CN kappa (PFRPG Bestiary 3)


Kappa (Pathfinder Roleplaying Game Bestiary 3):

Moki-lok is a sea-going variant which can exist safely in saltwater or freshwater alike. He speaks Aquan and a smattering of bad Tien, intermingled with slang, vulgarities, and other common but expletive phrases in Minatan. He has a quirky way of talking, even though it is decipherable enough to any Tien speaker.

Moki-lok, as an NPC, is an important element of any good epic story of teamwork and confrontation of immeasurable dangers ahead – a tiny cohort with a strange behavior, an un-human attitude and perspective, and a perfect comic relief during times of hardship ahead for the PCs. Moki-lok is not powerful, and is not meant to be an added combatant to any encounters, however there are options available to the GM to make this possible. See below for more.

Moki-Lok as a Future Cohort? An NPC? …MYTHIC?!

Once freed from the torment and taunts of his kappa peers, Moki-lok is vengeful and threatening, but ultimately too cowardly to actually attempt to incite violence upon the PCs. He is meant to become an eventual ally, and if nothing else, a fun and amusing friend to keep around over the course of the coming adventure segments. Consider the following implementation of Moki-lok during the current adventure, and over the long-term. Discuss with the players what choices will work best for them as a group.

Moki-lok as a Cohort: This kappa is strange, quirky, fun, and humorous. He adds a touch of flavor when needed, and he can hold his own if he needs to (if something attacks during combat, even if he is not involved, he can still fight back with his natural attacks, so he is not helpless and vulnerable – and thus, not a heavy weakness or burden for the PCs to have to tolerate). His weakness means he is easily incapacitate without being lethally harmed, which means he can also be an added leverage point in the evil schemes and machinations of future enemies, and a sympathy-point for the PCs as mortals with connections to others who could be harmed by their action or inaction. Consider adding power to Moki-lok at future levels by increasing his monstrous humanoid Hit Dice (see the Pathfinder Roleplaying Game Bestiary, Appendices, for more on advancing monsters by Hit Die).

Moki-lok as an NPC: Sometimes it’s helpful to have additional friends on hand in tough times, and Moki-lok is nothing if not a helpful friend, always willing to lend a hand, and even put his own life in danger, forever inspired by his brave, courageous, and honorable friends putting their own lives on the line to accomplish tasks and goals of greatness. Despite his strange behavior and attitude, he is a loyal friend, a dedicated adventurer committed to knowing more about the world, and even enjoys a good adventure story by the river. Consider adding power to Moki-lok at future levels by giving him levels in a PC class, such as samurai, ninja, rogue, fighter, or bard. Be modest, and don’t overpower him – if any PC takes the Leadership feat, Moki-lok should automatically be considered the first and primary cohort to fall under that heading, and leveled to the equivalent cohort power level at that point in the adventure. Moki-lok has always been inspired by the ways and stories of great samurai of honor and glory, and would be honored to become a samurai of the way/patronage of the PC heroes, and wishes to ride a giant frilled lizard mount. Allow samurai NPC Moki-lok to ride a giant frilled lizard mount: use the stats for a dimetrodon animal companion, with the following changes. Do not add PC class levels to Moki-lok until at least the 3rd-level portion of the adventure (‘To Enter the Serpent’s Den’).

Giant Frilled Lizard Companion

Use the dimetrodon companion statistics, with the following changes.
Starting Statistics: Ability Scores Int 2, Cha 8; Special Qualities replace tearing bite with intimidating charge (see below).
Intimidating Charge (Ex): This ability functions as the monstrous ability of the same name, in the Giant Frilled Lizard entry (Pathfinder Roleplaying Game Bestiary). The save DC for this effect is equal to 10 + 1/2 the lizard’s Hit Dice + the lizard’s Charisma modifier.
7th-Level Adjustment: Ability Scores Cha +4.

“Mythic Mega Moki-lok! …Go!”: The PCs have no idea what kind of friend they have just made for themselves, and even though Moki-lok knows he is not like other kappas, he didn’t know that the PCs would think was strange, too. Suddenly, Moki-lok reveals his mythic side, and a whole new realm of possibilities is opened. Crying out, “Moki-lok, mega-myth! …Go!” or something similarly silly and confident, this pint-sized critter shows a new side of himself when it looks like the heroes are outnumbered or down for the count. Considering allowing Moki-lok to have a more powerful version of himself, which he can call upon at a moment’s notice – he attained this mythic power from some previous unknown source down at the bottom of a river bed or the ocean coast. Mythic Moki-lok has the following changes; he can dismiss this mythic surge as a full-round action at any time, but it still uses a full hour worth of uses, even if it is less than one hour at a time.

Mythic Moki-lok (CR 3/MR 1)

Mythic Surge (Su): By calling upon the innate mythic power he achieved at some point in the past, Moki-lok becomes mythic (or at least temporarily takes on the mantle of mythic power), and helps his ailing allies, ever inspired by their heroic displays of courage and honor.
Every day, for a total number of hours equal to half his Hit Dice (1 hour/day for the standard kappa; these hours need not be consecutive), Moki-lok can gain the following changes: delete head bowl weakness (his head bowl grows over, covers, and encapsulates his head bowl water, allowing him to perform daring feats of acrobatics, agility, or feral might). His base speed changes to 30 ft., and he is affected as though by bull’s strength, cat’s grace, enlarge person, and jump for the duration of this mythic surge (these changes are incorporated into the changed listed below). Moki-lok gains the mythic creature subtype for the duration of this ability (without the mythic power or mythic surge abilities, which are embodied in the nature of this special ability), he gains Weapon Finesse as a bonus feat (as well the mythic feat of the same name, included below), and he gains the savage creature template.
Following the use of this ability, Moki-lok is fatigued for 1d2 rounds plus a number of rounds equal to the number of hours spent in mythic surge; in addition, failing a Fortitude save grants the exhausted condition for an additional 1 hour (save DC equal to 10 + 1/2 Moki-lok’s Hit Dice + the number of hours spent in mythic surge; the standard save for a kappa is DC 12 for 1 hour in mythic surge). Hit points granted by mythic surge should be treated as temporary hit points. Moki-lok’s mythic surge ends immediately if he is rendered unconscious or killed, except for his hard to kill ability, which lasts for an additional number of rounds equal to his Hit Dice.
The effects of Moki-lok’s mythic surge grant the following changes to standard kappa stats:

CN Medium monstrous humanoid (aquatic, mythic)
Init + 4; Senses mistsight, darkvision 60 ft.
AC 18, touch 14, flat-footed 14 ( + 4 Dex, + 4 natural)
hp 29 (3d10 + 13)
Ref + 7
Defensive Abilities hard to kill; Resist all energy types 5
Speed 30 ft., swim 40 ft.
Melee 2 claws + 7 (1d4 + 4 plus bleed 1 and grab)
Special Attacks feral savagery (rake), grab (Medium), rake (2 claws + 7, 1d4 + 6)
Str 18, Dex 19
CMB + 7 ( + 11 grapple); CMD 21
Feats Great Fortitude [M], Nimble Moves
Skills Acrobatics + 4 ( + 14 to jump), Escape Artist + 11, Swim + 12

Feral Savagery (Su): When Moki-lok makes a rake attack against a creature, he can immediately attempt an additional attack against an opponent, using his full base attack bonus, plus any additional modifiers appropriate to the situation. This additional attack does not stack with similar means of gaining additional attacks, such as the haste spell or a speed weapon. This ability doesn’t grant an extra action, so he can’t use it to take another type of action in the round (such as casting a spell, or retrieving a stored item).

Hard to Kill (Ex): Whenever Moki-lok is below 0 hit points, he automatically stabilizes without needing to attempt a Constitution check (unless the damage which reduced him below 0 hit points comes from a mythic source). Bleed damage still causes him to lose hit points when below 0 hit points. In addition, Moki-lok doesn’t die until his total number of negative hit points is equal to or greater than double his Constitution score (26 for a standard kappa).

Mistsight (Ex): Moki-lok can see through fog, mist, and murky water as if they were perfectly clear, ignoring the miss chance for these obstructions, up to his normal range of vision.

Great Fortitude [Mythic]
Your fortitude is unmatched.
Prerequisite: Great Fortitude.
Benefit: Whenever you roll a Fortitude saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, you roll twice and take the higher result.

If Mythic Moki-lok’s Hit Dice are increased to 6 or more, when he is performing a mythic surge, his grab ability increases to affect creatures of Large size or larger, and he gains greensight 60 ft (see below).

Greensight (Su): Moki-lok can see through thick plant matter as though it were transparent, up to 60 feet. Leaves, vines, greenery, and undergrowth offer no concealment to his sight, though solid wood still blocks his line of sight.



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