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Olob Mossbeard - Mossling Hunter
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==Kindred and Class Traits== *[https://www.dolmenwood.necroticgnome.com/rules/doku.php?id=mossling Mossling] **Armor and Weapons: Armour must be tailored to mosslings’ small size. Likewise, mosslings cannot wield Large weapons. Mosslings prefer non-metal armour, and manufacture special suits of armour from hardened bark and pinecones. **Knacks: Mosslings practice carefully guarded, quasi-magical crafts known as knacks. Each mossling knows one knack, rolled or chosen at character creation. **Mossling skills: Mosslings have a Skill Target of 5 for Survival when foraging. **Resilience: Mosslings are hardy and resilient like the gnarled bole of an old tree. They gain a +4 bonus to Saving Throws against fungal spores or poisons and a +2 to bonus to all other Saving Throws. **Symbiotic flesh: As a mossling ages, their dank, fertile flesh picks up seeds and spores which germinate into symbiotic plants and fungi. At each Level (including Level 1), the character acquires a random trait from the Symbiotic Flesh table. Duplicates may be re-rolled or taken to indicate an amplification of the trait. ***Toadstools growing from joints, Edible toe cheese, Growths of woody, bracket fungus in the armpits *[https://www.dolmenwood.necroticgnome.com/rules/doku.php?id=hunter Hunter] **Animal Companion: A hunter may attempt to forge a bond with an animal. If the bond is successfully established, the animal becomes the hunter’s loyal companion **Alertness: If a hunter’s party is surprised, the hunter may make an Alertness Check to act normally in the Surprise Round **Stalking ***Hiding: A hunter may make a Stalking Check to remain undetected when the only cover available is light brush ***Sneaking: If a Surprise Roll indicates that a hunter’s party has been detected, the hunter may make a Stalking Check to remain undetected. ***Wilderness only: Hunters can only use Stalking in the wilds (i.e. not in settlements, indoors, or in subterranean space) **Tracking: A successful check allows a hunter to find tracks left by creatures in a 30′ × 30′ area. The hunter knows the type of creatures that made the tracks and may follow the tracks. **Missile attacks: Hunters gain a +1 Attack bonus with all missile weapons. **Trophies: After hunting down (i.e. tracking, ambushing, or chasing) and slaying a creature, a hunter may take a trophy from it—for example, a stag’s antlers, a wyrm’s tooth, etc. ***Size: Trophies must be sizeable items (weighing at least 50 coins). Boon: If a trophy is either on the hunter’s person or mounted in their home, it acts as a charm: the hunter gains a +1 bonus to Attack Rolls against other creatures of the same type and a +1 bonus to Saving Throws against their special attacks. **Wayfinding: If the Referee determines that the hunter’s party has become lost, there is a 3-in-6 chance that the hunter can find the path again.
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