Professional Documents
Culture Documents
Hulinari Supplement v4
Hulinari Supplement v4
T
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.
T
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
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.