TEXT: 1
  
  1
  Credits
  -Producer-
  Scott GladStein
  -deSiGnerS-
  Scott GladStein, dayton JohnSon,
  ian SiSSon, and chriStoS Gurd
  -editor-
  ian SiSSon
  -art-
  MeGan StevenS and naiche WaShburn
  -GraPhic deSiGn/layout-
  Scott GladStein
  OGL Compatible: Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are 
  trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for 
  more information on the compatibility license
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC 
  does not guarantee compatibility, and does not endorse this product.
  A Product of Little Red Goblin Games, LLC
  Questions? Comments? Contact us at:
  ScottGladstein@littleredgoblingames.com
  http://littleredgoblingames.com/
  © 2016, All Rights Reserved
  Heroes of the Waves
  By Little Red Goblin Games
  
  2
  Introduction
  The soft lull of the waves’ coming and goings pulled at old Te Heke’s mind, urging him to sleep. It had been three 
  days since he and his friends had been sent on this Ho’oponopono, a mission to cleanse their spirits for the heinous 
  act they had committed when freeing the sky spirit. They had committed tapu and had to cleanse himself before 
  the kahuna would proclaim them forgiven. So it was that Te Heke sat by the edge of the sea in the wee hours of the 
  night, the sun still an hour away from rising. He was the only o awake, the lone sentry of his party of three.
  A rustle. A whisper. A glint. He felt it before his other senses picked it up. A tribe of menehune, as viciously angry 
  as they were short, were gathered at the edge of the beach where the party had camped for the night. They were well 
  blended in with the low grass of the treeline on the small island they had camped at- no more than a mile or two 
  across. Somehow they had missed them upon their first survey of the island.
  “Paoa! Hoku!”
  He cried out as the first spear zipped past his head and into the water. Hoku was on her feet, a novice kahuna in her 
  own right, calling forth the water of the ocean to shield them almost before her eyes were open. She had a gift, a 
  second sight of sorts, so it didn’t surprise Te Heke in the slightest. Paoa was slower to his feet but he was like a large 
  boat- it took a lot of paddling to get it going but once he got going there was little that could slow him down. He 
  twisted free of the leaf-woven sleeping mat he’d managed to get himself wrapped in while he slept, grabbed his war 
  club and was bringing it down on the nearest menehune in moments.
  Te Heke slung a stone, his expert eye picking out heads that popped up over the grass as Paoa’s aggression drove 
  them into a retreat. The stones, blessed by the very same kahuna that had sent them on this journey, never missed 
  their mark and brought each one down in turn. This halted the fleeing pygmy men- seeing death from near and 
  from afar. They dropped their cobbled-together weapons and began to plead in their chittering talk. Paoa fought like 
  a man possessed when called to but knew the ways of peace- he was truly the chief’s son, the very picture of an ari´i.
  “Lay down your weapons and leave us. Tomorrow we will be gone and you will be able to pick up your dead.” He 
  said, his war club still dripping with the entrails of their comrades. The little menehune warriors began to shake and 
  a smile crept across Paoa’s face. Hoku and Te Heke joined him.
  “You speak well Paoa. What happened to that little boy who use to pull on my hair when he didn’t get his way?” 
  Hoku asked, washing clean the blood from his body with a wave of her hand as she approached, a smirk crossing 
  her lips.
  “He’s still here and the way you talk causes this odd twitch in my finger... it seems to want to grab someone’s hair...” 
  He said equally as wryly.
  The two old friends seemed to be at ease, confident in their victory... but something didn’t sit right with Te Heke. 
  He had been on a hundred raids and lost a good many of them. The hunter knew what victory felt like and this felt 
  more like defeat despite the cowering little warriors before them. He drew his leiomano and gripped it tighter.
  
  3
  “Hoku... please... search for spirits nearby. I feel something is not right.” The old hunter said as his eyes darted 
  around the forest. She seemed a little annoyed at the request,
  “Te Heke... there is nothing to worry about. Your mind is as unsettled as-”
  Just then a great roar came from the shore. Te Heke looked down and saw that the menehune were not cowering 
  towards them but instead towards the shore itself and this was quickly receding.
  “Oh...” Hoku affirmed, her voice fragile and eyes wide as she saw what Te Heke had.
  The sea was gathering in great strength and a wave the height of thirty men was now coming down upon the little 
  island. It took the form of a face though, that of a screaming man with great sharp teeth about to swallow the island 
  whole with its fury. In the face of such power, what good were weapons? Only Hoku could save them now...
  ~ ~ ~ 
  
  4
  Heroes of the Waves is a Pathfinder Compatible 
  book that examines how to play a game set on Pacific 
  Islands or Oceania. The periods we are pulling from 
  mostly are from pre-western influence (or at least 
  prior to western control). We are creating a somewhat 
  merged culture so you may see a Maori term for one 
  thing next to a Hawaiian term for another. We are 
  also looking at this in a fantasy context rather than 
  a historical one. We aim to provide gaming aids, 
  material, and lore to add a Polynesian touch to your 
  next game.
  a PolyneSian caMPaiGn 
  SettinG
  MaJor cultural noteS
  There are a great number of cultures included under 
  the umbrella term “Polynesian” and even more 
  covered by this book. There are a great number of 
  traditions, cultural elements, and aspects, so many 
  we could never hope to cover them all in a timely 
  manner, so we have selected common themes and 
  traditions we found prevalent in a large number of 
  them.
  Please note that we will be using terms from a 
  number of languages and cultures, sometimes in the 
  same entry. This is because there are a great number 
  of similar terms and we are selecting the most 
  well known ones. Where available, we provide the 
  linguistic source of the term as well as alternatives 
  from different cultures.
  Mana: This is the (Hawaiian) term for the spiritual 
  power one had and was often connected to one’s 
  ancestors. It was, in effect, the “divine right” by which 
  leaders ruled. Often times rules and superstitions 
  were to prevent someone from stealing one’s mana. In 
  game terms your character’s mana is represented by 
  your level.
  taPu: This is a divine restriction. Today the word 
  has morphed into the English word “taboo”. Things 
  that are tapu must not be done. Places that are tapu 
  must be avoided. Breaking with tapu has sacred 
  consequences- the offender or a loved one (or other 
  member of their community) might become sick or 
  even die for breaking it.
  As examples: It was tapu for people of a lower status 
  (someone with lesser mana) to touch the things or 
  eat the food of a higher ranking person (someone 
  with more mana), stand in a higher ranking person’s 
  shadow, or things of this nature. Something that is 
  not tapu is called “noa”.
  There are many variations of this word or similar 
  concepts, including: “kapu”, “ha’a”, and “tabu”. We will 
  be using the word “tapu” in this book (a Maori term).
  hara/Pono: Breaking tapu resulted in “hara” or an 
  error in the eyes of the gods. Hara would cause you to 
  get sick, die, or otherwise have ill-fortune. Depending 
  on what you did this might be visited upon just you, 
  your loved ones, or even the entire community. For 
  example: If a kahuna declared a fishing spot tapu 
  for the rest of the season and you fished there, fish 
  might not come back next year- starving the whole 
  community until you atoned.
  Pono (or ho’oPonoPono): The act of atoning. 
  It traditionally involves confession, repentance, and 
  an act of contrition or restitution as ordered by a 
  kahuna or other spiritual guidance. This was also used 
  for social and even business issues (which were not 
  seen as separate from spiritual acts). Pono can only 
  come from the whole family or community- it is not 
  granted by a spiritual advisor.
  What iS thiS book about?
  
  5
  caSte SySteM: Whether or not you chose to 
  embrace this in your game caste systems were an 
  integral part of Polynesian life. Special training and 
  crafts were taught within families and knowledge 
  of this sort was sacred. Those with a higher place in 
  society had more mana and thus a divine right to 
  their stations. It was, however, something one had to 
  continue to earn each day- not simply an inherited 
  title.
  There were generally three or four castes. The 
  nobility were called “ariki”. These were often 
  landowners or prominent members of clans. Some of 
  these were professional soldiers but not all. “Raatira” 
  or “free men” were craftsmen, owners of small tracts 
  of land, and artists. They were called on in times of 
  war and often had a limited knowledge of combat but 
  were proficient due to some measure of training and 
  better weapons. Finally the “manahune” (not to be 
  confused with the menehune who were mischievous 
  pygmies creatures) were land-bound workers who 
  served raatira or ariki and had to give them a large 
  portion of what they produced. There was one lower 
  status- a prisoner or slave. These were considered 
  below manahune- property rather than people. 
  There was fluidity between ranks at the top and 
  bottom of each caste. A highly skilled manahune’s 
  son might become a raatira in his lifetime if he is 
  as successful as his father. An ariki at the bottom of 
  the pecking order might be considered inferior to a 
  successful raatira.
  We have used the Hawaiian words for these castes.
  Kahuna (ExpErt vs priEsts): The term 
  “kahuna” in Hawaiian had several meanings but 
  largely meant an expert or master. You could be a 
  “kahuna fisherman” or a “medical kahuna”. This title 
  was a sign of respect and held a semi-sacred status 
  amongst cultures in this region (each had a similar 
  term). Common professions that gave this were ones 
  that were important to the community including: 
  navigators, physicians, ship builders, martial artists, 
  tattooist, and even cooks.
  The second use for the term “kahuna” is a spiritual / 
  magical one. It is connected to the other use of the 
  term as they must be masters of their spiritual art to 
  be called such. Both terms refer to gifted spiritual 
  leaders who could commune with spirits, had the 
  power to declare things tapu, could absolve one of 
  transgressions, and other supernatural abilities. They 
  were part shaman, part priest, and part wiseman. In 
  Maori culture the term “Tohunga ” was used instead.
  rulE ChangEs
  While many things make a uniquely Polynesian 
  game, there are several key factors that require rule 
  changes when running a Polynesian campaign 
  setting:
  no MEtal: Metal was largely not present (or at 
  least not in large enough quantities) in Polynesian 
  islands and as such metal armor and weapons do not 
  exist. The Advanced Player’s Guide suggests adding 
  the “fragile” quality to weapons from this period but 
  we do not encourage that as they found ways to work 
  around this limitation and craft many fine weapons 
  from wood, stone, grass, and animal parts that would 
  match most standard European weapons. They did 
  have meteoric iron but no knowledge or experience 
  crafting it.
  A Hawaiian Dagger or Short Sword
  (Palau Papanihomano) Made of Wood and Shark’s Teeth
  
  6
  no land MaMMalS: Until western contact there 
  were no land mammals present on the Polynesian 
  islands. This means no horses, dogs, pigs, cows, rats, 
  or other species. By in large they didn’t have any sort 
  of domesticated animals, though some non-domestic 
  animals were kept as pets. They did have birds, 
  reptiles, and insects of exotic varieties.
  Many cultureS: One of the challenges we 
  have in writing this book is that there are hundreds 
  of diverse cultures, ethnicities, and regions 
  encompassed in the area. Due to the isolation many 
  of them initially developed distinct cultures. Often 
  times a culture just a week’s journey away would be 
  unknown until first contact was made. This means 
  there are an enormous number of languages (almost 
  one per inhabited island), beliefs, and customs. 
  The Linguistics and Knowledge (local) skills are 
  immensely valuable.
  all MaGic iS divine: All magic, be it arcane 
  or divine in a game sense, comes from a spiritual 
  source. The gods are found in everything- from plants 
  to features of the land and even in situations. As a 
  result- there is always a touch of divinity (or magic) in 
  everything.
  SeafarinG: There were no riding animals in 
  Polynesia, though boats and travel by sea largely 
  made this unnecessary. The Ride (Dex) skill is 
  replaced by a Seafaring (Wis) skill described later.
  iSlandS: Each island can be a unique and exciting 
  adventure. As a GM you can establish islands 
  locations as you wish as it was difficult to accurately 
  map and find ALL the inhabited islands even near 
  your tribe. This means that “world maps” are never to 
  be considered all-inclusive and typically only extend 
  as far as a given tribe had explored. It should be 
  noted however that polynesians had rather advanced 
  navigational and ship building techniques for their 
  era. It should also be noted here that islands are 
  closed ecosystems and are thus very fragile. It is easy 
  to destroy them if you are not careful.
  the ocean: Keep in mind most of a Polynesian 
  campaign will be somewhere near the ocean or on 
  it. You will need to have a good grasp of rules for 
  traveling over water, drowning, swimming, and 
  traveling on water. A lot of encounters will be drawn 
  from the aquatic encounter charts.
  early develoPMent: Most of the rules of this 
  book assume you are using the pre western contact 
  period of Polynesian history. This means you will 
  probably want to use rules appropriate to this era of 
  plan in terms of gear, weapons, armor, etc. Firearms 
  are treated as not existing.
  no arMor / arMor by level: Armor was 
  not an important part of Polynesian culture. Rarely 
  nobles would wear wooden helmets or protective 
  capes but often they ran into battle in little more 
  than loincloths. Shields were found and used but 
  none were metal. However, one’s mana (spiritual 
  power) was believed to be protective. To this effect 
  we encourage you to use this armor bonus to AC by 
  level chart. Characters still apply their Dexterity as a 
  Dodge bonus to AC as well as shield, deflection, and 
  other sorts of bonuses to AC. Treat this armor bonus 
  by level as if it were an armor bonus in all respects. 
  
  7
  table 1-1: ac bonuS by level (aka Mana)
  character level
  Good ac
  fair ac
  Poor ac
  1st
  +6
  +4
  +2
  2nd
  +8
  +6
  +4
  3rd
  +10
  +8
  +6
  4th
  +14
  +10
  +8
  5th
  +14
  +12
  +8
  6th
  +15
  +12
  +9
  7th
  +15
  +12
  +9
  8th
  +16
  +14
  +12
  9th
  +18
  +16
  +14
  10th
  +19
  +17
  +15
  11th
  +21
  +18
  +16
  12th
  +22
  +20
  +18
  13th
  +23
  +21
  +19
  14th
  +24
  +22
  +20
  15th
  +26
  +23
  +21
  16th
  +26
  +25
  +23
  17th
  +28
  +25
  +23
  18th
  +28
  +26
  +24
  19th
  +30
  +28
  +24
  20th
  +34
  +30
  +25
  ac ProGreSSion Per claSS
  Character classes that have heavy armor proficiency by default (such as fighters) provide good AC per level.
  Character classes that have at least medium armor proficiency by default (such as clerics) provide fair AC per level.
  Character classes that have at least light armor proficiency by default (such as rogues) provide poor AC per level.
  Taking feats such as “Heavy Armor Proficiency” do not provide any benefit if using these rules.
  
  8
  neW SkillS: SeafarinG 
  (WiSdoM)
  The seafaring skill is determines your ability to 
  control personal watercraft crafts in a technical sense, 
  from small canoes to larger vessels. Typical piloting 
  a small craft in calm waters actions don’t require 
  checks. You can paddle, direct, and traverse most 
  waters in a personal watercraft without a problem. 
  The following tasks do require checks.
  oceanic travel: Traveling in the deep ocean 
  where the waves may be larger than your boat 
  requires a special bit of skill. It requires a DC 10 + 5 
  per 5 feet of waves to maintain your boat’s upright 
  position. A check should be made every hour when 
  doing overland travel.
  faSter travel: A character may attempt a DC 
  15 Seafaring check to take a run action in a canoe or 
  other muscle-powered personal sea-vessel.
  fiGht While in a PerSonal Watercraft: 
  This is only required if the personal watercraft is 
  prone to pitching over due to your weight (such as a 
  canoe). This requires a DC 20 check. A character may 
  also use Acrobatics for this.
  naviGate by Shoreline: Recognizing shorelines, 
  navigating by them, requires a DC 15 seafaring check.
  JudGinG dePth: A character can judge the 
  approximate depth of the ocean below them. This 
  varies but is typically a DC 15-20 check (20 for times 
  when no bottom is visible such as in deep ocean). 
  If there is no visibility the character cannot give an 
  answer in feet, but may give approximate answers 
  (“about a mile”, “more than 5 miles down”, etc).
  diScerninG underWater obStacleS: Judging 
  if a local area (within 1 square mile) has any dangers 
  to surface craft (coral reefs, sandbars, strong currents, 
  etc) is a seafaring check. The creature can use surface 
  movements of the water and other natural cues to 
  detect this. It is equivalent to the object’s difficulty 
  to see or detect is directly opposed by the character’s 
  seafaring check (as in the case with a hiding creature 
  and a creature making a Perception check).
  fiShinG: A seafaring check may be made in place of 
  a Survival check to procure food from the sea.
  oceanic cartoGraPhy: A character may make 
  Seafaring checks in place of Knowledge (geography) 
  checks to discern their location and navigate on the 
  ocean.
  bonuS lanGuaGe: A character with at least 5 ranks 
  in Seafaring can speak and understand Aquan.
  
  9
  We have broken up character classes from various 
  sources based on their appropriateness and the need 
  for elements of that class to be adjusted to fit into a 
  polynesian setting using the following key:
  eaSy: No work needed to fit this class into a 
  Polynesian game,.
  MediuM: This class generally fits in but might 
  require some work to make the class fit, or a lenient 
  GM.
  difficult: This class would require extensive work 
  to make the class fit. Might have basis in a vastly 
  different culture, or works with a system that doesn’t 
  exist in the cultural setting.
  inaPProPriate: This character class is too divorced 
  from the cultural setting to function, or relies on a 
  technology that isn’t present.
  Paizo Produced claSSeS
  • eaSy: Barbarian, Cleric, Druid, Fighter, Ranger, 
  Rogue, Witch
  • MediuM: Bard, Magus, Monk, Oracle
  • difficult: Inquisitor, Paladin, Sorcerer, 
  Summoner, Wizard
  • inaPProPriate: Alchemist, Cavalier, 
  Gunslinger
  Though herbalists were a large part of Polynesian 
  cultures alchemists have too many advanced 
  technology abilities to be a viable part of a game. 
  In addition, classes like the paladin and inquisitor 
  are very difficult to fit in due to their reliance on 
  Abrahamic religious influences and European 
  cultural traditions, though if freed from them they 
  can be used. 
  Cavaliers are unsuitable because land mammals did 
  not exist, though perhaps an aquatic cavalier could 
  be acceptable. Gunslingers are too reliant not only 
  on firearms that did not exist in the period we are 
  writing this book about and their bravado and many 
  of their mechanics rely on a very western sort of a 
  denial of fatalism that is not found in Polynesian 
  culture as much.
  The three classes listed as inappropriate are listed 
  as such largely due to the fact that it would require 
  mechanical changes to the class (removal of talents, 
  changing class features, etc), not simply a thematic 
  shift. Archetypes or GM approved changes may offer 
  you a venue to integrate them into a Polynesian game.
  little red Goblin GaMeS
  Produced claSSeS
  • eaSy: Inheritor, Tataued Warrior, Thane
  • MediuM: Adventurer, Ancient, Guardian, 
  Haunted One
  • difficult: Arcanaphage, Buck, Courtier, 
  Detective
  • inaPProPriate: Athlete, Brave, Craven, 
  Gladiator, Gnostic, Lover, Mime, Psychopath, 
  Punk, Rockstar, Toon, Undying, Worldshaper
  Tataued warrior, found in Alternate Paths: Martial 
  Characters, is a perfect companion for this book. 
  Inheritors work well as their concept of invoking a 
  powerful martial ancestor is in line with the concept 
  of mana. An athlete is inappropriate only because of 
  its link to more modern sports. If you can adjust these 
  or rename them, it would be an acceptable class. 
  Classes for a Polynesian 
  Campaign Setting
  
  10
  Paizo Produced raceS
  huManS: Without any adjustment you can add 
  humans to your game. There are not a lot of fantastic 
  humanoid races mentioned expressly in Polynesian 
  mythology.
  GnoMeS: There is a mischievous race of diminutive 
  men with connection to spirits and magic known as 
  the menehune. Gnomes fit this well. It is advised that 
  they use the menehune racial subtype presented in 
  this book’s race section.
  Merfolk & GillMen: These races make a 
  compelling semi-aquatic version of humanoids. A 
  gillman’s connection to aboleths may or may not need 
  be expunged depending on if you want to incorporate 
  them into your game. Merfolk may be more like 
  dolphins or whales in addition to their normal fish-
  themed lower halves.
  eleMental raceS: Oreads (earth), Sylph (wind), 
  Ifrits (fire), and particularly Undine (water) may 
  make compelling characters with connections to 
  the land or a particular part of it. They would have 
  a connection to the gods or spirits, rather than the 
  descendents of elementals.
  inaPProPriate core raceS: Dwarves, elves, 
  half elves, half orcs, and halflings are probably not 
  acceptable within the context of a Polynesian game 
  without changing them. The nawao presented in this 
  book are a good alternative to half orcs and the turehu 
  may be somewhat reminiscent of elves.
  little red Produced raceS
  arMa: These may be acceptable in a high magic 
  Polynesian game, though the kinds of weapons an 
  arma can be patterned off of may need to be adjusted 
  to be a suitable non-metal weapon.
  beheMothS: This four armed race may be found if 
  there are larger islands with dense vegetation.
  SaMebito: Perfect for a Polynesian adventure, these 
  shark-folk are made for this game!
  thaunS: These winged invaders could make great 
  raiders or enemies.
  veS: This two-headed female race might be 
  appropriate to find in some kind of matriarchal 
  society.
  WuGS: Wugs are an excellent tribal race who are at 
  home on islands.
  Races for a Polynesian 
  Campaign Setting
  
  11
  SaMebito
  Foreign shark folk who live on small islands are 
  known as “samebito” by the natives. While they can 
  be intimidating, their numbers are small, and they are 
  very disorganized. While they have never presented a 
  threat in their own right, their small clans have been 
  known to be hired by rival island to run raids and 
  disrupt fishing.
  • huManoid (Samebito, Aquatic)
  • Size: Samebito are Medium creatures and thus 
  receive no bonuses or penalties due to their size.
  • SloW SPeed: While on land, a samebito has a 
  base speed of 20 feet. However, a samebito’s speed 
  is never modified by armor or encumbrance.
  • +2 StrenGth, +2 chariSMa, -2 WiSdoM: 
  Samebito are monstrously strong, which leads 
  to their fearsome and intimidating appearance 
  and reputation. Samebito are also known to have 
  an impulsive nature that most likely stems from 
  their cousin’s inability to stop moving.
  • aquatic: Samebito have a swim speed of 40 
  feet and gain the +8 racial bonus on Swim checks 
  that a swim speed normally grants.
  • aMPhibiouS: Samebito can breathe on either 
  land or underwater.
  • ocean Warrior: Samebito can gain fast 
  healing 2 for 1 round anytime they submerge 
  completely within a body of natural saltwater. 
  Stagnant, poisoned, or trapped water (such as 
  water within an artificial pit or a bag of holding) 
  does not activate this ability. Samebito can heal up 
  to 2 hit points per level each day with this ability, 
  after which it ceases to function.
  • hunGry MaW: Samebito gain a natural bite 
  attack, dealing 1d3. The bite is a primary attack, 
  or a secondary attack if the samebito is wielding 
  manufactured weapons.
  • lanGuaGeS: Samebito start with Common plus 
  Undercommon. Members of this race with high 
  Intelligence scores can choose from any of these 
  additional languages: Abyssal, Aquan, Celestial, 
  Infernal, or Elven.
  Menehune (GnoMe Subrace)
  Small humanoids that live deep in the deep forests 
  and appear mostly at night, menehune are shy and 
  mischievous folk who are master craftsmen. They 
  have great strength despite their size and are quite 
  industrious. They are famed for their love of bananas 
  and fish, often adorning themselves with leaves of a 
  banana tree.
  Menehune are short with skin the color and texture 
  of a banana peel. They have brown accents, vibrant 
  green eyes and leafy hair that seems reminiscent 
  of palm fronds or berry bushes. Their short, pudgy 
  bodies are matched by stout legs and potbellies. They 
  have a tendency towards appearing over-weight but 
  that is simply their body type. The men grow beards 
  but little else in the way of hair. This beard hair is of 
  often thick and dark brown or black, descending in 
  great curls from their chin.
  They are permanently childlike in their demeanor, 
  always ready to play a game or a prank. They have 
  problems with abstract concepts and often are rather 
  literal or at least naive. They take pleasure in work 
  and will hyper-focus on crafts for many hours at a 
  time without noticing the passage of time.
  New Polynesian Fantasy Races
  
  12
  Culturally they are very fragmented and disorganized. 
  While towns exist, they are populated by a series of 
  friends and more resembles a temporary commune 
  than a proper settlement as their memberships is 
  inconsistent. They are very mistrusting of strangers 
  and terrified of other races to the point where they 
  will go to insane lengths to avoid contact with them.
  Menehune iSlander: Menehune gnomes gain 
  a +4 bonus on all Swim (Str) and Seafaring (Dex) 
  checks. They also always treat these skills as class 
  skills. This replaces the gnome weapon training racial 
  trait.
  induStriouSneSS: Menehune have double their 
  carrying capacity. This replaces the gnome hatred 
  racial trait.
  naWao (Wild Men)
  Wild and large, the nawao (literally “the wao people” 
  or “the wild people”) are a group of semi-savage forest 
  dwelling humanoids. There were all but wiped out 
  and now hide in the forests. They stand between 5 
  and 7 feet, have heavy muscles, and broad shoulders. 
  Their hair is the color of leaves and their eyes, set 
  deep under a heavy brow, are like the eyes of a snake. 
  They have upturned noses, wide mouths, and short 
  and spaced but sharp teeth like a shark’s. Their skin 
  is a muddled brown color with freckles of green and 
  beige.
  Nawao fear the ocean, never straying too close to 
  shores. They will cross it if necessary but find the act 
  abhorrent. Despite their brutish appearance and wild 
  ways, Nawao are cunning and intelligent in the way 
  an elderly fish that has long evaded the fisherman’s 
  net might be. They are simple in their crafts, shyly 
  stealing the tools of more industrious men, and live 
  in simple hunter gatherer clans of small sizes. They 
  wander an area of the thicker forests on the larger 
  island, often hiding (quite well) from hunting parties 
  that seek to slay them for their thefts and barbarism.
  Nawao are known to raid settlements in times of 
  desperation but are more comfortable living by 
  themselves, actively avoiding contact with other 
  species. There is a great deal of misinformation about 
  them, aided greatly by their somewhat inhuman 
  appearance. Nawao never live in the midsts of other 
  societies, they are powerfully shy, insecure, and too 
  quick to frustration to live in civilized life. Lone or 
  exiled nawao will occasionally make uneasy alliances 
  with other exiles or wanderers, though they are 
  always a paranoid that they will be betrayed (like a 
  wild animal might be). If their companions enter 
  a city or settlement, they will almost always stay 
  hidden outside it as most cultures will simply kill 
  them on sight as they appear to be a monster.
  note: The nawao are based on a Hawaiian 
  mythological people. They are often described as 
  being the opposite of the Menehune and may actually 
  represent an older group of settlers who came before 
  the ancient Hawaiians.
  naWao racial traitS
  • ability Score racial traitS (0): Nawao 
  are brawny, possess a feral cunning, but have 
  a simple mind with a very animalistic focus. 
  They gain +2 Constitution, +2 Wisdom, and -2 
  Intelligence.
  • Size (0): Nawao are Medium creatures and thus 
  receive no bonuses or penalties due to their size.
  • tyPe (3): Nawao are monstrous humanoids.
  • baSe SPeed (0): Nawao have a base speed of 30 
  feet.
  • lanGuaGeS (1): Nawao begin play speaking 
  nawao. Nawao with high Intelligence scores can 
  choose any languages they want (except secret 
  languages, such as Druidic).
  • intiMidatinG (1): Nawao receive a +2 racial 
  bonus on Intimidate checks due to their fearsome 
  nature.
  
  13
  • arboreal hunter (2): While in the forest 
  nawao gain a +4 racial bonus on Stealth checks. In 
  addition, they gain a +2 bonus on Survival checks 
  made while in the forest.
  • frenzy (2): Once per day, whenever a nawao 
  takes damage, it flies into a frenzy for 1 minute, 
  gaining a +2 racial bonus to Constitution and 
  Strength, but a -2 penalty to AC.
  • SavaGe Warrior (2): Nawao gain a +1 bonus 
  on damage rolls with simple weapons.
  • darkviSion (-): As monstrous humanoids, 
  nawao have darkvision 60 feet.
  racial PointS: 11
  naWao alternate racial 
  traitS
  • exiled naWo: As they are forced to learn about 
  other cultures and travel extensively to survive, 
  exiled nawao gain a +2 bonus on Knowledge 
  (local) checks and a +4 bonus to Stealth checks 
  made in urban environments. This replaces the 
  Arboreal Hunter racial trait.
  turehu
  Gaunt, tall, pale blue of skin, and are red of hair and 
  eyes- turehu are forest dwelling humanoids who live 
  in trees. They live atop trees in high places, far from 
  men, and often near streams or waterfalls. Turehu live 
  almost exclusively in trees, gripping the branches 
  with strong and almost bird-like feet. They can hang 
  upside down with great ease, and are almost never at 
  risk of falling. Turehu fear fire, even going as far as to 
  be suspicious of cooked food and anything crafted 
  by way of fire. They are a carefree people, loving to 
  let days on end pass while they simply relax, play 
  soft music, and eat nature’s bounty. Turehu are very 
  long lived, sometimes having lives that stretch up to 
  a thousand years, though most end up succumbing 
  to some sort of ill fate far before then (the average 
  one only living to about 100). They put very little 
  importance on worldly matters- preferring to be 
  happy than to be bogged down with trivial concerns. 
  Their communities are guarded and those who lay 
  eyes upon them are often escorted away or killed if 
  they seem untrustworthy.
  It is believed by others that turehu were, or possibly 
  are, spirits and this affords them a great deal of 
  respect. The truth of these rumors is unknown even 
  to them but their own mythology about their creation 
  holds this to be true. They do have a powerful 
  connection to the magics of the lands and understand 
  a great many spiritual matters that man does not so it 
  is likely that they may, at least in some way, be blessed 
  by the spirits as a people.
  Turehu do occasionally interact with man. They will 
  trade or teach men for convenience items and may 
  even reside in one of their villages for a period of 
  time. They find the lives of man powerfully busy and 
  unnecessarily stressful. Turehu often teach kahuna or 
  speak with them on matters of spiritual importance. 
  If a human society begins to become too interested in 
  or dependent on a turehu one, they will simply move 
  to another place.
  
  14
  note: This race combines elements of the 
  Maori turehu with legends of the Maori’s nuku-
  mai-tore as well due to similarities. They are also 
  called patupaiarehe (most commonly), ngati hotu, 
  pakehakeha, and urukehu. It is possible that the 
  turehu may have been a way of describing Europeans 
  (or other white skinned men) as they are frequently 
  described as being pale of skin and pale of hair.
  turehu racial traitS
  • ability Score racial traitS (0): 
  Turehu are beings with a powerful 
  connection to the spirits of the land, 
  are naturally graceful and acrobatic, but 
  are too fickle, carefree, and laissez faire 
  (bordering on naive) to be considered 
  wise. They gain +2 Charisma, +2 
  Dexterity, and -2 Wisdom.
  • Size (0): Turehu are Medium 
  creatures and thus receive no bonuses 
  or penalties due to their size.
  • tyPe (0): Turehu are humanoids with the 
  turehu subtype.
  • baSe SPeed (0): Turehu have a base speed 
  of 30 feet.
  • lanGuaGeS (1): Turehu begin play 
  speaking Common. Turehu with high 
  Intelligence scores can choose any languages 
  they want (except secret languages, such as 
  Druidic).
  • MuSical (1): Turehu always treat Perform 
  (wind instruments) as a class skill.
  • cliMb (2): Turehu have a climb speed of 20 feet, 
  and gain the +8 racial bonus on Climb checks that 
  a climb speed normally grants.
  • fear of fire (-1): Turehu have a natural fear 
  of fire and are deeply superstitious about its use. 
  When any sizable fire (the size of a campfire or 
  greater) is within 30 feet of them, they take a 
  -1 on all d20 rolls until it is not. They gain this 
  penalty for 1 minute if they eat any cook food.
  A turehu has no penalty for eating raw or 
  uncooked food as their body is designed to be 
  able to handle it.
  • Gift/curSe of the SPiritS (4): Turehu can 
  cast bane and bless as will. The caster level for 
  these effects is equal to the turehu’s level. The DC 
  for these spells is equal to 10 + the spell’s level + 
  the turehu’s Charisma modifier.
  • bleSSed (4): Turehu gain a +2 racial bonus on all 
  saving throws.
  racial PointS: 10
  
  15
  The term “kahuna” is often equated to “master” or 
  “expert” but carries a very special connotation when 
  applied to sages and spiritual advisors. Kahuna had 
  a natural gift- an ability to communicate with the 
  world of spirits and even the gods themselves. They 
  could invoke powerful tapus against certain actions 
  and their command over herbalism and spirit magics 
  were second to none. They were often trained master 
  to apprentice though in the Maori culture (where 
  they were known as  Tohunga) they were trained in 
  schools known as wananga.
  Kahuna do not worship a specific deity, often 
  honoring specific deities for specific reasons. 
  However, most of the divine presences they invoke 
  or rebuke are not on such a godly level. They often 
  deal with matters of tapu, hara and pono, as well as 
  political matters. The spirits they invoke are often 
  local ones whose earthly presence might inhabit 
  things like inanimate objects, animals, the weather, a 
  local region, a particularly precious wave, etc.
  There were often some of the most educated 
  and skilled people on their island, with pools of 
  knowledge as deep as the ocean. This helped them 
  teach crafts to the unskilled, act as ambassadors to 
  other islands, educate the young, and retain the 
  history of their cultures in their minds.
  hit dice: d6.
  role: 
  Kahuna are divine casters, even more proficient than 
  traditional clerics in their divine casting. They are 
  not particularly skilled martial characters but make 
  up for this in their abundance of skills and unique 
  educational experiences. They have access to a wide 
  variety of spells- both offensive and supportive. 
  Wisdom is important to them and a high Intelligence 
  will grant them a larger number of class skills.
  Kahuna
  a baSe claSS for the Pathfinder rolePlayinG GaMe
  Lokelani Manono,
  Menehune Kahuna
  
  16
  table 2-1: the kahuna
  level
  baSe attack bonuS
  fort 
  Save
  ref 
  Save
  Will 
  Save
  SPecial
  1st
  +0
  +0
  +0
  +2
  Spells, tapu
  2nd
  +1
  +0
  +0
  +3
  -
  3rd
  +1
  +1
  +1
  +3
  Master
  4th
  +2
  +1
  +1
  +4
  -
  5th
  +2
  +1
  +1
  +4
  Greater tapu
  6th
  +3
  +2
  +2
  +5
  -
  7th
  +3
  +2
  +2
  +5
  -
  8th
  +4
  +2
  +2
  +6
  Master
  9th
  +4
  +3
  +3
  +6
  -
  10th
  +5
  +3
  +3
  +7
  Improved tapu
  11th
  +5
  +3
  +3
  +7
  -
  12th
  +6/+1
  +4
  +4
  +8
  -
  13th
  +6/+1
  +4
  +4
  +8
  Master
  14th
  +7/+2
  +4
  +4
  +9
  -
  15th
  +7/+2
  +5
  +5
  +9
  Grand tapu
  16th
  +8/+3
  +5
  +5
  +10
  -
  17th
  +8/+3
  +5
  +5
  +10
  -
  18th
  +9/+4
  +6
  +6
  +11
  Master
  19th
  +9/+4
  +6
  +6
  +11
  -
  20th
  +10/+5
  +6
  +6
  +12
  Kahuna Nui
  aliGnMent: any
  Most kahuna are good aligned as it takes the respect 
  of a community to truly invest one with spiritual 
  power. The term “kahuna ‘ana’ana” is associated with 
  black magic while “kahuna lapa’au” is more associated 
  with white magic and healers.
  StartinG Wealth: 5d6 × 10 gp (average 175 gp.). 
  In addition, each character begins play with an outfit 
  worth 10 gp or less.
  claSS SkillS
  The class’s class skills are Appraise (Int), Craft (Int), 
  Diplomacy (Cha), Handle Animal (Cha), Heal 
  (Wis), Intimidate (Cha), Knowledge (arcana) (Int), 
  Knowledge (all) (Int), Linguistics (Int),  Perception 
  (Wis), Profession (Wis), Seafaring (Dex), Sense 
  Motive (Wis), Spellcraft (Int), Survival (Wis), Swim 
  (Str).
  Skill rankS Per level: 8 + Int modifier.
  
  17
  claSS featureS:
  The following are the class 
  features of the kahuna.
  WeaPon 
  and arMor 
  Proficiency:
  The kahuna is proficient with 
  all simple weapons and light 
  armor.
  SPellS (ex):
  A kahuna casts divine spells 
  drawn from the kahuna spell 
  list (described at the end of 
  this class). A kahuna must 
  choose and prepare his spells 
  ahead of time.
  To learn, prepare, or cast a 
  spell, the kahuna must have 
  a Wisdom score equal to at 
  least 10 + the spell level. The 
  Difficulty Class for a saving 
  throw against a kahuna’s spell 
  is 10 + the spell level + the 
  kahuna’s Wisdom modifier.
  A kahuna can cast only a certain number of spells of 
  each spell level per day. His base daily spell allotment 
  is given on Table: 2-2 Kahuna Spells Per Day. In 
  addition, he receives bonus spells per day if he has a 
  high Wisdom score (see Table: Ability Modifiers and 
  Bonus Spells in the Pathfinder Core Rulebook).
  A kahuna may know any number of spells. He must 
  choose and prepare his spells ahead of time by getting 
  8 hours of sleep and spending 1 hour studying, 
  praying, and making offerings to local spirits in 
  his prayer hut. While within this sacred space, the 
  kahuna decides which spells to prepare.
  StartinG SPellS: A kahuna begins play with 
  all 0-level kahuna spells plus three 1st-level spells 
  of his choice. The kahuna also selects a number 
  of additional 1st-level spells equal to his Wisdom 
  modifier to add to the spells he may select from while 
  in his prayer hut. At each new kahuna level, he gains 
  2 new spells of any spell level that he can cast (based 
  on his new kahuna level) for his prayer hut.
  SPellS Gained at a neW level: Kahunas 
  perform a certain amount of divine spell research 
  between adventures. Each time a character attains a 
  new kahuna level, he gains two spells of his choice 
  to the list he may select from while in his prayer hut. 
  The two free spells must be of spell levels he can cast.
  Prayer hutS: A prayer hut is a small shelter, 
  table 2-2: kahuna SPellS Per day
  level
  0th
  1St
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1st
  3
  1
  -
  -
  -
  -
  -
  -
  -
  -
  2nd
  4
  2
  -
  -
  -
  -
  -
  -
  -
  -
  3rd
  4
  2
  1
  -
  -
  -
  -
  -
  -
  -
  4th
  4
  3
  2
  -
  -
  -
  -
  -
  -
  -
  5th
  4
  3
  2
  1
  -
  -
  -
  -
  -
  -
  6th
  4
  3
  3
  2
  -
  -
  -
  -
  -
  -
  7th
  4
  4
  3
  2
  1
  -
  -
  -
  -
  -
  8th
  4
  4
  3
  3
  2
  -
  -
  -
  -
  -
  9th
  4
  4
  4
  3
  2
  1
  -
  -
  -
  -
  10th
  4
  4
  4
  3
  3
  2
  -
  -
  -
  -
  11th
  4
  4
  4
  4
  3
  2
  1
  -
  -
  -
  12th
  4
  4
  4
  4
  3
  3
  2
  -
  -
  -
  13th
  4
  4
  4
  4
  4
  3
  2
  1
  -
  -
  14th
  4
  4
  4
  4
  4
  3
  3
  2
  -
  -
  15th
  4
  4
  4
  4
  4
  4
  3
  2
  1
  -
  16th
  4
  4
  4
  4
  4
  4
  3
  3
  2
  -
  17th
  4
  4
  4
  4
  4
  4
  4
  3
  2
  1
  18th
  4
  4
  4
  4
  4
  4
  4
  3
  3
  2
  19th
  4
  4
  4
  4
  4
  4
  4
  4
  3
  3
  20th
  4
  4
  4
  4
  4
  4
  4
  4
  4
  4
  
  18
  normally crafted from the surrounding area, in which 
  a kahuna may use to offer prayer and appeasement 
  to the local spirits. This is typically small but large 
  enough the kahuna can enter. Often while traveling 
  it is crafted informally from large leaves, stone, and 
  even dirt. There is often a fire inside, though this is 
  not required- just that it obscures view so that the 
  kahuna may commune with the local spirits in peace. 
  Each day a kahuna must commune with these spirits 
  for no less than 30 minutes. Crafting one typically 
  takes minutes and may be done even in the most 
  spartan of environments. If the GM wishes to- the 
  spirits may actually converse of inform the kahuna 
  of aspects of the local area, weather events, or even 
  omems.
  taPu (SP):
  At 1st level a kahuna may cast forbid action (as 
  described in the spell’s entry found in Ultimate 
  Magic) as a swift action a number of times per day 
  equal to his 3 + kahuna level + his Wisdom modifier. 
  Unlike the spell however, this is not a language-
  dependent, mind-affecting, effect as it is a spiritual 
  goad to keep a creature from doing something.
  Finally, a creature may ignore the effects of the forbid 
  action spell even if they fail the save. However, if they 
  choose to ignore the spell’s effect after a failed save, 
  they take a penalty on all d20 rolls equal to 1/3rd the 
  kahuna’s level (minimum of -2) and automatically fail 
  all critical confirmation rolls the duration of this class 
  feature (1 round for forbid action and 1 round per 
  level for greater forbid action).
  refrence: forbid action
  (Reprinted from Ultimate Combat)
  forbid action
  School enchantment (compulsion) [language-
  dependent, mind-affecting]
  Level cleric/oracle 1, inquisitor 1, kahuna 1
  caStinG
  Casting Time 1 standard action
  Component V
  effect
  Range close (25 ft. +5 ft./2 levels)
  Target one creature
  Duration 1 round
  Saving Throw Will negates; Spell Resistance yes
  deScriPtion
  You forbid the target a single course of action, which 
  it avoids to the best of its ability. You may demand 
  the target not take actions that fall into one of the 
  following options.
  Attack: The target cannot take any action that 
  involves an attack roll, or uses a spell or ability that 
  targets a foe or an area that includes a foe.
  Cast: Target cannot cast spells or use spell-like 
  abilities.
  Communicate: The target cannot take any actions 
  that allow it to communicate with anyone. This 
  includes such acts as speaking, Bluff checks to pass 
  secret messages, writing, and using telepathy. It does 
  not prevent verbalizations made for purposes other 
  than communication, such as command words or the 
  verbal component of spellcasting.
  Draw: Target cannot ready or prepare any item, 
  weapon, component, or equipment.
  Move: The target can take no act that would cause 
  it to end up in a different location. The target does 
  not resist being moved by others (and thus can be 
  picked up or dragged, or can float along on a raft), but 
  does not consciously attempt to move (including not 
  directing a mount to move).
  
  19
  The target is free to take any actions not forbidden by 
  the caster. For example, a target affected by this spell’s 
  demand to not move is still free to cast spells, make 
  attacks, or shout for help.
  forbid action, Greater
  School enchantment (compulsion) [language-
  dependent, mind-affecting]
  Level cleric/oracle 5, inquisitor 5, kahuna 5
  effect
  Targets one creature/level, no two of which can be 
  more than 30 ft. apart
  Duration 1 round/level
  deScriPtion
  This spell functions as forbid action, except up to one 
  creature per level may be affected. Each creature must 
  receive the same forbidden action.
  MaSter (ex):
  At 3rd level and every 5 levels thereafter the kahuna 
  becomes a master (or kahuna) of a new craft, skill, 
  profession, or talent that is vital to his community. 
  He gains the skill unlock powers for that skill as 
  appropriate for his number of ranks in that skill. The 
  selected skill must be selected from the kahuna’s list 
  of class skills.
  Sidebar: Skill unlockS
  The skill unlock system and the associated signature 
  skills were introduced in Pathfinder Unchained. If 
  not familiar with this rule system or if you do not 
  wish to employ it the kahuna may gain the Skill 
  Focus feat in one of the kahuna’s class skills.
  Greater taPu (SP):
  At 5th level a kahuna may expend 2 uses of his tapu 
  class features to cause it to function like greater 
  forbid action. Like the tapu class feature, this is not a 
  language-dependent, mind-affecting, effect.
  iMProved taPu:
  At 10th level, if a creature breaks a forbidden action, 
  the creature is additionally confused (as per a 
  confusion spell) for the same duration.
  Sidebar: What’S in a naMe?
  The term kahuna is a special one that says a lot about 
  their nature and role in societies. “Kahu” means “to 
  tend” as in an oven or to take care of something or 
  someone. “-na” makes the word a noun so the word 
  kahuna might best be translated to English with 
  words like “caretaker” or “caregiver”.
  Grand taPu (SP):
  At 15th level, a kahuna can expend 4 uses of his tapu 
  class feature to cast greater forbid action except that it 
  affects all enemy creatures within 10 feet per kahuna 
  level that the kahuna can draw line of effect to.
  kahuna nui (ex):
  At 20th level, a kahuna is treated as if he had skill 
  unlock for all skills. Furthermore, he is treated as if he 
  had at least 1/2 his character level in ranks in every 
  skill. (If not using skill unlocks, treat him as having 
  15 ranks in all skills instead.)
  note: The term Kahuna Nui means “Great Kahuna” 
  and implies they have masters all forms of kahuna.
  
  20
  0th level SPellS
  Bleed, Create Water, Detect Magic, Detect Poison, 
  Flare, Guidance, Jolt, Know Direction, Light, 
  Mending, Purify Food and Drink, Resistance, Spark 
  APG, Stabilize, Virtue
  1St level SPellS
  Air Bubble UC, Alarm, Alter Winds APG, Ant Haul APG, 
  Bless Water,Burning Hands, Cause Fear, Command, 
  Comprehend Languages, Cure Light Wounds, 
  Curse Water, Deathwatch, Detect Animals or Plants, 
  Diagnose Disease UM, Endure Elements, Entangle, 
  Flare Burst APG, Forbid Action UM, Gentle Breeze ACG, 
  Hydraulic Push APG, Inflict Light Wounds, Magic 
  Stone, Obscuring Mist, Pass without Trace, Remove 
  Fear, Remove Sickness UM, Sanctuary, Sleep, Stumble 
  Gap APG, Touch of the Sea APG, Wave Shield ACG
  2nd level SPellS
  Augury, Barkskin, Binding Earth, Blessing of 
  Courage and Life APG, Burning Gaze APG, Calm 
  Emotions, Campfire Wall APG, Communal Ant Haul 
  UC, Communal Endure Elements UC,  Cure Moderate 
  Wounds, Darkness, Delay Disease ARG, Delay Poison, 
  Eagle Eye APG, Elemental Speech APG, Enthrall, Feast 
  of Ashes APG, Fire Trap, Flaming Sphere, Fog Cloud, 
  Gentle Repose. Glide APG, Gust of Wind, Heat Metal, 
  Inflict Moderate Wounds, Lesser Restoration, Make 
  Whole, Masterwork Transformation UM, Pox Pustules 
  APG, Remove Paralysis, Resist Energy, Share Language 
  APG, Shatter, Slipstream APG, Scare, Scorching Ray, 
  Shocking Grasp, Spider Climb, Status, Stone Call APG, 
  Tree Shape UM, Warp Wood, Wood Shape, Zone of 
  Truth
  3rd level SPellS
  Aqueous Orb, Ash Storm UM, Bestow Curse, 
  Blindness/Deafness, Call Lightning, Cloak of Winds 
  APG, Communal Delay Poison UC, Communal Share 
  Language UC, Communal Spider Climb UC, Contagion, 
  Continual Flame, Create Food and Water, Create 
  Treasure Map APG, Cure Serious Wounds, Cup of Dust 
  APG, Daylight, Deep Slumber, Diminish Plants, Dispel 
  Magic, Fireball, Hide Campsite APG, Hydraulic Torrent 
  APG, Inflict Serious Wounds, Lightning Bolt, Meld into 
  Stone, Nature’s Exile APG, Neutralize Poison, Planar 
  Adaptation APG, Plant Growth, Poison, Protection 
  from Energy, Quench, Remove Blindness/Deafness, 
  Remove Disease, Sacred Bond APG, Speak with Dead, 
  Speak with Plants, Stone Shape, Suggestion, Tongues, 
  Water Breathing, Water Walk, Wind Wall
  4th level SPellS
  Air Walk, Arboreal Hammer UM, Ball Lightning APG, 
  Blight, Command Plants, Communal Protection 
  from Energy UC, Communal Water Walk, Confusion, 
  Contact Other Plane, Control Water, Cure Critical 
  Wounds, Death Ward, Detonate APG, Discern Lies, 
  Dismissal, Divination, Fear, Flame Strike, Fire Shield, 
  Firefall APG, Freedom of Movement, Geyser APG, 
  Greater Flaming Sphere ACG,  Grove of Respite APG, 
  Inflict Critical Wounds, Lesser Age Resistance UM, 
  Lesser Geas, Life Bubble APG, Mass Daze UM, Remove 
  Curse, Reincarnate, Ride the Waves UM, Restoration, 
  River of Wind APG, Scrying, Spell Immunity, Thorn 
  Body UM, True Form APG, Volcanic Storm UM
  kahuna SPell liSt
  
  21
  5th level SPellS
  Atonement, Awaken (plants only), Baleful 
  Polymorph, Break Enchantment, Breath of Life, Call 
  Lightning Storm, Cleanse APG, Commune, Communal 
  Air Walk UC, Communal Tongues UC, Commune With 
  Nature, Control Winds, Fickle Winds UM, Greater 
  Command, Greater Contagen, Greater Forbid Action, 
  Hallow, Lesser Astral Projection UM, Lightning Arc 
  UM, Major Curse, UM, Mass Cure Light Wounds, 
  Permanency, Plane Shift, Raise Dead, Slay Living, 
  Spell Resistance, Stoneskin, Threefold Aspect APG, 
  Transmute Mud to Rock, Transmute Rock to Mud, 
  Tree Stride, True Seeing, Unhallow, Wall of Fire, Wall 
  of Stone, Wall of Thorns
  6th level SPellS
  Age Resistance UM, Banishment, Chain Lighting, 
  Communal Stoneskin, Contagious Flame APG, 
  Disintegrate, Dust Form UC, Epidemic, Find the 
  Path, Greater Dispel Magic, Geas/Quest, Harm, 
  Heal, Heroes’ Feast, Ironwood, Mass Cure Moderate 
  Wounds, Mass Planar Adaptation, Mass Inflict 
  Moderate Wounds, Mass Suggestion, Move Earth, 
  Repel Wood, Spellstaff, Teleport, Transport via Plants, 
  Wind Walk, Word of Recall
  7th level SPellS
  Animate Plants, Changestaff, Control Weather, 
  Discern Location, Fire Storm, Greater Age Resistance 
  UM, Greater Restoration, Greater Scrying, Mass Cure 
  Serious Wounds, Mass Inflict Serious Wounds, 
  Rampart APG, Regenerate, Scouring Winds UM, 
  Sunbeam, Transmute Metal to Wood, Vision, Vortex 
  APG
  8th level SPellS
  Antimagic Field, Control Plants, Create Demiplane 
  UM, Earthquake, Finger of Death, Greater Spell 
  Immunity, Mass Cure Critical Wounds, Mass Inflict 
  Critical Wounds, Repel Metal or Stone, Reverse 
  Gravity, Seamantle APG, Stormbolts APG, Sunburst, Wall 
  of Lava APG, Whirlwind
  9th level SPellS
  Antipathy, Astral Projection, Clashing Rocks APG, 
  Communal Greater Spell Immunity, Cursed Earth 
  UM, Etherealness, Foresight, Gate, Greater Create 
  Demiplane UM, Greater Teleport, Mass Heal, Miracle, 
  Storm of Vengeance, Sympathy, Tsunami APG, True 
  Resurrection, Winds of Vengeance APG, World Wave 
  APG
  table 2-2: kahuna alternate favored claSS bonuSeS
  race
  bonuS
  Source
  Human
  1/5 of a new master.
  CRB
  Gnome
  Increase the penalty of breaking a tapu by -1/6.
  CRB
  Oread
  +1/4 round to the duration of tapu class feature.
  ARG
  Undine
  +1 foot to the undines swim speed. In combat, this only has an effect if taken in 
  increments of 5; a swim speed of 33 is the same as a swim speed of 30.
  ARG
  Nawao
  Reduce the penalty for not being proficient with one weapon by 1. When 
  the nonproficiency penalty for a weapon becomes 0 because of this ability, 
  the kahuna is treated as having the appropriate Martial or Exotic Weapon 
  Proficiency feat with that weapon.
  HotWa
  Turehu 
  Add one spell known from the kahuna spell list. This spell must be at least one 
  level below the highest spell level the kahuna can cast.
  HotWa
  Lun’la
  +1 use of the tapu class feature per day.
  RG5
  
  22
  Ritual, ceremony, and tradition are vital parts of life 
  for a tataued warrior. In a world where death stalks 
  every man and survival is not taken for granted, the 
  wisdom of past generations is often all that separates 
  the living from the unlucky. Tataued warriors are so 
  deeply ingrained in their culture’s tribal traditions 
  and ceremonies that they draw shamanistic power 
  from the spiritual connection it affords them. Fiercely 
  protective of their home-grown ideals and hesitant to 
  trust outsiders, tataued warriors are paragons of the 
  tribal lifestyle and defenders of their people.
  Often times a tataued warrior is part of the spiritual 
  center of a warrior culture and has some role to 
  perform outside their martial endeavors. This can be 
  political and/or religious in nature- though they tend 
  to not hold the highest positions within a tribe (those 
  are reserved for chieftains and priests).
  Most often tataued warriors are found in isolated 
  cultures outside of established empires or at the 
  very least not in constant contact with other major 
  political entities. Small island nations, those separated 
  by inhospitable environments (savage savannas, deep 
  jungles, high peaks, etc) or even adverse climates are 
  havens for such cultures.
  The most prominent feature of a tataued warrior 
  is their numerous and extremely elaborate  tribal 
  tataus that adorn their bodies. While some cultures 
  focus primarily on full body tataus (see Maori t’ 
  moko), other cultures concentrate on a specific area 
  of importance (see yakuza tataus or Samoan pe’a). 
  These tataus can take weeks or even months to apply 
  and are seen as great symbols of status within their 
  respective communities. Receiving one is a great 
  privilege as they require dozens of man hours of labor 
  and represent an investment by the community in 
  the recipient. 
  These tataus, which are as sacred as the rituals 
  they perform, are mystic in nature and grant them 
  powerful boons. These tataus, which might have been 
  initially crafted by earthly artisans, take on a life of 
  their own as a tataued warrior gains in level. They 
  grow, become more complex, and evolve to reflect the 
  status and powers the wearer possesses.
  A tataued warrior is assumed to be from an isolated 
  culture and have some natural status within the tribe, 
  as tataued warriors are not drawn from the lower 
  ranks of society. A tataued warrior is often the second 
  or third son of a chieftain; the child of a spiritual 
  leader with no real political power; or even a rising 
  artisan’s child who was granted the tataus as a boon to 
  his father.
  hit dice: d10.
  role:
  Tataued warriors are granted supernatural abilities as 
  a result of their unique connection to the spirit world. 
  This power, stemming from their sacred tataus and 
  strict adherence to ceremonial tribal magics, grants 
  them unique martial powers that other characters 
  cannot achieve. As their tataus continue to grow, so 
  does their power.
  Sidebar: “tatau” vS “tattoo”
  The term “tattoo” is believed to have been derived 
  from the polynesian word “tatau”. It is pronounced 
  “ta-tau” (the 2nd syllable rhymes with “now”).
  Tataued Warrior
  a baSe claSS for the Pathfinder rolePlayinG GaMe
  
  23
  aliGnMent: any laWful
  Tataued warriors are innately respectful of their 
  community and its rituals. By the very nature of 
  the profession, they are required to be sticklers for 
  details, honor the social contract, and work for the 
  betterment of their tribe. Tataued warriors tend to 
  follow the general alignment of their respective 
  cultures for that reason. A savage jungle goblin 
  tataued warrior might be evil as the majority of 
  his barbaric goblinoid brethren are evil. A tataued 
  warrior of a peaceful island tribe of fishermen 
  (where people are predominantly of good or neutral 
  alignment) would be of generally good alignment.
  Falling out of favor with your tribe or having your 
  alignment shift away from lawful causes a painful 
  gap to form in your ability to contact the spirit world. 
  They may cause your tataus to burn painfully as if 
  they were crawling with fire ants, your dreams to 
  be plagued by horrific and vivid nightmares, or you 
  may even come down with a horrific magical disease. 
  Furthermore, if this gap should occur, a tataued 
  warrior loses access to all his tataued warrior class 
  features and cannot progress in the class until the 
  break has been repaired. This may involve begging 
  for forgiveness, partaking in a daring quest, seeking 
  pardon from your tribe’s deities, or even an act of 
  ritual self-sacrifice (cutting off a sacred lock of hair, 
  putting your son to death, giving up all your worldly 
  possessions, etc). If your alignment changes, you 
  must also rectify that before your favor with the tribe 
  may be restored.
  StartinG Wealth: 2d6 × 10 gp (average 70 gp.). 
  In addition, each character begins play with an outfit 
  worth 10 gp or less. Finally, a tataued warrior begins 
  play with a series of intricate body tataus that have 
  religious, societal, and political significance.
  claSS SkillS
  The tataued warrior’s class skills are Diplomacy 
  (Cha), Handle Animal (Cha), Heal (Wis), Knowledge 
  (arcana) (Int), Knowledge (nature) (Int), Knowledge 
  (religion) (Int), Knowledge (local) (Int), (Dex), Sense 
  Motive (Wis), Spellcraft (Int), Swim (Str)
  Skill rankS Per level: 2 + Int modifier
  claSS featureS:
  The following are the class features of the tataued 
  warrior.
  WeaPon and arMor 
  ProficiencieS:
  The tataued warrior is proficient with all simple 
  weapons, light armor, and all shields (except tower 
  shields).
  
  24
  2nd Level: When wearing light armor (or unarmored) 
  and unencumbered, the tataued warrior gains 
  a sacred bonus to his AC and CMD equal to his 
  Charisma modifier. In addition, a tataued warrior 
  gains a +1 bonus to AC and CMD at 4th level. This 
  bonus increases by 1 for every 4 tataued warrior levels 
  thereafter, up to a maximum of +5 at 20th level. These 
  bonuses to AC apply even against touch attacks or 
  when the tataued warrior is flat-footed. He loses these 
  bonuses when he wears heavier than light armor.
  riteS of battle (Su): 
  Before blood is spilled, before angry words stir 
  angry blood to action, before the dice of life and 
  death are rolled ... one must observe ceremony. A 
  tataued warrior is polite, orderly, and respectful of 
  his opponent- most importantly when they are not in 
  return. On his first turn, a tataued warrior must take 
  a swift action to offer a sign of respect. This might 
  be a deep bow, a respectful salute, or even offer a 
  traditional war dance. Should he remember to offer 
  this he gains the blessing of the spirits. These boons 
  manifest themselves in the following fashion:
  table 3-1: the tataued Warrior
  level
  baSe attack bonuS
  fort 
  Save
  ref 
  Save
  Will 
  Save
  SPecial
  1st
  +1
  +2
  +0
  +2
  Rites of battle, tatau, ritual weapon (+1)
  2nd
  +2
  +3
  +0
  +3
  Rites of battle
  3rd
  +3
  +3
  +1
  +3
  Tatau
  4th
  +4
  +4
  +1
  +4
  Ritual weapon (form change), spells
  5th
  +5
  +4
  +1
  +4
  Blood casting, tatau
  6th
  +6/+1
  +5
  +2
  +5
  Rites of battle, battle chant (1/day)
  7th
  +7/+2
  +5
  +2
  +5
  Tatau
  8th
  +8/+3
  +6
  +2
  +6
  Ritual weapon (+2)
  9th
  +9/+4
  +6
  +3
  +6
  Tatau
  10th
  +10/+5
  +7
  +3
  +7
  Rites of battle, battle chant (2/day)
  11th
  +11/+6/+1
  +7
  +3
  +7
  Tatau
  12th
  +12/+7/+2
  +8
  +4
  +8
  Ritual weapon (+3)
  13th
  +13/+8/+3
  +8
  +4
  +8
  Tatau
  14th
  +14/+9/+4
  +9
  +4
  +9
  Battle chant (3/day)
  15th
  +15/+10/+5
  +9
  +5
  +9
  Tatau
  16th
  +16/+11/+6/+1
  +10
  +5
  +10
  Ritual weapon (+4)
  17th
  +17/+12/+7/+2
  +10
  +5
  +10
  Tatau
  18th
  +18/+13/+8/+3
  +11
  +6
  +11
  Battle chant (4/day)
  19th
  +19/+14/+9/+4
  +11
  +6
  +11
  Tatau
  20th
  +20/+15/+10/+5
  +12
  +6
  +12
  Masterwork tatau, ritual weapon (+5)
  
  25
  6th Level: A tataued warrior may choose to add his 
  Charisma modifier to damage rolls in place of his 
  Strength modifier with his ritual weapon.
  10th Level: A tataued warrior adds his to Charisma 
  modifier to damage rolls (in addition to his Strength) 
  with his ritual weapon. This replaces the 6th level 
  benefit from rites of battle.
  Sidebar: Sacred bonuSeS
  Certain abilities in this class specifies that they 
  provide a sacred bonus. This is only true for good-
  aligned tataued warrior. Evil aligned tataued warriors 
  provide a profane bonus in place of a sacred bonus 
  and a neutral aligned tataued warrior must choose to 
  provide sacred or profane bonuses. Once this choice 
  has been made, it cannot be changed.
  ritual WeaPon (Su):
  Weapons are instruments, meant to be played in 
  a certain succession designed to invoke a specific 
  effect. A tataued warrior cares only for the spiritual 
  and metaphorical significance of his weapon, not the 
  physical creation of it. As such a tataued warrior only 
  uses ceremonial weapons. These are often mundane 
  things like ornately carved sticks, spears crafted 
  from a sacred wood or even things like palm fronds 
  or thickly braided rope. However, in the hands of a 
  tataued warrior, they light up with spiritual energy 
  and become deadly weapons. A shimmering aura 
  of greenish St. Elmo’s fire sheaths a walking stick 
  making it as sharp as a blade crafted by the finest 
  smith. A braid becomes taut and strong as steel as a 
  blazing purple fire gives it the weight and balance 
  necessary to be wielded as a club. What once was a 
  boat oar now has spiritually sharpened edges in the 
  hands of a master tataued warrior.
  At 1st level, a tataued warrior selects a ritual object 
  and a weapon they are proficient in whose form 
  the object can emulate. They must be the same 
  approximate size (and handedness). The weapon 
  selected must be a melee weapon and a ritual 
  weapon’s form, once selected, cannot be changed. As 
  a swift action, he can cause the otherwise mundane 
  object to become a +1 version of that weapon 
  (statistically) as it enters its empowered form. The 
  unpowered form of his ritual weapon must be crafted 
  from natural materials and no metal may be used in 
  its construction (most are crafted from wood or plant 
  fibers). A ritual weapon may exist in its empowered 
  state for a number of rounds per day equal to the 
  tataued warrior’s level plus his Constitution modifier. 
  He may revert his weapon to its unassuming form as 
  a free action. Once it is depowered, he is fatigued for a 
  number of rounds it was active for.
  Should his ritual object be destroyed, broken, or 
  stolen the tataued warrior may designate a new object 
  as his ritual object after 1 week. A ritual weapon 
  that leaves the grasp the tataued warrior ceases to 
  function and he becomes fatigued. At 1st level, his 
  ritual weapon is treated as if it was made of iron for 
  the purpose of determining his hardness and HP. A 
  broken ritual weapon no longer functions and reverts 
  to its depowered form (the object is broken as well).
  As his power grows, so does the strength of his ritual 
  weapon.
  4th level: The tataued warrior may select a 2nd 
  weapon form for their weapon. They may switch 
  between weapon forms as a swift action. Additionally, 
  a tataued warrior may perform a ritual that takes 2 
  hours to change the forms of their weapon to other 
  weapons they are proficient with (the object’s size 
  must still be similar to the weapon chosen).
  
  26
  8th Level: The tataued warrior’s ritual weapon 
  function as a +2 weapon. The weapon is treated 
  as if were made of adamantine for the purpose of 
  determining its hardness and HP.
  12th Level: The tataued warrior’s ritual weapon 
  function as a +3 weapon. A tataued warrior may select 
  a 3rd weapon form for their weapon.
  16th Level: The tataued warrior’s ritual weapon 
  function as a +4 weapon. A tataued warrior may select 
  a 4th weapon form for their weapon. 
  20th Level:  The tataued warrior’s ritual weapon 
  function as a +5 weapon. A tataued warrior may select 
  a 5th weapon form for their weapon. 
  tatau (Su):
  A tataued warrior’s tataus are sacred in nature and 
  ever growing. They represent not only his place in 
  his society, the history of his people, but also his 
  spiritual connection. At 1st level and every even level 
  thereafter, he may take a tatau from the list below. 
  As he selects his new tatau, his body gains a complex 
  tribal tatau that represents this. Should he ever lose 
  this physical representation or cover them with more 
  than light armor, he loses the benefit it provides. A 
  tatau will regrow itself in 1d20 hours if removed. 
  Another tataued warrior can attempt to identify the 
  meaning of a tatau with a Knowledge (religion) or 
  (local) check (DC 10 + the level of the tataued warrior 
  you are trying to read the tataus of).
  Each tatau has an indicated level where it may be 
  selected. A tataued warrior may select a tatau before 
  they normally would be allowed to do so, but they 
  trigger a flaw. This flaw has a dramatic downside, but 
  that vanishes once the character gains the required 
  level.
  1St level tatauS
  tatau of the dolPhin (1St)
  You gain a +5 foot bonus to your land speed and a +10 
  foot bonus to your swim speed (if you have or gain 
  one). In addition, you gain a +2 bonus on Acrobatics 
  checks and this bonus improves to a +4 bonus if you 
  are in the water.
  • 
  Drawback: None
  tatau of Grain (1St)
  You are constantly full, as if you always had a meal. 
  In addition, once per day as a full round action, you 
  can supernaturally produce enough rations to feed 
  a number of additional medium creatures equal to 
  1/4th your tataued warrior level. This food, if not 
  eaten, becomes dust in 4 hours. The food is hearty and 
  simple, sprouting from the earth at your command.
  • 
  Drawback: None
  tatau of the hunter (1St)
  You become proficient in all martial ranged weapons 
  and gain the Weapon Focus feat in one of those 
  weapons. If you have this tatau, your ritual weapon’s 
  form may be that of a ranged weapon. This weapon 
  still requires ammunition normally utilized by the 
  weapon.
  • 
  Drawback: None
  tatau of the ibex (1St)
  You gain Alertness as a bonus feat and you always 
  count as having a running start for the purpose of 
  Acrobatics checks made to jump.
  • 
  Drawback: None
  tatau of the JellyfiSh (1St)
  You gain Stunning Fist as a bonus feat and may 
  perform it through your ritual weapon.
  • 
  Drawback: None
  
  27
  tatau of the Marlin (1St)
  You suffer no penalty on their attack or damage rolls 
  made underwater (treat them as if they were being 
  swung on land). In addition, you reduce all DR by 3 
  and hardness by 1/2 on confirmed critical hits with 
  piercing weapons.
  • 
  Drawback: None
  tatau of the Mountain (1St)
  You treat non-magical difficult terrain as if it were 
  normal terrain for the purpose of movement.
  • 
  Drawback: None
  tatau of the oarSMen (1St)
  You gain the ability to walk on water as if it were land. 
  This functions as per water walk, though only for 
  water (saltwater or freshwater). In addition you treat 
  oars as if they were ritual weapons with the profile of 
  a greatclub rather than an improvised weapon.
  • 
  Drawback: None
  tatau of the oxen (1St)
  You gain Toughness as a bonus feat and gain a +4 
  bonus to your CMD against bull rush attempts.
  • 
  Drawback: None
  tatau of the Pebble (1St)
  As a free action you may produce ammunition from 
  thin air. You gain enough ammunition to make all 
  of your attacks in a round; any unused ammunition 
  disappears at the end of your turn. This ammunition 
  fits whichever ranged weapon you are using, or is 
  a throwing weapon. Throwing weapons deal 1d8 
  damage, ammunition does damage based on the 
  weapon it is fired from. Throwing weapons count as 
  if they were your ritual weapon. When producing 
  ammunition the tataued warrior may select the type 
  of damage from bludgeoning, piercing, slashing, or 
  non-lethal. You may do this once per day per tatau 
  warrior level. 
  • 
  Drawback: None
  tatau of StorMS (1St)
  When in an area of storms, rain, or other form of 
  severe weather you gain a +2 morale bonus on attack 
  and damage rolls with ritual weapons.
  • 
  Drawback: None
  3rd level tatauS
  tatau of the fern (3rd)
  Once per day you may cause a 30 foot area to spring 
  to life with thick underbrush as a full round action. 
  This area is difficult terrain and provides partial cover 
  for those in that area. In addition, you gain the ability 
  to speak with plants (as per the spell) at will.
  • 
  Drawback: Plants treat you as hostile. While this 
  mostly applies to plant creatures this also causes 
  plants to act inconvenient towards you. They will 
  not grow for you, you may find thorns in your 
  shoe, and a plant may even atrophy fruit rather 
  than let you eat it.
  tatau of the fiSh (3rd)
  You gain a 30 feet swim speed though you cannot 
  breathe underwater.
  • 
  Drawback: You are required to submerge yourself 
  in water for at least 1 hour every day.
  tatau of the Goat (3rd)
  You gain a 1d6 gore attack. If you already have a gore 
  attack from a different source you increase the dice 
  size for that attack by 1 dice size.
  • 
  Drawback: You must add a random goat noise to 
  the end of sentences frequently.
  tatau of the octoPuS (3rd)
  You gain Improved Grapple as a bonus feat and a +4 
  insight bonus on Stealth checks.
  • 
  Drawback: When you are in the water, any 
  squid or octopus within 1 mile is aware of your 
  presence and will become attracted to you as if 
  you were a desirable food source.
  
  28
  tatau of the oStrich (3rd)
  You gain Run as a bonus feat and a +4 insight bonus 
  on Intimidate checks.
  • 
  Drawback: Anytime you fail a fear check or are 
  demoralized by someone (and sometimes when 
  you are just stressed) you find a place to shove 
  your head to hide it. If possible, you will attempt 
  to hide your head in the sand. This causes you to 
  be compelled to take a move action to hide your 
  head before you can recover.
  tatau of the Parrot (3rd)
  You gain the constant benefit of comprehend 
  language and tongues. In addition, you gain a +4 
  insight bonus on Fly checks.
  Drawback: Everything you say comes out kind of 
  garbled or with an extremely heavy accent. You take a 
  -4 penalty on all Diplomacy checks.
  tatau of PriSon (3rd)
  At will, you can use detect chaos, as the spell. You 
  can, as a move action, concentrate on a single item 
  or individual within 60 feet and determine if it is 
  chaotic, learning the strength of its aura as if having 
  studied it for 3 rounds. While focusing on one 
  individual or object, you cannot detect chaos in any 
  other object or individual within range.
  • 
  Drawback: You unduly attract the attention of 
  the criminal element, finding yourself in trouble 
  more frequently than you should.
  tatau of the rat (3rd)
  You gain the Scent ability and are constantly under 
  the effects of squeeze ARG. Furthermore you gain a +2 
  bonus on attack and damage rolls against vermin and 
  automatically bypass any resistances, immunities, and 
  DR they may possess.
  • 
  Drawback: You develop kleptomania (a very 
  unlawful thing) and must make a Will save (DC 
  15) to resist attempting to swipe any unattended 
  food or pilfer any unattended valuables.
  tatau of the Shark (3rd)
  You gain a bite attack appropriate to your size. If you 
  already have a bite attack from a different source you 
  increase the dice size for that attack by 1 dice size.
  • 
  Drawback: When you are in the water, any shark 
  or shark-like creature within 1 mile is aware of 
  your presence and will become attracted to you as 
  if you were a desirable food source.
  tatau of the SMith (3rd)
  You become proficient with all martial weapons 
  and 3 exotic weapons of your choice. In addition, all 
  manufactured weapons are treated as if they were 
  ritual weapons for the purpose of tataued warrior 
  class features.
  Drawback: Any non-simple weapon you wield gains 
  the fragile weapon quality.
  tatau of the torch (3rd)
  At will you may shed light from an object you are 
  holding as if it were a touch. You can activate or 
  suppress this as a free action. In addition, you gain a 
  +2 bonus on attack and damage rolls against creature 
  of the fire subtype.
  • 
  Drawback: You cannot suppress your light and it 
  tends to shine extra bright when you are trying to 
  hide as if to point you out.
  tatau of the turtle (3rd)
  You gain a +2 natural armor bonus to your AC, this 
  bonus stacks with other natural armor bonuses.  
  When taking the total defense action this natural 
  armor bonus increases to +4.
  • 
  Drawback: You take a -2 penalty to Dexterity, and 
  rising from the prone position takes a full round 
  action.
  
  29
  tatau of the Warrior (3rd)
  You count your levels in tataued warrior as levels 
  in fighter for the purpose of qualifying for combat 
  feats. In addition, you gain Weapon Focus in a simple 
  weapon of your choice (this weapon is stylistically 
  represented in the tatau). If you have or ever gain the 
  Weapon Focus feat you gain Weapon Specialization 
  as a bonus feat in that weapon instead. Likewise if 
  you have that feat you instead gain Greater Weapon 
  Focus and if you have Greater Weapon Focus you gain 
  Greater Weapon Specialization in that weapon.
  • 
  Drawback: You have a 25% chance each time you 
  draw a weapon to accidentally draw the wrong 
  weapon. If you have no other weapon, you may 
  draw a mundane piece of equipment or simply 
  drop your current weapon.
  tatau of the Wave creSt (3rd)
  You gain Improved Bull Rush as a bonus feat and a +2 
  bonus on attack and damage rolls against creature of 
  the water subtype.
  • 
  Drawback: The ocean becomes rough and agitated 
  in a radius of 1 mile around you and you cause an 
  unnatural disturbance in the area you walk. This 
  may attract creatures with a strong connection to 
  the element of water (such as water elementals, 
  kami, or druids native to the area).
  5th level tatauS
  tatau of the butterfly (5th)
  You are constantly under the effects of featherfall. You 
  may suppress or reactivate this as a swift action.
  • 
  Drawback: There is a 10% chance per round that 
  you are using featherfall that it will fail.
  tatau of the chaMeleon (5th level)
  As a free action, you gain the ability to magically 
  blend in with your surroundings. This provides a 
  +8 competence bonus on her Stealth checks. As a 
  standard action, you can also use the spell disguise 
  self a number of times per day equal to your Charisma 
  modifier.
  • 
  Drawback: You may only disguise yourself 
  an anthropomorphic chameleon of horrific 
  proportions and you only gain a +4 on Stealth 
  checks.
  tatau of the chief (5th)
  You gain Leadership as a bonus feat. In addition, all 
  allies within 30 feet of you gain a +4 morale bonus 
  against fear effects.
  • 
  Drawback: People whisper and spread derogatory 
  rumors about you. How dare you wear the tatau of 
  the chief without earning it? You take a -4 penalty 
  on all Diplomacy rolls and you risk your standing 
  in your community.
  tatau of the deeP Sea (5th)
  You gain the ability to breathe underwater and 
  darkvision 60 feet (or it improves your darkvision by 
  30 feet).
  • 
  Drawback: When you are in the water, any large 
  schools of fish within 1 mile are aware of your 
  presence and will become attracted to you as if 
  you were a desirable food source.
  
  30
  tatau of the healer (5th)
  A number of times per day equal to your Charisma 
  modifier you can heal a creature you can touch for 
  1d8 points per 4 levels of tataued warrior as a standard 
  action. You may not benefit from this yourself.
  • 
  Drawback: Any amount of healing you grant an 
  ally is deducted from your current HP.
  tatau of the heron (5th)
  While flying you gain a +2 bonus on all attack and 
  damage rolls with melee weapons against non-flying 
  creatures.
  • 
  Drawback: You take twice as much fall damage 
  and a -2 penalty on Acrobatics checks to jump.
  tatau of illneSS (5th)
  You become immune to non-magical diseases.
  • 
  Drawback: Allies who spend time around you 
  frequently come down with mundane diseases. 
  Each week roll a d% and if you get higher than 
  75% a party member comes down with a random 
  disease or illness.
  tatau of the kiWi (5th)
  When casting a spell that requires a material 
  component you may elect to pay that cost at a later 
  date. This material component must be offered up 
  in sacrifice within 2 days or the tataued warrior is 
  turned into a kiwi bird until he can offer up the 
  material components or someone else offers them on 
  his behalf. A tataued warrior may elect to do this for 
  an ally when they are within 30 feet of an ally who 
  is casting a spell that normally requires a material 
  component but does not have one.
  A kiwi uses the statistics of a hawk, but without 
  a flight speed or talons and a 10 foot land speed. 
  However, you retain your mental ability scores.
  • 
  Drawback: You permanently turn into a kiwi.
  tatau of the Merchant (5th)
  You can cast detect magic at will. In addition, you 
  gain a +4 bonus on Appraise checks made to evaluate 
  the price of non-magical good.
  • 
  Drawback: You must pay 5 gp per use of this 
  ability.
  tatau of the MinnoW (5th)
  You gain the evasion class feature of the monk and 
  Lightning Reflexes as a bonus feat.
  • 
  Drawback: Cats and fish, large and small, find 
  your scent delectable and any are prone to attack 
  you should you attract their attention.
  tatau of the Moon (5th)
  You gain the ability to damage incorporeal and/or 
  ethereal creatures normally with weapons you wield 
  or natural attacks you make. In addition you gain a +2 
  insight bonus on Knowledge (planes) and Knowledge 
  (religion) to identify creatures.
  • 
  Drawback: Any undead within 1 mile is aware of 
  your presence and will become attracted to you as 
  if you were a desirable food source.
  tatau of the PlatyPuS (5th)
  You develop electrolocation while underwater, 
  gaining  lifesense 30 feet (see universal monsters 
  rules for more information on lifesense). In addition 
  your nails becomes mildly poisoned. This causes your 
  unarmed strikes and claw attacks to poison creatures.
  Tataued Warrior Poison; save Fort DC 5 + tataued 
  warrior level; frequency 1/round for 4 rounds; effect 
  1 nonlethal damage; cure 1 save.
  • 
  Drawback: You develop the unusual physical 
  features that resemble a platypus. You gain a 
  rubbery bill, an awkward beaver-like tail, brown 
  fur, etc. While in this anthropomorphised form 
  you exhibit many unintentional animal habits, 
  compulsions, and mannerisms that are rather 
  unsightly and uncivilized. You take a -4 penalty 
  on all rolls involving social interactions and a -4 
  penalty on Acrobatics checks when not in the 
  water for your awkward proportions.
  
  31
  tatau of the PoiSon froG (5th)
  Once per day as a move action you can cover you 
  body in a layer of poison. Creatures who grapple with 
  you or otherwise come into excessive bodily contact 
  with you (an unarmed strike or natural attack is not 
  generally enough to constitute this) suffer the effects 
  of the poison listed below. Once it has been applied to 
  a creature or 1 minute per tataued warrior passes the 
  poison is rendered inert.
  Contact ; save Fort DC 10 + 1/2 tataued warrior level + 
  Charisma modifier; frequency 1/round for 6 rounds; 
  effect stunned; cure 1 save
  • 
  Drawback: Any venomous or poisonous  creature 
  within 1 mile is aware of your presence and will 
  become attracted to you as if you were a desirable 
  food source.
  tatau of the Predator (5th)
  You gain a +2 bonus on attack and damage rolls 
  against animals and magic beasts. Additionally you 
  automatically bypass any resistances, immunities, and 
  DR they may possess. Finally, you gain a +2 insight 
  bonus on Survival checks to find food.
  • 
  Drawback: Any apex predator who has the animal 
  of magical beast creature type within 1 mile is 
  aware of your presence and will become attracted 
  to you as if you were a desirable food source.
  tatau of the PrieSt (5th)
  Your caster level is equal to your character level for 
  your tataued warrior spells. In addition, select three 
  1st or 2nd level cleric spells and add them to your list 
  of known of tataued warrior spells. You must be able 
  to cast tataued warrior spells in order to benefit from 
  this tatau.
  • 
  Drawback: Each time you cast a spell you have 
  a 25% chance of summoning an unfriendly 
  outsider who opposes your alignment who has a 
  CR equal to your level -1 + 1d4. The exact nature 
  of the creature is at the discretion of the GM but 
  it should be hostile towards the offending tataued 
  warrior and incensed at his audacity.
  tatau of rain (5th)
  Once per day, after performing a rain dance for 10 
  minute, you may change the local weather to that of 
  light rain for 1d6 hours. The changes take effect in 10 
  minutes after the completion of your rain dance. You 
  gain Wind Stance as a bonus feat.
  • 
  Drawback: Any time you sleep a localized 
  rainshower drenches your camp. In addition, you 
  only have a 10% miss chance from your Wind 
  Stance bonus feat.
  tatau of the SPider (5th)
  You gain a 30 foot climb speed and a +2 sacred bonus 
  on Craft (alchemy) checks.
  • 
  Drawback: There is a 25% chance per round that, 
  while climbing, your climb speed will cease to 
  function.
  tatau of the tiki (5th)
  You gain a +2 luck bonus to your armor class and all 
  saving throws.
  • 
  Drawback: You take half again as much damage 
  from all sources.
  7th level tatauS
  tatau of the bat (7th)
  You gain Blindsense 20 feet and a +2 insight bonus on 
  fly checks.
  • 
  Drawback: You become blind.
  tatau of the eleMentS (7th)
  You gain a +2 bonus on attack and damage rolls 
  against elementals and automatically bypass any 
  resistances, immunities, and DR they may possess.
  • 
  Drawback: Any elementals within 1 mile is aware 
  of your presence and will become attracted to you 
  as if you were a threat to nature.
  
  32
  tatau of the Gale (7th)
  You ignore range penalties up to the third range 
  increment (though they they return in full on the 
  fourth). In addition, you gain a +2 sacred bonus to 
  your AC against ranged attacks.
  • 
  Drawback: Chaotic gusts of wind blow around 
  your ranged attack giving them a 20% chance to 
  miss. 
  tatau of the kanGaroo (7th)
  You gain the cast jump as a supernatural ability at will. 
  In addition, unarmed strikes made with your feet deal 
  damage as if you were one size category larger.
  • 
  Drawback: Creatures making attacks of 
  opportunity against you gain a +4 bonus on attack 
  rolls.
  tatau of the Murderer (7th)
  Creatures you reduce below 0 hp lose two hp per 
  failed stabilization roll. Furthermore, a creature you 
  cause damage to cannot benefit from healing (though 
  they may benefit from temporary hp) until their next 
  turn.
  • 
  Drawback: You take a -2 penalty on all 
  stabilization rolls.
  tatau of the Snake (7th)
  You become immune to poisons (magical and 
  mundane).
  • 
  Drawback: All allies within 30 feet of you take a -4 
  penalty on saves against poisons.
  tatau of the StarfiSh (7th)
  You gain the ability to regenerate lost limbs and heal 
  yourself. Once per day as a full round action you 
  can regrow severed body members (fingers, toes, 
  hands, feet, arms, legs, tails, or even heads if you are 
  a multi-headed tataued warrior), broken bones, and 
  ruined organs grow back. The physical regeneration 
  is complete in 1 round if the severed members are 
  present and touching the creature. It takes 2d10 
  rounds otherwise. At the time of using this ability the 
  tataued warrior is also restored 1d8 hp per 4 levels of 
  tataued warrior (minimum 1d8).
  • 
  Drawback: After 2d10 minutes, any limb you 
  regrew falls off and atrophies. In addition, you are 
  not healed by this tatau.
  tatau of the Sun (7th)
  This tatau around your eyes grants you darkvision 60 
  feet. If you already have darkvision this ability grants 
  you the capacity to see though even deeper darkness 
  or other magical darkness effects. Creatures with 
  light vulnerability cannot take this tatau.
  • 
  Drawback: When you are in areas of light you 
  take a -8 penalty to Perception checks.
  tatau of thunder (7th)
  You gain electricity resistance 15 and once per day 
  when you successfully deliver an attack with a 
  simple melee weapon you can cause a thunderbolt to 
  strike your target. This can be chosen after you have 
  successfully hit but before you roll damage. It deals 
  1d6 points of electricity per 2 levels of tataued warrior 
  in addition to your normal weapon damage.
  • 
  Drawback: Anytime natural (non-magical) 
  lightning strikes would strike within 1 mile of 
  you, it instead strikes you. In addition, attacks 
  that deal electricity damage gain a +2 bonus to hit 
  you and your resistance is reduced to 5. Each bolt 
  causes 4d8 points of electricity damage.
  
  33
  9th level tatauS
  tatau of the crab (9th)
  Once per round on a successful attack with a natural 
  weapon or unarmed strike, you may make a free 
  grapple attempt with your off-hand (provided it is 
  free).
  • 
  Drawback: You gain a -4 on all grapple combat 
  maneuvers and count as if you were one size 
  category smaller for the purpose of determining 
  of who you can grapple one-handed.
  tatau of the Gecko (9th)
  You gain all-around vision.
  • 
  Drawback: There is a 20% chance that each time 
  you attempt an action to move that you will 
  remain motionless (though this does not waste 
  the action, just prevents you from moving).
  tatau of the Whale (9th)
  You count as if you were one size category larger for 
  the purpose of wielding ritual weapons.
  • 
  Drawback: Reduce your base land speed by 20 
  feet to a minimum of 10 feet.
  SPellS:
  Beginning at 4th level, a tataued warrior gains the 
  ability to cast a small number of divine spells, which 
  are drawn from the ranger spell list*. A tataued 
  warrior must choose and prepare his spells in 
  advance.
  To prepare or cast a spell, a tataued warrior must 
  have a Charisma score equal to at least 10 + the spell 
  level. The Difficulty Class for a saving throw against 
  a tataued warrior’s spell is 10 + the spell level + the 
  tataued warrior’s Charisma modifier.
  Like other spellcasters, a tataued warrior can cast 
  only a certain number of spells of each spell level 
  per day. His base daily spell allotment is given on 
  Table 3-2: Tataued Warrior Spells Per Day. In addition, 
  he receives bonus spells per day if he has a high 
  Charisma score (see Table: Ability Modifiers and 
  Bonus Spells). When Table: Tataued Warrior indicates 
  that the tataued warrior gets 0 spells per day of a 
  given spell level, he gains only the bonus spells he 
  would be entitled to based on his Charisma score for 
  that spell level.
  A tataued warrior refers to his spells as ceremonies 
  and must spend 1 hour per day performing 
  ritualistic dancing, chanting, and making offerings 
  to nature to regain his daily allotment of spells. The 
  materials required for his spells may be found in the 
  surrounding area at no cost to him. A tataued warrior 
  may prepare and cast any spell on the tataued warrior 
  spell list, provided that he can cast spells of that level, 
  but he must choose which spells to prepare during 
  his daily meditation.
  Through 3rd level, a tataued warrior has no caster 
  level. At 4th level and higher, his caster level is equal 
  to his tataued warrior level – 3.
  *ranGer SPell liSt Modification for the 
  tataued Warrior
  A tataued warrior does not gain the following ranger 
  spells:
  • 
  1st: Bowstaff, Gravity Bow, Hunter’s Howl, 
  Longshot
  • 
  2nd: Reloading Hands, Ricochet Shot
  • 
  3rd: Companion Mind Link, Instant Enemy, 
  Named Bullet
  • 
  4th: Bow Spirit, Greater Named Bullet, Raise 
  Animal Companion, Terrain Bond
  In exchange, the tataued warriors adds the following 
  spells to his spell list:
  • 
  1st: Cause Fear, Enlarge Person, Magic Weapon, 
  Remove Fear
  • 
  2nd: Aid, Touch of the Sea
  • 
  3rd: Heroism, Pain Strike, Rage, Ride the Waves, 
  Fly
  • 
  4th: Fear, Mass Enlarge Person
  
  34
  SPellS froM other SourceS:
  Generically, a tataued warrior does not gain any 
  spells that expressly deal with the ranger’s class 
  feature (such as their animal companion, favored 
  enemy, favored terrain, etc) or spells that pertain 
  to making ranged attacks/the use of a bow. They 
  instead gain fear spells, spells that grant the ability 
  to resist fear, pain effects, enlarge person, and 
  spells that grant a swim speed.
  blood caStinG (ex):
  At 5th level, as a swift action a tataued warrior can 
  prick himself and make an offering of blood to 
  sacrifice a prepared spells in order to spontaneously 
  cast any other spell on his spell list that he knows of 
  the same level. This offering of blood deals 1 point 
  of non-lethal damage to himself per level of the spell 
  sacrificed.  (Example: If he had heroism prepared as 
  a 3rd level spell he could take a swift action to deal 3 
  points of damage to himself to switch his prepared 
  spell to pain strike.)
  battle chant (ex):
  At 6th level, the tataued warrior gains the ability to 
  ritualistically chant while fighting. This allows him 
  to augment his weapon’s powers by awaking the 
  spirits around him. This is often quite intimidating 
  to enemies, though not overt enough to cause an 
  Intimidate check. This grants him an ability to enter 
  into a ritualistic trance, awakening the spirits of war 
  and battle. This grants him one additional attack 
  at his highest BAB per turn as part of a full attack 
  action. This effect stacks with haste and similar 
  effects. A battle chant lasts for a number of rounds 
  equal to his Constitution modifier per use. While 
  chanting he gains a +2 morale bonus on 
  Intimidate checks. Entering this state is 
  a swift action and, at 6th level, he may 
  do this once per day. At 10th and every 
  4 levels thereafter he may do this one 
  additional time per day.
  Cultural Examples of the Battle 
  Chant
  Haka (Maori), Cibi (Fiji), Manu 
  Siva Tau (Samoa), Baris (Bali), Eisa 
  (Okinawa), Sama (Sufis), War Dance 
  (Lakota Sioux), Indlamu (Zulu), 
  Highland Sword Dances (Scotland)
  table 3-2: tataued Warrior
  SPellS Per day
  level
  1St
  2nd
  3rd
  4th
  1st
  -
  -
  -
  -
  2nd
  -
  -
  -
  -
  3rd
  -
  -
  -
  -
  4th
  0
  -
  -
  -
  5th
  1
  -
  -
  -
  6th
  1
  -
  -
  -
  7th
  1
  0
  -
  -
  8th
  1
  1
  -
  -
  9th
  2
  1
  -
  -
  10th
  2
  1
  0
  -
  11th
  2
  1
  1
  -
  12th
  2
  2
  1
  -
  13th
  3
  2
  1
  0
  14th
  3
  2
  1
  1
  15th
  3
  2
  2
  1
  16th
  3
  3
  2
  1
  17th
  4
  3
  2
  1
  18th
  4
  3
  2
  2
  19th
  4
  3
  3
  2
  20th
  4
  4
  3
  3
  
  35
  MaSterWork tatau (Su):
  At 20th level, a tataued warrior’s individual tataus 
  merge into a cohesive tapestry and take on a new 
  meaning entirely. They are woven together by a larger 
  mural that gives context to the rest of the pieces. This 
  tatau covers the tataued warrior’s entire body. These 
  tataus cannot be taken until 20th level. It can take 
  one of the following forms. 
  tatau of divinity
  The first time you die in a 24 hour period you are 
  resurrected as if by true resurrection at the start of 
  your next turn. In addition, you gain SR equal to 10 
  + 1/2 your tataued warrior level + your Charisma 
  modifier again divine spells.
  tatau of death
  Any creature reduced below zero hit points by 
  damage you deal has their remains turned to dust as 
  if destroyed by disintegrate. Furthermore, you are 
  immune to death effects and gain gain SR equal to 
  10 + 1/2 your tataued warrior level + your Charisma 
  modifier against necromancy spells.
  tatau of SuPreMe Grace
  You may cast dominate monster as a supernatural 
  ability at will. In addition, you become immune to 
  mind affecting effects.
  tatau of the beaSt
  You grow two size categories and grow one natural 
  attack of your choosing from the following list: bite, 
  a single claw, gore, slam, or talon. You cannot chose a 
  natural attack you already possess.
  This grants you a +4 size bonus to Strength, a -4 size 
  penalty to Dexterity (to a minimum of 1), a -2 penalty 
  on attack rolls and AC, and a -4 size penalty on Stealth 
  and Fly checks due to its increased size. A humanoid 
  creature whose size increases to Large has a space of 
  10 feet and a natural reach of 10 feet. A humanoid 
  creature whose size increases to Huge has a space of 
  15 feet and a natural reach of 15 feet.
  tatau of the Warrior kinG
  You automatically confirm all critical hits with your 
  ritual weapon.
  table 3-3: tataued Warrior alternate favored claSS bonuSeS
  race
  bonuS
  Source
  Human
  +1/6 of a new tatau
  CRB
  Ifrit
  +1 round of ritual weapon per day.
  ARG
  Merfolk
  Battle chant lasts an additional 1/4th of a round while underwater.
  ARG
  Nawao
  +1/4 your tataued warrior level when determining the abilities of your ritual 
  weapon.
  HotWa
  Sambito
  +1/6 a use of battle chant per day
  HotWa
  Wug
  +1/6 of a new tatau
  RG3
  
  36
  neW condition: broken bone
  An attack that breaks bone, or the target’s equivalent 
  thereof can render the limb struck painful and 
  useless. The bone inside is destroyed- shattered 
  beyond simple repair. Creatures with this condition 
  can have it inflicted on any limb and lose the use of 
  that limb until the condition is removed. As such, 
  a specific limb must be declared before use. This 
  condition may be applied multiple times, but each 
  time it applies to a specific limb. This does not impose 
  any penalties to the attack roll (as is the case if using 
  Paizo’s called shot rules). Creatures who have a limb 
  broken must make a Will or Fortitude save (DC 20) or 
  are shaken for 1d4 rounds from the pain. This is a fear 
  effect.
  It requires a DC 10 Heal check to set a limb and 
  3d6 weeks to heal it. Any sort of magical healing 
  sets bones but does not remove the condition if not 
  already set (thus 2 applications of magic healing 
  would remove the condition in addition to the hit 
  points restored by the spell). A heal or regenerate 
  spell will remove the condition as will any magic or 
  abilities that remove ability score damage/drain.
  The following creatures are immune to the broken 
  bone condition: creatures without limbs, oozes, any 
  creature immune to precision damage, creatures 
  with the chaotic subtype. Furthermore creatures 
  who definitely lack a skeleton, exoskeleton, or the 
  biological equivalent thereof (subject to the GM’s 
  discretion) are immune to the broken bone condition
  Sidebar: Converting Existing Bone Breaking Feat
  The Jawbreaker feat can be replaced with the 
  Ankleshatter feat found in this book.
  The neckbreaker and bonebreaker feats can be left as 
  they are.
  kaPu kuialua (Style)
  The art of kapu kuialua is an ancient Hawaiian 
  martial art that was taught to the ariki or nobles of 
  Hawaiian society. Their warriors were trained not 
  only in the ways of battle but also in the manipulation 
  of their mana.
  kaPu kuialua (Style) 
  (coMbat)
  Using the ancient and noble art of bone breaking, you 
  can quickly and efficiently disable your opponents.
  PrerequiSiteS: Improved Unarmed Strike, 
  Improved Grapple
  benefitS: Any time you deal damage with an 
  unarmed strike against a creature you are grappling, 
  they must make a Fortitude save (DC 10 + 1/2 level 
  + Strength modifier) or have a bone of your choice 
  broken (see bone broken condition above).
  hakihaki (coMbat)
  Though a mastery of joint locks, bone manipulation, 
  rigorous training in the surf, and striking coconut 
  trees for hours- you know just how to make your 
  strikes hurt.
  PrerequiSiteS: Kapu Kuialua
  benefitS: While employing Kapu Kuialua, all 
  confirmed critical hits with all weapons (including 
  unarmed strikes) against a creature break bones. After 
  a successful critical confirmation, they must make a 
  Fortitude save (DC 10 + 1/2 level + Strength modifier) 
  or have a bone of your choice broken (see bone 
  broken condition above).
  New Feats & Talents
  
  37
  olohe (coMbat)
  The term for a master of Kapu Kuialua is “Olohe” 
  and means “hairless one”. These masters were so 
  deadly that merely striking them risked the attacker’s 
  destruction.
  PrerequiSiteS: Hakihaki
  benefitS: While employing Kapu Kuialua, any 
  creature who fails a grapple check against you must 
  make a Fortitude save (DC 10 + 1/2 level + Strength 
  modifier) or have a bone of your choice broken.
  ankleShatter (coMbat)
  PrerequiSiteS: Bonebreaker (UC), Improved trip, 
  Heal 12 ranks
  benefit: When you make a successful trip attempt 
  against an opponent that is grappled, helpless, or 
  stunned you may instead expend one use of your 
  stunning fist class feature to grant a creature the 
  broken bone condition as well as halving their 
  movement speed until the broken bone condition is 
  healed.
  boneSaW (barbarian talent)
  PrerequiSiteS: Barbarian 6th Level
  benefit: Whenever you critically hit with a melee 
  attack while raging, your attack also breaks a bone of 
  your choice (DC 20 Fortitude save resists).
  Scared Mana (feat)
  PrerequiSiteS: Ability to cast 3rd level divine spells
  benefit: By sacrificing one divine spell slot at your 
  highest level in a ritual that takes 10 minutes, your 
  levels in one divine casting class grant a good AC 
  bonus rather than what the class normally would 
  provide for the next 24 hours.
  SnaP (antiPaladin cruelty)
  PrerequiSiteS: 9th Level Antipaladin
  benefit: Target has a bone of your choice break 
  if they fail the Fortitude save associated with your 
  cruelty.
  
  38
  uSeaGe
  Please note that all these weapons are presented as 
  if they were being used in a Polynesian campaign 
  setting and are thus treated as simple or martial 
  weapons. If used outside of one, they are all 
  exotic weapons. If used outside of a Polynesian 
  campaign setting they count as a 
  single fighter weapon group referred 
  to as the “islander weapon group”.
  equivalentS
  You will note the use of the phrase “equivalent” (as 
  in “This weapon is equivalent to a short sword”) 
  in some descriptions. This means that the weapon 
  counts as another weapon for the purpose of feats, 
  class features, prerequisites, etc. A weapon must still 
  qualify on it’s own merit in regards to its 
  weapon profile however (example: A 
  mere is equivalent to a sap. However 
  if a feat requires a weapon that deals 
  nonlethal damage, and as a mere deals 
  lethal, it would not qualify). A character 
  proficient with a weapon’s equivalent are 
  not proficient with the weapon itself (it 
  requires it’s own proficiency).
  New Polynesian Weapons
  table 3-1: PolyneSian WeaPonS
  naMe
  coSt
  dMG 
  (S)
  dMG 
  (M)
  critical
  WeiGht
  tyPe
  SPecial
  cateGory
  equivalent
  Hoe
  2 gp
  1d6
  1d8
  x2
  3 lbs.
  B
  -
  Two-Handed 
  Simple
  Greatclub
  Ihe
  4 gp
  1d4
  1d6
  x3
  4 lbs.
  P/S
  -
  One-Handed 
  Martial
  Shortspear
  Leiomano
  15 gp
  1d6
  1d8
  x3
  4 lbs.
  S
  -
  One-Handed 
  Martial
  Longsword
  Mere
  6 gp
  1d4
  1d6
  x3
  2 lbs.
  S/B
  -
  Light 
  Martial
  Handaxe
  Pololu
  10 gp
  1d6
  1d8
  x3
  9 lbs.
  P/S
  Brace, 
  reach
  Two-Handed 
  Martial
  Longspear
  Taiaha
  10 gp
  1d8
  1d10
  x3
  7 lbs.
  P/B
  Finesse
  Two-Handed 
  Martial
  Greatclub
  Tewhatewha
  15 gp
  1d8
  1d10
  x3
  6 lbs.
  B
  Finesse
  Two-Handed 
  Martial
  Greataxe
  
  39
  hoe
  tWo-handed SiMPle WeaPon
  A long, thin, hardwood canoe paddle that was often 
  used for martial combat. It was used as a long club in 
  both hands due to its size.
  ihe
  one-handed Martial WeaPon
  An Ihe is a shorter version of a pololu, designed to 
  be used in one hand. Like the pololu it had serrated 
  shark’s teeth lashed to its upper quarter and sharp tip. 
  The only difference is that while a pololu was 12-15 
  feet, the Ihe was only 5-8 feet. Despite its length it 
  was easy to wield in one hand by a skilled warrior. A 
  character can use a Ihe two-handed and treat it as a 
  simple weapon.
  leioMano
  one-handed Martial WeaPon
  The Leiomano (“Shark’s lei”) is the most prevalent 
  weapon employed in ancient Hawaii. It varied in 
  shape and size but generally was a wooden or whale 
  bone weapon in the shape of a spade or ping-pong 
  paddle with shark’s teeth lashed like teeth the 
  the outside (not unlike an Aztecs affixed obsidian 
  shards to the edge of a macuahuitl). Most had cord-
  wrapped hilts and often had holes in the center of 
  the weapons. The term for this weapon comes from 
  Hawaiian but similar weapons existed in many 
  cultures.
  Mere
  liGht Martial WeaPonS
  Mere clubs were small, flat, sharp edged, stone or 
  jade weapons that had an elongated teardrop shaped. 
  It was gripped at the thin end where it was not 
  sharpened. They were about 10-20 inches long and 
  3-5 inches wide. Meres were often a symbol of a chief 
  and often had great ceremonial value. Mere weapons 
  were found in all Polynesian cultures.
  Pololu
  tWo-handed Martial WeaPon
  This spear-like weapon was between 12-15 feet long, 
  was crafted of hardwood, and had a very long head 
  section when compared to the overall length of the 
  weapon (by western standards). This is because the 
  top 20% was lined with backwards facing shark’s 
  teeth that could rip and tear flesh easily. They acted 
  like barbs, able to cut a man to ribbons with a single 
  pushing or pulling motion.
  taiaha
  tWo-handed Martial WeaPon
  This long two-handed, wooden, weapon had a long, 
  flat, blade for striking and a sharp pointed end of 
  thrusting at an opponent. A small wreath of feathers 
  was adorned near the top of the weapon and their 
  heads were often highly decorated. It is a famous 
  weapon of the Maori though many other Polynesian 
  cultures had similar weapons.
  teWhateWha
  tWo-handed Martial WeaPon
  An axe-shaped bludgeoning club weapon with a 
  long thin handle used by the Maori. It was used for 
  dexterous, quick, strikes that relied largely on body 
  position, footwork, and agility.
  
  40
  livinG Sharktooth
  Aura strong conjuration; CL 10th; Price 18,000 gp; 
  Weight 6 lbs.
  This +1 wounding leiomano is lined with sharp teeth 
  taken from a great white shark, and is able to call 
  upon the shark’s spirit to aid the wielder. 3 times per 
  day, the wielder may summon a great white shark 
  (Bestiary 4), as though by a summon nature’s ally 
  spell. The shark is under the command of the wielder, 
  and remains for 1d6 + 3 rounds.
  conStruction requireMentS
  Craft Magic Arms and Armor, summon nature’s ally 
  IV; Cost 9,000 gp
  Greater livinG Sharktooth
  Aura strong conjuration; CL 10th; Price 55,000 gp; 
  Weight 6 lbs.
  This +3 wounding leiomano has far fewer teeth lining 
  its edge than normal, but the teeth are of frightening 
  proportions. 3 times per day, the wielder may 
  summon 1d4 + 1 great white sharks or a single dire 
  shark, as though by a summon nature’s ally spell. The 
  sharks remain under the control of the wielder.
  conStruction requireMentS
  Craft Magic Arms and Armor, summon nature’s ally 
  VII; Cost 27,500 gp
  Maui’S hook (Manaiakalani)
  Aura strong conjuration; CL 10th
  Slot —; Price see individual hooks; Weight 6 lbs.
  These magic fish hooks, named after the Hawaiian 
  deity said to have fished up the Hawaiian islands, 
  create small temporary islands when dropped into 
  the ocean waves. These islands last for 24 hours, after 
  which it sinks back into the depths. Using the hooks 
  in this fashion requires a small 1 minute prayer. 
  Each style of hook creates a certain size of island.
  Lesser: Creates a small 10’x10’ island suitable for a few 
  people. Favored by fishermen who fear being caught 
  overnight on the open sea. Cost: 400 gp
  Standard: Creates a 20’x20’ island, complete with 
  enough simple food (nuts, berries) and fresh water 
  to feed up to 6 creatures. The food decays when the 
  island disappears. Cost: 2,000 gp
  Greater: Creates a 60’x60’ mile island, complete with 
  small huts, cooked food, and fresh water. There is 
  enough food to feed 10 creatures. The food decays 
  when the island disappears. Cost: 8,000 gp
  conStruction requireMentS
  Craft Wondrous Item, major creation, create food and 
  water; Cost varies
  Surfboard of the endleSS 
  Wave
  Aura faint conjuration; CL 5th
  Slot —; Price 3,000 gp; Weight 6 lbs.
  This surfboard, normally sized for a medium creature, 
  is decorated with the image a cresting wave. With the 
  proper command word, the surfboard is capable of 
  creating it’s own wave. 3 times per day, the surfer may 
  stand atop the surfboard and create a low wave that 
  carries him along the ground. For 1 minute he may 
  move a twice his normal land speed. While moving, 
  the surfer may end the effect early to make a charge 
  action, moving up to 3 times his normal speed and 
  making any number of turns. 
  conStruction requireMentS
  Craft Wondrous Item, slipstream; Cost 1,500 gp
  Polynesian Magic Items
  
  41
  kaMohoalii (haWaiian)
  A shark deity who guides sailors home in exchange 
  for alcoholic drinks. He is the god of sharks, 
  predators, and other natural killers. He is not a deity 
  who care much for morality- he is simply a force of 
  nature, a hunter always on the prowl. He can take the 
  form of any fish.
  kanaloa (haWaiian)
  The god of the underworld, magic, and the unknown 
  is Kanaloa. He is the opposite of Kane. He is the 
  knower unknown and finder of the hidden. He is the 
  deity who rules over the underworld. He rebelled 
  against the other gods and was kicked out for his 
  trouble. He is also the deity of mana.
  kane (haWaiian)
  The benevolent deity Kane is worshiped by all. He 
  does not need sacrifices. Created the light. God 
  of wild (not cultivated) food as well as the wilds 
  (jungles, forests, etc). He is the god of that which is 
  untamed, that which grows, and that which is fertile. 
  Part of a quadrality with Ku, Kanaloa, and Lono. 
  Kanaloa is his twin brother and his opposite.
  ku (haWaiian)
  The war god Ku is responsible for protecting the gods 
  from those that would attack them. He is a harsh 
  god who demands sacrifices but honors his brothers 
  Kane, Kanaloa, and Lono. Ku is known as the “seizer 
  of lands”.
  Polynesian Deities
  table 4-1: haWaiian deitieS
  deity
  aliGnMent
  WorShiPerS doMainS
  SyMbol
  favored 
  WeaPon
  Kane
  CG
  All (from 
  commoners to 
  kings).
  Sun, Plant, Nobility, 
  Protection, Air, Glory, Good
  The Sun
  Ihe
  Ku
  LN
  Warriors.
  War, Protection, Strength, 
  Glory, Law
  A Flaming 
  Mace
  Mace
  Lono
  LG
  Farmers, 
  musicians, 
  Weather, Plants, Healing, 
  Knowledge, Good, Law
  A Rainbow
  Pololu
  Kanaloa
  LE
  Magic users.
  Magic, Darkness, Death, 
  Nobility, Repose, Knowledge
  Squid
  Dagger
  Pele
  CE
  Few, mostly 
  those who 
  fear her.
  Fire, Destruction, Earth, 
  Madness, Chaos
  Rhyolite
  Sling
  Kamohoalii
  CN
  Sharks, 
  sambito, 
  sailors.
  Water, Strength, Death, Blood 
  (war), Travel
  A shark tooth
  Leiomano
  
  42
  lono (haWaiian)
  The deity Lono is the god of rain, cultivated foods, 
  music, rain, peace, and fertility. He is part of a 
  triumvirate of powerful deities along with his 
  brothers Kane, Kanaloa, and Ku.
  General backGround
  Rangi is the deity of the sky and his wife Papa (who 
  represents the land) use to embrace all the time and 
  their children were forced to live in the cramped, 
  small, space between them until Tane (the deity of 
  birds and trees) found a way to separate them.
  PaPatyuanuku (PaPa) (Maori)
  A primordial Mother Earth. She gives blessings 
  to those who worship her, but is largely a literal 
  representation of the Earth. She is concrete, firm, 
  familiar, logical, and bounded. She is all- the wood 
  you make your house with, the rain that falls upon 
  you.
  Pele (haWaiian)
  The goddess of fire and volcanoes. She is dangerous, 
  temperamental, uncontrollable. She was thrown out 
  of the heavens for her destructive nature and now 
  wanders around setting off volcanoes. Her title is “the 
  earth eating woman”.
  ranGinui (ranGi) (Maori)
  The god of the sky, the stars, and the heavens. He 
  sees all and knowns all. He is abstract, expressive, 
  temperamental, unknowable, and free spirited but 
  largely unconcerned with the day-to-day lives of 
  people. He rewards his followers, those that can get 
  his attention, with great gifts.
  tane Mahuta (Maori)
  God of birds and trees. A nature deity concerned with 
  the forest. He is largely concerned with the mundane 
  world and cares a great deal for his birds. His trees are 
  his limbs and he feels what each of them do. Before 
  hunting a bird or tree you must pray to Tane Mahuta 
  or he may curse you. He is, however, a good deity 
  who is often on the side of mortals. Tangaroa hates 
  Tane Mahuta.
  table 4-2: Maori deitieS
  deity
  aliGnMent
  WorShiPerS doMainS
  SyMbol
  favored 
  WeaPon
  Ranginui
  CN
  All
  Air, Void, Chaos, Liberation, 
  Knowledge, Magic, Sun
  Star
  Longbow
  Papatyuanuku
  LN
  All
  Earth, Protection, Law, 
  Community, Water
  Precious gem
  Spear
  Tawhirimatea
  CE
  Sailors, evil 
  characters
  Weather, Water, Air, Chaos, 
  Destruction, Evil
  A hurricane
  Hoe
  Tane Mahuta
  NG
  Birds, farmers, 
  rangers
  Plants, Animals, Protection, 
  Healing, Good
  A kiwi bird
  Shortbow
  Tumatauenga 
  CE
  Warriors, 
  guards
  War, Protection, Destruction, 
  Strength, Community
  A face 
  contorted in 
  anger
  Axe
  Tangaroa
  N
  Aquatic races, 
  sailors, etc
  Ocean, Weather, Travel, 
  Water, Healing
  Waves
  Paddle
  
  43
  tanGaroa (Maori)
  God of the sea, rivers, lakes and all that live within 
  them. He governs the waves and has given life to 
  many species of sea creatures. He does not like 
  conflict with other deities and will hide before he 
  fights. Tangaroa is invoked by those who would 
  partake of his bounty (fishing, taking water from a 
  well, etc) and those that fail to do so may break tapu. 
  Travelers on the sea also pray to him for good speed 
  and safe travel.
  taWhiriMatea (Maori)
  God of storms, rain, and wind. Once freed from the 
  space between his parents he went on a terrible tirade 
  and had to be put back in his place by Tumatauenga. 
  He is argumentative, he wages a never ending war on 
  the other deities, etc. Sailors tend to pray to him for 
  safe passages across the ocean to avoid storms. Evil 
  characters seek his favor and his power.
  tuMatauenGa (tu) (Maori)
  Tu is the god of war, hunting, and cooking. He is 
  angry all the time. All war parties dedicate themselves 
  to him before they go on a raid. He is the origin of 
  man- humans (and other humanoid species) sprung 
  from him and his is the pattern for human behavior. 
  To control yourself is to control the Tumatauenga 
  within your heart. Tu is a hunter and takes what he 
  needs and this is why mortals can take the resources 
  of the natural world. He is known as “Tu of the Angry 
  Face”.
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  System Reference Document. Copyright 2000, Wizards of 
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  Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
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