Another character class for my home game. This one is more original, based on something one of my players wanted to do. The Mime is a "job" from the Final Fantasy video games, apparently. Something I don't play. This is vastly simplified from a 3.5e homebrew class he sent me a link for. Curious to see what others think of a class like this.
It's still a work in progress as we play test it, but your comments are welcome!
Master impersonator, spy and infiltrator, this is the value of the Mime. Mimes possess a unique ability which allows them to copy the skills of other members of the party or others they meet over the course of their adventures. The lack of their own identity makes the Mime somewhat schizophrenic, with their behavior and clothing reflecting this peculiar demeanor.
Mime Class Abilities
Weapon/Armor Restrictions: Mimes may use any one-handed weapons, and may wear leather or chain armor. They may not use shields.
Skill Mimic: The unique power of the Mime is his ability to touch a victim and thereby gain one of his class abilities, i.e. the Turning power of a Cleric, the Combat Machine ability of a Fighter or even the paralyzing touch of a ghoul. By observing a potential target, the Mime will instinctively know a “stealable” power when he sees it performed and can specifically target that ability to take. If he does not know what abilities the target possesses, one will be acquired at random. In order to use this skill, the Mime must have a willing target or make a successful touch attack against it. Once he does so, he will assimilate the ability and be able to use it as if he possessed it as a member of the class or race he took it from, at a level equal to his level as a Mime.
The Mime may initially possess only one such ability at any given time. If he uses this power to take another skill, he loses the previously know skill. He gains the ability to steal additional skills at 3rd, 6th and 9th levels, for a total of 4. Once he can use multiple stolen abilities, taking a new power from a victim results in the loss of one of his others at random. It is only at 7th level that the Mime can choose which skill to replace with the new one.
Spell Filching: The Mime may duplicate the ability of his target to cast a particular spell. The Mime may choose the desired spell, if he knows the target is able to cast it, otherwise the spell is chosen at random from the caster’s current spell selections. At 3rd level he may have two spells copied, three at 6th and four at 9th. The Mime can cast any of his known spells at will, up to a total number of spells per day as shown on the Mime Advancement Table.
Visual Replication: Upon reaching 9th level, the Mime can duplicate the abilities or spells of his targets without needing to make a touch attack.
Doppelganger: At 10th level, the Mime reaches the pinnacle of his skills. No longer limited to stealing individual abilities, the he can now duplicate the full skill set of a victim – all abilities, spells, etc. In doing so, the Mime loses all previously known skills and spells, as well as losing his spell slots for the day. He becomes his target an all ways except for physical appearance, taking on the BAB, Saving Throw and hit points of the victim in addition to his skills and spells. This ability is usable once per day, lasting until the Mime either chooses to revert to his normal self or rests for 8 hours.
Saving Throw: Mimes gain a +2 bonus on saving throws vs. draining or altering magical attacks.
Experience Bonus for Charisma: Wisdom is the Prime Attribute for Mimes, meaning that a high wisdom score grants them an additional 5% experience.