Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Battlezoo Ancestries Mimics PF2 v2

Download as pdf or txt
Download as pdf or txt
You are on page 1of 20

Mark Seifter

From the Archives of Aitheria Nyx


Mimics: An Object Lesson
We’re all too quick to objectify other people, even of the same
ancestry, for any ultimately trivial reason. What chance does a person
have if they’re not only a “monster” but also one who looks like an
object? None at all.
People have known for ages that mimics are clever. The classic
treasure chest gambit could just be a coincidence, a matter of learned
camouflage over time, but if you study the techniques and abilities of
ancient mimics, it becomes clear that mimics are just as smart as any
of us. Even monster researchers know that mimics aren’t usually evil.
So do these creatures, just as smart as you or I, live their entire lives
sitting around and hoping for you to come and try to open a chest
so they can eat you? Of course, they don’t. They are known to dislike
other mimics, but they socialize with other non-mimic creatures,
even their prospective prey. In this way, they are crying out for
companionship.
It’s surely no surprise that some lonely mimics leave the caverns
and dungeons their kind typically call home to explore the outside
world and find new conversation partners. And since adventurers
are the most likely people to be exploring such regions, those mimics
who manage to avoid the prejudice among adventurers to attack on
sight sometimes find an unlikely friendship. The other adventurers can
vouch for the mimic, and thus an unusual new hero is born.
There’s one problem most mimics face. Their adhesive makes them
incredibly slow. This means an elf can outrun the average mimic’s
fastest speed with a single casual stride. But the most important
aspect of a mimic’s biology is adaptability. Thus, adventuring mimics
have long since weakened their adhesive in order to increase their
speed such that they can keep pace. As they grow in experience, they
learn how to adjust their forms even more, approaching and then
surpassing the elder mimics of scholars’ wildest tales.
There is a great deal of symbolism in the way adventuring mimics
denature their adhesive to be able to explore the outside world at
their own pace. This transformation represents the willingness to no
longer be glued to and mired in the past and the static experiences
they found in a dungeon. Instead, these mimics adopt a hopeful,
forward-thinking perspective, with eyes on a future in the brave new
world outside the dungeon.

— Aitheria Nyx, Herald of the Space Element, Advocate of Monsters


Mimic
Mimics are clever and voracious shapeshifters capable of taking the form of one or more miscellaneous
objects, traditionally including containers such as treasure chests.
Mimics typically avoid other mimics while possessing Others Probably...
an endless fascination with humanoids. Thus, it’s • Consider your appearance especially unusual and
unsurprising that some mimics decide to travel into distinctive.
the wider world and explore all the world has to offer. • Expect you to be a master of infiltration, regardless
While mimics are known for their adhesive properties, of your actual capabilities.
being so sticky makes them incredibly sluggish, and • Wonder if you might eat them if you get too
adventuring mimics spend years denaturing their hungry.
adhesive to the point where they can move twice as fast
as a normal mimic, roughly the speed of a dwarf. Even Physical Description
when traveling in humanoid lands, mimics frequently Mimics’ true physical nature is the subject of debate among
get an irresistible urge to resort to their old tricks. That scholars, some of whom wonder whether it’s really fair to
said, it’s generally considered to be unacceptable to call any of their forms “true.” Mimics, who avoid their own
ambush and devour other people in polite society. This kind like the plague, rarely engage in such reflection or
leads to a less lethal kind of ambush, more like play, discussion, but when they do, they often have distinctive
where the goal is to surprise and startle a friend and and conflicting opinions. Scholars and mimics generally
watch their reaction. While they are less so than mimics agree that object shapeshifting is innate, something young
who are willing to wait decades in the same dungeon mimics pick up instinctually purely through imitation of
room, adventuring mimics are still patient, and they the objects they see around them. It’s also true that their
understand that a un-shapeshifted bodies
careful plan and are soft, squishy, and
waiting to strike at purple, though
the right moment usually protected
are far more likely by a layer of
to succeed than chitin to protect
rushing into the the mimic. When
fray recklessly. they develop
Patience, cunning, pseudopods, legs,
and careful planning tongues, or the like,
are all virtues to a mimic. or when someone carves
If you want to play deep into their disguise
a character capable of to reveal their insides, the
transforming into an purple color is the default (they
object and surprising can still make an effort to change
others as to your true that color as well). An object form
nature, you should play a is not only an effective disguise;
mimic. it also helps protect the mimic’s
softer innards from damage.
You Might... Young mimics, including those
• Disguise as an just starting on their adventures,
inanimate object typically have one specific object
to startle and form in which they spend most
prank your friends. of their time. In those cases, the
• Remain patient and classic treasure chests and other
strike at the right similar containers are by far the
moment. most common form for them to
• Possess a deep curiosity about take, but mimics can disguise
humanoids and their way of life. themselves as nearly any object.

4
Society Rarity
Mimics bear an antipathy toward other mimics, which is vanishingly rare across Rare
other ancestries. This means that there is nearly no such thing as mimic society,
with the exception of hive unifiers. In fact, most mimics never even meet their Hit Points
parents. Mimics reproduce asexually via spores and grow until they reach a 10
larval form the size of a cat which scavenges food until it grows large enough
and reaches full adulthood. Achieving adulthood can take anywhere from just Size
a few weeks to several years, depending on the mimic and the amount of food Medium
available in the area. This process also introduces mutations, changes, and other
unusual abilities in the adult mimic, leading to various mimic heritages. An Speed
adult mimic also gains the ability to adopt an alternate form, typically an object 20 feet
that was memorable to them during their larval scavenging.
As they age and grow in experience, mimics usually become capable of Ability Boosts
transforming into more and more forms, including forms that are more Strength or Constitution
intricate, more creative, and potentially larger as well, as the mimic might grow Free
in size. Often an accomplished mimic pursues one of several social, cultural,
and psychological paths, becoming a lair master, a polymorphic sage, an internal Languages
alchemist, an itinerant gourmand, or a mimic transcendent. Mimics sometimes Common
also become violet ushers and hive unifiers in tandem with one of the other Additional languages equal to your
paths, although a violet usher rarely becomes a polymorphic sage, mimic Intelligence modifier (if it’s positive).
transcendent, or internal alchemist. Choose from Aklo, Alghollthu,
Draconic, Dwarven, Gnomish,
Hive Unifiers Undercommon, and any other
Hive unifiers are the most unusual of all mimics in that they possess a communal languages to which you have access
instinct that runs contrary to all other mimics’ biological impulses. Rather than (such as the languages prevalent in
avoiding others of their kind, hive unifiers are drawn to other mimics and your region).
seek to form a familial and societal structure. Unfortunately, such activities are
challenging, as they work against the natural instincts that nearly all mimics Traits
possess. Most hive unifiers and those mimics who are open to their message Aberration
seemed to have developed slightly differently during their transformation to
adulthood as they actively look for others of their kind. Occasionally, hive Darkvision
unifiers even convince other adventuring mimics, already unusual in their You can see in darkness and dim light
behaviors, to join their cause. just as well as you can see in bright light,
Hive unifiers also find that their own offspring are more likely to share their though your vision in darkness is in black
mentality as hive unifiers, possibly due to inheriting some of their parent’s and white.
traits. This leads to a behavior unknown to other mimics, where hive unifiers
intentionally sporulate more often and then stick around to get to know Object Form
their offspring during their larval states. In this way, hive unifiers can form As a mimic, you can switch back and
multigenerational families that come to resemble complex societies of their own. forth between your natural form, a
Hive unifiers tend more towards law than other mimics, though they range soft purple fleshy body protected by
through every possible alignment, with evil hive unifiers creating terrifying chitinous plates, and a single preferred
slaughter cults and crime syndicates while good hive unifiers forge happy object form resembling a simple
families and peaceful societies. inanimate object of your size, such as
a treasure chest. Most mimics spend
Internal Alchemists the majority of their time in a preferred
Internal alchemists have a keen focus on understanding the fundamentals of object form, and you have perfected
physical objects, even to the extent of using their own bodies as crucibles and one such form. You can switch between
testbeds for experimentation. Internal alchemists aren’t especially concerned those two forms as a single action,
with how they change shapes or why—those questions are what motivate which has the concentrate trait. Unlike
polymorphic sages. Instead, they seek to learn more about the matter that normal mimics’ ability to change their
makes up the world around them, using themselves as a tool, not an end in form, it doesn’t gain the polymorph trait,
and of itself. For instance, an internal alchemist might learn how to transform as that would make it difficult to use
into and synthesize all sorts of different materials, focusing on compositional other polymorph effects. You can also
structure and what that reveals about the different materials themselves, whereas use Impersonate to disguise yourself

5
as other Medium objects by shifting a polymorphic sage cares about the form and shape, as well as the process of the
around some of your composition. transformation.
You don’t need a disguise kit to Internal alchemist mimics, operating under pen names, have discovered
Impersonate a different object in this numerous breakthroughs in the field of material science thanks to their
way, and it only takes 1 minute to do unique methodologies allowing experiments no other scientist could perform.
so, instead of 10 minutes. However, they tend to be somewhat single-minded and can be pretty irritable
if interrupted during a crucial experiment. Unsurprisingly, they often tend to
While in your object form, you can become famous alchemists or inventors.
still manifest simple pseudopods
and legs, with no hands or feet, Itinerant Gourmands
which you can use to walk, hold, One thing unites every mimic, from the tiniest larval form to the most powerful
and manipulate objects (see the elder mimic: they love to eat. Mimics are ravenous and can consume vast
Mimics and Manipulation sidebar quantities of food. However, they can also fast for long periods if necessary,
for more information). You make making them highly flexible with their diet and feeding schedule. However, for
pseudopod unarmed attacks instead some mimics, eating is more than a necessity, it is a way of life, and food is an
of fist unarmed attacks, though they art form in and of itself.
otherwise have the same statistics. These are itinerant gourmands, mimics who travel the world looking for
new and unusual foods they’ve never eaten before, including food with unique
As a single action, you can stay still or distinctive ingredients, preparation styles, presentation, cooking styles, and
and pretend to be an ordinary object of more. To an itinerant gourmand, the world is their oyster, and they’ve brought
the same kind as your preferred object oyster sauce, so it’s time to dig in!
form. As long as you aren’t holding Itinerant gourmands are not necessarily gluttons who devour anything and
anything (which would require visible everything around them. If anything, they are more likely than other mimics
pseudopods), you don’t move, and to be choosier eaters. While most mimics will eat whatever food is easiest to
you don’t take any actions requiring locate and procure, itinerant gourmands prefer unique and rich culinary
anything other than your mind, you experiences. Nonetheless, itinerant gourmands are incredibly easy to motivate
appear to be an object of that kind. via food or other gustatory experiences, so long as they are sufficiently novel.
To see through your ruse, another As adventurers, itinerant gourmands seek adventuring parties likely to explore
creature must succeed at a check many distant lands rather than those with missions in only one hometown.
against your Deception DC, either Naturally, this preference comes about due to the desire to sample cuisines from
by Seeking or Recalling Knowledge various cultures and locales.
(typically using Crafting, Occultism, or
an appropriate Lore skill). This ability Lair Masters
doesn’t work against creatures that As opposed to wandering itinerant gourmands, lair masters are mimics who
were observing you or otherwise saw prefer to stay in one place. They are most similar to the classic lifestyle of an
that you were a mimic while you were ancient and powerful mimic in that they choose a home or lair and litter it
using the ability. Even if they can’t tell with traps, tricks, secret passages, and perfect places for them to hide while
for sure you are a mimic, if your object transformed into an object. While this might seem unsuited for an adventuring
form stands out as unusual in your lifestyle, it works well for adventuring parties who have a home base, especially
current location, other creatures might one they might need to defend. Lair masters don’t play fair, and they engage in
still be wary or curious. all sorts of shenanigans, from the classic treasure chest ploy to more complex
schemes like pretending to be a door or a component of a giant physical puzzle
Object Surprise that must be solved to continue through the lair.
If you begin an encounter immobile Lair masters are also the mimics most likely to hire help or lead organizations,
and still in object form, you can roll though never composed of other mimics, of course. They form businesses,
a Deception check for initiative, and thieves’ guilds, and more. Their tendencies towards planning and discipline lead
creatures who believed you to be a lair masters to tend towards lawful alignments more than chaotic ones, though
normal object are flat-footed against the tendency is only minor. They are also less likely to be good, as fundamentally
you as long as they haven’t acted yet. owning and protecting a lair is more passive and self-focused, while good requires
actively helping others. That said, good lair masters exist even beyond the good
adventurers boobytrapping their home base: those other good lair masters use
their proclivities to design marvelous protective measures to create sanctuaries
for innocents, orphans, and the like. To a lair master, there’s no such thing as
poor form; anything goes as long as it leads to success.

6
Polymorphic Sages Mimics and Manipulation
Polymorphic sages are inquisitive scholars of Mimics don’t have normal arms and hands, but they are still able
transformation in all its various forms and possibilities. to hold and manipulate objects by forming up to two temporary
While internal alchemists study matter using pseudopods, which don’t have hands or fingers. Instead, they
shapeshifting as a tool, polymorphic sages focus instead control the adhesive at the ends of those pseudopods, growing
on the study of shapeshifting itself. How do mimics and expanding to absorb and surround an item in purple goo in
evolve? What is the source of their shapeshifting order to manipulate or hold it. Each pseudopod can hold a one-
abilities? And where are its limits? Why the focus on handed item, or the two pseudopods together can hold a two-
objects in particular? Polymorphic scholars test all handed item. By default, this works the same way as normal
these questions and more to their logical extremes. ancestries do in terms of holding and manipulating items,
In this pursuit, they often study magic, particularly though at the GM’s discretion, some manipulate actions might
transmutation magic. During this pursuit, they try to be easier for a mimic and some might be more difficult.
understand far more forms of transmutation than just
mimic shapeshifting. Polymorph battle forms, the curse
of the werecreature, and more are grist for the mill of However, that same obsession can also quickly end
a polymorphic sage’s research. Polymorphic sages even in tragedy, as a failed transcendence can lead a mimic
team up with doppelgangers and other shapeshifters to transform their mind and body into an irrecoverable
who possess different limitations than themselves to state, leading them to become a powerful but near-
compare, contrast, and experience a wider variety of mindless killing machine. Needless to say, this is rare,
what transformation offers. and it is entirely antithetical to the goal of mimic
Polymorphic sages are always asking questions about transcendents. In fact, other mimic transcendents who
transformation and its metaphysical implementation: hear about a fellow who met such a fate often overcome
When a transformation increases or decreases in size, their usual displeasure for camaraderie with other
where does the extra mass come from, and where mimics in order to find and euthanize the resulting
does it go? How do transformations manage to abomination. After all, it’s a tragic fate that spits in the
account for equipment so easily, rather than leading to face of what mimic transcendents hoped to accomplish,
equipment falling off or being destroyed? If a creature’s and they know that if the same happened to them, they
mind can be affected by internal chemicals such as would want to have another help to end their torment.
drugs, how does the mind stay unaffected by most This professional courtesy is extended whether the
transformations? What allows some transformation mimic transcendent is good or evil, lawful or chaotic.
magic to combine while others are mutually exclusive
and replace prior transmutations? What influences
whether a transformation can speak, manipulate tools
and weapons, or cast spells? How does size-changing
magic adjust to prevent deadly situations when there
isn’t enough space to transform? Polymorphic sages are
studying the explanations behind all these questions
and more.

Mimic Transcendents
Mimic transcendents have only one goal: they consider
their current mimic form to simply be the next one after
their larval form on the path to a new and greater form,
one that transcends their limitations, and they seek to
achieve that form. To most mimic transcendents, their
new form would be some kind of humanoid, similar to a
doppelganger in some ways but capable of shapeshifting
into any living creature in addition to inanimate objects.
For this reason, mimic transcendents sometimes revere
doppelgangers and other shapeshifters as exemplars of
the path they wish to travel. Transcendents’ goal often
brings them into contact with many other ancestries
and onto all sorts of adventures, making transcendents
some of the most common adventurers.

7
Even the most self-centered mimic transcendent can ideological violet ushers consider themselves to be the
see themselves through a dark reflection in the ill-fated only true mimics and find depictions of mimics by other
transcendent. ancestries as treasure chests and other object forms, to
be offensive. Most of them, however, recognize that
Violet Ushers mimics come in all shapes, sizes, and beliefs, and thus
One of the rarest mimics to see in public is the violet they accept that other forms are fine for those other
usher, also known as a mimic in its natural form. Why mimics, even if it wasn’t right for them. This view puts
this occurs is not well understood. Perhaps no objects violet ushers directly at odds with mimic transcendents,
caught their interest during their larval state, or maybe which seek to fully become the other.
it’s a random mutation, or perhaps the mimic simply
wishes to “make a statement.” Whatever the reason, Alignment and Religion
a very small number of mimics spend nearly all their While many mimics are neutral, simply living life for
time in their natural form, a squishy purple body themselves and their passions while looking for food,
protected by chitinous plates, rather than transform to there are many who show tendencies toward other
mimic an object. Most violet ushers make this decision alignments. Of those, lawful and neutral are equally
upon first becoming adults, but mimics can choose prevalent, but evil mimics are somewhat more common
to become violet ushers at any point during their life than good. Even so, good mimics aren’t so unusual
cycle. Most mimics feel more comfortable in an object as to be more unusual among mimics than mimic
form, feeling almost “naked” in their natural state, with adventurers are in the first place.
so many vulnerable parts exposed between the joints Mimics tend to believe in deities associated with
of the chitinous outer shell. For their part, however, their path, for instance, deities of magical knowledge
violet ushers often feel a chafing in object form, much or transformation for polymorphic sages, defense or
as humanoids might balk at wearing itchy, scratchy, traps for lair masters, and community and family for
or uncomfortable formal wear on a regular basis. hive unifiers. On the other hand, no matter the path,
Ultimately, it comes down to what brings the mimic mimics are often fond of deities of food, hunting,
greater comfort and less stress, and most violet ushers tricks, or surprises. On Alacar, Ebrugeses the Queen of
simply have the reverse tendency to other mimics. Excess is a perennial favorite, as is the trickster goddess
That’s not to say that all violet ushers make the choice Sewa, also known as the Fool or the Rogue.
due to comfort. For some, it’s an ideological decision
to be “themselves” rather than something else. Some Names
It surprises members of other ancestries to know that
most mimics don’t have a name. Due to their solitary
nature, spore-based reproduction, and utter disinterest
in other mimics, perhaps it shouldn’t be so surprising.
Nonetheless, mimics who choose to leave their
dungeons and head to the humanoid societies in the
outside world choose a name for themselves. Since even
dungeon mimics are curious about the outside world
and hold conversations with dungeon delvers, even
some of those dungeon mimics gain names through
those conversations. Some mimics cherish this given
name, especially if it was given by someone important
to them, while others hold it in
contempt and don’t consider the
name to be truly theirs, merely a tool
of convenience. Those latter mimics
are easy to spot, as they will often say,
“You can call me…” rather than “My name is…”
or “I am…” As in most things, many mimics lie
somewhere between these two extremes.
Because others name them, there’s no
commonality in mimic names, as it depends
on the sensibilities and ancestry of the person
who decided to name them. They might use a regular

8
name for their ancestry, a common word, a description Mimic Adventurers
of the mimic’s favored object form, the mimic’s favorite Mimic adventurers tend to choose classes that let them
food, or any other method. Mimics reproduce asexually ambush or trick others or make use of their unarmed attacks
via spores and are inherently sexless, which leads to the or connections to items. Rogues, rangers, monks, and
vast majority of them being agender and not necessarily thaumaturges are especially common. A traditional mimic
understanding the humanoid concept of gender without background as a scavenger in larval form would always be
deeper study. This anthropological research is the type something akin to the scavenger, hunter, or maybe scout
of activity mimic transcendents sincerely appreciate, backgrounds. A mimic who spent a substantial amount of time
and they are the most likely among mimics to explore with humanoids before becoming an adventurer, long enough
and express a gender identity other than agender. Due to gain a more traditional background, could be from almost
to being named by others, mimics sometimes have any background. Even so, they excel at deceptive or stealthy
names that other cultures might often see as gendered backgrounds that make use of their natural mimic skills.
(for instance, Violet in the sample names below), but
mimics don’t see it that way. A name is a name.
The sample names below are listed for convenience proficiency rank in the Acrobatics skill, or the trained
and are meant to show the wide variety of possibilities proficiency rank in another skill of your choice if you
rather than to be indicative of any trends. were already trained in Acrobatics, as well as the Quick
Squeeze skill feat.
Sample Names
Chester, Erendethil, Mim, Steak, Trick, Violet, Multiple Fixation Mimic
Zarathur. In your larval form, you developed a fixation on several
objects instead of just one. You have three preferred
Mimic Heritages object forms for your object form ability instead of just
Mimics often develop mutations during their larval one.
stage, which provide unusual quirks compared to other
mimics. Choose one of the following mimic heritages Quicksilver Mimic
at 1st level. You have even better control over projecting legs
and selectively weakening your adhesive than most
Amphibious Mimic adventuring mimics, allowing you to move at a speed
As a larva, you had to traverse underwater portions that puts sedentary dungeon mimics completely to
of your dungeon home to find sustenance, and you shame. Your Speed is 25 feet, instead of 20 feet.
mutated to gain a limited ability to handle the water.
You gain a swim Speed of 10 feet and the amphibious Trickster Mimic
trait. Like all creatures with the amphibious trait, you During your larval form, you mutated to gain basic
can breathe both water and air. magical tricks you could use to fool others aurally and
synergize with your object form. You can cast ghost
Hunter Mimic sound as an innate occult cantrip.
While most mimics get most of their food during their
larval form via scavenging, you managed to hunt most
of your own food thanks to your exceptional sense of Ancestry Feats
smell. You gain a special sense: imprecise scent with a The following feats are available to mimic characters.
range of 30 feet. This means you can use your sense of
smell to determine the exact location of a creature. The
GM will usually double the range if you’re downwind 1ST LEVEL
from the creature or halve the range if you’re upwind.
In addition, you gain a +2 circumstance bonus to ADHESIVE GRAPPLER FEAT 1
Perception checks whenever you’re trying to locate an MIMIC
undetected creature that is within the range of your scent. You’ve practiced adding your adhesive to your attacks even after
altering your adhesive to improve your movement. You become
Mini Mimic trained in Athletics (or another skill of your choice if you’re already
You managed to reach your adult form while consuming trained in Athletics), your pseudopod unarmed attacks (and any
far less food than normal, and you are smaller and more unarmed melee attacks gained via mimic feats or features) gain the
flexible than other mimics as a result. Your size is Small grapple trait, and you can Grapple creatures even if you don’t have a
instead of Medium. Additionally, you gain the trained free hand by making any part of yourself sticky.

9
Mimic Lairs CHITINOUS REINFORCEMENT FEAT 1
Mimics don’t form settlements except for a few particularly MIMIC
ambitious hive unifiers. Still, nearly all mimics love having a lair You’ve learned to reinforce all your forms with thicker chitin, even
of their own that they can protect, booby trap, and otherwise while you still appear like an ordinary object. Your chitin is medium
make into a safe place for themselves. While lair masters take armor in the plate armor group that grants a +4 item bonus to AC, a
this to extremes, most other mimics still have these tendencies Dex cap of +1, a check penalty of –2, a speed penalty of –5 feet, and
and yearn for a lair or home even more than companionship or a Strength value of 16. You can never wear other armor or remove
conversation. your chitin; however, you still don’t become fatigued from sleeping.
Finally, you can etch armor runes onto your chitin as normal.

BIOLUMINESCENT MIMIC FEAT 1 GLUED GRIP FEAT 1


MIMIC MIMIC
You’ve developed bioluminescence, which can help you mimic Like all adventuring mimics, you’ve altered your adhesive to allow you
objects that give off light or glow. You can constantly glow with the to move about more easily, but even so, you’ve learned how to use it
effects of the light spell. You can spend a single action, which has selectively in contact with the ground whenever you’re standing still
the concentrate trait, to stop the glow or to start it again. When in an and with items you’re holding. You gain a +2 circumstance bonus to
object form, you can control where the bioluminescence emerges your saving throws and DCs against attempts to Shove you or move
to successfully disguise as an object that should only glow in some you from your position via forced movement, as well as attempts to
portions. Disarm you. In addition, if any effect would force you to move 10 feet
or more, you are moved only half the distance, as some of the force is
expended, tearing through the adhesive’s grip.

INTERNAL CONTAINER FEAT 1


MIMIC
You can contain objects within yourself in an easy-to-reach
compartment, such as inside your treasure chest lid if you’re in
the form of a treasure chest. You can store a collection of up
to 1 Bulk of objects within yourself. The DC of checks to Steal
objects from inside your body increases by 4. Additionally, if you
store only one object within yourself, you can draw it effortlessly
into your hand as part of another action to use the object. Drawing
the item grants this other action the manipulate trait.

MIMIC LORE FEAT 1


MIMIC
You either possessed ancestral memories from the spores
that formed you, or else you spent effort later in life to learn
more about mimics. You gain the trained proficiency rank
in Athletics and Deception. If you would automatically
become trained in one of those skills (from your
background or class, for example), you instead become
trained in a skill of your choice. You also become trained in
Mimic Lore.

MIMIC BLADE 1 FEAT 1


CONCENTRATE MIMIC
You can transform one of your two pseudopods into a blade to attack
your foes. Until the next time you use Mimic Blade on that pseudopod,
the pseudopod can no longer hold or manipulate objects or make
pseudopod unarmed attacks, but you gain a blade unarmed attack in
the sword weapon group, choosing one of the following:
• Your blade is long and heavy, and you can reconfigure it to
pierce your foes. Your blade deals 1d8 slashing damage and
has the modular piercing trait.

10
• Your blade is short and light, and you can reconfigure it to the monotony quite as strongly. In addition to these mundane
pierce your foes. Your blade deals 1d6 slashing damage and uses, you can erase memories of traumatic or debilitating mental
has the agile, finesse, and modular (piercing) traits. experiences, attempting a second saving throw against a mental
effect that allowed a saving throw but ignoring any result worse than
TRAPPER MIMIC FEAT 1 a success. After Erasing the Memories of a mental effect, they’re
MIMIC gone, so you can’t erase them again to attempt any additional saving
You’ve learned how to set traps to protect your lair. You gain the throws against the same effect.
trained proficiency in Crafting. If you were already trained in Crafting,
you instead become trained in a skill of your choice. You gain the MIMIC BLADE ACUMEN FEAT 5
Snare Crafting feat. MIMIC
Prerequisites Mimic Blade
You are instinctually able to get the best advantage from your
5TH LEVEL mimicked blades. Whenever you critically hit using your blade
unarmed attack, you apply the blade’s critical specialization effect. If
COMBINE BLADE FEAT 5 you would already be able to do so (for instance, if your class grants
MIMIC you critical specialization), you can choose to apply the knife critical
Prerequisites Mimic Blade specialization effect to your blade unarmed attack instead of the
You can use different combinations of pseudopods in order to alter the sword critical specialization effect. You can choose between your
properties of your blade unarmed attack. When you Mimic Blade for available critical specializations each time you critically hit a foe with
either of the choices from the original feat, the blade is modular piercing your blade unarmed attack.
and bludgeoning. You can now also choose the following options when
you use Mimic Blade, which uses both of your pseudopods, meaning MIMIC OBJECT FEAT 5
you can’t manipulate or hold items while using them: MIMIC
• You combine both pseudopods together to form an especially Prerequisites object form ancestry ability
deadly blade at the end of an extremely long pseudopod that You can change your shape quickly into any simple object of your
can swing with forceful momentum. Your blade deals 1d8 size. When using object form, you can Impersonate any simple
slashing damage and has the deadly d8, forceful, and reach object of your size as a single action, not just your preferred object
traits. form. When transforming into one of your preferred object forms, you
• You combine both pseudopods together to form an enormous gain a +4 status bonus to your Deception DC to prevent others from
curved blade. Your blade deals 1d10 slashing damage and has seeing through your disguise.
the forceful and sweep traits.
OBJECT LESSON 5 FEAT 5
DISGUISE ITEM 2 FEAT 5 MIMIC
ILLUSION MIMIC VISUAL Prerequisites object form ancestry ability
Frequency once per day Requirements You are in object form.
You’ve developed a special technique that allows you to employ Trigger A creature who believes you are a normal object, rather than
your talents ordinarily used to shape yourself into objects in order to a mimic, touches or physically interacts with you.
disguise other items, surrounding them with bits of yourself to create You make a pseudopod Strike against the triggering creature.
an illusory guise. Choose an object you’re touching 10 feet by 10 feet
by 10 feet or less in volume. Decide what sort of disguise you wish to
place on the item. You can make it look decrepit, appearing broken
9TH LEVEL
and shoddy. You can make it look perfect, appearing as though
it’s brand new and highly polished or well maintained; a broken ADHESIVE CLIMB FEAT 9
item appears to be intact and functional. You can also make other MIMIC
similar disguises, as determined by the GM. Destroyed items can’t You can use the adhesive on your pseudopods to climb any surface
be affected by this spell. The illusion lasts for 1 hour. A creature that with ease. You gain a climb Speed of 15 feet.
Interacts with the item can attempt to disbelieve the illusion (the DC
is equal to the higher of your class DC or spell DC). CORROSIVE GRASP FEAT 9
MIMIC
ERASE MEMORIES 1 FEAT 5 Frequency once per day
MENTAL MIMIC Your most powerful attacks spatter corrosive adhesive on your foes,
Frequency once per hour burning them with acid. On a critical hit with a pseudopod unarmed
You can erase the memories you find boring, useless, or problematic, attack (or any unarmed melee attacks gained via mimic feats or
allowing you to remain sessile for long periods of time without feeling features) you deal the target 1d4 persistent acid damage.

11
Mimic Aesthetics TOTAL MIMICRY 1 FEAT 9
Most mimics have a very particular aesthetic sense, especially MIMIC OCCULT POLYMORPH TRANSMUTATION
when it comes to the inclusion of furniture in their lairs. Prerequisites object form ancestry ability
Furnishings don’t just make or break a room’s ambiance; they Using a process similar to your normal object mimicry but more
also provide critical hiding spots and ambush points for the complete, you transform yourself fully into an object rather than just a
mimic. In this way, decoration can truly be a matter of life and facsimile with the object’s appearance. You become an object made
death! of vegetable matter or common minerals. The object you become
can’t rely on intricate artistry or complex moving parts, you never
fulfill a cost or the like, and you can’t be made of precious materials
DECEPTIVE MIMIC FEAT 9 or materials with a rarity of uncommon or higher. While in this form,
MIMIC others can use you as the intended item. However, you have no
Prerequisites Mimic Object sensory organs and can’t perceive the world around you except for
It’s incredibly difficult for anyone to detect you when you’re in any your sense of touch when others touch you, and you can’t act except
object form, not just your preferred form. When using object form to Recall Knowledge or to use Total Mimicry again to revert back
to transform into any object, not just your preferred object form, you to your prior form. You can condense down into an object with less
gain a +4 status bonus to your Deception DC to prevent others from volume than your normal form, but your mass remains the same, so if
seeing through your disguise. you become a particularly small object, your extremely high density
might give you away.
REJUVENATING GORGE FEAT 9
MIMIC TRAPPER ELITE FEAT 9
You are able to repair yourself and replace damaged flesh by gorging MIMIC
on unusually large amounts of food. If you gorge for 10 minutes, Prerequisites Trapper Mimic
eating up to 1 week’s worth of food, you gain Hit Points equal to your Your ability to set traps is a legend, and people tell worried stories
Constitution modifier × the number of days’ worth of food. This is about the dangers of challenging your lair. You gain the snarecrafter
cumulative with any healing you receive from Treat Wounds. At 13th dedication feat, even if you normally couldn’t take another dedication
level, you can eat up to 10 days’ worth of food, and at 17th level you feat until you take more feats from your current archetype.
can eat up to two weeks’ worth of food.

13TH LEVEL

ADHESIVE FOLLOW-UP 4 FEAT 13


MIMIC
Prerequisites Adhesive Grappler
Frequency once per 10 minutes
Trigger You hit a creature with a pseudopod unarmed attack (or any
unarmed melee attacks gained via mimic feats or features), or you
use Object Lesson.
You produce enough adhesive to attach creatures to you. Attempt to
Grapple the triggering creature, using the same
multiple attack penalty as the triggering Strike.

DEVOUR TREASURE FEAT 13


MIMIC
You forge a connection between yourself and a
treasure chest on the Ethereal Plane, allowing
you to gorge on treasure and send it there or
retrieve it back into yourself. You can spend
1 minute devouring treasure, allowing you to
store items with a total amount of Bulk up to your
level, and send it to the deepest reaches of the
Ethereal Plane; you can Dismiss the effect to return
the treasure, though otherwise, the effect has an unlimited
duration. The treasure you devour can’t contain any creatures,
even if the creature is in an extradimensional space. The Bulk limit

12
applies across all uses of this ability. Time passes normally for the INSIDIOUS MIMIC FEAT 17
treasure, and the environmental effects of the Ethereal Plane apply MIMIC
to it. Though very unlikely, it’s possible for a creature on the Ethereal Prerequisites object form ancestry ability
Plane to stumble upon your treasure. It’s almost impossible for anyone to determine you’re actually a
mimic when using magic. Detection and revelation effects detect
HULKING MIMIC FEAT 13 or reveal the results appropriate for your form rather than the true
MIMIC information unless the effect has a counteract level of 10 or higher.
You gorge on over a ton of food and enter a deep slumber that For instance, if you were disguised as a table, spells and special
typically lasts for a day, though it might last for slightly more or less senses that detect alignments wouldn’t reveal any alignment (since
time at the GM’s discretion. During this time, your body surges in a table shouldn’t have an alignment), and a 9th-level or lower true
size. Afterward, you become Large, gaining the effects of enlarge seeing would show your table form as true.
constantly.
INTERIOR CAMOUFLAGE FEAT 17
INTERNAL PLATING FEAT 13 MIMIC
MIMIC Your ability to alter your shape, texture, and coloration improves
You have additional chitin plates inside your object form to to become reactive as you move, allowing you to camouflage
potentially protect your vitals from a critical strike while moving within ordinary buildings easily. You can Hide in most standard
them to unexpected places. Each time you’re critically hit, attempt buildings even without cover or concealment, and you don’t become
a DC 17 flat check. On a success, it becomes a normal hit. This automatically observed in such a building if you end your Sneak
isn’t cumulative with the fortification rune. You additionally gain without cover or concealment. The GM determines which buildings
resistance 5 to precision damage. At 20th level, this increases to apply, but in general, it applies in most buildings except those with
resistance 10 to precision damage. exceptionally unusual decor, but not in natural environments.

17TH LEVEL

CORROSIVE ADHESIVE 2 FEAT 17


ACID MIMIC OCCULT POLYMORPH TRANSMUTATION
Frequency once per day
You transform your adhesive
and your body into corrosive
acid, shifting your entire body
into being made mostly of acid. The
effect lasts 1 minute. During that time,
you gain acid immunity. Any creature
that touches you or damages you
with an unarmed melee attack or
non-reach melee weapon takes 3d6
acid damage, and your unarmed
attacks deal 1d4 additional acid
damage. The first time each round
that you deal acid damage to a
creature in this way, you gain 3d6
temporary HP as your body digests
the eroded material and transforms
it into a protective acid. When the
transformation ends, any remaining
temporary HP expires as well. Your
acid spells deal one additional
die of acid damage (of the same
damage die the spell uses). You
can cast acid splash as an occult innate spell; the splash
damage affects all creatures within 15 feet instead of the
normal 5 feet.

13
OPEN GAME LICENSE Version 1.0a the Contributor to do so.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 12. Inability to Comply: If it is impossible for You to comply with any of the terms
Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved. of this License with respect to some or all of the Open Game Content due to statute,
1. Definitions: (a) “Contributors” means the copyright and/or trademark judicial order, or governmental regulation then You may not Use any Open Game
owners who have contributed Open Game Content; (b) “Derivative Material” Material so affected.
means copyrighted material including derivative works and translations (including 13. Termination: This License will terminate automatically if You fail to comply
into other computer languages), potation, modification, correction, addition, with all terms herein and fail to cure such breach within 30 days of becoming aware
extension, upgrade, improvement, compilation, abridgment or other form in which of the breach. All sublicenses shall survive the termination of this License.
an existing work may be recast, transformed or adapted; (c) “Distribute” means 14. Reformation: If any provision of this License is held to be unenforceable, such
to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or provision shall be reformed only to the extent necessary to make it enforceable.
otherwise distribute; (d) “Open Game Content” means the game mechanic and 15. COPYRIGHT NOTICE
includes the methods, procedures, processes and routines to the extent such Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
content does not embody the Product Identity and is an enhancement over the System Reference Document © 2000, Wizards of the Coast, Inc.; Authors:
prior art and any additional content clearly identified as Open Game Content by the Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary
Contributor, and means any work covered by this License, including translations Gygax and Dave Arneson.
and derivative works under copyright law, but specifically excludes Product Identity. Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors:
(e) “Product Identity” means product and product line names, logos and identifying Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.
marks including trade dress; artifacts, creatures, characters, stories, storylines, Battlezoo Ancestries: Mimics (Pathfinder) © 2023, Skyscraper Studios, Inc.;
plots, thematic elements, dialogue, incidents, language, artwork, symbols, Author: Mark Seifter.
designs, depictions, likenesses, formats, poses, concepts, themes and graphic,
photographic and other visual or audio representations; names and descriptions of Pathfinder and associated marks and logos are trademarks of Paizo Inc., and
characters, spells, enchantments, personalities, teams, personas, likenesses and are used under license. See paizo.com/pathfinder to learn more about Pathfinder.
special abilities; places, locations, environments, creatures, equipment, magical Compatibility with Pathfinder Second Edition requires Pathfinder Second
or supernatural abilities or effects, logos, symbols, or graphic designs; and any Edition from Paizo Inc. See paizo.com/pathfinder to learn more about Pathfinder.
other trademark or registered trademark clearly identified as Product identity by Paizo Inc. does not guarantee compatibility, and does not endorse this product.
the owner of the Product Identity, and which specifically excludes the Open Game Pathfinder is a registered trademark of Paizo Inc. Pathfinder Second Edition and
Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that the Pathfinder Second Edition Compatibility Logo are trademarks of Paizo Inc. The
are used by a Contributor to identify itself or its products or the associated products Pathfinder-Icons font is © 2019 Paizo Inc. These trademarks and copyrighted works
contributed to the Open Game License by the Contributor (g) “Use”, “Used” or are used under the Pathfinder Second Edition Compatibility License. See paizo.
“Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise com/pathfinder/compatibility for more information on this license.
create Derivative Material of Open Game Content. (h) “You” or “Your” means the Product Identity: The following items are hereby identified as Product Identity,
licensee in terms of this agreement. as defined in the Open Game License version 1.0a, Section 1(e), and are not Open
2. The License: This License applies to any Open Game Content that contains a Game Content: All trademarks, registered trademarks, proper nouns (characters,
notice indicating that the Open Game Content may only be Used under and in terms deities, locations, etc., as well as all adjectives, names, titles, and descriptive
of this License. You must affix such a notice to any Open Game Content that you terms derived from proper nouns), artworks, characters, dialogue, locations,
Use. No terms may be added to or subtracted from this License except as described organizations, plots, storylines, and trade dress. (Elements that have previously
by the License itself. No other terms or conditions may be applied to any Open been designated as Open Game Content, or are exclusively derived from previous
Game Content distributed using this License. Open Game Content, or that are in the public domain are not included in this
3. Offer and Acceptance: By Using the Open Game Content You indicate Your declaration.)
acceptance of the terms of this License. Open Game Content: The Open Content in this book includes the ancestry
4. Grant and Consideration: In consideration for agreeing to use this License, rules (base statistics, heritages, and ancestry feats). The remaining ancestry
the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive information, including the introduction, physical description, society, and alignment
license with the exact terms of this License to Use, the Open Game Content. and religion sections are not Open Content. No portion of this work other than the
5. Representation of Authority to Contribute: If You are contributing original material designated as Open Game Content may be reproduced in any form without
material as Open Game Content, You represent that Your Contributions are Your written permission.
original creation and/or You have sufficient rights to grant the rights conveyed by
this License. Battlezoo Ancestries: Mimics (Pathfinder) © 2023, Skyscraper Studios, Inc.;
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE Author: Mark Seifter.
portion of this License to include the exact text of the COPYRIGHT NOTICE of any
Open Game Content You are copying, modifying or distributing, and You must add
the title, the copyright date, and the copyright holder’s name to the COPYRIGHT
AUTHOR: Mark Seifter
NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including EDITING: Stephen Glicker, Sébastien “Aleph” Greffier, Mark Seifter, and
as an indication as to compatibility, except as expressly licensed in another, Nathan Wright
independent Agreement with the owner of each element of that Product Identity. ART DIRECTION: Stephen Glicker
You agree not to indicate compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work containing Open Game Content ARTISTS: Bruno Senigalha and Firat Solhan
except as expressly licensed in another, independent Agreement with the owner of GRAPHIC DESIGN: Stephen Glicker
such Trademark or Registered Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that Product LAYOUT: Stephen Glicker
Identity. The owner of any Product Identity used in Open Game Content shall retain DIRECTOR OF GAME DESIGN: Mark Seifter
all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate PUBLISHER: Stephen Glicker
which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated
versions of this License. You may use any authorized version of this License to
copy, modify and distribute any Open Game Content originally distributed under
any version of this License.
10. Copy of this License: You MUST include a copy of this License with every
copy of the Open Game Content You distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game 16 Continental Road, Scarsdale, NY 10583
Content using the name of any Contributor unless You have written permission from rollforcombat.com

14
Befriend, Train, Battle, Evolve
With Battlezoo Eldamon,
Eldamon, you can finally become the monster trainer of
your dreams. Befriend over 160 elemental monsters and battle with them
as an eldamon trainer or embody the powers of the elements yourself as
an elemental avatar! With 13 distinct elements, this book contains more
playstyles and character options than you can shake a lotusnek at!

BATTLEZOO.COM 15
Unleash The Horde!
Inside the Battlezoo Bestiary,
Bestiary, discover a treasure trove of over
100 new monsters and villains for your players to confront and
overcome at your next game!
The Battlezoo Bestiary also includes the new Monster Parts system,
allowing players to craft weapons, armor, and magic items from the
foes they defeat. Plus, two new character archetypes allow you to become
one with your slain monsters! The monster mage can master the spells of
any defeated foe, and the vestige hunter can wear trophies claimed from
slain monsters to gain incredible powers!

BATTLEZOO.COM
Shock Your Players!
Battlezoo Bestiary Strange & Unusual has over 150 incredibly unique
monsters sure to surprise, thrill, and terrify your players in your next game!
But a monster is more than just a single fight! With the Battlezoo Bestiary
Monster Parts System, you can turn every creature into a story as it
becomes part of the characters’ weapons, armor, and magic items.
Battlezoo Bestiary Strange & Unusual has all new options that really shake
things up. Plus, the aberrant soul archetype allows you to play a character
who is slowly changing into a tentacled aberration and gaining their powers!

BATTLEZOO.COM
Immerse yourself in the Indigo Isles!
Pairing perfectly with the Jewel of the Indigo Isles Adventure Path,
Path,
the Indigo Isles Character Guide provides you with thousands of
new combinations for your next character, plus detailed background and
lore options for players and GMs alike to learn about the setting.

Featuring new rules and player options when playing one of the seven ancestries
and heritages who make the Indigo Isles their home, an extensive overview of
The Balance, one of the major religious systems found in the Isles, new familiar
options, new rules when playing an Indigo Isles pirate, and more!

Get your copy now only at battlezoo.com for both Pathfinder and 5th Edition.

BATTLEZOO.COM
Search For Pirate Treasure!
Prepare to set sail for the Indigo Isles! Mysteries abound in the pirate town
of Rumplank, but none is as well known as the legend of Poppy von Barnacle’s
lost treasure. Will the characters rise to the challenge and return to Rumplank with
pockets full of gold? Or will the dangers of the Indigo Isles claim yet one more party
of would-be privateers? A mega adventure taking characters from level 1 to 11!

BATTLEZOO.COM
Unleash Your Inner Dragon!
With Battlezoo Ancestries: Dragons,
Dragons, you can channel the might of
wyrms for your next PC! Using both the ancestry rules and innovative
archetypes, you can grow your dragon’s abilities and even focus your
class feats into gaining draconic power.
Featuring 45 different dragons with details on how to play any of these
dragons, or even your own homebrewed dragons, in your next campaign!

BATTLEZOO.COM

You might also like