Talk:Machall Moogle (3.5e Race)
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--PzAz04Maus 20:36, 10 March 2006 (MST)
(To See where this race came from, go to http://www.machall.com to see what MacHall Moogles are, you got to look around a bit).
Help Needed: If needed, need some proof reading, something to get this cleared up, and if there is an LA, I'd like to tweak it.
P.E.A.C.H. Please. I want to get this Project done with, so tell me what you think!
S'cuse me. Will get this worked on. I've got a newer Version coming out soon. --PzAz04Maus 21:20, 7 March 2006 (MST)
Note: I'm trying to get this down to LA +1. This is very overpowered as-is, but will be toned down --PzAz04Maus 20:36, 10 March 2006 (MST)
Awesome, it is very powerfull right now (over LA +2 in my opinion), but awesome, I cannot wait for the new version.
--Green Dragon 10:40, 11 March 2006 (MST)
Revised Traits, Online.
There they are, I've left the original traits in order for use and editing, but have added the edits that me and my group for D&D did on them. I hope these will be well recieved.
--PzAz04Maus 02:13, 14 March 2006 (MST)
Racial Traits (Original):
I put these here to loosen the discrepancy between the older and the newer versions of Moogles ^_^. Enjoy. General Traits:
- Racial Traits: +2 Dex, +2 Con, +2 Cha, -4 Str. MacHall Moogles are nimble and physically tough, along with having a charismatic and nice attitude (Not to mention being Kawaii!). However, MacHall Moogles aren’t that physically suited to hard, strenuous labor.
- Monstrous Humanoid type
- 'Medium Size: As Medium-Sized Creatures, MacHall Moogles do not have any special bonuses or penalties due to their size.
- MacHall Moogle base speed is 40 feet.
- Lowlight vision (Ex): MacHall Moogles can see twice as far as a human in Starlight, moonlight, similar conditions of poor illumination. MacHall Moogles retain the ability to distinguish color and detail in such conditions.
- Unusual Humanoid Traits:
- MacHall Moogles have a -4 to disguise themselves when impersonating other races. Due to having a distinct shape and wings, they have a much harder time pretending to be a member of another race.
- +2 to diplomacy checks. MacHall Moogles, due to their demeanor and “Kawaii-ness,” are racially adept at lightening any situation.
- MacHall Moogles must have their gloves and boots be unusually made, since they do not have typical hands or feet. Everything else can be requisitioned normally as humanoid gear.
- MacHall Moogles have a +2 bonus to climb checks; their claws aid them in climbing.
- MacHall Moogles have a +2 to hide, as they are good users of stealth, being ones who had to live off the land more in the harsh lands of Vvardenfell.
-MacHall Moogles have a +2 to move silently, due to their soft, padded feet.
-MacHall Moogles also have a +2 to spot, due to their extra sensitive senses needed in the wild.
- MacHall Moogles also have a +2 racial bonus on survival checks in cold weather, and do not require additional clothing outdoors except in severe conditions due to their fur. They are also proficient in surviving in such conditions, and make good trackers.
(If the Player is using Frostburn and Sandstorm rules, MacHall Moogles have a Base Level of Protection of 1 to cold weather, but can grow extra fur over the course of 1d6 days, increasing the level of protection to level 2. If a MacHall Moogle does so, they are considered wearing heavy clothing for the purposes of Heat Dangers [-4 penalties on Fort. saves to resist heat dangers]. Doing so increases the amount of food intake required by 10% while the Moogle is growing fur. To get rid of the fur, the Moogle must shed the fur, which takes about 1d4+3 days. The character is shedding like a cat, and reportedly "Looks funny" while doing so.)
Bonbon (Su): The ball over a moogle's head is one of its most defining characteristics. Ask a Moogle what it's for, and he'll usually say "It just looks good!" Indeed, by all appearances it seems to serve no purpose; it is not an organ, nor does it house one, and it does not allow the Moogle added scent or hearing the way an insect's antennae do. Despite this apparent lack of function, a Moogle is highly dependant on his bonbon. If it is cut off or removed in any way, the Moogle will descend immediately into a state of depression, taking a -2 penalty on all actions, including attack and damage rolls, similar to the effects of a Crushing Despair spell. This happens because a moogle's bonbon serves as a sort of radio antenna, connecting the Moogle unconsciously with all other Moogles on the same plane of existence. This connection is something of a necessity; it controls the Moogle population by shutting down the mating urge when there are many Moogles, and boosting it when the population gets low. Without this the Moogle population would explode, since they do not die easily and have so few natural enemies. The Moogles themselves are completely unaware of this connection consciously, but they notice when it's gone. When the bonbon is removed, the Moogle suddenly feels utterly alone, having lost the connection with its fellows. The Moogle will feel better if he can reattach the bonbon, which can be done by holding the severed ends of the stem together for at least 2 minutes. If the bonbon is not reattached, it will grow back on its own, good as new, over the course of a week. At the end of the first half of the week, the bonbon itself starts to regrow, easing the moogle's mind slightly and dropping the depression penalty to -1 until the bonbon grows back completely. A MacHall Moogle, being of a more mortal status, gains the ability to grow their bonbon faster, as it itself is a source of light by which they can see. A MacHall Moogle’s Bonbon is an apparatus that can create a Spell-Like Ability similar to Dancing lights, though there is an extra light that it can create (the one inside the bonbon), and is slightly more powerful, being able to be lit for a number of hours equal to half the Moogle’s HD (round up, minimum 1 hour). The Moogle can turn this on or off at will as a free action, though it still glows slightly if sunlight or another source of light hits it when it is off. Lastly, if a Dispel Magic spell is cast, the bonbon turns grayish-black (like a black light), fading for 1 minute until completely gone.
To sever a bonbon, an opponent must make a successful sunder attempt with either a slashing or bludgeoning weapon (the Character should declare where the attack is aimed before taking the attack roll). Making a sunder attempt provokes an attack of Opportunity, unless the opponent has the Improved Sunder feat. An opponent can strike at a Moogle’s bonbon from any position in which he could strike at the Moogle, because the Moogle’s bonbon moves around in combat. The Bonbon has hitpoints equal to the creature’s full normal hitpoints, multiplied by a factor of 1/6. Losing the bonbon deals damage to the body equal to ½ the Bonbon’s full normal hitpoints. A natural reflex seals the antenna shut to prevent any blood loss or further damage to the nerve structure as well as applying anesthesia, which soothes the cut nerve ending in the antenna after about 2 seconds after a successful sunder. The severed antenna opens up when the other part of the bonbon comes near to reestablish the connection, ending the anesthesia effect. The bonbon I considered a carried object, and has Diminutive size (when the Moogle is medium size). The AC is 10 + size modifier + the Moogle’s dex bonus. If the Moogle has their size category changed, as in the Enlarge Person Spell, the Bonbon also changes size accordingly (from its own size category). For instance, if a Medium sized Moogle with a Diminutive bonbon changes to Large, the Bonbon also changes, but to Tiny.
Gliding (Ex): A MacHall Moogle can use her wings to glide, negating damage from a fall of any height and allowing 20 ft of forward movement for every 5 feet of decent. MacHall Moogles glide at a speed of 40 feet (average maneuverability). Even if a MacHall Moogle’s maneuverability improves, she can’t hover while gliding. A MacHall Moogle can fly with a Medium or heavy load, by the rate of forward movement is decreased by 10 feet. If a MacHall Moogle becomes unconscious or helpless while in midair, her wings naturally unfurl and the ligaments stiffen the wings. The MacHall Moogle descends in a light Corkscrew and only takes 1d6 points of falling damage, no matter what the distance of the fall was. If the MacHall Moogle was carrying a medium or heavy load, then the damage is increased by 1 Die per size. (2d6 =Medium, 3d6 = heavy)
Flight (Ex): When a MacHall Moogle reaches 5 HD, she becomes able to fly at a speed of 50 ft (good Maneuverability). A MacHall Moogle cannot fly while fatigued or exhausted. MacHall Moogles can safely fly for a number of rounds equal to their constitution score (minimum= 1 round). A MacHall Moogle is able to go further, provided that they take a consitution check with a DC of 10+1 for each previous check every round, due to the large amounts of exertion needed for them to fly. They cannot take 10 or 20 when doing so. MacHall Moogles are likewise fatigued after spending a total of more than 10 Minutes per day flying. Because MacHall Moogles can glide before, after, and during rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).
When they reach 10 HD, MacHall Moogles have enough Stamina and endurance to fly for longer periods. They can fly at a speed of 60 ft. (good Maneuverability), and flying requires no more exertion than walking or running. A MacHall Moogle with flight can make a Dive attack A Dive attack works like a charge, but the Moogle must move a minimum of 30 feet, and descend at least 10 feet. A MacHall Moogle can make a Dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. Creatures struck by a Dive attack must make a reflex save (Dc 10 + the MacHall Moogle’s Base Attack Bonus + Defender’s Size Modifier) or be knocked prone. A MacHall Moogle with flight can use the Run action while flying, provided she flies in a straight line.
Wing-Aided Movement (Ex): MacHall Moogles can use their wings to help with movement, even if they cannot fly yet. The extra lift from their wings gives a MacHall Moogle a +7 racial bonus on all jump checks.
- Timeless Body (Ex): A Machall Moogle cannot have any penalties of aging upon them, and cannot be magically aged (this is the effects of the Druid ability of Timeless Body(Ex), Pg. 37(?) of the PHB). They cannot actually be of a middle, old, or venerable state, but they still die when their time is up, when the Fey Goddess decrees so.
- Resistance to Disease (Ex): A mighty Immune system gives a +2 racial bonus to fend off extraordinary diseases, and a +1 racial bonus to supernatural Diseases.
- Resistance to poison (Ex): A powerful Immune System also provides a +2 racial bonus to resist poisons.
- Spell Resistance (Ex): MacHall Moogles have a Spell Resistance of 5 (7?)+Character level, due to their affinity with magic.
- A MacHall Moogle can take Monster feats due to their affinity with nature, though they still must be able to meet the prerequisites.
- A MacHall Moogle has 2 claws for natural attacks, with the claws being the primary natural weapons.
The Damage for each is as follows:
MacHall Moogle Attacks 2 Claws 1d5 each
- MacHall Moogles have a +1 Natural Armor bonus due to their thick fur.
- 'Magic Affinity (Ex): choose 1 school of magic; Character now has +2 Racial bonus to saving throw of spells of that school, and +2 Racial Bonus to the DC of spells that the character casts of that School. This stacks with Spell focus and Wizard school specialization
- Craft/Perform Focus: MacHall Moogles automatically gain a bonus skill focus feat, but which must be either used on a craft or perform skill.
- Automatic Languages: Kupo and Sylvan; Bonus Languages: Common and any humanoid language that are not of a secret society.
- Spell-Like abilities (Sp): MacHall Moogles have Spell-like abilities depending on their hit dice, as indicated on the table below. The abilities are cumulative. Unless otherwise noted, an ability is useable once per day. Caster Level equals the creature’s HD, and the Save DC is Charisma-based.
Spell-Like Abilities (Unless noted, spell works 1/day)
HD Ability 1-2 Dancing Lights* 3-4 Magic Fang (3/day) 5-6 Flare (3/day), Windwall (2/day), Magic Weapon 7-8 Gust of wind (2/day), Daylight (or Darkness if Moogle so chooses), Identify 9-10 Read Magic, Eagle’s Splendor, Cats Grace 11-12 Detect Magic (4/day), 13-14 Forestfold (Complete Adventurer), Easy Trail (Complete Adventurer)(2/day), Protect from evil (or Good if Moogle so chooses) 15-16 - 17-18 Dispel Magic(2/day) 19-20 -
- Dancing Lights Note: (at will, but with +1 extra light and is lightable for a number of hours equal to half the moogle’s HD (Minimum 1 hour, round up), but has to wait 1d4 hours to recharge; if affected by dispel magic, all other dancing lights disappear and bonbon turns from white to purple, even if not being used. It then slowly dies out for 1 minute, ending altogether after that time.)
Monstrous Humanoid Levels:
MacHall Moogles start with 1 level of Monstrous Humanoid, which provides 1d8 HD, a BaB of +1, and the Base Save Bonuses of Fort. +0, Refl. +2, and will +2. They gain skill points equal to 4x(2+Intelligence Modifier). This, however, and unlike typical Monstrous Humanoids, can be exchanged for an NPC or PC class, effectively losing the features of that Racial HitDie level in exchange for that class level. If this is chosen, they must take all the features of the class and take out the level of Monstrous Humanoid.
Fighter, Paladin, Ranger, Rogue, Bard, Sorcerer, or Druid. A Multiclass MacHall Moogle may choose any of these classes as their favored class. Once they have chosen their favored class, they many not change which one is favored, they may only have one of these choices. (I'm keeping this, because MacHall Moogles are nearly as versatile as Human)
Level Adjustment: +2????
Just wanted to point out that all 1-HD creatures capable of taking class levels may switch out the 1 HD for a class level, not just humanoids. —Sledged 10:52, 25 January 2007 (MST)
- O_o... Where's that rule? I didn't know that... --Pz.Az.04Maus 23:48, 25 January 2007 (MST)
- Could I also ask why you raised the ECL to a 3? I'm just wondering (and I'm not sure if I raised the LA or not... Yet.). --Pz.Az.04Maus 23:49, 25 January 2007 (MST)
- Simple math: ECL = class levels + racial HD + LA. If you keep the racial HD it's 0 + 1 + 2. If you swap out the HD for a class level it's 1 + 0 + 2. Either way ECL is 3rd. ECL is always higher than LA. —Sledged 09:17, 26 January 2007 (MST)
- UH, it's 1 LA, Sledged... This one here was the original.--Pz.Az.04Maus 13:06, 26 January 2007 (MST)
- Then that should probably be specified somewhere in its description. The only place I saw an LA was in the footer categories, and it said (and still says) 2. —Sledged 13:20, 26 January 2007 (MST)
- Found it! It's a bit buried. The racial traits could use a little more structure. —Sledged 14:28, 26 January 2007 (MST)
Considering a redux.
Read subject to get gist. --Pz.Az.04Maus 07:52, 18 September 2008 (MDT)