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PFS LimitedWild Mimic

Source Howl of the Wild pg. 80 2.0
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

Source Advanced Player's Guide pg. 149 2.0
Some archetypes allow other feats beyond those in their entry. These are typically class feats, such as fighter feats that represent certain combat styles. The list of additional feats includes the feat's name, its level, and the page number where it appears. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype's dedication feat. When selected this way, a feat that normally has a class trait doesn't have that class trait.

Click here for the full rules on Additional Feats.


PFS LimitedWild Mimic Dedication Feat 2

Archetype Dedication 
Source Howl of the Wild pg. 80 2.0
Archetype Wild Mimic
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.

PFS StandardAnimal Empathy (Ranger) Feat 4*

Ranger 
Source Player Core pg. 158 2.0
Archetype Wild Mimic
* This version of the Animal Empathy (Ranger) feat is intended for use with an Archetype and has a different level for access than the original feat.

You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.

PFS StandardCrane Stance [one-action] Feat 4*

Legacy Content

Monk Stance 
Source Core Rulebook pg. 158 4.0
Archetypes Martial Artist, Wild Mimic
Requirements You are unarmored.
* This version of the Crane Stance feat is intended for use with an Archetype and has a different level for access than the original feat.

You enter the stance of a crane, holding your arms in an imitation of a crane’s wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.

While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically.

PFS LimitedFerocity Mimicry [reaction] Feat 4

Archetype 
Source Howl of the Wild pg. 80 2.0
Archetype Wild Mimic
Frequency once per day
Prerequisites Wild Mimic Dedication; you have encountered a creature who has kept fighting or dealt damage after being reduced to 0 Hit Points (such as via death throes or Ferocity) or have identified a creature with such an ability in combat
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.

PFS StandardGorilla Stance [one-action] Feat 4*

Legacy Content

Monk Stance 
Source Advanced Player's Guide pg. 128 2.0
Archetypes Martial Artist, Wild Mimic
* This version of the Gorilla Stance feat is intended for use with an Archetype and has a different level for access than the original feat.

You lower yourself to the ground and take an imposing, knuckle-walking stance. While in this stance, the only Strikes you can make are gorilla slam unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the backswing, forceful, grapple, nonlethal, and unarmed traits. While you are in Gorilla Stance, you gain a +2 circumstance bonus to Athletics checks to Climb, and if you roll a success on an Athletics check to Climb, you get a critical success instead.

PFS LimitedRend Mimicry [one-action] Feat 4

Archetype Flourish 
Source Howl of the Wild pg. 80 2.0
Archetype Wild Mimic
Prerequisites Wild Mimic Dedication; you have seen a creature use Rend or have identified a creature that has Rend in combat
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.

PFS StandardTiger Stance [one-action] Feat 4*

Legacy Content

Monk Stance 
Source Core Rulebook pg. 159 4.0
Archetypes Martial Artist, Wild Mimic
Requirements You are unarmored.
* This version of the Tiger Stance feat is intended for use with an Archetype and has a different level for access than the original feat.

You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage.

As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet.

PFS StandardWolf Stance [one-action] Feat 4*

Legacy Content

Monk Stance 
Source Core Rulebook pg. 159 4.0
Archetypes Martial Artist, Wild Mimic
Requirements You are unarmored.
* This version of the Wolf Stance feat is intended for use with an Archetype and has a different level for access than the original feat.

You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits.

If you’re flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait.

PFS LimitedElectrogenesis [two-actions] Feat 6

Archetype Electricity Primal 
Source Howl of the Wild pg. 80 2.0
Archetype Wild Mimic
Frequency once per 10 minutes
Prerequisites Wild Mimic Dedication; you have seen a creature deal electricity damage with an unarmed Strike or have identified a creature capable of dealing electricity damage with an unarmed Strike in combat

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.

PFS LimitedPrimal Proportions Feat 6

Archetype Primal 
Source Howl of the Wild pg. 80 2.0
Archetype Wild Mimic
Prerequisites Wild Mimic Dedication

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.

PFS LimitedWild Speech Feat 6

Archetype Primal 
Source Howl of the Wild pg. 80 2.0
Archetype Wild Mimic
Prerequisites Wild Mimic Dedication; Animal Empathy (Ranger), or the ability to speak with a type of animal

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.

PFS LimitedEnvironmental Adaptability Feat 7

Archetype Primal 
Source Howl of the Wild pg. 81 2.0
Archetype Wild Mimic
Prerequisites Wild Mimic Dedication

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.

PFS StandardCrane Flutter [reaction] Feat 8*

Legacy Content

Monk 
Source Core Rulebook pg. 161 4.0
Archetypes Martial Artist, Wild Mimic
Prerequisites Crane Stance
Trigger You are targeted with a melee attack by an attacker you can see.
Requirements You are in Crane Stance
* This version of the Crane Flutter feat is intended for use with an Archetype and has a different level for access than the original feat.

You interpose your arm between yourself and your opponent. Your circumstance bonus to AC from Crane Stance increases to +3 against the triggering attack. If the attack misses you, you can immediately make a crane wing Strike against the attacker at a –2 penalty, even if the attacker isn’t within your reach.

PFS StandardGorilla Pound [one-action] Feat 8*

Legacy Content

Emotion Flourish Mental Monk 
Source Advanced Player's Guide pg. 129 2.0
Archetypes Martial Artist, Wild Mimic
Prerequisites expert in Intimidation; Gorilla Stance
Requirements You are in Gorilla Stance.
* This version of the Gorilla Pound feat is intended for use with an Archetype and has a different level for access than the original feat.

You pound your chest before slamming into your foes. Attempt an Intimidation check to Demoralize, then make one gorilla slam Strike against the same target. If your Strike hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's frightened condition.

Special If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.

PFS StandardTiger Slash [two-actions] Feat 8*

Legacy Content

Monk 
Source Core Rulebook pg. 161 4.0
Archetypes Martial Artist, Wild Mimic
Prerequisites Tiger Stance
Requirements You are in Tiger Stance.
* This version of the Tiger Slash feat is intended for use with an Archetype and has a different level for access than the original feat.

You make a fierce swipe with both hands. Make a tiger claw Strike. It deals two extra weapon damage dice (three extra dice if you’re 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the persistent bleed damage from your tiger claw.

PFS StandardWolf Drag [two-actions] Feat 8*

Legacy Content

Monk 
Source Core Rulebook pg. 162 4.0
Archetypes Martial Artist, Wild Mimic
Prerequisites Wolf Stance
Requirements You are in Wolf Stance.
* This version of the Wolf Drag feat is intended for use with an Archetype and has a different level for access than the original feat.

You rip your enemy off their feet. Make a wolf jaw Strike. Your wolf jaw gains the fatal d12 trait for this Strike, and if the attack succeeds, you knock the target prone.

PFS LimitedPetrifying Gaze Mimicry [two-actions] Feat 10

Archetype Concentrate Incapacitation Primal Visual 
Source Howl of the Wild pg. 81 2.0
Archetype Wild Mimic
Prerequisites Wild Mimic Dedication; you have attempted a saving throw against a creature’s petrifying gaze or a similar ability or have identified a creature with such an ability in combat

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.

PFS LimitedTrample Mimicry [three-actions] Feat 10

Archetype 
Source Howl of the Wild pg. 81 2.0
Archetype Wild Mimic
Prerequisites Wild Mimic Dedication; you have seen a creature use Trample or have identified a creature with Trample in combat

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.

PFS LimitedRoar Mimicry [two-actions] Feat 12

Archetype Primal Sonic 
Source Howl of the Wild pg. 81 2.0
Archetype Wild Mimic
Frequency once per 10 minutes
Prerequisites Wild Mimic Dedication; you have been targeted by a creature’s auditory ability that effects an area or have identified a creature with an auditory ability that effects an area

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.

PFS LimitedPounce Mimicry [one-action] Feat 14

Archetype Flourish 
Source Howl of the Wild pg. 81 2.0
Archetype Wild Mimic
Prerequisites Wild Mimic Dedication; you have seen a creature use an ability that lets them Stride and Strike as a single action (such as Pounce) or have identified a creature with such an ability in combat

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.

PFS LimitedEmergency Regeneration [reaction] Feat 16

Archetype Healing Primal Vitality 
Source Howl of the Wild pg. 81 2.0
Archetype Wild Mimic
Frequency once per day
Prerequisites Wild Mimic Dedication; you have deactivated a creature’s regeneration for at least 1 round or have identified a creature with regeneration in combat
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.