Islander Racial Traits
All PC races in this section have the following racial traits in addition to the ones listed in their entry:
Trained Breathing: When an islander runs out of time to hold her breath (normally 2 rounds per point of Constitution), she gains a +4 bonus on
Constitution checks to continue doing so before starting to suffocate.
Water Native: Islanders without a Swim speed gain a +4 racial bonus on Swim checks, and can always take 10 while swimming.

At any given moment amid the shores of the realm’s archipelagos there are thousands of coconuts bobbing in the waves, waiting to find fertile soil. For the most part, they are generally untouched by sealife, thanks to their hard shells and unquenchable buoyancy. However, one creature has managed to capture the lifecycle of the coconut and develop a true symbiosis with it; the kakamora. Though tiny in stature, the tough, hairy shell of a coconut combined with the tenacity of a sea invertebrate creates a formidable force of nature.

Physical Description: While from far away, the kakamora could potentially be mistaken for a coconut (as it is small, brown, round, and hairy), up close it is unmistakably a tiny humanoid creature. It has thin, short legs and long, thick arms attached to a muscular-appearing torso. Its large head seams to attach directly to this torso as it has no neck to speak of. Its face is somewhat mask-like and expressionless with deep, slot-like eyes. Its mouth is hidden behind a bristly beard reminiscent of coconut husks.

Kakamoras love to decorate their bodies with live flora which seem to thrive on their shells. They are almost always seen with a “crown” of live plants on the tops of their heads. They are also fond of wooden trinkets and jewelry which they are quite adept at carving. Aside from these embellishments, most kakamoras avoid wearing much else.

Society: Kakamoras evolved from sea invertebrates that discovered a way to burrow into a live coconut, hijack its growth process, and eventually evolve into a plant/animal hybrid. They are sexless creatures that occasionally gather normal coconuts to implant with their unique genetic material to create the next generation. Kakamora children, an extremely rare sight for a non-kakamora, appear as awkwardly walking coconuts until they begin to develop humanoid features upon reaching young adolescence.

Kakamora society is centered around their love and reverence for nature. They believe that the balance of all living things is essential for the survival of their world and they are deeply committed to protecting the natural world. They are sustenance and the birthplace of their young.

To protect the wildlife of the archipelagos, kakamora employ a number of tactics. They work to keep the delicate balance of the ecosystem by monitoring the population levels of various species and intervening if they sense an imbalance. They also work to maintain the health of the coral reefs and sea grass beds that provide vital habitats for many creatures. They are even known to share their knowledge of the natural world with other creatures in the realm, teaching them how to live in harmony with their environment and helping to preserve it for future generations.

Relations: The kakamora are a peaceful race that values cooperation and harmony with other species. As protectors of nature, they are quick to make alliances with other races that share their love for the natural world and are often willing to lend their aid in environmental causes. However, they are also fiercely protective of their own homes and may become wary or hostile towards races that they see as a threat to the balance of the ecosystem. Despite their very small size, kakamoras are not to be underestimated. They are tough and tenacious creatures, and they are not afraid to defend themselves and their home.

Alignment and Religion: The kakamoras are a true neutral race, meaning that they do not have a strong inclination towards good or evil, and they are guided by a sense of balance and harmony in all things. Worship of nature deities is a central part of kakamora culture, and many of their rituals and ceremonies revolve around this spiritual connection.

Adventurers: Kakamoras may venture forth from their archipelagos to explore new lands, discover new plant species to cultivate, or to protect the natural world from threats. They are naturally curious creatures, and their love of adventure stems from their desire to learn more about the world around them. Many kakamoras become druids or clerics of nature deities, channeling their spiritual connection to the natural world into their spellcasting abilities.

Kakamora names: Hina, Ikaika, Kahala, Kailani, Kalei, Kamea, Kapono, Kaulana, Keoki, Kiki, Laulima, Leilani, Lokelani, Lono, Maile, Malaki, Manu, Nalu, Nani, Nohea.


+2 Wisdom: Kakamoras are very wise but typically average in most other things. This does not include statistical adjustments for size.
Tiny: Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size
bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2 ½ feet by 2 ½ feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack it in melee. This provokes an attack of opportunity from the opponent. Since
they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy.
Aberration: A kakamora is considered to be
an aberration with regard to spells and abilities that specifically mention this type. They are still considered humanoids, however.
Base Speed: Kakamora have a base speed of 15 feet.
Natural Armor: Kakamora gain a +2 natural armor bonus to their Armor Class.
Pass without Trace: Kakamoras have pass without trace as a constant spell-like ability (caster level 2nd).
Stubborn: Kakamora gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a kakamora fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the kakamora has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
Languages: Kakamoras begin play speaking Common. Kakamoras with high Intelligence scores can choose from Patupaiarehe, Goblin, Menehune, and Sylvan.

Tales of wild, hairy, giants living in the wilderness are not uncommon. However, none are so bold or potentially dangerous as those that live amid the rocky shores of volcanic island chains known as the Maero. The entire culture of the maero revolves around fighting, whether it be for food, sport, or war.

Physical Description: Maeros stand around 11- feet tall. They have jet-black skin and hair, with shaggy faces, forearms and calves. The hair on the top of their head is often encouraged to grow into a point to further emphasize their height. They have large hands and even longer fingers, even in proportion to their size, and they tend to let their nails grow out so that they can use them as natural weapons. Their faces are uncannily human-like, including their teeth. Despite their supernatural regeneration abilities, they almost always appear to be covered in terrible scars, many of which still healing. Males and females are hard to tell apart, though facial features for maero woman are softer in appearance and they have slightly less facial hair. Other secondary sexual characteristics are much less pronounced than in other humanoid races, only becoming evident when the maero is pregnant.

Society The maero are a proud and martial race, with a culture that revolves around fighting and combat. Their society is structured with a clear hierarchy, with the strongest warriors rising to the top to lead their families and tribes. While they are known for holding grudges and engaging in feuds, these conflicts are often resolved through honorable combat. The maero have strict rules about how battles should be fought, and breaking these rules is seen as a grave dishonor.

As strict carnivores, the maero's diet consists entirely of meat and they are skilled hunters. Their superhuman regeneration abilities give them a nonchalant attitude towards injury and death, making them bold and daring. They are not afraid to engage in dangerous activities, such as their favorite underwater sport, which they call "Riptide Combat". In this sport, the maero battle each other in the depths of the ocean, using their claws and unarmed combat skills to defeat their opponents.

The maero live in close-knit communities, each with their own leader and hierarchy. Their communities are built around their love of risk and adventure, and they are always seeking out new opponents and challenges. This often leads them to travel from island to island on their wicker rafts. The maero have a strong sense of identity and are fiercely loyal to their family, tribe, and community.

Relations: The Maero have a reputation for being wild and dangerous, which can sometimes put them at odds with other races. They are not naturally hostile, but their tendency towards violence and their strict code of honor in combat can make them seem threatening to those who do not understand them. However, they are highly individualistic and will judge each individual they meet based on their own merits, rather than their race. The Maero are also known for their love of adventure, and they may seek out opportunities to prove their strength and skill against other races, whether in battle or in other challenges. Despite this, they are not above forming alliances or friendships with those they respect, and they will often go to great lengths to defend their allies.

Alignment and Religion: The maero are a highly individualistic people, and as a result, their alignment tends to be chaotic. While they have a strict code of honor in combat, they are not bound by any moral or ethical codes outside of their own personal beliefs. Some maeros may be good, some may be evil, and many fall somewhere in between.

In terms of religion, the maero worship a pantheon of gods associated with battle, strength, and the sea. They believe that their fighting abilities and supernatural regeneration abilities are gifts from these gods, and they often make offerings or perform rituals to appease them. Some maeros are highly religious, while others are more secular, but all hold a deep reverence for their gods and the power they wield.

Adventurers: Maeros make excellent adventurers, driven by their love of adventure and their thirst for new challenges. They are often drawn to dangerous and unpredictable situations, seeking out opportunities to prove their strength and skill. Maeros often gravitate towards classes that allow them to showcase their physical prowess and martial abilities. Classes such as fighters, barbarians, and rangers are popular choices for maero adventurers, as are paladins and monks who value strength, discipline, and a strict code of honor.

Male Names: Drogathor, Hrogulon, Jornar, Kalthor, Morghast, Norgul, Thorgen, Vorgul, Yorgulon, Zornar.

Female Names: Drogathora, Hrogara Jorvika, Kalthora, Morgiath, Norgika, Thorgi, Vorgara, Yorgara, Zorvika.


+2 Strength: Aside from brute strength and modifiers due to their size, maeros are rather average in all things. This bonus is in addition to those conferred by size.
Large-sized: Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Base Speed: Maeros have a base speed of 40 feet.
Claws: Maeros receive two claw attacks for 1d6 damage each. These are primary natural attacks
Battle-Hardened: Maeros gain an additional +1 bonus to CMD.
Slow Regeneration (Fire, Acid): Maeros are very difficult to kill permanently. They regenerate at the slow rate of 1 hit point per hour. Although this helps very little during active combat, maero cannot die as long as their regeneration is still functioning (although they still fall unconscious when their hit points are below 0). Fire and acid cause the maero’s regeneration to stop functioning on the round following the attack. On the round afterwards, the Maero can die normally. Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Maero can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 day of severing. Severed parts that are not reattached wither and die normally.
Languages: Maeros begin play speaking Common. Maeros with high Intelligence scores can choose any of the following: Aquan, Goblin, Orcish, Patupaiarehe, Menehune, and Sylvan.

Eons ago, at the dawn of dwarvenkind, a small tribe of people who would become modern dwarves became isolated on a small island while trying to escape earthquakes and other natural disasters that plagued them in their native homeland. While still unmistakably dwarves in many respects, the menehune have also developed many "un-dwarflike" features including a love of the ocean, mastery of wood working, and a desire to spend time away from their subterranean domiciles to commune with nature.

Physical Description: Menehune are dusky-skinned dwarves with dark hair and eyes. On average, they are a bit shorter than their dwarven cousins, and a bit less stout. They have a proclivity towards dark, tribal-looking tattoos, and will often shave the sides of their heads to make room for more body art. In general, menehune are described as being "more cheerful" and "less serious" than standard dwarves, but this is, perhaps, less to do with their attitudes and more to do with their tendency to smile occasionally.
Society: Menehune society is built around a strong connection to nature and the ocean. They view themselves as protectors of their homeland and are skilled in working with the resources it provides. The menehune are a close-knit community, and families and clans play a central role in their society. Menehunes are ruled by a council of elders, chosen for their knowledge, experience, and leadership abilities. The council makes important decisions, resolves disputes, and ensures the stability of the community.
Craftsmanship is highly valued among the menehune, and they are skilled in a variety of trades, including woodworking, pottery, and metalworking. They use these skills to create both practical and decorative items, and they place a strong emphasis on quality and craftsmanship in their work. Storytelling is also an important part of their cultural heritage, and they take great pride in preserving their history and traditions.
Relations: Menehunes are seen by many as a proud and independent race, known for their connection to the ocean and the natural world. While they can be cautious of outsiders, they are generally viewed as friendly and approachable, especially to those who show respect for their homeland and way of life. They engage in trade with other races, but only with those they believe they can trust.
Alignment and Religion: The menehune are generally considered to be Lawful Neutral, with a slightly less pronounced emphasis on the lawful aspect of their alignment. This reflects their strong sense of community and desire to maintain order within their society, but also their independent and self-sufficient nature. Their society is built around a strong connection to nature and the ocean, and they view themselves as protectors of their homeland.
Religion is not a central aspect of the menehune's lives, but they do believe in honoring the spirits of nature and their ancestors. They believe that these spirits are present in the world around them and should be respected, but they do not view this as a strict religious code. Instead, their beliefs are more integrated into their daily life and their relationship with the environment.
Adventurers: Menehune adventurers are often driven by a desire to explore the world beyond their isolated island home, or to prove themselves as skilled craftsmen and warriors. They may also embark on quests to defend their people or to bring back valuable resources for their community. Menehune are typically drawn to classes that emphasize their natural skills and connection to the ocean, such as Barbarians, Rangers, and Druids. Their love of crafting may lead them to take on the role of an alchemist, while their desire to prove themselves in combat may drive them towards classes like Fighter or Paladin.
Male Names: Hao, Kalani, Kana, Kauai, Kea, Keali'I, Keoni, Lono, Makani, Mano
Female Names: Hina, Kaimana, Kala, Kapua, Lei, Leilani, Maile, Nalani, Nohea, Pua


+2 Constitution: Menehune are tough but otherwise average in ability compared to other races.
Small or Medium: Menehunes are right on the border of Small and Medium-sized
characters. Choose one at character creation.
Base Speed: Menehunes have a base speed of 20 feet, but it is never modified by armor or encumbrance, regardless of size.
Darkvision 60 feet: Menehunes can see with no light source at all, out to a range of 60 feet.
Craftsman: Menehunes are known for their superior craftsmanship when it comes to natural materials. They receive a +2 racial bonus on all Craft or Profession checks related to working natural materials like stone, clay, or wood.
Magic Resistant: Menehune are particularly resistant to magic. They gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Menehune take a –2 penalty on all concentration checks made in relation to arcane spells.
Stability: Menehune gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Saltbeard: Menehune gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype.
Languages: Menehunes begin play speaking Common and Menehune. Menehunes with high Intelligence scores can choose any of the following: Dwarven, Gnome, Goblin, Patupaiarehe, Orc, Aquan, and Terran.

In the wilds of the archipelagos, the misty lands where the ocean meets the forests, the patupaiarehe dwell. These reclusive people are rarely seen but are known for strange innate magic. Also known as "Mist Elves" because of their resemblance to the elven race, the patupaiarehe are not closely related to elves and have their own distinct lineage, language and culture.

Physical Description: Patupaiarehe are similar in size to humans, although they are preternaturally thin by comparison. They have pale white skin with a light blue or gray tint. They are hairless except for a shock of brightly- colored hair on the tops of their heads. Their hair can be any traditional primary color (red, yellow, or blue) though yellow and red are far more common. As children, their hair color is vibrant and dark, but by the time they are adults the color begins to fade to white and gets even more pale with age. Their eyes are bright and often match the color of their hair . Patupaiarehe avoid tattoos, unlike much of the island races.
Society: Patupaiarehe society is highly structured and each community is governed by a council of elders chosen for their wisdom, experience, and connection to the natural world. The elders make decisions, mediate disputes, and oversee the preservation of their territory. Patupaiarehe settlements are perpetually shrouded in mists, and are nearly impossible to navigate for non-patupaiarehe.
One of the most notable aspects of patupaiarehe culture is their love of music, particularly woodwind and flute instruments. They use music as a form of communication, entertainment, and celebration. They believe that music has the power to connect people to the spirit world and bring balance to the natural world. Their musical traditions are an important part of their cultural heritage and are passed down from generation to generation.
Patupaiarehe have a strong aversion to fire and avoid cooking and forging metal. They believe that fire disrupts the natural balance of the world and have a negative impact on the spirits of the land. Instead, they use alternative methods such as pickling or drying food and weaving baskets or crafting wooden or stone implements for their daily needs.
Relations: Patupaiarehe are known for their reclusive nature and tend to avoid contact with other races, particularly those that are unfamiliar or seen as a threat to their territories. They have a strong connection to the natural world and are wary of those who seek to exploit or destroy it. However, patupaiarehe are not inherently hostile and can form positive relationships with other races. They are drawn to those who respect the natural world and have a deep appreciation for the arts, especially music. They may also form alliances with races that share similar values.

Alignment: Patupaiarehe align with the forces of nature and balance. They believe in living in harmony with the world around them and preserving the delicate balance of the natural world. As a result, they tend towards neutral alignments, but can also be of any alignment depending on their individual beliefs and experiences. Patupaiarehe often hold animistic beliefs and see spirits in the natural world around them, from rocks and trees to the wind and the sea. Patupaiarehe place great importance on their connection to the spirit world and seek to maintain a balance between the needs of the natural world and the needs of their communities.

Adventurers: Patupaiarehe adventurers are often drawn to exploring new territories and discovering the secrets of the natural world. They may be drawn to the lives of wanderers as a way to escape the strict boundaries and rules of their communities. Patupaiarehe adventurers often enjoy classes that allow them to work in harmony with nature, such as druids and rangers. They are also drawn to classes that allow them to express their love of music, such as bards and bard-like classes. They may also choose classes that allow them to use their magic, such as sorcerers and wizards.
Male Names: Aelano, Alohiriel, Alohirion, Elenaloke, Elenio, Kalanel, Keilen, Kaelohi, Leiron, Naluorion.
Female Names: Aelanai, Alohanel, Alenaloha, Elenalani, Elohielle, Keilani, Kaelenielle, Leilahani, Leileniel, Naluelle.

+2 Dexterity: Patupaiarehe are very agile, but average in most other attributes.
Medium-sized: Patupaiarehe are Medium- sized creatures.
Base Speed: Patupaiarehe have a base speed of 30 feet.
Low-light vision: Patupaiarehe have eyes that are so sensitive to
light that they can see twice as far as normal in dim light.
Fire Vulnerability: Patupaiarehe take half again as much damage (+50%) from fire, regardless of whether a saving throw is allowed or if the save is a success or failure.
Mist Child: Whenever a patupaiarehe has concealment or total concealment, the miss chance of attacks against him increases by 10%.
Mistsight: Patupaiarehe can see through mist, fog, heavy rain, and other water- based forms of concealment as if they weren’t there. For example, a fog cloud spell does not provide any concealment miss chance against a patupaiarehe's attacks.
Patupaiarehe Magic: Patupaiarehe gain a +1 bonus to the DC of any saving throws against conjuration (creation) spells that they cast. Patupaiarehe with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level):
1/day per character level—obscuring mist.
1/day—acid splash, air bubble, create water, grease.
Languages: Patupaiarehe begin play speaking Common and Patupaiarehe. Patupaiarehe with high Intelligence scores can choose any of the following: Elven, Draconic, Delatari, Goblin, Menehune, and Click-clack.

Goblinoids have permeated all environs and the archipelagos are no exception. These island goblins, known as ponaturi, have much in common with their mainland cousins. However, their amphibious nature, their reverence of music and boating, as well as their allergy to sunlight sets them apart from other goblin-kin.

Physical Description: Ponaturi are about the same size and weight of typical goblins. Their hairless skin is typically much paler; often taking on a greyish or blue hue. Their skin is also slightly phosphorescent and glows green in pitch darkness. Their faces have been described as both bat-like and frog-like, with large ears and unblinking eyes that are highly reflective and look almost as if they are radiating light. In addition, ponaturi have webbed-feet to aid in swimming.
Society: Ponaturi society is tightly knit and revolves around their love of music, dance, and boating. However, they are also known for their love of chaos and mischief, which can sometimes lead them to trouble for other races.
Ponaturi families often live together in close quarters, whether in underwater caves, coastal caves, or on rafts and boats. They are highly suspicious of outsiders, and will defend their communities against any perceived threats.
During the day, ponaturi often retreat to the safety of the water, where they sleep during the hottest and brightest parts of the day. They are allergic to sunlight and exposure to it can cause them to break out in painful rashes well before the Consitution damage sets in. As a result, they tend to overdress and love hats and parasols.
At night, ponaturi emerge from the water to hunt, gather food, and socialize. They are known for their elaborate dance ceremonies, which often last late into the night. However, these celebrations can quickly turn dangerous if the ponaturi feel threatened. They are armed with crude weapons and are not above using them to defend themselves or their communities.
In terms of child-rearing, ponaturi families take a collective approach. Children are raised by their parents, extended family, and community, and are taught the ways of their people mischief, but they are also taught the importance of being able to defend their communities.
The ponaturi are led by shamanic leaders, known as “boat-singers,” who are respected for their spiritual knowledge and musical abilities. The boat-singers perform songs and dances to bring good fortune to their communities, as well as to offer guidance and direction. Ponaturi believe that the boat-singers are able to commune with the spirits of the sea, and they seek their council in times of need.
Relations: In terms of their relationships with
other races, ponaturi are often viewed with suspicion or outright hostility. Their love of chaos and mischief can sometimes lead them to cause trouble for other races, especially those living in coastal towns. However, ponaturi are also known for their cunning and resourcefulness, and they are not above using these traits to outwit their enemies. Despite their reputation, ponaturi are fiercely loyal to their own kind and will defend their communities against any threats.
Alignment: Ponaturi are generally considered to be neutral evil in alignment, reflecting their love of commotion and mischief, and their willingness to cause harm if it suits their purposes. However, their alignment also reflects their belief in the importance of balance, which sets them apart from other goblinoid races that lean further towards evil.
Ponaturi shamans play a significant role in
their society, serving as spiritual leaders and mediators between the spirits of the water and the ponaturi people. They understand the importance of maintaining balance and are often seen as wise figures within their communities. The shamans play a key role in determining the direction of ponaturi society, and their decisions are respected and followed by the community.

Adventurers: Ponaturi adventurers are not
uncommon, and they often seek to leave their isolated communities in search of excitement and adventure. They are drawn to classes that allow them to play to their strengths, including their love of mischief and their cunning nature, which often draws them to classes like rogue or bard.

Male Names: Grit, Hrak, Hruk, Jalt, Kalt, Krak, Lunt, Nalt, Trut, and Valt.
Female Names: Friti, Grilik, Harnik, Jynta, Krinta, Nylik, Skrita, Trinni, Vrinta, Zylika

-2 Charisma: Ponaturi are hideous little creatures with no ability bonuses.
Small-sized: Ponaturi are Small creatures and gain a +1 size bonus to AC, +1 size bonus on attack rolls, -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed (Fast Movement): Ponaturi have a base speed of 30 feet. They have a base Swim speed of 20 feet.
Advanced Darkvision: Ponaturi see perfectly in the dark up to 120 feet.
Low-light vision: Ponaturi have eyes that are so sensitive to light that they can see twice as far as normal in dim light.
Light Sensitivity: Ponaturi are dazzled as long as they remain in an area of bright light.
Sunlight Powerlessness: Ponaturi are powerless in natural sunlight (this does not include light created by effects such as a daylight spell). A ponaturi caught in natural sunlight cannot attack and is staggered.
Vulnerable to Sunlight: Ponaturi take 1 point of Constitution damage after every hour they are exposed to sunlight.
Luminous Disadvantage: Ponaturi have skin that involuntarily glows in the dark and highly reflective lidless eyes. As a result they receive a -4 penalty on Stealth checks in low-light conditions They shed as much light as a candle.
Ponaturi Magic: Ponaturi gain a +1 bonus to the DC of any saving throws against spells with the (shadow) descriptor that they cast. Members of this race with a Wisdom score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level):
     1/day— Dancing Darkness, Protective Penumbra, Shadow Claws, Shadow Weapon.
The DC is equal to 10 + the spell’s level + the user’s Wisdom modifier.
Shadow Visage: Once per day, a ponaturi can change its appearance to look as if it were little more than a 3-foot- tall area of shadow. Its physical form still exists and it is not incorporeal—only its appearance changes. This racial trait works like invisibility, except the effect only lasts 1 round per level (with no maximum).
Amphibious: Ponaturi breathe both air and water. They always treat Swim as a class skill.
Saltwater Adaptation: Ponaturi can derive hydration from sea-water.
Languages: Ponaturi begin play speaking Common and Goblin. Ponaturi with high Intelligence scores can choose from Aquan, Boggard, Common, Menehune, Patupaiarehe, and Sylvan.

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