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Mime

Mimes are performers who use movement, gestures, and expressions without any speech to act out a scene or situation for onlookers.

Recall Knowledge - Humanoid (Society): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13

Elite | Normal | Weak
Proficiency without Level

MimeCreature 3

Medium Human Humanoid 
Source NPC Core pg. 126
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
Mimicry Specialist For encounters involving mimicry or pantomime, the mime is a 6th-level challenge.
AC 18; Fort +6, Ref +9, Will +12
HP 45; Resistances sonic 5
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.
Speed 25 feet
Melee [one-action] fist +12 [+8/+4] (agile, finesse, nonlethal, unarmed), Damage 1d4+5 bludgeoningMimic Assault [two-actions] (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.Pantomime [two-actions] (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-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.

All Monsters in "Performer"

NameLevel
Acrobat2
Beast Tamer4
Court Jester10
Dancer1
Druid Initiate1
Juggler2
Maestro11
Mime3
Puppeteer6
Street Musician2
Traveling Actor3
Troubadour3

Performer

Source NPC Core pg. 124
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.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Halfling yarnspinner (level 7), iruxi masked mummer (level 9), razzle dazzler (level 5)

Sidebar - Advice and Rules Handheld Instruments

Musical instruments range in size and function. For inspiration on what an NPC musician might play, choose from the following list: accordion, bagpipe, bodhrán, bongo drum, cabasa, castanet, charango, chimes, claves, cuíca, dan moi, didgeridoo, fiddle, flute, gemshorn, gittern, guan, hand bell, harmonica, hurdy-gurdy, kalimba, kazoo, lute, lyre, mandolin, maracas, ocarina, pan flute, piccolo, psaltery, recorder sackbut, shawm, slide whistle, spoons, tambourine, trumpet, triangle, ukulele, vielle, or zills.

Sidebar - Advice and Rules Let's See A Show

Prices for a night's entertainment are per head and can be far higher for world-class performers.

Circus 1 sp; Dance 2 cp social, 6 cp stage performance, 1 gp high-society ball; Opera 5 gp general admission, 20 gp box seats; Music 5 cp troubadours, 2 sp orchestra; Stage Play 6 cp small theater, 1 sp major theater; Street Performance tips of 1–2 cp.

Sidebar - Additional Lore Performers Across Golarion

Some of Golarion's brightest stars are as much storymakers as storytellers.

Camilia Drannoch, Revolutionary: Camilia uses her powerful words to put an end to the Red Revolution, rid Galt of its final blades, and reestablish relations abroad.
The Circus of Wayward Wonders: Perhaps the most spectacular traveling show in the Inner Sea, the Circus of Wayward Wonders and its Sideshow of Everyday Marvels offers truly outstanding acts for their audiences.
Janatimo, Speaker of the World's Tales: Janatimo, an aiuvarin bard at the Magaambya, leads the Uzunjati, scholars and teachers tasked with spreading knowledge to improve the world.

Sidebar - Additional Lore The Colleges Of Humor

Throughout Golarion there are pockets of jesters and jokesters that form groups they call colleges of humor. While they have no formal name or location, these colleges are universally recognized for producing excellent comedy. Those who train with colleges often specialize in one of many forms of humor. Some of the most common specialize include, but are not limited to: slapstick, romantic humor, high comedy, situational comedy, parody, surrealism, farce, wordplay, and observational humor.