Stoutlings love to make festival fireworks!  They can rig up just about anything to explode.  While Stoutlings can tinker some helpful gadgets to enhance their Movement, most of their tinkering skills are dedicated to making anything that can explode.  These range from harmless fireworks to dangerous bombs!  Pick up your handy copy of Stoutling Tinkering today to see some of the fun ways to make things go boom! This tiny race has many different variations spanning the length of Outerah’s many worlds!

They are short but durable, jolly but tricky, and are said to bring good luck to those they are with.  Gnomlers have a signature long fluffy beard that’s as soft as cotton.  These adventurous beings love to travel and, in most instances, one would never know a gnomler is even there!  As a statue you might be overlooked.  Or maybe it’s your size makes you go unnoticed… 

 These small-sized beings have muscular builds with longer, thicker, and more extravagant beards.  Dwarvolies are rough around the edges in both skin, which feels like sandpaper, and their personality.  They even eat rocks to get stronger!  Their spines are slightly arched, but flexible, allowing them to roll up into a ball and even launch themselves away!

Stoutlings

Stoutlings Skills

You have a knack for making things go boom.  You can rig any Item in your inventory with a rocky mineral; adding this personal touch to the item imbues it with a pinch of your energy which you can detonate by expending your Trigger Action.  The resulting explosion deals [1D6+INT] damage in a 3×3 area in Neutral Damage, while destroying said item.  The damage increases an extra [1D6 e3 Lvls].  Once per day you can change the damage to the Item’s Element.  An additional time within the day requires an Affinity Charge.

You can charge your or a friendly unit’s Luck Orb once per day.  At Level 10 you can recover 2 Luck Orbs at the same time once per day.  At Level 20, you can recover 3 Luck Orbs at the same time once per day.  At Level 30, you can recover all Luck Orbs from you or a friendly unit twice per day.  Furthermore, anyone who is within a 3×3 cell radius, centered around you, will gain +5 Luck.

You can change into an extremely durable statue, which makes you immune to all neutral and Elemental Wheel Attacks.  If hit by an Elemethonal attack, you receive 50% the damage, and it removes your rock effect.  This skill can be used as your Main-hand Action.  Additionally, you may shrink to a minimum of 1 foot tall, or revert to normal size with your Main-hand Action.  Your belongings will shrink and enlarge with you, but your tiny tiny dinky weapons will only deal half the normal damage!  However, you gain an a Plus Charge on your Stealth Checks, making it easier to land Openers!

 Dwarvolies eat rocks for both nutrition and for power.  When chewing on these mineral sediments they gain BadassT2 for the next 2 Rounds (+1 Round e10 Lvls) and heals their Magic Points for 20% of their Max (1 MP Minimum).  This effect can only happen once per battle.  If a survivor class throws a stone at a Dwarvolie, they have a 100% chance to catch the stone in their mouth, even if in flames.  This not only heals all their Magic Points, but causes Guaranteed Fear against the thrower of the stone for 3 Rounds.

 Dwarvolies can roll up into a ball and launch themselves forward.  This can be used offensively and defensively.  While in “ball mode” you take 10% less damage (+10% e8 Lvls), or deal 1D10 +Lvl (+1D10 e5 Lvls) to the first target you crash into.  At Level 10, 20, 30, 35, and 40 your momentum continues and you can plow through your first target and attack an additional one within your Move range.  Your Move and Jump total are added together when using this skill, and you can even launch yourself in the air within your ball.  Just make sure to have an extra Move if you are planning to reach a higher platform or you’ll head back down to take possible falling damage!