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by Jamie Baty

X8 27, DMR2 63
2nd level Warrior
Medium Humanoid (Kara-Kara)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armour Class: 11 (+1 light wooden shield), touch 10, flat-footed 11
Base Attack/Grapple: +2/+5
Attack: Shortspear +6 melee (1d6 +3) or shortsword +5 melee (1d6 +3) or heavy pick +5 melee (1d6 +3) or light mace +5 melee (1d6 +3)
Full Attack: Shortspear +6 melee (1d6 +3) or shortsword +5 melee (1d6 +3) or heavy pick +5 melee (1d6 +3) or light mace +5 melee (1d6 +3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: War Chant
Special Qualities: ---
Saves: Fort +4, Ref +0, Will -2
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills: Intimidate +0, Listen +1, Spot +2
Feats: Alertness (B), Weapon Focus (Shortspear)
Environment: Warm forests, marshes
Organisation: Gang (2-4), band (11-20 plus 2 leaders of 3rd-6th level), or tribe (10-60 plus 150% non-combatants plus 1 3rd-6th leader per 10 adults, 5 4th-level Manwu-papa clerics, and 1 6th-level Manwu-papa cleric)
Challenge Rating: 1/2
Treasure: Standard (See below)
Alignment: Usually chaotic evil
Advancement: by character class
Level Adjustment: +0

The Kara-kara inhabit tropical islands, but may occasionally be encountered at sea in their large outrigger canoes or while raiding the coasts of civilised lands.
They are tribal humanoids distantly related to orcs. Kara-kara are slightly shorter than humans and have dive-green skin; tangled, curly, dark green hair; and muzzle-like mouths with curved, yellowing fangs. Most wear only loincloths, lurid body paint and primitive jewellery. They speak only their own language, which can be understood by creatures who know the orcish tongue.
Tribes of kara-kara are usually ruled by councils of Manwu-papas, with the most powerful Manwu-papa being the de facto leader of the tribe.
The kara-kara are a singing people. In battle, the Kara-kara set up a rhythmic chant which boosts their combat abilities. This chant can be unnerving to those who are unfamiliar with the kara-kara.
Because they have little understanding of metals, kara-kara value them only for their useful qualities. Precious metals (for example, gold and silver) are considered worthless since they are too soft to hold a shape, and the kara-kara do not hoard them. The treasure type given above for the kara-kara should only be used to calculate the value of their treasure, which will consist almost entirely of jewellery. Kara-kara jewellery is made from jade, pig tusks, pearls, mother-of-pearl, bones, teeth, and other gems (occasionally).
The kara-kara are followers of a pig cult, and regard pigs and boars as semi-sacred animals. A kara-kara island will always be inhabited by large numbers of foraging pigs (the equivalent of boars).
The kara-kara warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Kara-kara are savage, fierce and vicious opponents. When chanting in battle, they rarely flee. They loot and raid to gain slaves, sacrifices, and most importantly- metal weapons.
Kara-kara do not know how to work metals, and so nearly all of their weapons are made of stone, wood, and teeth. Warriors and leaders will each have a large decorated wooden shield and one or two spears. In addition they will have a stone-headed mace, a wooden pick, or a wooden short sword edged with sharks teeth. Females usually have stone daggers.
Manwu-papas normally have metal weapons gained through trade or war with outsiders. They often wear armour made from thin plates of tough wood. This armour has the same Armour Class as leather armour.

War Chant (Su): If at least five kara-kara chant in unison during battle, every kara-kara present within hearing receives the benefit of the Toughness feat and a +1 bonus to all saving throws. In addition, all Intimidate checks initiated by a chanting kara-kara receive a +4 bonus.
This chant is a free round action. The effect immediately ends if fewer than five kara-kara are chanting. This is a sonic effect.

Kara-Kara as Characters
A kara-kara's favoured class is barbarian. Their ranks often include fighters, rogues and rangers as well. Clerics and druids (to a lesser extent) are frequently found as well. Sorcerors and bards are more rare, and wizards and paladins are unheard of. A kara-kara cleric may two of the following domains Chaos, Fire, Strength or War.