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Rather than call an animal to serve by his side, the mimic warrior fuses his being with a mimic to his own. Instead of two creatures, the mimic warrior is a fusion of the beastmaster and mimic into a single being.

The mimic warrior is an archetype of the beastmaster class.

Archetype Main Ability Scores:
The mimic warrior mainly focuses on STR/DEX for martial combat and CHA for their class features.

Archetype Feature Replacements:
1st Animal Focus, Animal Companion. 2ndFlanking Companion. 3rd – Beastmaster Tactics. 5th Natural Savagery.  7th Second Animal Focus. 10th Raise Animal Companion, Beast Shape. 13thThird Animal Focus. 16th – One with the Wild. 17thMaster of the Pack. 19th – Beast of Legend. 20th Mastery of Beasts.

Fused Mimic (Su)

As a full-round action, a mimic warrior can summon an animal companion with the body of a mimic to meld with his own being. The mimic warrior wears the mimic like light, medium, or heavy armor, chosen on summoning. Whilst worn, the mimic warrior cannot benefit from any other armor bonus, nor can the mimic wear any armor. The mimic mimics all of the mimic warrior’s movements, and the mimic warrior perceives through the mimic’s senses and speaks through its voice, as the two are now one creature.

While fused with his mimic, the mimic warrior gains the mimic’s Strength and Dexterity modifiers as profane bonuses, but retains his own Constitution and mental ability scores (Intelligence, Wisdom, and Charisma). The mimic warrior gains the mimic’s hit points as temporary hit points. When these hit points reach 0, the mimic is destroyed and must be resummoned. In order to resummon a destroyed mimic, the mimic warrior must perform a ritual that requires 8 hours of uninterrupted concentration and costs 100 gil per beastmaster level in material components. The mimic warrior gains the mimic’s natural armor bonuses to AC, as well as the mimic’s base movement, replacing their own while fused. The mimic warrior also gains access to the mimic’s adhesive ability and blindsense. The mimic has no skills or feats of its own. The mimic must be at least the same size as the mimic warrior. While fused, the mimic warrior loses the benefits of his armor. Neither the mimic warrior nor his mimic can be targeted separately, as they are fused into one creature. The mimic warrior and mimic cannot take separate actions. While fused with his mimic, the mimic warrior can use all of his own abilities and gear, except for his armor.

Mimic

STARTING STATISTICS

Size Medium; Speed 10 ft.; AC +2 natural armorAttack –; Ability Scores Str 17, Dex 10, Con 15, Int 14, Wis 13, Cha 10; Special Attacks: Adhesive (Reflex save or STR check, DC 10 + half hit dice + its Constitution modifier), Hypersenses (Blindsense, 30 feet).

7TH-LEVEL ADVANCEMENT

Size Medium; AC +5 natural armorAttack –; Ability Scores Str +2, Dex +2, Con +2. Special Attacks: Corrosive Glue (2d6 non-elemental damage on grapples), Adaptive Resistance, Pox (Fortitude save, DC 10 + half hit dice + its Constitution modifier).

While fused with his mimic, he gains the following traits:

  • The mimic warrior can apply his mimic’s bonus to ability scores to only Strength and Dexterity.
  • The mimic warrior gains the natural armor bonuses of his Mimic and does not benefit of any armor bonuses worn.
  • The mimic warrior gains all the special abilities from the Mimic’s table except for bonus stat points gained at 4th and higher.
  • The mimic warrior gains Darkvision 60 feet. If he already has Darkvision, it increases by 30 feet instead.
  • Healing in excess of the mimic warrior’s maximum HP restores the mimic’s temporary hit points at a rate of 1 temporary hit point for every 2 points of healing over the mimic warrior’s maximum HP.

This ability replaces animal companion, one with the wild, and beast of legend.

Starting at 1st level, the mimic warrior forms a close bond with his mimic. Whenever the temporary hit points from his mimic would be reduced to 0, the mimic warrior can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the mimic (thus preventing the loss of the mimic warrior’s temporary hit points), preventing the mimic from being killed.

This ability replaces animal focus.

Shielded Meld (Ex)

At 2nd level, whenever the mimic warrior is fused with his mimic, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.

This ability replaces flanking companion and beastmaster tactics.

Combat Feats

At 3rd level and three beastmaster levels thereafter, a mimic warrior gains a combat feat that he must qualify for.

This ability replace teamwork feats.

Battleshaping (Su)

At 5th level, as a move action, the mimic warrior can grow a single natural or manufactured melee weapon that he has proficiency with. This weapon lasts for 1 minute and has a +1 enhancement bonus on attack and damage rolls plus an additional +1 for every three beastmaster levels after 5th level to a maximum of +6 at 20th level. He can grow a claw, a bite, a gore attack, or any 1-handed or 2-handed melee weapon created for his size. These attacks deal the normal damage for a creature of his size. At 11th level, he can shape two natural or two 1-handed manufactured melee weapons. He may not grow additional limbs or a tail with this ability. The mimic warrior can use this ability a number of times per day equal to 3 + his Charisma modifier.

At 7th level, the mimic warrior can grow a weapon as a swift action. At 15th level, he can grow a weapon as a free action.

This ability replaces natural savagery, second animal focus and third animal focus.

Fused Reach (Ex)

At 10th level, the mimic warrior can suddenly stretch his mimic’s limbs, neck, or other appendages outward, giving him 5 more feet of reach. Unlike most creatures, the mimic warrior don’t appear to have a longer reach until he actually uses it.

This ability replaces raise animal companion.

Greater Shielded Meld (Ex)

At 10th level, whenever the mimic warrior is fused with his mimic, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.

This ability replaces beast shape.

Superior Shielded Meld (Ex)

At 17th level, whenever the mimic warrior is fused with his mimic, he receives a damage reduction of 5/-, in addition to the bonuses to AC and saving throws.

This ability replaces master of the pack.

Mimic Immunities (Ex)

At 20th level, a mimic warrior is adept at distributing his mimic’s body around his vital organs to keep them safe from harm.

He is immune to stunning and precision damage while fused with his mimic.

This ability replaces mastery of beasts.