Hondu

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Hondu culture tends to exemplify the sanctity of life and strive to uphold the order of the natural world. In this sense, nature is deified as much as any god and over- hunting, wastes of food, and relishing in excess are heavily discouraged. Where hondu cities are built, outsiders might find a surprising marriage of nature and civilization in food, architecture, and art.

HONDU TRAITS

Height: 4’6” - 6’4”

Weight: 80-230 lbs

Size: Small or Medium (your choice)

Base Speed: 20 ft

Appearance: Hondu are bipedal. They have a fluffy tail and a canine head. They are visually varied, having many different combinations of coloration in fur and eyes.Hondu snouts, tails, ears, and fur all vary in length and appearance.

Lifespan: Hondu reach maturity at 18, but tend to live about 130 years.

H O N D U S TA R T I N G FEATURES At level 1, you gain the following features as a hondu.

Feature Discreption
Keen Nose. When you make AWR checks that rely on

your sense of smell, gain an additional +4 bonus to your check.

Canine Endurance. Gain +6 Skill Points to spend on

skills with the Athleticism or Stamina tags. You cannot spend more than 4 points in a single skill in this way.

Unique Ability. To further define your hondu, choose

one option from the list below at level 1.


HONDU FEATURES

In addition to the unique ability you selected at level 1, you gain one more ability at 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one option from the list below.

Feature PreReq Description
Hondu Bite. 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.

Hondu Bite II: Powerful Jaws. Prerequisite: 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.

Bravery Whenever a creature tries to Frighten you, they

must roll 2d20 and use the lower one.

Bravery II. Prerequisite: Bravery. You cannot be Frightened by creatures. (Effects that do not originate from

creatures can still Frighten you.)

Bravery III. Prerequisite: Bravery II. You cannot be Frightened by any source.
Canine Cunning. 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.

Canine Endurance II Prerequisite: Canine Endurance. Repeatable. Gain +6 Skill Points to spend on skills with the

Athleticism or Stamina tags. You cannot spend more than +4 points on a single skill in this way.

Hunting Dog. Repeatable. Gain +6 Skill Points to spend on skills with the Survival tag. You cannot spend more than +4 points on a single skill in this way.
Keen Hearing. When you make AWR checks that rely on your sense of hearing, gain an additional +4 bonus to your check.
Keen Nose II. Prerequisite: Keen Nose. Increase your Keen Nose bonus by an additional +4.
Pack Coordination. 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. You can use this feature a number of times equal to your AWR, regaining expended uses of the feature upon Recouping.
Thick Coat. Gain Resist Cold 3. When making END checks

to mitigate the effects of extreme cold, roll 2d20 and use whichever one is higher.