Knacks

Moss dwarfs are something of a curiosity to those sages who specialize in magick. On the surface, they generally exhibit little aptitude for the arcane. However, many of their kind practice inherited, semi-magickal crafts which they call knacks. It is not uncommon to see a moss dwarf speaking with the roots of trees or whistling to unravel knotted threads. Such deeds can only be classified as magickal, even if moss dwarfs themselves do not apply the term.

Knacks known: Moss dwarfs know knacks as granted by their race (see The Moss Dwarf, a Race-Class). Each knack grants a special magical talent at Levels 1, 3, 5, and 7.

Bird Friend

Over the course of a life spent in the depths of the forest among the colonies of birds, the moss dwarf has learned to speak their secret languages and has earned their trust.

Bird speech (Level 1): The moss dwarf converses with birds and understands their replies (which are typically simplistic).

Bird companion (Level 3): The mossling can charm a bird companion of Level 1 or less. If the bird fails a Save Versus Spell, it remains in the company of the mossling until dismissed. Only one bird may be charmed in this way at a time.

Twittering message (Level 5): Once per day, forest birds may relay a message of up to 10 words for the moss dwarf. The message is passed among the birds of the forest, carried to the specified person or location at a rate of 12 miles per hour. When it arrives at the destination, the message is reproduced in the twitterings of the birds.

Summon flock (Level 7): Once per day, the moss dwarf can call upon the aid of woodland birds. A flock of sparrows, starlings, thrushes, and blackbirds gathers and remains in the moss dwarf’s service for 1d4 Turns.

Lock Singer

The moss dwarf studies mysterious and closely-guarded songs which have the power to charm locks.

Open simple locks (Level 1): For every Turn the moss dwarf sings to a simple, mundane lock, there is a 2-in-6 chance the device is coaxed open.

Locate key (Level 3): A brief, whispered cant persuades a lock to reveal the location of its key (or the closest key, if multiple exist). The information is conveyed via a quiet whining which only the mossling comprehends.

Snap shut (Level 5): Simple, mundane locks within 30′ instantly snap shut after a single Round of song.

Open any lock (Level 7): The moss dwarf’s song can persuade locks of any complexity to open, with a 2-in-6 chance of success per Turn of singing. Even magically sealed locks are cooperative, although in this case there is a 1-in-6 chance of the magic backfiring and sealing the moss dwarf’s mouth shut for 1d4 days.

Nose Wise

The moss dwarf ’s nose is sensitized to certain subtle aromas which escape the notice of everyday folk. A Round of sniffing detects:

1st level: The presence of cheese, fermented foods, or fungi within 1mile.

3rd level: The identity of plants and fungi which are examined.

5th level: The true love or heart’s desire of a humanoid within 30’.

7th level: The scent of subterfuge. Has a 1 in 6 chance of revealing wrong information.

Pocket Lore

The moss dwarf understands the secret whisperings of pockets and, at higher levels, the means of gaining their confidence. All of these abilities are usable upon a target within 10’ and take effect with 1 Round of concentration. Mages or those guarded by warding dweomers (e.g. circle of protection, mantle of protection) are allowed a Save Versus Spells to stymie these effects.

1st level: The moss dwarf knows the number of items in the target’s pockets.

3rd level: The moss dwarf know the contents of the target’s pockets.

5th level: The moss dwarf can cause a chosen item to leap out of the target’s pocket.

7th level: The moss dwarf can exchange a random item in the target’s pocket with an item on the their own person. Has a 1 in 6 chance of malfunctioning, sending the moss dwarf ’s item away but receiving nothing in return.

Root Friend

Dwelling in subterranean burrows, the moss dwarf has developed a keen affinity with the roots of forest plants.

Root question (Level 1): Once per day, the moss dwarf can pose one question of a root about its surroundings. The root answers truthfully with 1d6 words.

Summon roots (Level 3): The moss dwarf can summon edible roots to the surface once per day. 1d4 fresh rations are produced.

Root respite (Level 5): The moss dwarf may shelter in the roots of a tree or other large plant once per day. The moss dwarf is taken underground into the plant’s root system, where they may lie unnoticed for up to an hour.

Summon Root Thing (Level 7): The moss dwarf can summon a monstrous root vegetable from the earth once per day. The creature arrives at the character’s location in 1d6 Rounds and obeys their commands for 1d6 Turns before fleeing into the undergrowth.

Thread Whistling

A mysterious whistling technique grants the moss dwarf sympathetic control over threads and strings within 30′.

Thread mastery (Level 1): The moss dwarf’s whistling can tie, untie, or unravel any textile thinner than rope: string, laces, and the fabric of garments.

Animate threads (Level 3): The moss dwarf commands loose threads or strings to move as they direct. The threads may be commanded to move up to 5′ per Round for as long as the mossling whistles. Commanded threads do not have the strength to attack, but do have the strength to drag small objects (up to 20 coins of weight).

Rope mastery (Level 5): Ropes loosen or tighten at the moss dwarf’s command.

Animate rope (Level 7): At the moss dwarf’s command, a rope animates to attack and entangle foes. The moss dwarf must concentrate and continue to whistle while commanding a rope—they may move at half Speed but may not attack or perform other actions.

Wood Kenning

The moss dwarf’s fingers are sensitized to the subtle vibrations of tree and wood. By spending 1 Turn touching a wooden item or the trunk of a tree, the moss dwarf may glean knowledge.

Sense history (Level 1): The moss dwarf learns the name of a wooden item’s creator or the name of the last person to touch it.

Sense emotions (Level 3): The moss dwarf discerns the most recent strong emotion which the wood has absorbed from a sentient being (wood is highly sensitive to such energies).

See beyond (Level 5): The moss dwarf gains a momentary image of what lies on the other side of a wooden barrier (e.g. a door or wall).

True name (Level 7): The moss dwarf learns a tree’s true name. Once per day, the moss dwarf may invoke one tree whose true name they know, gaining a glimpse of the tree’s surroundings. Invoking the true name of a deceased tree provokes a curious vision of the vegetable afterlife.

Yeast Master

The moss dwarf has a special affinity for the great mass of yeasts and fungal spores that permeate the deep woods. The yeast master hears the chorus of their song and counts them as constant companions.

Ferment (Level 1): The moss dwarf’s touch ferments sweet liquids at a rate of one pint per Turn. The liquid is transformed to a frothy, alcoholic brew, delicious to mosslings. There is a 2-in-6 chance of it being palatable to other folk.

Commune with yeast (Level 3): The moss dwarf communes with the yeasts in alcoholic beverages. Sipping from a drink which has been partly consumed by someone else reveals the person’s name to the mossling.

Yeasty belch (Level 5): By allowing potent yeasts to ferment in their belly, the moss dwarf can emit a heady belch once per day. The belch may be targeted at an individual within 10′, who must Save Versus Blast or faint for 1d6 Rounds.

Yeast feast (Level 7): Summoning omnipresent microorganisms, the moss dwarf is able to conjure a yeasty feast equivalent to 1d6 fresh rations. The food is composed of chunks of fleshy, compacted yeast, frothing sheets of slime, and bubbles of alcoholic brew. Such a feast may only be produced once per day.

Knacks

FLOCK OF BIRDS

MEDIUM ANIMAL—ANIMAL INTELLIGENCE—NEUTRAL
Level 3 AC 13 HP 3d8 (13)
Saves D11 R12 H13 B14 S15
Att Pecks and clawing (+2, 1d6)
Fly 40 Morale 7 XP 40

ANIMATED ROPE

SMALL CONSTRUCT—MINDLESS—NEUTRAL
Level 1 AC 13 HP 1d8 (4)
Saves D12 R13 H14 B15 S16
Att Grab (+0, entangle)
Speed 30 Morale 12 XP 55

Entangle: On a successful attack, the rope wraps around the victim. While entangled, the victim is unable to move. The moss dwarf may command the rope to constrict the victim, inflicting 1d3 automatic damage per subsequent Round.

Breaking free: Instead of attacking, an entangled victim may Save Versus Hold to escape each Round.


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