Building Mkosa from War of Immortals


Advice


The chapter of archetypes in War of Immortals briefly introduces some new characters with the archetypes. One is Mkosa.

War of Immortals, Wildspell archetype, page 138 wrote:
Teachers at the Magaambya are concerned about a young student named Mkosa (curious nonbinary halfling student) who has begun to exhibit signs of being a nascent wildspell. They don’t wish to hinder Mkosa’s education but are afraid of accidental explosions of magic harming others. The teachers haven’t informed Mkosa about their worries, and the time to make a decision is rapidly approaching.

I presume that this description is dated 4724 AR. I am currently running the Strength of Thousands adventure path, set in 4721 AR. The PCs are freshman students at the Magaambya Academy. Given that Wildspell Dedication is a 12th-level feat, Mkosa has probably been at the Magaambya for years and ought to be enrolled at the Magaambya right alongside the PCs in 4721 AR..

I want to give the PCs a chance to meet Mkosa. I am asking you for suggestions on what this character would be like. The PCs have befriended many fellow students, so Mkosa might become a recurring secondary character.

War of Immortals, Wildspell archetype, page 139 wrote:
The wildspell is only for spellcasters, specifically spellcasters who cast spells from spell slots, whether spontaneously or prepared. The source of your wildspell powers could be a magical place, a lost ritual, an arcane discovery from long research, a gift from a higher power, or as part of a pact with an unknown patron. However you come upon these powers, they give you new options for empowering and varying your magic, regardless of tradition.

The Magaambya Academy teaches arcane and primal spellcasting, so Mkosa would be a druid, magus, sorcerer, summoner, witch, or wizard. Or they could be another class but multiclassed to magic user of spell slots. Since Wildspell is about surges of magical power, I see Mkosa as devoting their studies to magic, which rules out martial classes and magus. Or since Mkosa is an NPC, I could get weird, such as a oracle who casts from the primal tradition.

Actually, Mkosa does not need an explicit class. The 1st module, Kindled Magic, introduced the PCs nine dorm-mates with descriptions that seldom mention a class. For example, dorm-mate Mariama is described by:

Kindled Magic, Students of the Magaambya, page 70 wrote:

MARIAMA KEITANA

CN | female | human | chaos magnet
Branch: Cascade Bearers
Specialty Magic: Lesson of Calamity (page 75)
Notable Skills: Deception, Intimidation, Occultism, Religion
Hobbies: combat theory, occult lore, linguistics
Most Well Known For: summoning a devil on accident during a complex mathematical proof
Strangest Quirk: knows swear words in almost every language on Golarion
Common Associates: Chizire (brewing weird liquors), Okoro (board games), Esi and Haibram (sparring partners)

Teachers at the Magaambya tactfully describe Mariama as a student with an “interesting” personality. Undeniably a knowledgeable occultist and accomplished spellcaster, the young woman falters between responsibility and unreliability with infuriating frequency. Her attitude likewise flips between unbearable kindness to her friends and outright viciousness to her foes.

Mariama lives the kind of life that even storytellers might consider unrealistic, with wildly fluctuating luck and outlandish events frequently plaguing her. She likes to tell stories that are even more unbelievable, leaving her fellows to wonder whether Mariama is cursed, blessed, or just a pathological liar. To date, Mariama has nearly started a cult by accident while drunk, been subjected to school discipline for selling curses, and had her heirloom magical staff disintegrated by a freak bolt of lightning.

Mariama can rapidly piece together disparate clues, but her focus on the occult and the exceptional often leads her astray. She’s quick to proclaim supernatural influence where there is none, such as accusing fey for crop failures when quelea birds are to blame. Yet when uncanny forces truly are at work, Mariama’s insights are frighteningly accurate.

I created stat blocks for the dorm-mates Ignaci Canterells, Okoro Obiyo, and Strands-of-Glowing-Dawn Tzeniwe when they temporarily adventured beside the party (they became a thaumaturge with wizard dedication, psychic with druid dedication, and investigator with wizard dedication) and also statted out dorm-mate Esi Djana as a pure wizard for a forum discussion.

In their summer Sailing class at the Magaambya, the PC students have participated in a two-crew-sailboat sailing contest (and two PCs won) and in a few weeks will participate in a 12-crew-sailboat sailing contest. The PC tengu bard Jinx Fuun grew up among the crew of a ocean-going vessel, so she did not enroll in the sailing class, but her friend Esi Djana has invited her to join her team on their independent sailboat. And the PC catfolk kineticist Cara'sseth Ti'kali has talked her way into the team, too, to try out fire-assisted sailboat racing. Adding Mkosa to the crew would be a marvelous opportunity for them to meet the future Wildspell adept. (The Sailing class and the sailboat races are not in the adventure path. My players wanted more student activities rather than regular adventures, so I added those events.)

Any suggestions? Mkosa will be 5th level.


Pathfinder Lost Omens, Rulebook Subscriber

Is Mikosa going to level along with the PCs?


Bluemagetim wrote:
Is Mikosa going to level along with the PCs?

The PCs are currently 4th level, so Mkosa will start one level above them. I figure that Mkosa will level slightly more slowly than the PCs, so needs a head start. They might be a recurring NPC in my campaign. In this thread I will create a 5th-level Mkosa for my current game and a 14th-level Mkosa to display them with Wildspell abilities.


Pathfinder Lost Omens, Rulebook Subscriber

Oh ok.
maybe Mikosa is a druid who is not completely above cheating a little with primal magic to coax the wind or waves in their favor?


Bluemagetim wrote:

Oh ok.

maybe Mikosa is a druid who is not completely above cheating a little with primal magic to coax the wind or waves in their favor?

My players wanted actual courses in my Strength of Thousands campaign, because their emphasis is on roleplaying their characters as students. But since this is a game, I look for ways to make the courses interesting, such as the field trip in their Rivers of the Mwangi Expanse course. The students in the Sailing course in summer season get to participate in two of Nantambu's summer boat races, which I invented from scratch.

We had the first sailing race already, two-person sailboats with no magic allowed. One person make regular Survuval or Sailing Lore checks and the other made regular Athletics checks. The second race will be bigger sailboats, I had considered 12 crew per boat but might drop it down to 10. With a larger crew, every team could have a spellcaster, so playing with the wind or water to speed up the boat will be allowed. I need jobs for several crew members, after all, to keep all the players busy. The fire kineticist in my party is trying to figure out how to speed up a sailboat with fire.

So using magic in this race won't be cheating.


Pathfinder Lost Omens, Rulebook Subscriber

Even better.
So i can imagine all the rowers on a larger boat rolling athletics and making progress based on the number of successes. Some kind of group skill check.
Piloting or sailing for steering.
Survival or sailing for navigation. Maybe there are multiple ways through rough areas and you need to meet this check to identify the faster patches through.

Casters can be the special ability crew.
A caster ready with gust of wind to give a speed boost for as many slots of it they have prepared.
maybe a water spell of some kind to slow down another boat.


I made a mistake in my first post in that I called Wildspell an archetype. It is really a mythic destiny, filling mythic feat slots rather than class feat slots.

I had hoped for many ideas to spice up Mkosa's build, because my own tendency is find bland, logical reasons for a character's features. Bluemagetim suggested druid, so I went with that. The Magaambya Academy does train druids.

Mkosa comes from Bloodcove. The PF1 sourcebook Halflings of Golarion says,

Halflings of Golarion, Nations, page 12 wrote:

Mwangi Expanse: Just as human settlers learned the value of halfling workers, human explorers learned the value of halfling support staff. Trading stations and outposts established by humans in the Mwangi Expanse often contain a number of halflings who work as guides, hirelings, and traders.

In the pirate town of Bloodcove, some halflings work on the docks as teamsters or sailors for hire. Most act as traders in Free Trade Square, however, and a handful of less scrupulous halflings work as cutpurses and sneak thieves, though none dare touch ship cargoes lest they bring the wrath of the Aspis Consortium down on their heads.
Elsewhere, halflings live alongside native Mwangi tribes.

I want Mkosa to be indigenous to the Mwangi Expanse rather than a decendent of halfling slaves brought to the region by Chelish colonists. The Song'O halflings of the Laughing Jungle have already shown up in my campaign (the Aggressive Farming service project on page 7 of Student Exchange), and they would have acted differently if one of their own was a prominent student at the Magaambya. Nor do I want Mkosa to come from a primitive tribe. Bloodcove is close to Nantambu, so the Magaambya in Nantambu would be the obvious school for Mkosa to attend.

Mkosa's heritage is Wildwood Halfling. Part of this is the juxtaposition of the words Wildwood and Wildspell, but also Bloodcove is a port city built upon a gargantuan mangrove tree. The docks and warehouses are down among the roots, but other people would live higher up in a wilderness of leaves and branches. For ancestry feats, Mkosa will have Halfling Luck and Shared Luck, because those abilities resemble Wildspell abilities.

A city in a mangrove tree ought to have druids, both of Leaf Order for the tree and Wave Order for the sea. Mkosa as a young Wave Druid went up the Vanji River for more advanced druidic studies at the Magaambya Academy. Their background is Sponsored by Family, though Mkosa has since paid the tuition back to their family. My choices for this background are the default ability score boosts and training in Diplomacy for the Hobnobber feat.

However, at the Magambya Mkosa also unintentionally manifested Storm Order powers (via 2nd-level Order Explorer and 4th-level Order Magic feats). This is to hint at their magic growing more wild.

For the sailboat race in my campaign, Mkosa owns their own sailboat, the Dawnsplasher. As a conversant-rank student at the Magaambya, Mkosa regularly sails to the upper tributaries of the Vanji River to deliver supplies to archeological and arcane sites. They don't stay in Nantambu often, but they timed their return this summer to participate in the 10-crew sailboat race.

A new fundamental choice is mythic calling and mythic feats for 2nd and 4th level. The two callings that best fit a student are Bookkeeper's Calling (here Bookkeeper means a keeper of books rather than a keeper of accounts) and Sage's Calling. Saga's Calling says, "Edicts preserve your knowledge for future generations, seek out lost knowledge in dangerous or forgotten places." That sounds more like the Magaambya. "Arms that Cut the Waves" mythic feat 2 sounds appropriate for a Waves druid. For Mkosa's 4th-level mythic feat, "Unbelievably Unbelievable" goes with Mkosa's Hobnobber skill feat.

I need to generate ability scores before I decide on skills and skill feats.
Ancestry: Halfling boosts Dexterity, Wisdom, and a free choice and diminishes Strength. I chose Intelligence for the 3rd boost.
Background: Sponsored by Family boosts Charisma and Wisdom.
Class: Druid boosts Wisdom
1st level perks boost Dexterity, Wisdom, Intelligence, and Charisma.
5th level perks boost Strength, Dexterity, Constitution, and Wisdom (no immediate effect).
Result: Str +0; Dex +3; Con +1; Int +2; Wis+4; Cha +2

Waves Druid trains in Medicine, Nature, and 4 other skills. Sponsored by Family trains in Diplomacy and Magaambya Lore. Sailing calls for Athletics and Sailing Lore, so that calls for 1 of the trained skills and Additional Lore. That leaves 3 skills for Acrobatics, Arcana, and Survival. The 3rd- and 5th-level skill increases go to Diplomacy and Religion. And the final skill feat is Bargain Hunter to explain how Mkosa could afford their sailboat. I add expert in Cascade Bearers Lore for free to represent their Magaambya branch. Untrained Improvisation 3rd-level general feat covers Mkosa's other skill needs.

A Kindled Magic-style description would be:
Mkosa Dawnbranch
curious | nonbinary | halfling | field agent
Branch: Cascade Bearers
Specialty Magic: Arms That Cut the Waves
Notable Skills: Diplomacy, Nature, Sailing Lore
Hobbies: archaeology, sailing, trade, magical experiments
Most Well Known For: Returning from distant field sites to participate in sailing races.
Strangest Quirk: Trades regularly with the Aspis Consortium despite their poor relationship with Nantambu and the Magaambya Academy.
Common Associates: Esi (sailing), crew of the Dawnsplasher: Ainslie, Burling, Pirelli, Spithill

Stat Block, outfitted for river travel
Mkosa Dawnbranch druid 5
UNIQUE SMALL HUMANOID HALFLING
Nonbinary halfling druid, conversant in Cascade Bearers branch of the Magaambya
Heritage Wildwood Halfling
Perception +13
Languages Garundi, Halfling, Mwangi, Taldoran, Wildsong
Skills Acrobatics +10, Arcana +9, Athletics +7, Cascade Bearers Lore +9, Diplomacy(expert) +11, Magaambya Lore +9. Medicine +11, Nature +11, Religion +11, Sailing Lore(expert) +11, Survival +11, and Untrained Improvisation +4 + ability score.
Str +0; Dex +3; Con +1; Int +2; Wis+4; Cha +2
Items +1 leather armor, +1 dagger, +1 striking returning spear, razor disc shield, healer's tools, owns the Dawnsplasher
Ancestry Feats Halfling Luck, Shared Luck
Skill Feats Additional Lore(Sailing), Bargain Hunter, Hobnobber
General Feat Untrained Improvisation
Class Feats and Features Wave Order, Shore Step, Order Explorer(Storm), Order Magic(Storm), Storm Born, Shield Block.
Druidic Order Anathema Polluting water or allowing those who pollute water sources to go unpunished. Pollute the air, allow those who cause major air pollution or climate shifts to go unpunished.
AC 22 (24 with shield raised); Fort +10, Ref +10, Will +13
HP 51
Speed 25 feet
Melee [One Action] +1 dagger +11 (agile, finesse, thrown 10 ft., versatile S) Damage 1d4 piercing
Melee [One Action] +1 striking returning spear +8 (thrown 20 ft.) Damage 2d6 piercing
Ranged [One Action] +1 striking returning spear +11 (thrown 20 ft.) Damage 2d6 piercing
Primal Spells Prepared DC 21, attack +11
3rd aqueous orb, haste
2nd cleanse affliction, create food, gecko grip
1st alarm, charm, heal
Cantrip (3rd) detect magic, gale blast, light, needle darts, prestidigitation
Druid Order Spells DC 21, attack +11; 2 focus points; 3rd rising surf, tempest surge
Mythic Sage's Calling You’re already an archive of knowledge, but you’re driven to learn more with an unquenchable passion that might never be sated. When you attempt to Recall Knowledge, you can spend a Mythic Point to attempt the check at mythic proficiency. The first time each day that you critically succeed on a Recall Knowledge check against an enemy creature, you regain a Mythic Point.
Mythic Edicts preserve your knowledge for future generations, seek out lost knowledge in dangerous or forgotten places
Mythic Anathema destroy books or other repositories of knowledge, lie to hide knowledge from the world
Mythic Abilities Rewrite Fate, Arms That Cut the Waves, Unbelievably Believable


Unfortunately, I did not hit the mark of the original description of Mkosa:

War of Immortals, Wildspell archetype, page 138 wrote:
Teachers at the Magaambya are concerned about a young student named Mkosa (curious nonbinary halfling student) who has begun to exhibit signs of being a nascent wildspell. They don’t wish to hinder Mkosa’s education but are afraid of accidental explosions of magic harming others. The teachers haven’t informed Mkosa about their worries, and the time to make a decision is rapidly approaching.

The Wildspell abilities do not start until 12th level, which is higher level than most of the teachers at the Magaambya Academy. Thus, while a student, such as at 5th level, Mkosa is mythic but not wildspell. I don't see how to avoid this. Part of my problem is that I want Mkosa to be a viable, possibly recurring, NPC in my campaign. Casting them as a hidden time bomb would waste roleplaying opportunities. They have to be a person.

I gave Mkosa an oddity of spontaneously developing the abilities of a second druidic order, to justify that the teachers are worried about Mkosa's wild magic, but that came from class feats rather than mythic feats.

Furthermore, at 5th level Mkosa would be conversant rank, essentially a graduate student. Mkosa has already spent years the Magaambya Academy without creating any more trouble than Mariama Keitana or the player characters. Why would the teachers wait to decide about Mkosa now, right before the character goes independent at lore-speaker rank?

I had considered constructing Mkosa as a 1st-year student (initiate rank) joining the Magaambya later. However, later in the Strength of Thousands adventure path, the PCs will become teachers at the Magambya. They would be the ones to judge the danger from Mkosa's wild magic, and I suspect that their reaction would be, "Don't worry, kid. Many of us had weird magic, too."


In Doorway to the Red Star the 5th module of Strength of Thousands, the 15th-level PCs travel northward in the Mwangi Expanse to the Plaza of the Doorway. Teacher Tahenkot just finished testing a flying ship, so let's assume that the party takes that for transportation and 14th-level Mkosa is the pilot.

Stat Block, outfitted for a flying-ship expedition
Mkosa Dawnbranch druid 14
UNIQUE SMALL HUMANOID HALFLING
Nonbinary halfling druid, lore speaker in Cascade Bearers branch of the Magaambya
Heritage Wildwood Halfling
Perception +23
Languages Draconic, Dwarven, Elven, Garundi, Halfling, Mwangi, Taldoran, Wildsong
Skills Acrobatics +20, Arcana +19, Athletics(expert) +18, Cascade Bearers Lore +19, Diplomacy(master) +22, Magaambya Lore +19. Medicine(expert) +23, Nature(expert) +23, Piloting Lore(master) +23, Religion +21, Sailing Lore(master) +23, Society +19, Survival +21, and Untrained Improvisation +14 + ability score.
Str +0; Dex +4; Con +1; Int +3; Wis+5; Cha +3
Items +2 resilient leather armor, +2 greater striking combat grapnel, +1 dagger, cloud pouch, healer's tools, moderate acid flask, greater antidote, greater antiplague, moderate elixir of life, 2 scrolls of 4th-rank heal, holy water, owns the Dawnsplasher
Ancestry Feats Halfling Luck, Guided Luck, Shared Luck
Skill Feats Additional Lore(Piloting), Additional Lore(Sailing), Bargain Hunter, Combat Climber, Glad-Hand, Hobnobber, Multilingual, Underwater Marauder
General Feats Fleet, Untrained Improvization, Weapon Proficiency
C;ass Features Shield Block, Wave Order
Class Feats Advanced Elemental Spell(wave), Call of the Wild, Order Explorer(storm), Order Magic(storm), Overwhelming Energy, Purifying Spell, Shore Step, Storm Born, Wind Caller
Druidic Order Anathema Polluting water or allowing those who pollute water sources to go unpunished. Pollute the air, allow those who cause major air pollution or climate shifts to go unpunished.
AC 32; Fort +19, Ref +22, Will +23
HP 152
Speed 30 feet
Melee [One Action] +2 greater striking combat grapnel +24 (finesse, grapple, tethered, thrown 20 feet) Two-Handed, Damage3d6 piercing
Melee [One Action] +1 dagger +23 (agile, finesse, thrown 10 ft., versatile S) Damage 1d4 piercing
Primal Spells Prepared DC 33, attack +23
7th regenerate, summon dragon, teleport
6th chain lightning, scintillating safeguard, truesight
5th heal x 2, nature's pathway
4th fly, soft landing, dispel magic
3rd aqueous orb, fireball, haste
2nd cleanse affliction, darkvision, speak with animals
1st alarm, charm, gentle landing
Cantrip (7th) detect magic, gale blast, light, needle darts, prestidigitation
Druid Order Spells DC 33, attack +23; 4 focus points; 7th rising surf, stormwind flight, tempest surge

Mythic Sage's Calling You’re already an archive of knowledge, but you’re driven to learn more with an unquenchable passion that might never be sated. When you attempt to Recall Knowledge, you can spend a Mythic Point to attempt the check at mythic proficiency. The first time each day that you critically succeed on a Recall Knowledge check against an enemy creature, you regain a Mythic Point.
Mythic Edicts preserve your knowledge for future generations, seek out lost knowledge in dangerous or forgotten places
Mythic Anathema destroy books or other repositories of knowledge, lie to hide knowledge from the world
Mythic Feats Rewrite Fate, Arms That Cut the Waves, Mythic Magic (admonishing ray, dream message, invisbility, share lore), Mythic Refocus, Unbelievebly Believable, Unending Subsistence
Mythic Destiny Wildspell Dedication, Mythic Heightening

Notes: Mkosa passed up Mythic Counterspell exclusive to Sage's Calling, because they seldom fight spellcasters. They also passed up the Primal Focus druid class feat because Mythic Refocus mythic feat seems better.

The teachers of the Magaambya would have definitely marked Mkosa as violating the usual rules of spellcasting at 8th level when the character gained Mythic Magic and three non-primal spells that could be cast spontaneously via mythic points.


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Pathfinder Lost Omens, Rulebook Subscriber

Ill need to come back to all that and see if I can glean any helpful insight.
It did prompt a side thought.
Is there any spellcasting specific contests or tournaments?
I would think spellcasting duals and team spell caster battles would be common at magic school.
Especially team battles with non killing objectives like holding a position or stealing an object unnoticed. Hmm I guess such training games would probably resemble the kinds of real operations the schools organization would want them to be capable of.


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Kindled Magic has a tournament battling against some newly-designed constructs. Spoken on the Song Wind has a tall-tales storytelling contest.

I will add supervised magic duels and team competition to the fall season. That is a flavorful idea.


Pathfinder Lost Omens, Rulebook Subscriber

I guess my only thought on Mikosa would be not in a mechanic sense but in a narrative sense. If their magic is concerning and a time to decide their fate is coming soon its not necessarily because they are hitting level 12 soon or level 8. by then its far too late. I think narrative manifestations Mikosa's magic that cannot be replicated by character options is better. Character options are generally what happens when things go right, Mikosa might be better defined outside of character option as an example of what can happen for a burgeoning wildpell when it comes to early.


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Mkosa will show up in my game on Tuesday, November 12, and I expect the game session a week later to include the sailboat race with Mkosa's Dawnsplasher. I have already shown the players of Cara and Jinx, who will join Mkosa's racing crew, this thread. Cara's player responded,

Player of Cara'sseth Ti'kali wrote:

Nice!

ah, a fellow cascade bearer
"Mythic Anathema destroy books or other repositories of knowledge, lie to hide knowledge from the world"
and Cara is working to repair what can be salvaged from a damaged repository of knowledge :)

In Kindled Magic the player characters found books damaged by gremlins and insects in a neglected storage building. The characters Cara and Idris insisted on a project to restore the damaged books, so I arranged such a project under the guidance of archaeology teacher Izem Mezitani and supervised by conversant Muruwa (from the Threshold of Knowledge module).

In my game, Mkosa's attitude toward life will be more important than their magic. Mkosa is shaped by the Saga's Calling, "You’re already an archive of knowledge, but you’re driven to learn more with an unquenchable passion that might never be sated." Not content to wait for lessons, Mkosa has been sailing the Dawnsplasher along the Vanji River to bring supplies to the Magaambya's archaeological sites and talk with the archaeologists about their latest discoveries or to fetch shipments of artifacts that arrived in Bloodcove to deliver them to the Magaambya and talk with the researchers about the mysterious items.

The game is about the PCs' reactions to the NPCs rather than the NPCs themselves. I theorycrafted Mkosa out of curiosity about the mythic rules, but the character now exists to serve as an NPC. Narrative manifestations of Mikosa's magic will happen only if they improve the game session for my players. Stories of previous manifestations will be told only if they interest the players.

The catfolk fire kineticist Cara has a lot in common with Mkosa's spirit of adventure, and I plan to roleplay Mkosa as enthusiastic to try out Cara's wild ideas. Mkosa knows that they have wild magic but so far their halfling luck (and mythic abilities) has kept that wild magic from getting out of hand. They will rely on that luck in trying out Cara's plan for fire-based sailing enhancement.

The tengu enigma bard Jinx grew up on an ocean-going ship. She skipped the Sailing class because she knew about sailing already. But athletic third-year NPC student Esi Djana also joins the Dawnsplasher's crew for the sailboat races. She recognized Jinx's skill and invited her. I hope that Jinx and Mkosa will bond over practical experience. We also might recognize a duality of bad luck versus good luck. Jinx had trained as a curse eater, removing bad luck from her ship. Mkosa, in contrast, relies on good luck.

On the other hand, I could imagine manifestations of Mkosa's mythic abilities and wildspell destiny that will never be mentioned in my campaign. How did Mkosa discover their Arms That Cut the Waves?

War of Immortals, Myths and Legends chapter, page 81 wrote:

ARMS THAT CUT THE WAVES FEAT 2

UNCOMMON MYTHIC
River, lake, sea, or ocean, the water calls to you, and you don’t fear its depths. When you attempt an Athletics check to Swim, you can spend a Mythic Point to attempt the check at mythic proficiency. When you would run out of air and begin suffocating, you can instead spend a Mythic Point to hold your breath for 10 more rounds.

Maybe this occurred before Mkosa went to the Magaambya and was still a druid in training at Bloodcove. Combining the Wave Order's Shore Step with Arms that Cut the Waves, Mkosa would almost always have a critical success on Swim checks, as if swimming in calm water. The story could be simply that Mkosa was known as the best swimmer among the halflings, but it would be more fun to tell a story of Mkosa saving a drowning child during the rough waters of a storm. Spending mythic points to reroll skill checks via Rewrite Fate won't be enough to make Mkosa seem amazingly skilled, but it would mean that Mkosa often succeeded when a life or honor was at stake. The halflings of Bloodcove called it "hero's luck" and sent Mkosa to the Magaambya to train to be a hero.

Hm, I also need an exciting story how Mkosa acquired the Dawnsplasher. It is about the size of a karakoa warboat, a 5th-level vehicle within the budget of a 5th-level character. For a mythic character we need the boat to be gained as a heroic prize rather than purchased with cash. Winning it in gambling, like Han Solo did with the Millennium Falcon, is too cliché for a character with magical luck.

How about this: Mkosa was on a Magaambya biological research expedition along the Lower Korir River in the Jungle of Hungry Trees south of Vidrian. The Dawnsplasher under Captain Mgogoro dropped them off at the research site, went further upriver for other trade, and did not return in two days as scheduled. Mkosa rowed upriver to look for them in a small Song'o canoe and found the vessel. It had been attacked by wildlife, Captain Mgogoro was dead, and the surviving crew members were badly injured. They sailed the Dawnsplasher downriver to the site where the other researchers joined in to sail down to Port Freedom in Vidrian. Mkosa bought the sailboat from Mgogoro's wife and children on credit and sailed it across Desperation Bay and around the Kaava Lands peninsula to Bloodcove and the Vanji River. Mkosa could have resold the Dawnsplasher in Bloodcover to settle the debt; instead, they took several seasons off from school to earn money through river trading and finished paying off the Dawnsplasher.


Pathfinder Lost Omens, Rulebook Subscriber

Seems practical.
some of these ideas could up the heroics s of it.

if Captain Mgogoro was found alive but injured in a way that ends his sailing days without powerful magic? Mikosa secured the means for regenerative spells for the captain and in return the captain gave him the boat.
Adding to that the sail to the research site might have involved successfully evading a creature that caused the wreck (elevating the heroic deed)
All in all Mikosa's deeds saved the captain and their crew helping them evade a horrific creature and connected the captain with the means of sailing again (Maybe sailing is the captains life and he couldn't imagine living any other way) a worthy heroic deed.

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