC (10+1/2HD+Charisma modifier) check to open.
 
*''Lock:'' Must be at least 4th level. Gain a lock that requires an Open Lock DC (10+1/2HD+Charisma modifier) check to open.
 
 
====General====
 
====General====
 
General morphologies can be selected for any shape &mdash;  but only once for each shape:
 
General morphologies can be selected for any shape &mdash;  but only once for each shape:
Line 269: Line 199:
 
*''Telepathy:'' Can communicate in the general area (treat as ''[[SRD:Telepathic Bond|telepathic bond]]''). (Most mimics have a lesser form of communication.)
 
*''Telepathy:'' Can communicate in the general area (treat as ''[[SRD:Telepathic Bond|telepathic bond]]''). (Most mimics have a lesser form of communication.)
 
*''Still Spells:'' Acquire the [[SRD:Still Spell|still spell]] feat.
 
*''Still Spells:'' Acquire the [[SRD:Still Spell|still spell]] feat.
 +
*''Improved Speed:'' Must be mobile. Increases highest movement speed by 20 feet.
 
*''Improved Hit Die:'' Must be at least 2nd level. Improve the mimic’s HD one step (i.e. d10 to d12).  
 
*''Improved Hit Die:'' Must be at least 2nd level. Improve the mimic’s HD one step (i.e. d10 to d12).  
*''Reduce Size:'' Must be at least 3rd level. Mimic can shrink one size category, and may toggle between the two categories as a free action.
+
*''Reduce Size:'' Must be at least 3rd level. Mimic can shrink one size category, and may toggle between the two categories as a move action.
 
*''Dancing:'' Must be at least 4th level. Gain a [[SRD:Fly|fly speed]] of 30 feet (good). Reacquire a Dexterity score if naturally immobile.
 
*''Dancing:'' Must be at least 4th level. Gain a [[SRD:Fly|fly speed]] of 30 feet (good). Reacquire a Dexterity score if naturally immobile.
*''Improve Size:'' Must be at least 5th level. Mimic can enlarge one size category, and may toggle between the two categories as a free action.
+
*''Improve Size:'' Must be at least 5th level. Mimic can enlarge one size category, and may toggle between the two categories as a move action.
 
*''Blindsight:'' Must be at least 5th level. [[SRD:Blindsight and Blindsense#Blindsight|Blindsight]] in a ten foot radius.
 
*''Blindsight:'' Must be at least 5th level. [[SRD:Blindsight and Blindsense#Blindsight|Blindsight]] in a ten foot radius.
*''Hardened:'' Must be at least 6th level. Gain [[SRD:Damage Reduction|DR]] 1/&mdash;  (improves by one every 3 class levels after). This DR stacks with all other forms of DR. Also get a +3 bonus against sunder attempts (+1 for every three class levels after).
+
*''Hardened: '' Must be at least 6th level. Gain [[SRD:Damage Reduction|DR]] 1/&mdash;  (improves by one every 3 class levels after). This DR stacks with all other forms of DR. Also get a +3 bonus against sunder attempts (+1 for every three class levels after).
 
+
*''Control Shape:'' Must be at least 7th level. Gain a +5 bonus to the Control Shape and Disguise Skills, and the penalty to resist polymorphs from other sources changes to -2.
 +
*''Guardian:'' Must be at least 9th level. Can summon as ''[[SRD:Summon Monster III|summon monster III]]'', 3 times per day. A mimic can have a guardian and familiar or animal companion.
 +
**''Improved Guardian:'' Must be at least 12th level and have Guardian. Replace old spell with ''[[SRD:Summon Monster IV|summon monster IV]]''.
 +
***''Greater Guardian:'' Must be at least 15th level and have Improved Guardian. Replace old spell with ''[[SRD:Summon Monster V|summon monster V]]''.
 
===Mimic Lore===
 
===Mimic Lore===
 
 
Characters with ranks in Knowledge (dungeoneering) 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.
 
Characters with ranks in Knowledge (dungeoneering) 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.
 
+
{|class="zebra d20"
{| class="zebra d20"
+
|+[[SRD:Knowledge Skill|Knowledge]] (Dungeoneering)
|+ [[SRD:Knowledge Skill|Knowledge]] (Dungeoneering)
+
!DC||class="left"|Result
! DC || class="left" | Result
 
 
|-
 
|-
| 5 || Mimics are a tale to keep robbers from treasure.
+
|5||class="left"|Mimics are a tale to keep robbers from treasure.
 
|-
 
|-
| 10 || Mimics are simply a magical trap.
+
|10||class="left"|Mimics are simply a magical trap.
 
|-
 
|-
| 15 || Mimics are intelligent beings with a will of their own that commonly take the form of objects, weapons, etc.
+
|15||class="left"|Mimics are intelligent beings with a will of their own that commonly take the form of objects, weapons, etc.
 
|-
 
|-
| 20 || High level mimics have more than one form. Also gives info on specific mimics.
+
|20||class="left"|High level mimics have more than one form. Also gives info on specific mimics.
 
|}
 
|}
 
 
===Other Classes and Forms===
 
===Other Classes and Forms===
 
+
When in a mimic form mimics are very limited in what they can physically do, which makes them weak when ranking in other classes. However, should a mimic gain a new form outside their original or mimic form(s), they can treat the new physical form as normal. Gain the abilities and features that are natural to the normal world.
When in a mimic form mimics are very limited in what they can physically do, which makes them weak when ranking in other classes (excluding Book mimic, which are awesome when ranking in any other magic class). However, should a mimic gain a new form outside their original or mimic form(s), they can treat the new physical form as normal. Gain the abilities and features that are natural to the normal world.
 
 
 
 
----
 
----
{{3.5e Base Classes Breadcrumb}}
+
{{3.5e Base Classes Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Class]] [[Category:Base Class]]
[[Category:3.5e]]
+
{{Navboxes}}
[[Category:User]]
 
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1



Alternate Magic, Other Full

Intelligent Item[edit]

Ever wanted to be an intelligent item? To be the mad conscience inside a player’s weapon? To be the malicious artifact that the party carries around but has a will of its own? The intelligent item class is for all those who think the mimic monster is the awesome — but were always disappointed they could not play one.

Making an Intelligent Item[edit]

Intelligent items are called “mimics” for short for all naming below.

Mimics come in many shapes and sizes. There are five different morphologies which a mimic can selectively advance in. The five types of mimic are: jewelry, weapon, shield, chest, and book. At higher levels mimic can advance their shape, and even have multiple shapes -- developing into the final contraption.

Abilities: all mimics do not have Constitution scores (do not roll for it), additionally three out of the five types of mimic also do not have Dexterity scores (they cannot move independently). Those that are immobile can gain the dancing property (regaining their Dexterity score), but otherwise requiring another to move them. Ability choices rely on what type of mimic the player wishes to become: Jewelry uses Wisdom for spell-like abilities, Weapons and Shields use Strength for attack, Chests use their Charisma score for hit point bonuses each level (only chests get a bonus to hit points from ability scores), and Books use their Intelligence score for spell-casting. Charisma plays an important role later on.

Race: The thing about race is almost all racial traits are removed at the beginning of this class. Some ability modifiers, skill bonuses, and spell-like abilities remain. But the physical body is permanently changed on taking this class. Also the old race type becomes an augmented descriptor, nothing more.

Feats, Skills, and other PC: Player attains feats, skills, and ability advancement as normal. The race and class merge into one, but everything else remains the same.

Alignment: Any.

Table: The Apex

Hit Die: dVaries

Level Base
Attack Bonus
Saving Throws Special Morphic Pool
Fort Ref Will
1st +0 +0 +0 +0 Mimic Traits, Primary Morphology 2
2nd +1 +0 +0 +0 4
3rd +2 +1 +1 +1 Shift Shape 6
4th +3 +1 +1 +1 Treasure I 8
5th +3 +1 +1 +1 Alternative Morphology 2 10
6th +4 +2 +2 +2 12
7th +5 +2 +2 +2 Treasure II 14
8th +6/+1 +2 +2 +2 Alternative Morphology 3 16
9th +6/+1 +3 +3 +3 Luck 18
10th +7/+2 +3 +3 +3 Meld 20
11th +8/+3 +3 +3 +3 Treasure III 23
12th +9/+4 +4 +4 +4 Swift Shift 26
13th +9/+4 +4 +4 +4 Limited Wish 29
14th +10/+5 +4 +4 +4 32
15th +11/+6/+1 +5 +5 +5 Treasure IV 35
16th +12/+7/+2 +5 +5 +5 Alternative Morphology 4 38
17th +12/+7/+2 +5 +5 +5 Wish 41
18th +13/+8/+3 +6 +6 +6 44
19th +14/+9/+4 +6 +6 +6 Treasure V 47
20th +15/+10/+5 +6 +6 +6 Contraption 50

Class Skills (6 + Int modifier per level)
Appraise (Int), Bluff (Cha), Concentration (Con), Control Shape (Wis), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int).

Class Features[edit]

All of the following are class features of the mimic.

Weapon and Armor: Mimics cannot use weapons or armor. They are the weapons and armor!

Mimic Traits: The players previous race becomes an augmented subtype. Which is used only for targeting abilities (like favored enemy) — otherwise lose all racial traits. The player’s type becomes Aberration with Shapechanger as a subtype.

However all this comes at a great cost:

  • Object: Mimics do not have Constitution scores (see constitution for the normal changes). Do not roll for constitution.
  • Limited Skills: Mimics can only use the listed skills (when in a mimic form): Appraise, Balance, Bluff, Concentration (Wisdom modifies instead of Constitution), Control Shape, Decipher Script, Diplomacy, Disguise (Charisma modifies instead of Dexterity), Gather Information, Hide, Intimidate, Knowledge, Listen, Move Silently, Ride (Charisma modifies instead of Dexterity), Search, Sense Motive, Spellcraft, Spot and Survival. Leveling in other classes does not grant skills that are not listed. Checks that involve unlisted skills are automatic failures.
  • Speechless: Mimics cannot speak unless noted in their morphology. But can understand any known spoken or written language.
  • Are generally blind, but always have blindsense in a 30 foot radius.
  • Have a -4 penalty to resist polymorphs from other sources.
  • Mimic base speed is ten — some mimics cannot move.
  • Has two poor saves.
  • Everything gained from the physical body of the old race is completly removed. However, mental ability modifiers and skills relating to them (i.e. control shape, but not balance), and mental spell-like abilities are retained in this new form.

Primary Morphology: Mimics morph into a new form on taking this class. The new form is not an alternate form (cannot change back to original), and can be modified. A search check that exceeds the mimic’s disguise check will detect that the object is a mimic. At 1st level, a mimic picks their primary morphology (Jewelry, Weapon, Shield, Chest or Book – see morphology): taking any additional base traits from it, then taking a number of abilities equal to their Morphic Pool. A mimic can also select from the General morphologies.

Shift Shape: At 3rd level, mimic can slightly alter their base shape (i.e., to look like a different chest or book). This gives a +10 bonus to disguise checks. Weapon and Armor-based mimics can change into a completely different weapon. However, the disguise only lasts for 10 + class level + Charisma modifier minutes. It takes two minutes to change forms.

Treasure: At 4th level, mimic can add to any treasure gained by the party. Whenever calculating the treasure found at the end of an encounter, add 2% coins, 5% goods, and 7% items.

At 7th level, instead, add: 5% coins, 7% goods, and 10% items.

At 11th level, instead, add: 7% coins, 10% goods, 12% items, and one extra minor wondrous item each encounter.

At 15th level, instead, add: 10% coins, 12% goods, 15% items, and one extra medium wondrous item each encounter.

At 19th level, instead, add: 12% coins, 15% goods, 15% items, and two extra medium wondrous item each encounter.

Alternative Morphology: At 5th level, mimic can pick another morphology. Mimics treat the secondary morphology as an alternate form, it takes two minutes to change forms. Mimic use the morphic pool and the above features mostly the same with their secondary form (i.e. only can use 12 mimic points at 6th level, thus can use all on primary, or split them between primary and secondary).

At 8th level, mimic can pick another morphology. Treat the third morphology the same as the second morphology.

At 16th level, mimic can pick another morphology. Treat the fourth morphology the same as the second morphology. Additionally can reallocate all mimic points once.

Luck: At 9th level, the mimic can reroll one failed roll twice per day. A mimic can choose to reroll an allies roll instead.

Meld: At 10th level, mimic can meld the qualities of two of their forms into a new synergized form. Only two forms. This new form puts together the bonuses of both forms into one. An example would be a chest mimic with a sword replacing one of its arms. However, the two forms cannot be seporated — the mimic is one object. Any form created must conform to this. This new form is independent of all other forms, it is a super form. Any advancment in the two melded forms adds to this form. But advancement in any forms outside of the two has no effect on this form. Further, the mimic loses the ability to transforms into one of the two melded forms independently.

Shift shape still applies to this new melded form.

Swift Shift: At 12th level, a mimic can change forms more swiftly. It now only takes a full-round action to change forms (to include disguises and other morphologies).

Limited Wish: At 13th level, mimic may grant one limited wish per session. However the mimic cannot use this on themselves. Yet the mimic can require conditions or quests on the induvidual before the limited wish can be fufilled.

Wish: At 17th level, mimic may grant one wish per three sessions. However the mimic cannot use this on themselves. Yet the mimic can require conditions or quests on the induvidual before the wish can be fufilled.

Contraption: At 20th level, the mimic forms can develop into one form; such that all the prior four forms can be used at once. The four forms cannot be seporated, it becomes a contraption with many parts. All prior mimic abilities can be used in this new form.

In this form: 1) use the largest form for size, then add powerful build to it; 2) use the largest form for HP, then add 2d6HP; 3) use the highest mode of communication; 4) use the highest mode of motion; 5) no longer limited in skills available (at all); 6) can be a target of critical hits and death from massive damage; 7) both saves become good (reflex and will). Furthermore, you appear as a chest or book (depending on what morph you did not take) with items attached to you and a part of you.

Duplication in selection of points will remain (i.e. taking dancing for the weapon and then the shield); and cannot be reallocated.

An addium is, the mimic can choose to have a pheno-type of only one of their morphologies. Treat like Shift Shape. When doing so, the mimic can act like they are only one of their morphs for spell effects, attack actions, attacks of oppertunity, etc. However, this is only a disguise, which true seeing will reveil.

The mimic also gains another attack action. This attack action is outside normal progession and comes with a penalty. While all selected mimic abilities are now available at once, the time constrains remain on what a mimic can do within a round, and the cost of each action. Economy of motion.

Morphology[edit]

Traits[edit]

The noted traits come with the mimic type chosen, but mimic points can be used to add to these traits.

Traits
Type Size HD Comm. Mobility Skills Mimic Form
Jewelry Diminutive3 d4 Telepathy Immobile -21 A ring, necklace, bracelet, crown, medal, or other piece of jewelry.
Weapon2 Tiny3 d6 Telepathy Immobile -21 A simple weapon; if a ranged weapon, become the weapon not the ammo.
Shield2 Tiny3 d8 Telepathy Immobile -21 Any shield (excluding a tower shield).
Chest Medium d10 Speak Mobile(10’) Spot4 A chest or box.
Book Tiny d4 Write Mobile(10’) +2Knowledge5 A book.
  1. A mimic removes two skills from their available skills (excluding knowledge-based).
  2. The wielder considered proficient in the weapon or shield (but only with the mimic).
  3. Properly sized for a medium-sized creature.
  4. Spot becomes an available skill (they are not blind).
  5. Knowledgeable: +2 bonus to a single type of knowledge (i.e., local, nature, etc.).

HD: the hit die the mimic uses each level. Comm.: the communications the mimic can use. Telepathy only applies to those who touch the mimic (treat like lesser telepathic bond); speech, is just that, the mimic can speak using the normal rules; write, allows the mimic to move ink on it to form words (thus speaking to those who can read). Mobility: either mobile or immobile: immobile mimic lose their Dexterity score (see Dexterity for the normal changes); mobile mimic have land speed in paren. Skills: denote if this type of mimic loses or gains available skills when in this form. Form: the form the mimic may turn into.

Selections[edit]

Unless otherwise noted, each can be selected only once. All cost the same, are permanent and cannot be changed (until level 16). A mimic cannot take a progression unless the prerequisite was taken in a previous level (i.e. if taking Minor Magic for the first time, must wait a level before taking Moderate Magic). Make sure to check out general morphologies as well.

Jewelry[edit]

Jewelry applies any bonuses upon the wearer (not mimic). Further, the jewelry must be in physical contact with the wearer for there to be any effect. However, all spells can either effect wearer or mimic (mimics choice). Jewelry can spend a mimic point to select from one of the below:

  • Minor Magic: Must have Speak and cannot cast spells that require somatic actions (unless they have still spell). Can cast three 1st-level spell, useable at will. Use Wisdom for spell-like abilities. Can be selected up to four times.
    • Moderate Magic: Must have Minor Magical Item. Learn either two 2nd-level or one 3rd-level spell, that can be used three times per day. Can be selected up to three times.
      • Major Magic: Must have Moderate Magical Item. Learn either two 4th-level or one 5th-level spell, that can be used once per day. Can be selected twice.
  • Skill Bonus: Grant a +2 bonus to two mentally-based (Int, Wis or Cha) skills when being used (applies to the wielder). Can be selected up to four times (to different skills).
    • Save Bonus: Must have Skill Bonus. +1 to a single save when worn. Can be selected up to three times (to different or the same save).
      • Ability Bonus: Must have Skill Bonus and be at least 5th level. The wielder gains a bonus to a single ability score equal to 1/3 the mimic’s levels in this class (+6 at 18th level). This bonus stacks with all other ability boosts from other sources (including if the mimic wishes to cast a temporary boost from a spell).

Weapon[edit]

Weapons apply any bonuses upon the weapon (the mimic). Weapons can spend a mimic point to select from one of the below:

  • Improved Weapon Quality: Can, instead, become a martial weapon.
    • Greater Weapon Quality: Must have Improved Weapon Quality. Can, instead, become an exotic weapon.
  • Attack and Damage Bonus: Wielder gains a +1 bonus to attack and damage rolls when wielding.
    • Magical Weapon: Must have Attack and Damage Bonus. The mimic gains a +2 weapon special ability (or two +1).
      • Improved Magical Weapon: Must have Magical Weapon. The mimic gains a +4 weapon special ability (or any combination that totals to 4).
        • Greater Magical Weapon: Must have Improved Magical Weapon. The mimic gains a +6 weapon special ability (or any combination that totals to 6).
          • If full progression: +1+2+4+6=+13

Shield[edit]

Shields apply any bonuses upon the shield (the mimic). Shields can spend a mimic point to select from one of the below:

  • Improved Shield Quality: can become a tower shield.
  • Shield Bonus: Shield AC bonus improves by 1, and armor check penalty with tower shields is reduced to 5.
    • Magical Shield: Must have Shield Bonus. The mimic gains a +2 shield special ability (or two +1).
      • Improved Magical Shield: Must have Magical Shield. The mimic gains a +4 shield special ability (or any combination that totals to 4).
        • Greater Magical Shield: Must have Improved Magical Shield. The mimic gains a +6 shield special ability (or any combination that totals to 6).

Chest[edit]

Chests apply any bonuses upon the chest (the mimic). The edges of the opening are jagged (like teeth). And there are two handles on each side that can turn into claws — with an appropriate claw attack (1d6+2). Chests add their Charisma bonus to HP earned each level. Chests can spend a mimic point to select from one of the below:

  • Armor Bonus: +1 to natural armor, and natural armor can be enchanted.
    • Magical Armor: Must have Armor Bonus. The mimic gains a +2 armor special ability (or two +1).
      • Improved Magical Armor: Must have Magical Armor. The mimic gains a +4 armor special ability (or any combination that totals to 4).
  • Grappler: +2 to grapple checks.
    • Improved Claws: Must have Grappler. Claws damage increases to 2d6+4.
      • Extra Arms: Must have Improved Claws. Aquire a second set of arms, which deal 1d6+2 damage each.
  • Maw: Lid attains a bite attack of 1d8.
  • Larger Box: Mimic becomes large sized (+2 Strength, -2 Dexterity), and increase movement by 5. (This can be taken in addition to Improve Size — see general morphologies.)
  • Portable Hole: The chest can hold far more than its size (treat as a Bag of Holding, Type I)
  • Lock: Must be at least 4th level. Gain a lock that requires an Open Lock DC (10+1/2HD+Charisma modifier) check to open.

Book[edit]

Books apply the knowledge bonus on the reader and the book (the mimic). Books can spend a mimic point to select from one of the below:

  • Improved Knowledge: Improve the chosen knowledge skill bonus by 3 (to +5 total). Then pick a secondary knowledge type, get a +1 bonus with it.
    • Greater Knowledge: Must have Improved Knowledge. Secondary improves by +2 (to +3 total). Then pick a third knowledge skill, which gets a +1 bonus.
  • Quill: Gain a companion quill that may be used to write on the book. This quill can be telekinetically controlled if within a 15’ radius, as an attack action. The quill becomes a normal quill when outside the radius. The quill can attack dealing 1d6 damage, and can inject ink, poison or a cure if lethal damage is dealt. The quill also has piercing 2 (in other words it ignores 2 DR). If destroyed, the mimic can manifest a new quill as a standard action. The quill never requires ink, but does need material if injecting other substances. Mimics can use the quill to open locks. The open locks skill is added to usable skills only on locks with DC no greater than 25.
  • Wizard Spell Book: Must be at least 3rd level and have Speak and cannot cast spells that require somatic actions (unless the mimic has still spell). (If the Quill morphology is taken, then neither requirement is necessary.) Mimics are treated as spellbooks of a wizard of a level equal to their class level. Mimics do not receive familiars, bonus feats, wizard: BAB, saving throws or class skills. But for all other purposes (spells per day, prepared arcane spellcaster, school specialization, Intelligence for spellcasting), they are a wizard. Books are able to cast spells unaided.
    • Familiar: Must have Wizard Spell Book. Obtain a familiar as a wizard.
    • Change Spell Book: Must have Wizard Spell Book, and can only be selected once. Change the spellbook type to something other than wizard. If familiar or animal companion were already select they transfer over to the new type.
  • Lock: Must be at least 4th level. Gain a lock that requires an Open Lock DC (10+1/2HD+Charisma modifier) check to open.

General[edit]

General morphologies can be selected for any shape — but only once for each shape:

  • Eyes: Spot becomes a usable skill.
  • Speak: Can speak any language known, which can be of any desired voice. This voice emanates from the item. (Some mimic can speak as a morphic trait.)
  • Telepathy: Can communicate in the general area (treat as telepathic bond). (Most mimics have a lesser form of communication.)
  • Still Spells: Acquire the still spell feat.
  • Improved Speed: Must be mobile. Increases highest movement speed by 20 feet.
  • Improved Hit Die: Must be at least 2nd level. Improve the mimic’s HD one step (i.e. d10 to d12).
  • Reduce Size: Must be at least 3rd level. Mimic can shrink one size category, and may toggle between the two categories as a move action.
  • Dancing: Must be at least 4th level. Gain a fly speed of 30 feet (good). Reacquire a Dexterity score if naturally immobile.
  • Improve Size: Must be at least 5th level. Mimic can enlarge one size category, and may toggle between the two categories as a move action.
  • Blindsight: Must be at least 5th level. Blindsight in a ten foot radius.
  • Hardened: Must be at least 6th level. Gain DR 1/— (improves by one every 3 class levels after). This DR stacks with all other forms of DR. Also get a +3 bonus against sunder attempts (+1 for every three class levels after).
  • Control Shape: Must be at least 7th level. Gain a +5 bonus to the Control Shape and Disguise Skills, and the penalty to resist polymorphs from other sources changes to -2.
  • Guardian: Must be at least 9th level. Can summon as summon monster III, 3 times per day. A mimic can have a guardian and familiar or animal companion.
    • Improved Guardian: Must be at least 12th level and have Guardian. Replace old spell with summon monster IV.
      • Greater Guardian: Must be at least 15th level and have Improved Guardian. Replace old spell with summon monster V.

Mimic Lore[edit]

Characters with ranks in Knowledge (dungeoneering) 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 (Dungeoneering)
DC Result
5 Mimics are a tale to keep robbers from treasure.
10 Mimics are simply a magical trap.
15 Mimics are intelligent beings with a will of their own that commonly take the form of objects, weapons, etc.
20 High level mimics have more than one form. Also gives info on specific mimics.

Other Classes and Forms[edit]

When in a mimic form mimics are very limited in what they can physically do, which makes them weak when ranking in other classes. However, should a mimic gain a new form outside their original or mimic form(s), they can treat the new physical form as normal. Gain the abilities and features that are natural to the normal world.


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Franken Kesey's Homebrew (123 Articles)
Franken Keseyv
Article BalanceVery High +
AuthorFranken Kesey +
Base Attack Bonus ProgressionModerate +
Class AbilityAlternate Magic + and Other +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Help Wanted ReasonMaking it playable. +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
Rated ByZhenra-Khal +
RatingRating Pending +
Reflex Save ProgressionPoor +
SkillAppraise +, Bluff +, Concentration +, Control Shape +, Diplomacy +, Disguise +, Gather Information +, Hide +, Intimidate +, Knowledge +, Listen +, Ride +, Search +, Sense Motive + and Spellcraft +
Skill Points6 +
SummaryEver wanted to be an intelligent item? To
Ever wanted to be an intelligent item? To be the mad conscience inside a player’s weapon? To be the malicious artifact that the party carries around but has a will of its own? The intelligent item class is for all those who think the mimic monster is the awesome — but were always disappointed they could not play one.
ways disappointed they could not play one. +
TitleIntelligent Item +
Will Save ProgressionPoor +