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Through strict adherence to an ancient art of mirror mastery, a multiman can create life-like temporary clones of himself and use them to overwhelm his opponent. They are part-stage-magician, part-warrior, and a crowd unto themselves. The art of mirror mastery originated with a study of blink dogs, which in turn allowed the user to displace himself slightly. After combining that art with the art of illusion, mirror mastery was found. Multimen, also known as "shards", have turned the art of mirror mastery into a martial discipline as deadly as any other.

Multimen are excellent scouts, a powerful force on the battlefield, and expert assassins (turning a solo fight into an ambush). They are best when used as a force multiplier, rather than a force in their own right. They are used by armies to instantly fill gaps in the front line; distract the enemy; or overwhelm enemy defenses through sheer numbers. Because the clones created by a multiman are so fragile, they do not make particularly deadly combatants, but they can be used in a group to overpower an enemy instead of risking single combat.

Role: Multimen are martial characters who specialize in battlefield control and locking down their opponents. A multiman’s clones are easily dispatched, though he may use them as powerful pawns to conquer the entire chessboard.

Alignment: any

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 multiman’s class skills are Climb (Str), Acrobatics (Dex), Bluff (Cha), Handle Animal (Cha) Intimidate (Cha), Perception (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks Per Level: 2 + Int modifier

Class Features[]

Level Base Attack Bonus Fort Save Ref Save Will Save Special Max Clones Out at a Time
1st +0 +0 +2 +0 Clones 1
2nd +1 +0 +3 +0 Brothers, unity talent 1
3rd +2 +1 +3 +1 Combat clones, teamwork feat 1
4th +3 +1 +4 +1 Mirror manipulation 1
5th +3 +1 +4 +1 Reinforcements 1
6th +4 +2 +5 +2 Combat clones, unity talent 2
7th +5 +2 +5 +2 Teamwork feat 2
8th +6/+1 +2 +6 +2 Mirror manipulation 2
9th +6/+1 +3 +6 +3 Combat clones, clone army 2
10th +7/+2 +3 +7 +3 Unity talent 2
11th +8/+3 +3 +7 +3 Teamwork feat 3
12th +9/+4 +4 +8 +4 Mirror manipulation 3
13th +9/+4 +4 +8 +4 Instant clone 3
14th +10/+5 +4 +9 +4 Unity talent 3
15th +11/+6/+1 +5 +9 +5 Teamwork feat 3
16th +12/+7/+2 +5 +10 +5 Mirror manipulation 4
17th +12/+7/+2 +5 +10 +5 Sacrifcial clone 4
18th +13/+8/+3 +6 +11 +6 Unity talent 4
19th +14/+9/+4 +6 +11 +6 Teamwork feat 4
20th +15/+10/+5 +6 +12 +6 Clone-storm, mirror manipulation 4

The following are the class features of the multiman.

Weapon And Armor Proficiency[]

The multiman is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (excluding tower shields).

Clones (Su)[]

At 1st level, the multiman can create a duplicate of himself as a swift action 4 times per day. He can make 1 additional clone per day for every level of multiman he has beyond 1st. At 1st level he may only have 1 clone out at a time - he may have 1 additional clone out at the same time at 6th level and one additional clone every 5 levels thereafter.

This clone lasts for a number of rounds equal to his multiman level (minimum 3). The multiman who makes a clone is henceforth referred to as the "prime" multiman.

Creating: When clones are created they occupy an adjacent square to the prime multiman. If no adjacent squares are available, a clone cannot be created. Creating a clone does not provoke an attack of opportunity.

Actions: Clones can only take one action per turn. It must be of one of the following kinds:

  • Attack: The clone may make a single attack (not a full attack action) at the clone’s highest BAB, each attack made by the prime multiman or any of his other clones imposes a -5 penalty on any attacks that the prime multiman or any of his other clones make until the end of his turn, this penalty stacks with itself.
  • Move: Move up to its maximum movement using any method of movement it has at its disposal.
  • Use Item: Use an item located in its inventory. This includes reloading a weapon.
  • Spells, Spell-Like Abilities & Spell Completion Items: Only a single spell, spell-like ability, or spell completion item may be completed or activated per round. It may originate from the prime multiman or one of his clones (see Collective Resources, below).

Additional Actions:

  • 5-Foot Step: A clone who does not take a move action may make a 5-foot step in addition to any other action it takes.
  • Drawing / Reloading Weapons: As part of an attack or move action a clone may draw or reload a weapon as a swift action at the beginning of its turn. They may only reload if the action to do so is a swift or free action (otherwise it must be done as a separate full- round action). If a clone has Quick Draw, they may draw their weapon as a free action.

Restricted Actions:

  • Immediate Actions: Clones cannot take immediate actions; that is a privilege reserved only for the prime multiman.
  • Attacks of Opportunity: Clones and the prime multiman share a total number of attacks of opportunities per round. This does not count against their action for the turn.
  • Charge Attacks: Clones cannot take charge attacks.

Dice Rolling: With the GM’s approval on a case-by-case basis, a player may make a single d20 roll to determine the effect of multiple attacks from the prime multiman and his clones if they all have the same bonus.

Detecting The Prime Multiman: The prime multiman always moves a fraction of a second ahead of any of his clones (though this has no in-game effect) and creatures may attempt a Perception check (DC 10 + 1/2 multiman level + Dexterity modifier) to separate him from his clones.

Clone Hp: Clones are magical in nature and are destroyed if they suffer at least 1 point of damage or are the subject of a successful combat maneuver against them. Clones can be dispelled via dispel magic or similar effects. The prime multiman is assumed to have created the clone using a caster level equal to his multiman level.

Memories: The clones and the multiman share the same consciousness, the prime multiman knows everything his clones knows and vice-versa.

Clone Abilities: Clones have all the statistics, skills, equipment, spells, and feats of a multiman but none of the multiman class features (except for bonus feats, the clone still retains access to those). The clones and the prime multiman do not share any sort of empathic or mental connection so orders need to be conveyed in a conventional fashion.

Collective Pool Of Resources: Any expended uses of anything in the possession or repertoire of the prime multiman (feats, spells per day, class features, wands, magic items, single use items like potions, etc) detract from a collective pool rather than from each individual.

Equipment: Any object that leaves the grasp of a clone dissipates (though ranged weapons can be used and they dissipate immediately afterwards).

  • Example: If the prime multiman had a wand of cure light wounds with 10 charges, so do his clones. If a clone used a charge of that wand, all the clones’ (and the prime multiman’s) wand would now only have 9 charges.
  • An object that leaves the possession of the prime multiman does not influence his clones. Likewise, any new objects or equipment he gains (for example, if the multiman picks up a tree-branch) do not suddenly appear on his clones. However, if a clone has an object with a limited number of uses that the prime multiman no longer possesses or has fully expended (such as a used-up wand of cure light wounds or passed-off flask of alchemist’s fire) it becomes inert.
  • Example: If the prime multiman gets disarmed, all of his clones would not lose access to that weapon but any new clones created after that would not have it.
  • Example: If the prime multiman hands his wand of cure light wounds to an ally, all of his clones’ wands of cure light wounds would not function until his ally gave him the wand back.
Sidebar: Bookkeeping And Turn Time
You are required to keep track of how long each clone is in play for, how many clones you can make per day, which clone has what equipment, how much HP they have (in a few specific instances), and what clone has what mirror manipulation active upon them. Players should be aware of this when taking the class and take steps to keep this data organized.

Multimen can slow down combat if you are not careful. They have a lot of opportunities to make attacks of opportunities, deliver multiple attacks per round, and require a lot of time to move about the board. Be wary of this and make sure you plan your moves ahead or it will slow your game down a great deal. It may be advantageous to resolve all your attack and damage rolls with a single dice roll for all your clones (if your GM allows).

Brothers (Ex)[]

At 2nd level all clones produced by the multiman gain a +4 insight bonus on aid another checks when aiding the prime multiman or one of his clones.

Unity Talents[]

At 2nd level and every 4 levels thereafter, a multiman gains a new way to coordinate his clones to work together or deploy them.

(Multiman Unity Talents can be found here)

Combat Clones[]

As the multiman progresses in his mastery over his clones, he learns to make them more suited to combat.

At 3rd level, each clone produced by the multiman has a total HP value equal to his multiman level.

At 6th level, each clone produced by the multiman gains DR/- equal to 1/5th the multiman’s level.

At 9th level, each clone produced by the multiman has a total HP value equal to twice his multiman level.

Teamwork Feat[]

At 3rd level and every 4 levels thereafter, the multiman gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. Of particular note, clones count as separate characters who possess the same teamwork feat for the purpose of activating the benefits of the feats.

Mirror Manipulations[]

At 4th level and every 4 levels thereafter, the multiman devises new ways to make his clones appear. This allows him to make atypical clones with unique powers. These clones are clearly different from the prime multiman and are easily identifiable as such (DC 5 Perception check). Some of these mirror manipulations require multiple uses of the clone class feature to create. Such options have the number of uses of the clones class feature required to utilize them listed after the name of the mirror manipulation Only one mirror manipulation may be added to a given clone.

(Multiman Mirror Manipulations can be found here)

Reinforcements (Su)[]

At 5th level, when using the clone ability, a multiman can create up to the maximum number of clones that he may have out at a time at once. These still subtract from the total number of clones he can make per day. He must still have enough adjacent squares to house all the new clones.

Clone Army[]

At 9th level, a multiman can make a maximum number of clones per day equal to 4 + twice his multiman level. This replaces the restriction imposed on him in his clones class feature.

Instant Clone[]

At 13th level, a multiman can make clones as a free action rather than a swift. His clones no longer need to appear adjacent to him, but rather must appear adjacent to the multiman or another clone created as part of the same action.

Sacrificial Clone (Su)[]

At 17th level, if the prime multiman would be reduced to 0 or fewer hit points by an attack or spell, he may swap places with an active clone, destroying the clone. The prime multiman still suffers any additional effects, such as stunned or poisoned. This does not trigger any abilities of the clone’s that trigger when it is killed.

Clone Storm (Su)[]

At 20th level, any time a multiman summons a clone he may chose to summon a second copy of that clone for free. If summoning multiple clones at once, each individual clone receives a copy. This ability must still abide by the maximum derived from the multiman’s Clone Army class feature.

Archetypes[]

Mitotic Warrior