Moogles (3.5e Race)
From D&D Wiki
Moogles are clever folk who are able to handle any tool with ease. Their curiosity is only matched by their mischieviousness. Moogles delight in surprising humans, and their jobs highlight their special talents. Their dexterity makes them the perfect candidates for jobs requiring delicate work. Moogles are delightful creatures and friendly. They enjoy building and creating stuff as well as selling them. Moogles are natural merchants.
Moogles stand on two legs. Their body is covered with short white fur (though some Moogles have changed the color through Magic or other means) with small red bat-like wings, the also have an antenna with a Pom-Pom (or Bon-Bon) at the end of it. They also have bunny-like ears and whiskers. They are about 3-4ft tall and weigh around 35-40 lbs.
Moogles try to get along with everyone. They are adept at fitting in to most communities espically with Humans, Gnomes, and Dwarves and making themselves welcome and valuable. Moogles are most commonly found in Human lands.
Moogles tend to be either Neutral or Good. Moogles usually have their own agenda (chaotic trait), but they do follow rules of their trade and strive to get things done by their due date (lawful trait). Moogles can be ethier Chaotic or Lawful. Nearly all Moolges (99.99%) are not evil, or will be.
Moogles really don't have lands of their own, prefering to live in lands of other races because thats were they get the most business and opportunities. Moogles usually form a community with themselves when living in cities of other races. Occasionally they're some Moogle cities, usually trade cities and ports. It has been known for bands of Moogles to establish small villages in the forest, almost always away from the eyes of other races. These more isolated Moogles avoid contact with civilised races but are sometimes seen by, and even aid (in times of trouble), fellow forest dwellers or even travellers.
Moogles don't have a chief deity (yet). They usually pick a deity by class or alignment
Moogles speak their own language, which uses the Common Script. The Moogle spoken language consists of hand gestures, etc, and the word Kupo, which is the only real Moogle word. Moogles usually speak Common or something else and when speaking will say the word Kupo, usually at the end of sentences or as an exclamatory word.
A Moogle has a given name and sometimes a nickname. They use which ever they like better.
- Small Fey
- -2 Str, +2 Con, +2 Dex, +2 Int: Moogles are nimble and very smart but not as strong as other races
- Small: As a small creature, Moogles gain a +1 size bonus to AC, a +1 size bonus to attack rolls and a +4 size bonus to Hide checks, but they use smaller weapons and can only carry 3/4 of what a medium character could.
- Base Land Speed: 20 ft
- Low Light Vision: Moogles can see twice as far as a human in low light.
- +2 racial bonus on Preform, Craft, and Appraise: Moogles are natural performers as well as master craftsmen. They always have either one Perform or Craft skill as a (bonus) class skill.
- +2 racial bonus on saves vs. Spells and Spell-like abilities.
- Spell-like Abilities: 1/day - Dancing lights, Mage Hand, Prestidigitation CL 1st. Moogles have a knack for magic and mischief.
- Tool Master: Moogles are highly adept at using tools of all kinds. When performing a skill check using tools (such as Open Lock using Thieve's Tools), a Moogle gains a +1 circumstance bonus to the check. In addition, a Moogle does not suffer the normal -2 penalty for using improvised tools. A Moogle gains no additional benefit from masterwork tools.
- Wings: The Moogle's wings are too weak to fly and don't serve much purpose except for decoration. A Moogle can train (a feat) to use his/her wings to a certain extent.
- Weapon Proficiency: Moogles treat a Mog Sword (and any another Mog weapon) as a Martial Weapon rather than Exotic.
- Automatic Languages: Common and Moogle. Bonus Languages: Elven, Dwarven, Gnome, Halfling, Draconic. Moogles learn the language of their customers.
- Favored Class: Bard, Wizard, or Artificer (PC chooses one at creation)
|Middle Age1||Old2||Venerable3||Maximum Age|
|75 years||125 years||175 years||+5d20 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||2' 9"||+2d4||35 lb.||× 1 lb.|
|Female||2' 7"||+2d4||30 lb.||× 1 lb.|
Strong Mog Wings
- Prereqs: Con 13, Moogle Wings
- Bonus: This gives the Moogle a +2 bonus to Jump checks. It also allows Moogle's to use a Feather Fall-like effect 1+Con mod/day.
- Prereqs: Int 13, Moogle
- Bonus: This allows the moogle to pick one of the following Spell-like abilities for 1/day: Fire, Blizzard, or Lightning. CL = Moogle Lvl
- Fire: Fire deals 1d6 Fire Damage every 4 Levels to one creature
- Blizzard: Blizzard deals 1d6 Cold Damage every 4 Levels to one creature
- Lightning: Lightning deals 1d6 Electricity Damage every 4 Levels to one creature
- Prereqs: Wis 13, Moogle
- Bonus: This allows the moogle to pick one of the following Spell-Like abilities for 1/day: Cure, Shell, Protect. CL = Moogle Lvl
- Cure: Cures 1d6 Damage every 4 levels
- Shell: Provides a +1 bonus on saves vs. Spells and Spell-like abilities for 1min, this increases +1 every 4 levels
- Protect: Provides +1 AC for 1min, this increases +1 every 4 levels
- This feat can be taken multiple times, each time applying to a different spell
- Exotic Light Weapon
- Cost: 30gp
- Weight: 3 lbs
- Damage: 1d6 Slashing Medium (1d4 Small)
- Critical: 18-20/x2
- Range: 10ft
- Description: This is a finely crafted sword that is as deadly as it is elegant
- This sword has a very sharp edge and therefor has a greater critical threat range. It is also quite light and can be thrown a short distance This is a Finessable Weapon.
Mog Crossbow, Light
- Exotic Ranged Weapon
- Cost: 70gp
- Weight: 4 lbs
- Damage: 1d8 Piercing, Medium (1d6 Small)
- Critical: x3
- Range: 80ft
- Description: This is a modified light crossbow that can has a more complex firing mechanism that allows it to fire harder.
- This crossbow has a more complex firing mechanism that allows it to fire harder, but at the expense of easy reloading, and deadly accuracy. The Crossbow takes a move action to reload for a proficent user, and is a standard action for a non-proficent user (in addition to the normal -4 attack penalty). The Crossbow fires with more of a punch, especially in a critical area making it x3 instead of x2, but at the expense of deadly accuracy, no 19-20 threat range. A Mog Crossbow, Heavy has doubled cost, and deals 1d10, Medium (1d8 Small).