Kū — Hawaiian Akua of Governance, Warfare and Industry

Hawaiian tradition · Governance · Warfare · Industry · Building · Fishing · Farming
Kū is one of the foundational Hawaiian akua. This page keeps the traditional Hawaiian roles distinct while adapting them into campaign-ready divine mechanics.
Kū at a Glance
| Tradition | Hawaiian |
|---|---|
| Divine standing | Major akua |
| Campaign alignment | Lawful Neutral |
| Portfolio | Governance, warfare, industry, labour, building, carving, fishing, farming and acquisition |
| Sacred signs | Tools holding through impossible work, hawks circling battle or construction sites, sudden order among disorganised workers and red fish appearing before decisive action |
| Pantheon nexus | Hawaiki — The Ancestral Isles, within Ossa — The Living and Remembering Sea in Arborea |
| Campaign present | Active in courts, fortifications, workshops, farms, fishing grounds and organised conflict |
Divine Mechanics
Encounter role: Martial commander / industry guardian. These statistics are original campaign-scale manifestations. Each edition tab is standalone.
Kū
Large Celestial (Deity), Lawful Neutral
Epic CR 34 (campaign-scale; PB +10)
AC 28 · HP 710 · Speed 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 32 (+11) | 24 (+7) | 32 (+11) | 28 (+9) | 28 (+9) | 30 (+10) |
Saving Throws Str +21, Dex +17, Con +21, Int +19, Wis +19, Cha +20
Skills Athletics +21, Insight +19, Intimidation +20, Investigation +19, Perception +19
Damage Resistances fire, force, thunder; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Senses Truesight 240 ft., Passive Perception 29 · Languages all; telepathy 1 mile
Traits
Divine Rank 14. Kū is an intermediate deity on the campaign deity scale. His divine effects count as artifact-level magic.
Legendary Resistance (4/Day). If Kū fails a saving throw, he can choose to succeed instead.
Magic Resistance. Kū has Advantage on saving throws against spells and other magical effects.
Work Becomes Order. Allies within 60 feet have Advantage on ability checks using tools and cannot be Frightened while taking part in a coordinated task directed by Kū.
Governance of Kū. Kū immediately knows when a creature within 120 feet knowingly breaks an oath or command it has formally sworn to obey.
Master of Industry. Kū is proficient with every weapon and tool. Weapons he wields count as magical.
Actions
Multiattack. Kū makes four Weapon of Work attacks.
Weapon of Work. Melee Weapon Attack: +21 to hit, reach 15 ft., one target. Hit: 33 (4d10 + 11) weapon damage plus 18 (4d8) Force damage.
Set the Line (Recharge 5–6). Up to six allies within 120 feet may move up to half their Speed and take the Dodge or Help action as a Reaction. Hostile creatures within 30 feet of one or more of those allies make a DC 28 Wisdom saving throw or become Frightened until the end of their next turn.
Break What Was Built (1/Day). Kū targets one structure, siege engine or magical barrier within 180 feet. It takes 120 Force damage, ignoring resistance and immunity from non-divine sources. An artifact or divine construction instead takes 60 Force damage.
Reactions
Hold the Work. When an ally within 60 feet fails an ability check, saving throw or attack made as part of a coordinated task, Kū can add 10 to the roll, potentially turning it into a success.
Legendary Actions
Kū can take 3 Legendary Actions, one at a time at the end of another creature’s turn.
- Advance. Kū moves up to half his Speed without provoking Opportunity Attacks.
- Tool or Weapon. Kū makes one Weapon of Work attack.
- Command Labour (Costs 2). One ally within 60 feet immediately takes one action to Attack, Dash, Help or Utilize an object.
Mythic Trait
The Work Continues. The first time Kū reaches 0 hit points, he instead regains 355 hit points. Allies of his choice within 120 feet may stand if Prone, end the Frightened condition and immediately take the Help action.
5.5e check: Weapon of Work averages 51 damage. Four attacks average 204 damage before Legendary Actions. Attack +21 equals Strength +11 plus PB +10; command save DC 28 uses Charisma +10 and PB +10.
Kū — Pathfinder 1e
CR 33/MR 10; LN Large outsider (divine, extraplanar, lawful, mythic)
Divine Rank overlay 14
DEFENSE
AC 58, touch 36, flat-footed 51 (-1 size, +7 Dex, +22 natural, +10 deflection, +10 divine)
hp 759 (46d10+506)
Fort +40, Ref +36, Will +38
Defensive Abilities divine resilience +4, freedom of movement, mythic saving throws; DR 25/epic; SR 46
Immune acid, cold, electricity, disease, fear, paralysis, petrification, poison, sleep, stunning; Resist fire 19
OFFENSE
Speed 60 ft.
Melee +5 weapon of work +61/+56/+51/+46 (2d6+16 plus 4d6 force/19–20)
Space 10 ft.; Reach 10 ft.
Special Attacks mythic power (10/day, surge +1d12), set the line, break what was built
Spell-Like Abilities
CL 33rd; concentration +43
At will—greater magic weapon, heroism, make whole
3/day—blade barrier, greater heroism, wall of iron
1/day—miracle
STATISTICS
Str 32, Dex 24, Con 32, Int 28, Wis 28, Cha 30
Base Atk +46; CMB +56; CMD 73
Feats Ability Focus (set the line), Alertness, Blind-Fight, Cleave, Combat Reflexes, Critical Focus, Dodge, Great Cleave, Great Fortitude, Improved Critical (weapon of work), Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (greater magic weapon), Skill Focus (Craft), Skill Focus (Intimidate), Skill Focus (Profession), Toughness, Vital Strike, Weapon Focus (weapon of work), Weapon Specialization (weapon of work)
Skills Craft (carpentry) +61, Craft (weapons) +61, Diplomacy +59, Intimidate +62, Knowledge (engineering) +58, Knowledge (planes) +58, Knowledge (religion) +58, Perception +58, Profession (builder) +61, Sense Motive +58, Spellcraft +58
Languages all; telepathy 1 mile
SQ immortality, portfolio sense, remote communication, industry of Kū
Divine and Mythic Abilities
Industry of Kū (Su). Allies within 60 feet gain a +4 competence bonus on Craft, Profession and combat manoeuvre checks made as part of a coordinated task.
Set the Line (Su). Every 1d4 rounds, up to six allies within 120 feet may immediately move up to half their speed and take the aid another or total defense action. Hostile creatures within 30 feet of those allies must succeed at a DC 43 Will save or become shaken for 1 round.
Break What Was Built (Su) 1/day. Kū deals 20d10 force damage to one structure, siege engine or magical barrier within 180 feet. The effect ignores hardness and non-divine damage reduction.
Mythic Saving Throws. A successful saving throw negates an effect that would normally have a reduced effect on a success.
The Work Continues (Ex) 1/day. When reduced to 0 hit points, Kū may expend 3 uses of mythic power to remain at 1 hit point, remove one condition affecting him and allow up to six allies within 120 feet to immediately use aid another.
Divine Domains
Domains War, Strength, Artifice, Law. Subdomains Tactics, Resolve, Toil.
Kū — D&D 3.5e
Intermediate Deity; Divine Rank 14; LN Large Outsider (Extraplanar, Lawful)
CR 34 · Divine Rank 14 · HD 46d8+506 (874 hp)
Initiative +11 · Speed 80 ft.
AC 67, touch 40, flat-footed 60 (-1 size, +7 Dex, +27 natural, +14 divine, +10 deflection)
Base Attack/Grapple +46/+61
Attack +5 Weapon of Work +75 melee (2d6+16 plus 4d6 force/19–20)
Full Attack +5 Weapon of Work +75/+70/+65/+60 melee
Space/Reach 10 ft./10 ft.
Special Attacks
Divine aura, domain powers, salient divine abilities, martial and craft portfolio powers and spell-like abilities.
Special Qualities
Divine Rank 14, immortality, remote sensing, remote communication, portfolio sense, godly realm, travel, automatic actions, divine immunities, DR 25/epic, SR 46, acid/cold/electricity immunity, fire resistance 19 and divine fast healing 34.
Saves Fort +50, Ref +46, Will +48
Abilities Str 32, Dex 24, Con 32, Int 28, Wis 28, Cha 30
Skills Concentration +74, Craft (carpentry) +97, Craft (weaponsmithing) +97, Diplomacy +73, Intimidate +73, Knowledge (architecture and engineering) +72, Knowledge (planes) +72, Knowledge (religion) +72, Listen +72, Profession (builder) +72, Sense Motive +72, Spellcraft +72, Spot +72
Feats Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Great Fortitude, Improved Critical (Weapon of Work), Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (greater magic weapon), Skill Focus (Craft [weaponsmithing]), Weapon Focus (Weapon of Work), Greater Weapon Focus (Weapon of Work), Epic Prowess
Salient Divine Abilities
Kū has 17 salient divine abilities: 14 from Divine Rank and 3 additional abilities for intermediate-deity status.
Alter Reality, Area Divine Shield, Avatar, Divine Battle Mastery, Divine Blast, Divine Fast Healing, Divine Inspiration, Divine Shield, Divine Skill Focus (Craft), Divine Skill Focus (Profession), Indomitable Strength, Irresistible Blows, Master Crafter, Power of Truth, Rejuvenation, Sunder and Disjoin and Divine Weapon Focus.
Divine Rank 14
Divine Aura. Up to 1,400 feet; Will DC 34.
Senses. Kū’s ordinary senses extend 14 miles. He can remotely sense up to ten sacred, worshipper-centred or portfolio-related locations at once.
Portfolio Sense. Kū senses events involving warfare, governance, building, organised labour and industry as they occur and can look back through the previous fourteen weeks. He does not receive future portfolio sense at Divine Rank 14.
Godly Realm. Kū can exercise divine environmental control across a radius of up to 10 miles in an Outer-Plane realm or 1,400 feet around a Material-Plane realm.
Automatic Actions. Within his portfolio Kū may perform qualifying actions of DC 25 or lower as free actions, up to ten such free actions each round.
Domain Spell-Like Abilities
Domains Craft, Law, Strength, War. Kū can use every spell from these domains as a spell-like ability at will. Caster level 24th; save DC 34 + spell level.
Portfolio Powers
Divine Battle Mastery. Kū receives deity-scale mastery of combat manoeuvres, weapons and battlefield positioning as described by the salient divine ability.
Master Crafter. Kū can create mundane and magical items with divine speed and precision, subject to the salient divine ability’s limits.
Sunder and Disjoin. Kū can break weapons, fortifications and magical objects with supernatural efficiency; artifacts and divine objects retain their normal special protections.
Industry of Kū. Work directed by Kū proceeds with perfect coordination while his divine influence remains uncontested.
Environment courts, workshops, fortifications, fishing grounds, farms and his divine realm · Organization unique · Treasure divine relics · Alignment Lawful Neutral · Advancement —
Worship in the Living World
Kū is broader than a war god. National Park Service material links him with governance, warfare, industry, building, labour, fishing and farming. Kahoʻiwai also records many specialised Kū names attached to rain, fishing, sorcery and war.
That makes Kū especially useful at the table when a community must organise itself: build a wall, launch a fishing fleet, carve a canoe, govern a district or fight a war. His divine question is often not “who is strongest?” but “who can turn effort into effective action?”
Mythic Identity
Kū is one of the great Hawaiian akua and appears in traditions as a major male divine power. Some accounts pair Kū and Hina as foundational male and female powers reaching Hawaiʻi from Kahiki.
His many specialised names show why one narrow portfolio is misleading. War is important, but so are the systems of work and authority that make a society function.
Pantheon Plane: Hawaiki and Ossa
Hawaiki — The Ancestral Isles lies within Ossa — The Living and Remembering Sea in Arborea. For the Hawaiian gods, this is a wider pantheon nexus of ancestry, voyaging and remembered homelands rather than a claim that every akua permanently resides there.
Each deity keeps its own Hawaiian places, forms and relationships. Hawaiki provides the shared planar road; it does not flatten those traditions into one court.
What Is Kū Doing Now?
Across several islands, unfinished structures are completing themselves one joint at a time during the night—but only projects whose workers agreed on a single purpose before sunset.
At the same time, weapons from rival courts are developing identical notches near the grip. Kū appears to be marking both sides for the same test of discipline.
Domain Spells and Divine Gifts
Suggested 5.5e domains: War, Order, Forge. PF1e / 3.5e domains: War, Strength, Artifice/Craft, Law.
1st: bless, shield of faith · 2nd: aid, magic weapon · 3rd: haste · 4th: fabricate · 5th: wall of stone · 6th: blade barrier · 7th: forcecage · 8th: mighty fortress · 9th: foresight.
Campaign Relic — Mea Hana a Kū
An original game relic that changes between weapon and tool. Once per day the bearer gains expertise with one tool for 8 hours. Once per week, a group of up to twenty workers using it as their project focus completes one week of ordinary labour in a single day.
Regional Effects
- Work Holds Together. Properly built structures resist ordinary weather damage.
- Commands Carry. Leaders can be heard clearly across active worksites or battle lines.
- Tools Reveal Neglect. Poorly maintained tools fail before dangerous use rather than during it.
Relationships
Hina: in some traditions paired with Kū as complementary female and male powers.
Lono: Kū’s warfare and governance stand in productive tension with Lono’s Makahiki season of peace and abundance.
Kāne and Kanaloa: together with Lono, part of the major group of Hawaiian akua represented at heiau.
Use Kū Tonight
The Wall Finishes Itself
A fortification completes overnight, but one gate is deliberately left open.
The Same Notch
Enemy weapons carry the same divine mark.
The Silent Workshop
Every tool works perfectly, but no worker remembers the night’s labour.
The Order Nobody Gave
A whole district begins following the same practical instruction without knowing its source.
Deep Link Dive
Hawaiki and Ossa
Connect governance and ancestral authority to the pantheon nexus.
Hawaiʻi
Place Kū’s governance, labour, warfare and food production in the islands where those powers shape daily life.
Cleric
Build divine commanders and organisers.
Bless
Use collective divine support directly at the table.
Shield of Faith
Take Kū’s protective authority into combat.
Salient Divine Abilities
Continue into deity-scale martial powers.
Sources and Licensing
University of Hawaiʻi Kahoʻiwai — Kū · National Park Service — Kū among the major Hawaiian akua
Traditional Hawaiian material is kept distinct from original campaign additions. Encounter statistics, relic mechanics, planar implementation, regional effects and adventure hooks are original fantasy-RPG adaptations. Edition names identify rules compatibility; they do not claim the traditional narratives originate in those game systems.
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