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The Hulinari Beast Form

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Hulinari can switch between animal forms from a single allowing you to switch between that form and a human
he Hulinari is a guardian spirit of animals. A Fae geographic region in Sacadia and a human form. Each form. Unlike other professions, you cannot level into
race, Hulinari are at once dangerous, and wild. Hulinari is inherently a single animal from that region multiple subtrees, and must choose one of the forms
The sly fox, the noble lion, or the humble squirrel imbued with intense Fae divinity. below when you choose to play this profession.
may all have a Hulinari protectorate. Hulinari are also
the parent race of curiots, and create a new breed of When you elect to play a Hulinari, choose an animal When you choose an animal form, also select an animal
curiot through mating with humans. form from the options below.Your character’s natural species that matches your form and which you
Imbued by divine energy, Hulinari fiercely protect the state is the shape of this beast, but upon taking 1st-level represent.
natural world. Created in the image of a particular profession abilities you will gain the Change Form ability,
creature, Hulinari are capable of shapeshifting between
the form of an animalistic human and magical beasts.All
Hulinari, however, have a unique identifier of their
imbued divinity. A Hulinari may always have glowing
blue lines emblazoned on their body, or they may have
pale white eyes in every form. Specific to each Hulinari
is an identifying mark that distinguishes them from their
Curiot children, and marks their innate divinity.
Pack Form Swarm Form
Size: Medium (4-7 feet)
A social creature, pack animals focus on group dynamics An intelligent and wily creature, swarming birds fly
Lifespan: 20-600 years (varies by species) and control in a fight, using herd tactics to drive the about the battlefield causing chaos, controlling the
course of combat. course of events, and manipulating enemies.
A Race and a Profession:
Your chosen Pack Form should be a medium-sized pack Your chosen Swarm Form should be a flocking, flying
Hulinari are both a race and a profession. If you choose animal that lives in herds such as a zebra, saiga antelope, animal that can coalesce in large clouds, such as cicadas,
to play one, you must choose both the race and profession! llama, wolves, or wild boar. bees, crows, owls, or vampire bats.

If you choose this form as your animal form, take the If you choose this form as your animal form, take the
Racial Attributes following abilities: following abilities:
Hit Points at 1st Level: 10 Graceful AnimalP: Smart FlockP:
You have Check Expertise in Finesse. You have Check Expertise in Wiles.
Base Movement Speed: 30 feet
With All HasteP: With CunningP:
Starting Talent: Gain 1 Talent Point to spend on one of the
You may use Finesse for melee attack to-hit and damage when in You may use Wiles for physical attack to-hit and damage when in
following:Wilderness, Athleticism, Smell, Sight, Hearing
Pack Form. Swarm Form, rather than Power.When in animal form, gain the
Fly action.
Abilities Brute Form FlyA:
Extreme SensingP: A powerful and singularly willed creature, brutes are A player with the ability to fly can fly up to their move speed.
Add one additional point to any Perception talent now. enormous in both size and power. This action can be split by another action, which can be put in
the middle of movement.
Summon BeastsF:
Your chosen Brute Form should be a powerful solitary
You may expend a lore point to summon animals to your
land beast no more than eight feet in length, such as as Flying
defense.The GM determines what animals are available nearby
short-faced bear, a smilodon, a dire boar, a giant sloth,
who come to aid. For the duration of Focus, you can command
or a tiger. The �y action can be used in lieu of a move action by a
them to do simple things such as ‘attack’ and ‘defend’.When you
Hulinary character in Swarm Form.
initiate this ability, you summon 1 CR of beasts. At level 5, you
If you choose this form as your animal form, take the
summon 2 CR worth of beasts. At level 11, you summon 4 CR
following abilities:
worth of beasts.You may expense additional lore points to
extend how many beasts you summon. If you do so, you need Beastly FortitudeP:
only one Focus action for all points expended this way. You have Check Expertise in Power.
Antlers, Claws, and TalonsP: With ForceP:
When you make an unarmed attack in Beast form, change the Gain proficiency in Heavy Physical Armor.Your unarmed attacks
damage dice from 1D4 to 1D8. do 1D10 base damage instead of 1D8.

6 Playable Races - The Hulinari Playable Races - The Hulinari 7


Hulinari Aspect Tree

The Hulinari All Hulinari


[Level 3] Bestial RespectF:
Warrior Choose one beast within 30ft of you (with CR less than or equal

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to half your Proficiency, rounded up) to roll a Fate Check. If
he low rumble of an approaching stampede, the they fail, they become your ally until you break Focus. Once per
roar of a massive bear crushing against the trees, turn they may use a action to roll a Fate check against this
or the fluttering of a thousand butterfly wings. effect, ending Bestial Respect on a success. Once a creature
The Hulinari is the force of a species of animal brought succeeds against Bestial Respect, they may not be affected by it
fully to battle, and they reflect that animal in their again until after a quick rest.
ferocity as well as their natural inclination for savage
combat. [Level 5] Mastery: Choose one of the following:
The Hulinari is at its best in combat against multiple Mastery of Tooth and ClawP:
enemies. Reveling in the odds, Hulinari often see their Gain +1 to unarmed melee attacks and damage.
purpose to take down the human world–and what Mastery of Paw andWingP:
better way to do that than slashing them to pieces five at Increase your movement speed by 5ft (and Fly speed if
a time? applicable).
As Hulinari grow and adapt, their powers and magical Mastery of Feather and HideP:
auras grow too, until they eventually (at the limit of Increase your HP by 2 per level, and increase the size of
power) become the representative force of that species. your HP pools by the same amount.
[Level 7] Bestial RapidityP:
Party Role When you change forms, it only exhausts .When you do, lose
Area of Effect Damage, Area Control,Target Debuffing. all levels of Pin.
[Level 9] ConsumptionB:
When You take this Aspect... You may expend a Lore Point as a Boost to any attack. For the
rest of your turn, whatever damage you do, gain that much
Change FormA:
temporary HP.
You may change between human and beast form with a single
action.That action exhausts all limbs.When you are in animal [Level 11] Legendary Mastery: Choose one of the following:
form, retain the benefits of all worn armor that does not use a
Mastery of the PackP:
limb component to wield to your mental and physical defense.
The first time each turn you move within 5ft of an enemy
Armor worn cannot be rended while you are in beast form.You
in Pack Form, deal damage to them equal to your Finesse.
may not use any item or somatic ability, and you cannot speak or
use verbal abilities. Mastery of the BruteP:
Increase the dice type of melee attacks made with your
Basic Combat ProwessP:
claws by one dice type.
Gain eight combat skill points to spend immediately.
Mastery of the SwarmP:
Your flock constantly swarms around you. Gain damage
Beginning Attributes resistance equal to half your Proficiency (rounded up)
Proficient Attacks: Melee to-hit against all physical damage when in Swarm Form.
Check Expertise: Courage Checks
[Level 13] Howl of the BeastA:
Check DC: 9 + Courage + Proficiency + Courage/3 (round
Expend a lore point when in animal form.The skies open up,
down)
and lightning shocks down. Choose a number of points within
Weapon and Armor Training: BasicWeapons, Light and
120 feet of you equal to your Courage score. All enemies within
Medium Armor.
10 feet of those points must make a Finesse Check or take XD8
Hit Points per Level: 12
points of damage, where X is your Proficiency Score.
Starting Equipment [Level 15] Mostly HumanB:
◆ A set of simple animal furs You may change between a human and beast form as a Boost to
◆ A bag of small nuts, berries, or dried meats another action.
◆ One simple dagger formed of an animal claw
◆ A shiny rock worth 100gc to any trader

1 Professions - The Hulinari Professions - The Hulinari 2


Form of the Pack [2] Out of BreathP: [0] Herd Tactics:
Whenever you critically hit an enemy, you may make the critical You have a herd of pack animals of size equal to your
[4] Need for SpeedP: (Prerequisite: Finesse 2).
effect be to give them X Fumble, where X is twice your Proficiency.When you take this ability, you get an Action Pool of
Increase your base movement speed by 10ft in Pack Form.
Proficiency. herd points equal to your Proficiency Score that you can only
[2] Forest HoovesP: (Prerequisite: Need for Speed). use in Pack Form.You get all herd points back after a quick rest.
[4] Charge the LineA:
Ignore difficult terrain from any cause. When you take this ability, you may spend skill points to learn
You may use an action when in Pack Form to move your
herd tactics.Whenever you may spend skill points, you may add
[2] Barrier HopP: (Prerequisite: Forest Hooves). movement speed in a straight line. Any creature along that line
to the list of herd tactics you know:
Whenever you take the move action or ‘Charge the (occupying a square you cross through) must make a Finesse
Line’ in Pack Form, you may jump over any barriers Check or be knocked 5ft away from that line. [4] Push the LineA:
up to 5’ high as part of that movement without using a Expend a Herd point. Choose a line equal to 5x Proficiency
[6] HoofstompP: (Prerequisite: Charge the Line).
Boost to do so. feet long.Your herd pushes any creatures along that line 10’
When you use the ‘Charge the Line’ ability, deal XD4
in any direction you choose (must be the same direction all
[4] Bulk MuscleP: (Prerequisite: Need for Speed, Finesse damage to any creature that fails their Finesse Check,
along the line). Creatures may make a Power Check against
4). where X is half your proficiency (rounded up).
your Check DC to prevent this effect.
Increase your base Move speed in Pack form by 10ft.
[6] Flattened EarthP: (Prerequisite: Hoofstomp,
[2] V-BreakP: (Prerequisite: Push the Line).
[4] HeadbuttA: Courage 6).
When you use Push the Line, you may change the
You may make a special melee attack while in Pack Form, Increase the damage dealt by Hoofstomp to XD4
shape of the wall provided it remains 5x Proficiency
dealing 1D8+Finesse damage on a successful hit. Damage dice damage, where X is your Proficiency.
feet in total length and is calculated along the edges of
rolled this way increases to 1D10 at level 5, and 2D6 at level 11.
[4] MomentumP: (Prerequisite: Charge the Line, Finesse combat squares. Creatures within that space are all
[5] SkullchargeP: (Prerequisite: Headbutt, Finesse 3). 2). pushed away from the wall along one side.
When you use ‘Headbutt’ and move in a straight line at When you use the ‘Charge the Line’ ability, creatures who
[4] Protective PackA:
least 20ft to an enemy prior to attacking, add XD6 to your fail fall Prone.
Expend a Herd point and choose a number of creatures
damage, where X is half your Proficiency (rounded up).
[3] Group ChargeB: (Prerequisite: Momentum, equal to your Proficiency. Each creature chosen is given the
[5] GorehornP: (Prerequisite: Skullcharge, Finesse 5). Courage 4). effects of half cover until the start of your next turn.
When you apply Skullcharge to Headbutt, change the When you use ‘Charge the Line’, you may expend a
[3] Reactive PackR:
benefit to apply XD6 where X is equal to your Lore Point to have your pack move with you. If you
You may expend a Herd Point as a reaction to move a
Proficiency, rather than half your Proficiency. expend a Lore Point this way, all creatures who are
creature up to 40ft away up to 10ft in any direction. If you
affected by Charge the Line receive X levels of
[3] SkittishF: do this in response to an action made by them, they
Fatigue, where X is equal to half your Proficiency
When in Pack Form, you may declare one target to keep a complete their action first.
(rounded up).
watchful eye on.When you do so, gain 1x advantage to all Trait
[4] Maneuvering HerdA:
Checks against them. [3] Team HopP: (Prerequisite: Charge the Line).
Expend both a Herd point and a Lore point.You may move
When you use Charge the Line, allies are not affected by it
[4] Skittish StepP: (Prerequisite: Skittish). a number of allies up to your Proficiency by up to your
even if they occupy a square.Your movement speed is still
Whenever you are Skittish to an enemy and they deal movement speed.You may move each creature differently.
reduced by crossing through allies squares during your
damage against you, reduce that damage by your
movement. [5] StampedeA:
Proficiency.
Expend a Herd point.Your pack stampedes a broad swath
[3] Pack MuleF:
[5] Defensive StepR: (Prerequisite: Skittish, Courage 3). of tiles. Select a square that is 5x Proficiency feet to a side
You may carry a teammate on your back when in Pack Form.To
Whenever you are Skittish to a target and they move within within 60ft of you. All enemies within that space make a
initiate, they must use their reaction to climb on your back.
5ft of you, you may use your reaction to move up to half Finesse Check or take XD8 damage, where X is half your
Reduce your speed by half.While riding you, your ally has
your movement speed away from them. Proficiency Score (rounded up).
Height Advantage in all physical attacks and has a move speed of
[5] Confused DanceR: (Prerequisite: Skittish, Courage 3). zero.They can get off at any time with a action or reaction, [6] Herd ManagementP:
As a reaction when using Skittish on a target, you may give ending your Focus. The number of herd points you get per quick rest is equal
that target 1x disadvantage on any Trait Check. to twice your Proficiency Score.
[4] RapidcarryP: (Prerequisite: Pack Mule, Finesse 3).
[4] Antler TossA: Your speed is not reduced when using Pack Mule. [6] Ride Like the WindF: (Prerequisite: Finesse 2).
Select one opponent within 5ft of you.They roll a Power Check As long as you maintain Focus in Pack Form, double your
[3] Carrying the TeamR: (Prerequisite: Pack Mule).
against your Check DC or are thrown 10ft away in a direction movement speed.
When you use Pack Mule, you may use a reaction to
you choose and fall Prone.
impose 1x advantage on any attack your riding teammate
makes or 1x disadvantage on any attack made against them.

3 Professions - The Hulinari Professions - The Hulinari 4


Form of the Brute [4] Drag the PreyA: [4] Larger Than LifeP: (Prerequisite: Power 2).
[6] SteeltipP: (Prerequisite: Courage 6).
Once per turn, you may attempt to drag a prone target with you Your Brute Form is a Large creature rather than Medium.
Whenever a creature deals damage to you through a melee
[4] Body SlamA: as you move up to half speed (rounded up).They make a Finesse
[2] Trapped AnimalP: (Prerequisite: Larger Than Life). attack vs. PD, deal damage back to them equal to half your
Choose one target within 5ft of you.They make a Finesse Check Check against the effect.
When you are Pinned, you may still use the Move action. Proficiency (rounded up).
against your Check DC or are knocked Prone.
[3] Cleaving ClawP: Treat all movement distance as affected by Difficult Terrain.
[0] Savage Blows:
[4] ShockwaveB: (Prerequisite: Body Slam, Power 3). Your claws rend armor.When you critically hit with an unarmed If there is a creature pinning you, they may move with you
When you take this ability, you get an Action Pool of savage
As a Boost to Body Slam, you may expend additional AP up melee attack and choose to rend, rend 2 instead of 1 PD. or release you from Pin.
points equal to your Proficiency Score that you can only use
to half your Proficiency (rounded up). For each additional
[6] Surrounded BruteP: [3] DisplaceB: (Prerequisite: Larger Than Life, Power 3). in Brute Form.You get all savage points back after a quick
AP expensed on the Body Slam action, attempt to knock an
The Surrounded Condition does not reduce your PD. You may use the Displace Boost on a Move action to rest.When you take this ability, you may spend skill points to
additional target Prone.
attempt to end that move action on a space occupied by learn savage blows.Whenever you may spend skill points,
[4] Full MontyP: (Prerequisite: Surrounded Brute,
[2] ThunderwaveP: (Prerequisite: Shockwave, enemies. Any enemies in a space you attempt to occupy you may add to the list of savage blows you know:
Courage 5).
Power 5). must make a Power Check against your Check DC or are
If you are Surrounded and have enemies on at least 3 sides, [3] A Deeper RendB:
Increase the range of Body Slam to 10ft. pushed 5ft away into an empty square. Enemies get 1x
treat enemies as Surprised for your first attack each turn. As a Boost to an attack, expense any number of Savage
advantage for each ally also making this Trait Check, but
[4] Bite AttackA: Points. For each Savage Point expended, increase the
[3] Tear ApartB: also receive disadvantage from your size if relevant. If any
When you are in Brute Form, you may make an unarmed melee dice type of your damage by one type.
As a Boost to any attack made against a single target, if you kill enemies pass their Power Check, you must end your move
attack with .Your Bite deals 1D10+Power damage on a
that target, you rip them apart. All enemies within 5ft of you action in the nearest square you would have moved through [6] ConfidenceP: (Prerequisite: Courage 2).
successful hit.The damage dice dealt this way increases to 2D6 at
gain the Surprised Condition. prior to moving onto their space. When you make trait checks against mental conditions
level 5 and 2D8 at level 11.
given to you by an adversary, you may expend a savage
[3] Spray of GoreP: (Prerequisite:Tear Apart). [6] Greater DisplaceP: (Prerequisite: Displace, Power
[4] Indomitable BeastB: (Prerequisite: Bite Attack). point to gain 1X advantage on that roll.
When you use Tear Apart, deal 1D6 damage to any creature 6).
Every time you kill a creature with a Bite attack, gain 1D10
you give the Surprised Condition to (apply damage before When you use Displace, enemies do not make Trait [6] EnormityB: (Prerequisite: Power 2).
temporary HP. Increase the dice rolled this way to 2D6 at
giving the target Surprised). Increase damage dice dealt this Checks against the effect and are simply moved.You As a Boost to an action, expense one Savage Point. For
level 5, and 2D8 at level 11.
way to 1D8 at level 5, and 1D10 at level 11. cannot move into a space if the creatures in that space just that action, treat yourself as one size larger for the
[7] Necrotic BiteP: (Prerequisite: Bite Attack). cannot move out of your way. purposes of that target’s Trait Checks against your
[3] Tearing FrightP: (Prerequisite:Tear Apart, Power 4).
Your bite attack does necrotic damage of XD6 in addition actions.
When you use Tear Apart, choose one target within 5ft of [3] Legendary FormA: (Prerequisite: Larger than Life,
to your base physical damage, where X is half your
you. In addition to Surprise, attempt to give them Panic Power 5). [4] No Time to ActB: (Prerequisite: Power 3).
Proficiency Score (rounded up).
equal to half your Proficiency (rounded up). You may expend a lore point with a Body action. Increase As a Boost to an action that would force a target or
[6] Sweeping ClawsA: , , , , your size by one type until the end of your next turn.You targets to make Trait Checks against a condition,
[2] Enduring AnimalP:
When in Brute Form, you may make an unarmed melee attack may not stack Boosts made this way. expense a number of Savage Points equal to the number
Roll all Trait Checks against Fatigue using the ‘Make Trait Check’
using your claws against every creature within 5ft of you. of levels of a condition you attempt to give to all
action at 1X advantage. [4] Mighty RoarA: (Prerequisite: Power 3).
Reduce damage dealt this way by one dice type. Exhaust every targets. Instead of them making Trait Checks, you make
You may roar in the face of a prone target within 5ft when in
limb when you use this. [3] We Don’t HibernateP: (Prerequisite: Enduring an attack against their PD for each level of a condition
Brute Form.They make a Courage Check against your Check
Animal, Power 4). to be given to each target. If you successfully hit, treat
[3] Strength of Ten MenP: (Prerequisite: Sweeping Claws, DC, and take X levels of Fatigue if they fail (where X is half your
You are immune to the Fatigue condition from any source. them as having failed their Trait Check.
Power 4). Proficiency, rounded up).
When you use Sweeping Claws, your attack only deals [3] HidebiteP: (Prerequisite: Power 2). [2] Barreling PresenceA: (Prerequisite: Brutish Push,
[6] MeatclubF: (Prerequisite: Courage 3).
damage to enemies, and does not harm allies. When you make an attack of opportunity against a target, Courage 3).
When you are in Brute Form, you may pick up an enemy to use
increase the damage dice of your attack by one dice type. As an action on the same turn in which you have
[6] Cornered CourageP: (Prerequisite: Surrounded Brute, as a weapon.That enemy must be at least one size smaller than
knocked a target Prone, you may expense a Savage Point
Courage 5). [4] Grand HidebiteP: (Prerequisite: Hidebite, Power 4). you.The enemy makes a Power Check against three levels of
to use an action to attempt to give them levels of Panic
When you are Surrounded, add half your Courage Increase the dice type of attacks of opportunity you make Pin. If they take at least one level, you grab them and use them
equal to half your Proficiency rounded up (Courage
(rounded up) to damage dealt through Sweeping Claws. by one additional type. as a weapon.When you use them as a weapon, base damage is
Check negates).
2D6 + Power and is dealt to both weapon and target. Meatclubs
[5] Double ClawP: (Prerequisite: Sweeping Claws, Larger [4] ToughhideP: (Prerequisite: Power 2).
have a range of 10’. Meatclubs can end the effect by reducing [4] IronhideF: (Prerequisite: Courage 5).
than Life, Power 5). When you are surrounded and in Brute Form, gain damage
their Pin completely. Expense one Savage Point. As long as you maintain
When you use Sweeping Claws, your attack is made against resistance to physical attacks made against you equal to your
Focus, ignore the effects of Nausea, Frenzy,Taunt, or
every creature within 10’ of you. Proficiency. [4] Thrown StickA: (Prerequisite: Meatclub).
Panic (choose one when you initiate Focus).
When you end the Focus on Meatclub and are still holding
[6] Reaching ClawA: (Prerequisite: Double Claw). [4] Brute AdrenalineF: (Prerequisite:Toughhide, Powee
an enemy, you can throw the enemy up to X tiles.The [6] Unrestrained SavageryP:
Make a special melee attack against an enemy 15’ from 4).
target takes XD6 damage this way, where X is your Power The number of Savage Points you get per quick rest is
you in Brute Form. If successful, move them to within You may shrug off hits that would otherwise hurt when in
score, and must make a Finesse Check against your Check equal to twice your Proficiency Score.
10’ of you.Treat them as prone for your next attack Brute Form. As long as you maintain Focus, you are
DC or land Prone.
made this turn. additionally resistant to all physical attacks made against
you by your Courage score.

5 Professions - The Hulinari Professions - The Hulinari 6


Swarm Form [5] Bird ShieldB: (Prerequisite: Birdbite, Courage 3). [0] Trickster Swarm:
As a Boost to using Hovering Foe, reduce your Move speed You have a cloud of birds that swarm about you.When you take
[5] Wily Bird DefenseP:
to 0 and move into that target’s square.Whenever they this ability, you get a number of swarm points equal to your
The first time you use the Focus action each turn, it does not
move you move with them. For as long as you maintain this Proficiency Score that you may only use while in Swarm Form.
exhaust .
ability, reduce all damage they take by XD4, where X is You get all swarm points back after a quick rest.When you take
[3] Warning FlutterR: equal to your Proficiency. this ability, you may spend skill points to learn swarm tactics.
Choose one target you can see while in Swarm Form within 30ft Whenever you may spend skill points, you may add to the list of
[4] Maneuver CloudA: (Prerequisite: Hovering Foe).
of you. As a reaction, increase or decrease their MD by your swarm tactics you know:
When you use ‘Hovering Foe’, you may use an action to
Wiles Score.
move the target of ‘Hovering Foe’ up to 10ft in any [4] Nauseating TalonA:
[3] BlackcloudF: direction.They make a Finesse Check against the effect. Expend a Swarm Point and attempt to give Nausea equal to
Choose a point within 30ft of you when in Swarm Form. All half your Proficiency (rounded up) to all creatures within
[2] Mimicked CawA:
creatures within 5ft of that point get 1x disadvantage on any 10ft of a point in 60ft range. Enemies make a Courage
Choose a target within 30ft of you who is using the Focus
mental Trait Check as long as you maintain Focus. Check against the effect.
action.They make a Wiles Check against your Check DC, losing
[3] Drowning CloudP: (Prerequisite: Blackcloud,Wiles Focus on their ability with a failed Check DC. [7] Biting WallF: (Prerequisite:Wiles 3).
3). Expend a Swarm point. Your birds create a straight wall up
[3] Reactive ChatterR:
Increase the radius of Blackcloud to 10ft. to 10Xft long along the edge between combat squares, both
As a reaction to a creature within 30ft of you being given
beginning and ending within 60ft of you. Any creature
[4] Cry of HysteriaA: (Prerequisite: Blackcloud). Hysteria, you may use a reaction to attempt to give them one
crossing BitingWall takes XD8 damage, where X is half
Choose a point within 30ft of you when in Swarm Form, additional level of Hysteria.
your Proficiency (rounded up), and makes a Finesse Check
and attempt to give all creatures within 5ft of that point
[5] Absolute MimicryA: (Prerequisite:Wiles 4). against your Check DC or fails to cross the wall.
Hysteria equal to your Proficiency.
Choose a target within 30ft and give a one-word command to
[5] Spreading AssaultA:
[3] Deafening CawA: them (e.g., Freeze, Flee).They make aWiles Check against your
Expend a Swarm point to make a special attack against all
When in Swarm Form, you may use an action to give all Check DC or use their next action to follow the command.
enemies within a 10Xft x 10Xft square up to 100ft away,
creatures within 30ft of you 1D4 fumble. Increase this Fumble Once a target fails against this effect, they cannot fail again until
where X is equal to half your Proficiency (rounded up).
to 1D6 at level 5, and 1D8 at level 11. the end of a quick rest.
Each target you hit takes 1D6 damage. Damage dealt this
[2] Bleeding EyesP: way increase to 1D8 at level 5, and 1D10 at level 11.
Whenever you critically hit an enemy, you may make the critical
[4] Largescale AssaultP: (Prerequisite: Spreading
effect that you Blind them until the start of their next turn.
Assault, Courage 3).
[3] Blot the SkiesA: (Prerequisite: Bleeding Eyes). Increase the area of Spreading Assault to 10Xft x
Expend a Lore Point in Swarm Form. Until the end of your 10Xft, where X is equal to your Proficiency.
next turn, all enemies within 60ft of you are blinded.
[3] BlindscratchF:
[3] Hovering FoeF: Expend a Swarm point and choose a point within 60ft of
When in Swarm Form, select a single target within 5ft of you. If you. In a 15ft radius circle about that point, the area
you do, they make all Trait checks against you at 1x disadvantage becomes Dim as long as you maintain focus.
as long as you maintain focus, even if you move away.
[6] BlinkdarkP: (Prerequisite: Blindscratch,Wiles 5).
[3] Disarming BitesR: (Prerequisite: Hovering Foe). When you use Blindscratch, treat the area as Dark.
When you use ‘Hovering Foe’ on a target, you may use a
[4] CloudstutterF:
reaction to give that target 1x Disadvantage or 1x
Expend a Swarm point and choose a point within 60ft of
Advantage on any Trait check.
you. In a 15ft radius circle about that point, all creatures
[3] Weakening BitesR: (Prerequisite: Hovering Foe). treat the space as difficult terrain.This difficult terrain is
When you use ‘Hovering Foe’ on a target, you may use a considered a natural difficult terrain.
reaction to reduce or increase their physical or mental
[6] LockdownP: (Prerequisite: Cloudstutter,Wiles 4).
defense by your Finesse score against a single attack.
Creatures within your Cloud Stutter effect must make
[5] BirdbiteB: (Prerequisite: Hovering Foe, Courage 3). a Finesse Check against your Check DC any time they
As a Boost to using Hovering Foe, reduce your Move speed wish to move through the space. If they fail, they
to 0 and move into that target’s square.Whenever they expend the action and exhaust but do not move.
move you move with them. For as long as you maintain this
[6] Murder ManagementP:
ability, they take XD6 damage at the start of their turn,
The number of swarm points you get per quick rest is equal
where X is equal to your Proficiency.
to twice your Proficiency Score.

7 Professions - The Hulinari Professions - The Hulinari 8


Professional Ribbon [Level 11-15] Gesture with BeastsC:
Through simple sounds and gestures, you may communicate

A
ll professions engage the game of Sacadia with simple ideas with beasts. By attempting to communicate with an
a professional ribbon – a narrative ability that animal for at least ten minutes, you can establish rapport with a
assists players in engaging the world outside of creature and communicate simple ideas.You can speak in
combat by leveraging their unique talents. common human tongues while you are in animal form.
Below is the Hulinari Professional Ribbon. GM Note:Animus

The Hulinari: Animus Most games in Sacadia take place within the con�nes of
human civilization where a Hulinari is,by default,bound
Hulinari are naturally attuned to the creatures of wild to slowly take on the conventions of human society. At
spaces in the world, and can commune with those GM’’s discretion in wilderness-speci�c games, Hulinari
creatures. As Hulinari engage more and more with the can retain their natural Animus abilities for longer.
world of men, they slowly become more human, losing
the ability to commune with nature and – eventually –
the ability to transform into beasts. Creating Curiots
Hulinari are the parent race of Curiots – a race of part
Talking to Animals animal, part human beings who exist within and outside
Your ability to speak with animals changes as you grow of societies. Often, curiot races begin their existence as
as a character. By default, you slowly lose the ability to part of a family with wild Hulinari, who live with this
speak with animals as you level.You retain your ability band in the wilds of the world and are worshipped by
to speak with animals more strongly if they are the same their curiot family as a god. Sometimes, Hulinari die or
species as your natural form. lose their magic and become fully human, and the curiot
bands slowly integrate into human society or remain a
wild tribe at the fringes of civilization.
Animal Abilities
You have access to the following animal abilities. If, over the course of your adventures or after, you
[Level 1-5] Speak with BeastsC: create children with a human, those children will be
You possess the ability to comprehend and verbally Curiots.The specific subspecies of the Curiot will be the
communicate with beasts, though establishing rapport and a same subspecies as your primary beast form, though
common tongue takes some time. By attempting to instead of having any sort of shapeshifting ability, they
communicate with an animal for at least 10 minutes, you can will permanently retain certain features of your beast
speak with that creature.The knowledge and awareness of that form.
creature will be limited by their own mind, but they can always
provide you with information about nearby locations and
mosnters, including creatures and locations they have perceived
in the last day. At GM’s discretion, you can persuade a creature
to perform a small favor for you. Retain this ability through level
10 if applied to creatures that are the same species as you.You
cannot speak in any human tongue while in beast form.
[Level 6-10] Mime with BeastsC:
You possess the ability to communicate with beasts – though you
cannot understand them in return. By attempting to
communicate with an animal for at least 10 minutes, you can
establish rapport and speak to the beast, though you cannot
understand what it says in response. Retain this ability forever
when applied to creatures that are the same species as you.
During combat, you can utter a single word once per turn in any
common human tongue.

9 Professions - The Hulinari Professions - The Hulinari 10

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