Mime
Creature 3 — human, humanoid
ShadeFlankerLANDhumanhumanoid
Mimes are performers who use movement, gestures, and expressions without any speech to act out a scene or situation for onlookers. Performances come in a wide variety of forms, from musical methods like singing and instruments to physical dancing and juggling to simple orating and conversing.
Source: pathfinder-npc-core
Perception +11
Languages common; sign language
Skills acrobatics +10, athletics +8, deception +10, performance +10 (+14 when acting or miming), stealth +10
Str
+1
Dex
+3
Con
+0
Int
+1
Wis
+2
Cha
+4
AC 18
Fort +6
Ref +9
Will +12
HP 45
Resistances sonic 5
Speed 25 feet
Offense
Melee Fist (agile, finesse, nonlethal, unarmed) +12, Damage 1d4+5 bludgeoning
Abilities
Mimicry Specialist — For encounters involving mimicry or pantomime, the mime is a 6th-level challenge.
Skill Mimicry — The mime receives a +1 circumstance bonus to skill checks to perform actions they have witnessed another creature successfully perform in the last minute, or +2 if they witness a creature critically succeed instead.
Versatile Performance — The mime can use Performance instead of Diplomacy to Make An Impression, instead of Intimidation to Demoralize, and instead of Deception to Impersonate.
Mimic Assault (attack, mental, visual) — Frequency once per round
Requirements A creature damaged the mime with a weapon Strike since their previous turn
Effect The mime makes a Performance check against the Perception DC of the creature who damaged them, gesturing as if making an attack with the same weapon. On a success, the mime deals two dice of damage to the creature, using the same type and die size as the required weapon Strike.
Requirements A creature damaged the mime with a weapon Strike since their previous turn
Effect The mime makes a Performance check against the Perception DC of the creature who damaged them, gesturing as if making an attack with the same weapon. On a success, the mime deals two dice of damage to the creature, using the same type and die size as the required weapon Strike.
Pantomime (illusion, mental, visual) — The mime uses exaggerated movements to emulate one of the following effects, which lasts until the end of their next turn. Any creature who sees this ability can attempt to disbelieve this ability as it is used with a DC 14 Will save. Creatures that disbelieve are temporarily immune to pantomime for 1 minute.
Barrier : The mime creates an invisible 10-foot square{10-foot-by-10-foot} stretch of wall adjacent to them and within their reach. The wall has AC 10, 5 hardness, and 10 HP. If the mime Sustains this effect, they can add an additional wall in the same manner.
Rope : The mime tugs an invisible rope, trying to knock over or pull at a creature within 15 feet. If the creature fails to disbelieve the pantomime, the mime can choose to either knock the creature Prone or to move it 5 feet towards them.
Wind : The mime creates a 30-foot line of imaginary wind. Creatures who don't disbelieve the pantomime treat this area as difficult terrain, and if they enter or begin their turn in the area, they fall prone.
Barrier : The mime creates an invisible 10-foot square{10-foot-by-10-foot} stretch of wall adjacent to them and within their reach. The wall has AC 10, 5 hardness, and 10 HP. If the mime Sustains this effect, they can add an additional wall in the same manner.
Rope : The mime tugs an invisible rope, trying to knock over or pull at a creature within 15 feet. If the creature fails to disbelieve the pantomime, the mime can choose to either knock the creature Prone or to move it 5 feet towards them.
Wind : The mime creates a 30-foot line of imaginary wind. Creatures who don't disbelieve the pantomime treat this area as difficult terrain, and if they enter or begin their turn in the area, they fall prone.
WORKS WELL WITH
AnvilLANDA durable blocker holds attention while this trickster mimics effects from the edges of the fight unnoticed.
SniperLANDA ranged attacker benefits from foes distracted or confused by a convincingly mimicked effect.
SnareLANDA controller that creates an opening lets this trickster land its reactive strike after being struck in melee.
PUNISHES
✖ repeated tactics✖ melee reliance✖ low Will
Avoid pairing with another deception-based skirmisher; redundant illusions give the party multiple chances to disbelieve and unravel the trick.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Mime in the encounter builder — free, no install.
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