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

  • 11 Doom
  • 12 Ray
  • 13 Hold
  • 14 Blast
  • 15 Spell
  • .
  • 6 Listen
  • 6 Search
  • 4 Survival
  • 4 Tracking

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.

Knacks

  • Wood Kenning: The mossling’s fingers are sensitised to the subtle vibrations of tree and wood. By spending 1 Turn touching a wooden item or the trunk of a tree, the mossling may glean knowledge
    • Sense history (Level 1): The mossling learns the name of a wooden item’s creator or the name of the last person to touch it
    • Sense emotions (Level 3): The mossling discerns the most recent strong emotion which the wood has absorbed from a sentient being (wood is highly sensitive to such energies)

Encumbrance

  • Speed 30
  • Equipped Items
    • Slot 1 Bark armor
    • Slot 2 Shortsword (Shadowwreath)
    • Slot 3 Shortbow
    • Slot 4 Quiver w/20 arrows
    • Slot 5 Tinderbox
    • Slot 6
    • Slot 7
    • Slot 8
    • Slot 9
    • Slot 10
  • Stowed Items
    • Slot 1 Tent
    • Slot 2 Bedroll
    • Slot 3 Waterskin
    • Slot 4
    • Slot 5
    • Slot 6
    • Slot 7
    • Slot 8
    • Slot 9
    • Slot 10
  • No-slot Items
    • Backpack
    • A flower pressed inside a dead man's journal

Money and Treasure

  • 500 gp

Description

  • A competent squirrel trainer, Olob left his Mossling group to seek out clues to deciphering his uncle's journal, and/or to gather rare mosses to try to reverse-engineer his recipes.
  • He quickly learned to present a calm and pleasant facade, to keep his fungal religion quiet, and to hire himself out as a tracker/guide to the humans of Dolmenwood.
  • Finding a glowing sword in a previous adventure, he found that it somehow helped him to blend in better, but also made him less likely to tell the truth, so he now keeps his counsel even closer to his mushroomy chest. He keeps the sword in a plain leather scabbard, using moss to jam any joints where light could escape.

Wants

  • Meet new animal companions in different areas
  • Gather trophies
  • Decipher recipes to become a moss brewer