Olob Mossbeard - Mossling Hunter
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Character Details
- Olob Mossbeard
- Mossling Hunter 3
- Background: Squirrel Trainer
- Alignment:
- Affiliation (if any):
- Moon Sign: Knight's (Waxing): +2 bonus to Charisma (maximum 18) when interacting with nobles
- Languages: Woldish, Mulch
- XP 5,000/9,000 (+5% xp bonus)
Attributes
- 14 STR (+1)
- 11 INT
- 08 WIS (-1)
- 14 DEX (+1)
- 15 CON (+1)
- 12 CHR
Hit Points and Armor Class
- HP 22
- AC 14
- Attack Bonus +2
- Shortsword (Shadowwreath) | +5 to hit | 1d6+3 dmg
- Shortbow | +4 to hit | 1d6 dmg | 50' (+1 to hit), 100', 150' (-1 to hit) range
Save and Skill Targets
- Doom x
- Ray x
- Hold x
- Blast x
- Spell x
- .
- Listen 6
- Search 6
- Survival 6
Kindred and Class Traits
- 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
- 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.
Encumbrance
- Speed X
- Equipped Items
- Slot 1
- Slot 2
- Slot 3
- Slot 4
- Slot 5
- Slot 6
- Slot 7
- Slot 8
- Slot 9
- Slot 10
- Stowed Items
- Slot 1
- Slot 2
- Slot 3
- Slot 4
- Slot 5
- Slot 6
- Slot 7
- Slot 8
- Slot 9
- Slot 10
- No-slot Items
- Backpack
Money and Treasure
- xx