Clone Other (2)[]
The clone you make mimics a willing ally within 30 feet of you who you are intimately familiar with. The clone is under your control but draws its equipment, abilities, skills, feats, spells (etc) from your ally. Your ally may dismiss the clone as a free action at any point if they so choose. The clones expend resources from a pool shared with the ally they were created from (a clone of a barbarian deducts his rounds of rage from the same pool as the original barbarian). The clone acts under the control of the multiman and otherwise acts as a normal clone.
Fast Clone (2)[]
This type of clone adds +40 feet to its base movement speed for the duration of its existence. A fast clone has the ability to charge, as opposed to a normal clone (allowing them to move and attack in the same action, but only as a charge). This clone appears as a sleek, skinny, vibrating, hyperactive, spikey-haired, spasmodic version of the prime multiman and chatters incessantly.
Flying Clone (2)[]
This clone gains a fly speed equal to the prime multiman’s base move speed with average maneuverability. This clone has great fleshy wings and a sleeker appearance.
Invisible Clone (2)[]
The clone created with this mirror manipulation is invisible (as if it was under the effect of an invisibility spell). Actions that would normally dispel invisibility instead suppress it until the start of the clone’s next turn. The clone resembles a plain, color-drained version of the prime multiman when visible.
Mirror Trap (2)[]
If this clone is destroyed it explodes and deals 1d6 damage for every 2 class levels the multiman possesses to all creatures within 30 feet of it. Creatures may attempt a Reflex save (DC 10 + 1/2 multiman level + prime multiman’s Intelligence modifier) to reduce the damage to minimum damage. The damage dealt may be acid or fire but this distinction must be made when the clone is created. The prime multiman can trigger the explosion of this clone as a free action. The clone resembles an extremely bloated, shaking, spasmodic version of the prime multiman. If acid is selected, he has great boils and exposed wounds. If fire is selected the clone has glowing orange eyes and fiery red skin.
Super Clone (3)[]
The clone created with this mirror manipulation is a larger size (as if enlarge person was cast on him) version of the multiman - it gains a morale bonus on all damage rolls equal to 1/4th the multiman’s class level. This clone has an amount of HP equal to half the total HP value of the prime multiman (unless the value provided by the combat clone class feature would be higher). The clone physically resembles a monstrous, hairy, bestial version of the prime multiman.
Time Clone (2)[]
This clone lasts for a number of hours equal to your Intelligence modifier. For abilities that function off the number of remaining rounds on a clone this clone is assumed to always have a number of rounds remaining equal to half your multiman level. This clone appears as an aged version of the prime multiman but remains as spry and physically able as his younger counterparts.