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A mime is traditionally just an entertainer. While many are street performers, others are practiced actors, part-time skit artists, or young adults exploring their options. Some mime as a job, a hobby in their off-time, or as a means of sustenance; even fewer search for a greater connection to the art.

The search for connection may come as desperation, passion, or curiosity. Often times, many search to embolden and develop more intrinsic performances for greater wealth and fame. Others get inquisitive and become so passionate about miming they get lost in it.

Through practice and determination, a mime develops a connection to the 7th veil, the cosmic envelope of trickery, madness, and knowledge. The mime’s mundane performances begin to take on a life of their own. While the mime still acts on her own, her acts begin to become a part of her.

Role: Without a voice, the mime can train in an array of masquerades that mock other classes. Unlike other classes, her individual abilities are not remarkably powerful, but she has the capacity to swiftly blend her masquerades in ways other classes cannot.

Eventually she becomes able to make a full attack while casting a favored spell, gaining temporary hit points, and adding significant damage to the end of her attack all within the same move. While she can fill any role to a point, she cannot fill it as well as any others who may be geared for said particular role; the mime does best as a secondary or utility support character who backs up other roles that may already be filled.

Alignment: Any neutral

A mime who cannot see through an unbiased view, ceases to be of a neutral alignment, or in any other way severs her connection to the 7th veil loses access to all supernatural, spell-like, and masquerade class features. She may not progress any further in levels as a mime. She regains her abilities and advancement potential if she atones for her violations (see atonement), as appropriate.

Hit Dice: d8

Starting Wealth: 3d6 × 10 gp (average 105 gp.). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The mime’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), and Sleight of Hand (Dex).

Skill Ranks Per Level: 2 + Int modifier

Class Features[]

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Charade, reticence
2nd +1 +0 +0 +3 Mocking performance
3rd +2 +1 +1 +3 Mime talent
4th +3 +1 +1 +4 Mime trap (5 ft)
5th +3 +1 +1 +4 Reticence, mocking performance
6th +4 +2 +2 +5 Mime talent
7th +5 +2 +2 +5 Monkey see
8th +6/+1 +2 +2 +6 Practiced performance (2x), mime trap (10 ft)
9th +6/+1 +3 +3 +6 Mocking performance, mime talent
10th +7/+2 +3 +3 +7 Reticence
11th +8/+3 +3 +3 +7 Monkey do
12th +9/+4 +4 +4 +8 Mime talent, mime trap (20 ft)
13th +9/+4 +4 +4 +8 Mocking performance
14th +10/+5 +4 +4 +9 Practiced performance (3x)
15th +11/+6/+1 +5 +5 +9 Reticence, mime talent
16th +12/+7/+2 +5 +5 +10 Mime trap (40 ft)
17th +12/+7/+2 +5 +5 +10 Mocking performance
18th +13/+8/+3 +6 +6 +11 Mime talent
19th +14/+9/+4 +6 +6 +11 Practiced performance (4x)
20th +15/+10/+5 +6 +6 +12 Flawless performance, reticence

The following are the class features of the mime.

Weapon and Armor Proficiencies[]

The mime is proficient with all simple weapons and light armor (not including shields). Some mime masquerades grant additional proficiencies.

Charade (Ex)[]

At 1st level, the mime is a master of pantomiming and can communicate visually at the speed of a normal conversation. The mime is able to charade as a free action.

Reticence (Su)[]

At 1st level, the mime loses some of her ability to create sound as if under the effects of silence. A persistent connection to the 7th veil allows her to use the vibrational energy within her to act as a component for her spells and abilities. As she attains greater levels of strength, reticence requires more vibrational energy and gains additional power.

  • At 1st level, the mime’s speech can no longer be heard. She casts all of her spells as if they were modified by the Silent Spell metamagic feat. This does not increase their level or casting time.
  • At 5th level, her footsteps can no longer be heard. The mime gains a +2 circumstance bonus on Stealth checks to move silently. She can only be detected by tremorsense at half the normal range.
  • At 10th level, she completely loses the ability to create sound. She can no longer clap, stomp, knock, or produce any similar effects to generate sound. Items held or equipped fail to produce sound even when coming in contact with something not in her grasp. For example, a door knocker, clanking two stones together, or another creature striking her armor would not produce sound. This effect ceases on release, so a dropped or thrown item will still produce sound upon landing. Additionally, she can no longer be detected by tremorsense, and the circumstance bonus to her Stealth checks increases to +4.
  • At 15th level, she causes any object she touches to be as if under the effects of silence until the start of her next turn.
  • At 20th level, she can cast silence as a spell-like ability at will on herself. Allies that willingly remain silent within her area of effect gain access to her 1st level reticence class feature and can cast spells silently. Allies who attempt to speak must roll normally to resist and lose any access granted to her 1st level reticence class feature and ability to cast spells silently.
Sidebar: Silence is Golden
While the mime can speak to her allies silently using charade, her allies do not have the same convenience when affected by her silence. It is advisable for party members to pick up the language read lips so that they may silently communicate with each other.

Mocking Performance (Ex)[]

At 2nd level, the mime must choose a performance of practice. While she does not master the trades as the original class members do, she develops her talents of impersonation and mockery and learns how to imitate them in her own satirical way. With this, she gains a number of masquerade points equal to her mime level + her Charisma modifier. The mime regains any expended masquerade points with a full night’s rest. At 5th level and every 4 levels thereafter, she chooses an additional masquerade to add to her collection.

Each masquerade grants a passive benefit, as well as a unique ability called a mocking action. Mocking actions can be completed as a move action or as part of a full attack.

(Mime Masquerades can be found here)

Mime Talent[]

The mime attains greater mastery of performance and understanding of others as she learns how to replicate and inhibit their actions more effectively, which grants her even greater miming powers. At 3rd level and every 3 levels thereafter, the mime may choose a mime talent to add to her repertoire. Unless stated otherwise, each mime talent can only be selected once.

(Mime Talents can be found here)

Mime Trap (Su)[]

At 4th level, the mime acquires the ability to create a small invisible wall. The wall acts as the wall of force spell but only as a 5x5 foot flat vertical plane that borders her space. The wall of force lasts for 1 round per every 2 mime levels and is destroyed immediately if the mime is no longer within reach of the wall.

The wall has hardness 30 and a number of hit points equal to 20 per mime level. Mime trap can be used a number of times per day equal to 1 + the mime’s Charisma modifier.

At 8th level, the wall increases to a 10x5 foot flat vertical plane. It can extend horizontally 10 feet or bend once around the mime’s space.

At 12th level, the wall increases to a 20x5 foot flat vertical plane. It can extend horizontally 20 feet or bend 3 times around the mime to create a 5x5 foot box.

At 16th level, the wall increases to a 40x5 foot flat vertical plane. It can create a 10x10 foot box around the mime and potentially other creatures or bend 3 times in any horizontal direction.

Monkey See (Ex)[]

At 7th level, the mime acquires the ability to use any combat feat that she had line of sight to within the last 5 rounds as if she had the feat. She cannot use any feat she does not meet the prerequisites for.

Practiced Performance (Ex)[]

At 8th level, the mime becomes more practiced with her masquerades and learns how to combine performances while maintaining clarity between them. The mime may pay for 2 different mocking actions to complete them simultaneously.

At 14th level, the mime may pay for 3 different mocking actions to complete them simultaneously.

At 19th level, the mime may pay for 4 different mocking actions to complete them simultaneously.

Monkey Do (Ex)[]

At 11th level, the mime expands upon her monkey see abilities. She may now use her monkey see ability even if she does not have the prerequisites for the feat being copied.

Flawless Performance (Ex)[]

At 20th level, the mime becomes a master of impersonation and has complete mastery over her performances. A number of times per day equal to her Charisma modifier, she may, as a swift action, apply her total Perform bonus to a roll. This stacks with any other bonuses the roll already benefits from. This includes any rolls that already benefit from her total Perform bonus.