Wild Mimic
Wild beasts of all kinds can be found outside of the cities and villages of Golarion, and many possess remarkable abilities that help them survive, even thrive. From the capacity to fight through deadly wounds to the production of painful electric jolts, the multitude of the world's beasts presents a staggering array of diversity in form. Through rigorous training of your body, the meticulous study of treatises on wildlife, or by spending a large portion of your life among them, you have learned to adopt the martial techniques of many beasts. Some of these are a matter of simple mimicry, while others are impressive displays of primal magic.
The style of wild mimicry is believed to have been created long ago in the Realm of the Mammoth Lords. Hunters took on the aspects of local prehistoric beasts to better stalk and kill them for survival. In this constant struggle against nature, quick adaptation is key. In more recent decades, whether through convergent development or by adherents showcasing their techniques as they travel, wild mimicry has been found all across Golarion, from the Valashmai Jungle in Tian Xia to the coasts of Droon in southern Garund to anywhere large numbers of beasts can be encountered.
Additional Feats: 4th Animal Empathy, Crane Stance, Gorilla Stance, Tiger Stance, Wolf Stance; 8th Crane Flutter, Gorilla Pound, Tiger Slash, Wolf Drag
Wild Mimic Dedication Feat 2
Prerequisites trained in Nature
Fighting in the wilds has honed your understanding of the unique abilities many creatures have. You're trained in Wild Mimic Lore, a special Lore skill that can be used only to Recall Knowledge about creatures to learn their abilities. If you have legendary proficiency in Nature, you gain expert proficiency in Wild Mimic Lore, but you can't increase your proficiency in Wild Mimic Lore by any other means. When you succeed at a Wild Mimic Lore to Recall Knowledge, you gain a +1 circumstance bonus to your saving throws against the next attack or ability that the subject of your Recall Knowledge targets you with.
Source: Pathfinder Howl of the Wild
Ferocity Mimicry Feat 4
Frequency once per day
Trigger You would be reduced to 0 Hit Points but not immediately killed.
You have trained yourself to continue fighting even when your body is screaming for you to stop. You avoid being knocked out and remain at 1 Hit Point, and your Wounded condition increases by 1.
Source: Pathfinder Howl of the Wild
Rend Mimicry Feat 4
Requirements You have hit the same enemy with two consecutive melee Strikes that each dealt slashing damage.
Taking advantage of the brutal efficiency of hacking away at a target with two slashing attacks, you've mastered the art of punishing a foe caught between your slices. You deal 1d6 slashing damage to the target. This damage increases to 2d6 at 10th level and to 3d6 at 16th level.
Source: Pathfinder Howl of the Wild
Electrogenesis Feat 6
Frequency once per 10 minutes
Some animals and beasts have electric organs in their body that they can use to jolt their prey. You may not have the requisite physiology to do the same, but a touch of primal magic can achieve the same effect. Make a melee unarmed Strike against a creature. If the Strike hits, it deals an additional 1d12 electricity damage, and the creature must make a Fortitude save against the higher of your class DC or spell DC.
Critical Success The creature is unaffected.
Success The creature is Clumsy 1 for 1 round.
Failure The creature is Clumsy 2 for 1 round.
Critical Failure The creature is Clumsy 3 for 1 round.
Source: Pathfinder Howl of the Wild
Primal Proportions Feat 6
You can mimic the sheer mass of the largest beasts. You can cast Enlarge, targeting yourself once per 10 minutes as an innate 2nd-rank primal spell. At 12th level, the spell is heightened to 4th rank.
Source: Pathfinder Howl of the Wild
Wild Speech Feat 6
Your connection to the denizens of the wilds grows ever stronger, and you find yourself able to speak with animals like you would in your native tongue. You can speak with all animals and beasts. If you have Animal Empathy, you gain a +1 circumstance bonus to checks to Make An Impression on animals.
Source: Pathfinder Howl of the Wild
Environmental Adaptability Feat 8
Having experienced the harshest environs that nature has to offer, your body is able to adapt to intense heat and cold. During your daily preparations, you can choose to become protected from the effects of severe cold or severe heat until the next time you make your daily preparations. Starting at 12th level, this activity also protects you from the effects of extreme cold or extreme heat.
Source: Pathfinder Howl of the Wild
Petrifying Gaze Mimicry Feat 10
Either by witnessing or surviving the petrifying stare of a medusa or similar creature, you have learned to petrify those you lock eyes with. You stare at a creature you can see within 30 feet. The creature attempts a Fortitude save against the higher of your class DC or spell DC. You must wait 1d4 rounds before using this ability again.
Critical Success The creature is unaffected and temporarily immune to your Petrifying Gaze Mimicry for 24 hours.
Success The creature is Slowed 1 for 1 round.
Failure The creature is slowed 1 for 1 round and Immobilized for 1 round or until it Escapes.
Critical Failure The creature is Slowed 2 for 1 round and immobilized until it Escapes.
Source: Pathfinder Howl of the Wild
Trample Mimicry Feat 10
You Stride up to double your speed and can move through the spaces of creatures at least one size smaller, trampling each creature whose space you enter. You can attempt to trample the same creature only once in a single use of Trample Mimicry. You deal 3d12 bludgeoning damage to each trampled creature (Basic Reflex save against the higher of your class DC or spell DC). This damage increases by 1d12 at levels 14 and 18.
Source: Pathfinder Howl of the Wild
Roar Mimicry Feat 12
Frequency once per 10 minutes
You unleash a roar so loud that it's felt as deeply as it's heard. All creatures within a 15-foot emanation take 8d6 sonic damage and must attempt a Fortitude save against the higher of your class DC or spell DC. This damage increases by 2d6 at 14th level and every 2 levels thereafter.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is Stunned 1. If the creature is adjacent to you, they're also Deafened for 1 round.
Critical Failure The creature takes double damage and is Stunned 2. If the creature is adjacent to you, they're also deafened for 1 minute.
Source: Pathfinder Howl of the Wild
Pounce Mimicry Feat 14
Requirements You're unarmored or wearing light armor.
You have mastered the art of stalking your prey and striking when they are most vulnerable. You Stride and then Strike. If you began this action Hidden, you remain hidden until after the Strike. You can use Pounce Mimicry while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Source: Pathfinder Howl of the Wild
Emergency Regeneration Feat 16
Frequency once per day
Trigger You're reduced to 0 hit points from damage that's neither acid nor fire.
You have battled against foes whose bodies naturally regenerate, and while yours doesn't do so all the time, it can happen in a pinch. You gain the effects of a 7th-rank Regenerate spell. At 20th level, you gain the effects of a 9th-rank regenerate instead.
Source: Pathfinder Howl of the Wild
Wild Mimic Feats
| Name | Level | Rarity | Traits |
|---|---|---|---|
| Wild Mimic Dedication | 2 | Common | |
| Ferocity Mimicry | 4 | Common | |
| Rend Mimicry | 4 | Common | |
| Electrogenesis | 6 | Common | |
| Primal Proportions | 6 | Common | |
| Wild Speech | 6 | Common | |
| Environmental Adaptability | 8 | Common | |
| Petrifying Gaze Mimicry | 10 | Common | |
| Trample Mimicry | 10 | Common | |
| Roar Mimicry | 12 | Common | |
| Pounce Mimicry | 14 | Common | |
| Emergency Regeneration | 16 | Common |