Hondu: Difference between revisions

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!Feature
!Feature
!Discreption
!Description
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|'''Keen Nose'''  
|'''Keen Nose'''  
|When you make AWR checks that rely on your sense of smell, gain an additional +4 bonus to your check.
|Gain +4 to AWR checks that rely on your sense of smell.
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|'''Canine Endurance'''  
|'''Canine Endurance'''  
|Gain +6 Skill Points that you can spend on any skills with the athleticism or stamina tags. You cannot spend more than +4 points in a single skill in this way.
|Gain +6 Skill Points that you can spend on any skills with the athleticism or stamina tags. With this feature, you may put up to +4 points into any individual skill.
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|'''Unique Feature'''
|'''Unique Feature'''
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==== All Hondu Features ====
==== All Hondu Features ====
In addition to the unique feature you selected at level 1, you gain one more feature at 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the features below.
In addition to the unique feature you selected at level 1, you gain one more feature at 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the following features.
{| class="wikitable"
{| class="wikitable"
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|'''Hondu Bite'''  
|'''Hondu Bite'''  
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|Gain a special attack that costs 2 AP and deals 1d4 sharp damage on a hit. This is considered a natural weapon, and you use your choice of STR or DEX for the attack and damage rolls.
|Gain a special Bite attack.
 
* '''Bite:''' (2 AP) ''Reach 5 ft Natural Weapon.'' +STR or DEX vs AR. '''Hit:''' 1d4+STR or DEX sharp damage.
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|'''Hondu Bite II: Powerful Jaws'''  
|'''Hondu Bite II: Powerful Jaws'''  
|Hondu Bite
|Hondu Bite
|''Repeatable''. Each time you take this feature, increase your Bite damage die by one size (d4 to d6, d6 to d8, etc.), to a maximum of 1d12.
|''Repeatable''. Each time you take this feature, your Bite damage increases by one die size (e.g., from 1d4 to 1d6, max 1d12).
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|'''Bravery'''
|'''Bravery'''
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| Whenever a creature tries to Frighten you, they must roll 2d20 and use the lower one.
| Whenever a creature tries to Frighten you, they must roll 2d20 and take the lower.
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|'''Bravery II'''  
|'''Bravery II'''  
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|'''Bravery III'''  
|'''Bravery III'''  
|Bravery II  
|Bravery II  
|You cannot be Frightened by any source.
|Gain Immune Frightened.
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|'''Canine Cunning'''  
|'''Canine Cunning'''  
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|You may spend 1 AP to grant TA to yourself and one ally against an enemy that you are both adjacent to when you use this feature. This bonus lasts until the start of your next turn.
|Gain the Canine Cunning ability.
 
* '''Canine Cunning.''' Spend 1 AP to grant +1 TA to yourself and one ally against an enemy that you are both adjacent to until the start of your next turn.
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|'''Canine Endurance II'''
|'''Canine Endurance II'''
| Canine Endurance  
| Canine Endurance  
|''Repeatable''. Gain +6 Skill Points that you can spend on any skills with the athleticism or stamina tags. You cannot spend more than +4 points on a single skill in this way.
|''Repeatable''. Gain +6 Skill Points that you can spend on any skills with the athleticism or stamina tags. With this feature, you may put up to +4 points into any individual skill.
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|'''Hunting Dog'''
|'''Hunting Dog'''
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| ''Repeatable''. Gain +6 Skill Points that you can spend on any skills with the survival tag. You cannot spend more than +4 points on a single skill in this way.
| ''Repeatable''. Gain +6 Skill Points that you can spend on any skills with the survival tag. With this feature, you may put up to +4 points into any individual skill.
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|'''Keen Hearing'''  
|'''Keen Hearing'''  
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|When you make AWR checks that rely on your sense of hearing, gain an additional +4 bonus to your check.
|Gain +4 to AWR checks that rely on your sense of hearing.
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|'''Keen Nose II'''  
|'''Keen Nose II'''  
|Keen Nose  
|Keen Nose  
|Increase your Keen Nose bonus by an additional +4.
|Keen Nose becomes +8 to AWR checks that rely on your sense of smell.
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|'''Pack Coordination'''  
|'''Pack Coordination'''  
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|(AWR/Recoup) Once on your turn, you can move up to 10 ft without spending AP. When moving in this way, you must stay within 5 ft of a hostile creature at all times.  
|Gain the Pack Coordination ability.
 
* '''Pack Coordination (AWR/Recoup).''' Once on your turn, you can move up to 10 ft for 0 AP. When moving in this way, you must stay within 5 ft of a hostile creature at all times.
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|'''Thick Coat'''  
|'''Thick Coat'''  
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|Gain Resist Cold 3. When making END checks to mitigate the effects of extreme cold, roll 2d20 and use whichever one is higher.
|Gain Resist Cold +3. When making END checks to mitigate the effects of extreme cold, roll 2d20 and take the higher.
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''*Updated to v1.2''
{| class="wikitable"
{| class="wikitable"
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!Core Lineages
!Core Lineages
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem|Golem •]] [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]
|-
!Additional Lineages
!Additional Lineages
|-
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem|Golem •]] [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]
|''Harker's:'' [[Batfolk]] • [[Dhampir]] • [[Gretchling]] • [[Hellspawn]]
|''Harker's:'' [[Batfolk]] • [[Dhampir]] • [[Gretchling]] • [[Hellspawn]]
|}
|}

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