Moogles are a resourceful race known to be skillful in mechanics and engineering. They are also skillful merchants, their cheerful disposition often charming potential customers. Moogles typically get no taller than 3 to 4 feet, and are about the same size as Shofixti or Halflings. They tend to have small eyes and black, red, or purple bat-like wings. Their most distinguishing feature is a single black antenna that sticks up from the head with a small, usually red, ball (or "pompom") at the end. Their ears are usually shaped like a cat's, but sometimes they have longer rabbit-like ears. Most Moogles have white or pink fur. When speaking in Common, they tend to end their sentences with the sound 'kupo’.
Moogles are mostly found in large cities, working as engineers, or serving aboard ships. They are avid storytellers and holders of many superstitions
Wound Die - 1d6 Chakra Point Modifier +5
Medical Classification: Group IV-C - Omnivore [Fae]
Ability Score Racial Traits:
+2 Dexterity, +2 Charisma, and –2 Strength.
Type: Moogles are Humanoid creatures with the Fey subtype.
Size: Moogles are Small creatures and thus gain a +1 size bonus to their Defense, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks, but they use smaller weapons and can only carry 3/4 of what a medium character could.
Base Speed:
Moogle base land speed is 30 feet.
Moogles have a Fly (good maneuverability) speed of 40 feet as long as they do not carry more than a Medium load, not wearing heavy armor, and are not fatigued or exhausted.
Pom-Pom:
A Moogle loses Universal Appeal(Ex) if his bonbon is removed Also,
His base speed is lowered to 20 feet, and his Fly speed lowers to 30 feet.(poor)
Universal Appeal (Ex):
Moogles do not suffer any penalty to Charisma when interacting with creatures of a different species
Languages: Moogles begin play speaking Common and Sylvan.
Racial traits
Good Merchant:
Moogles seem to have the innate ability to identify the value of items and sell them at a good margin.
+2 racial bonus on all Appraise checks.
Furthermore, moogles gain a +2 racial bonus on all Diplomacy checks concerning any type of business transaction.
Keen Senses:
Moogles receive a +2 racial bonus on Perception checks.
Low-Light Vision:
Moogles can see twice as far as Humans in conditions of dim light.
Academician:
Some moogles are more academically inclined than their kin. Moogles with this racial trait gain a +2 bonus on any single Knowledge skill & +2 To learn checks when learning Ninjutsu. This racial trait replaces good merchant.
Engineer:
Moogle engineers tinker endlessly with fire, explosives, and the engines of war. Moogles with this racial trait gain a +2 racial bonus on Craft (alchemy) and Knowledge (engineering) checks. This racial trait replaces good merchant
Explorer:
Many moogles are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation.
These moogles gain a +2 racial bonus on Climb checks and checks for one Knowledge skill of their choice. This racial trait replaces good merchant.
Gift of Tongues:
Moogles love languages and learning about those they meet. Moogles with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn & Master Two languages every time they put 4 ranks in the Linguistics skill instead of one. This racial trait replaces Keen Senses & Lowlight Vision.
Master Tinker:
Moogles experiment with all manner of mechanical devices. Moogles with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces Keen Senses & Lowlight Vision.
Eternal Hope:
Moogles rarely lose hope and are always confident that even hopeless situations will work out. Moogles with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the moogle may reroll and use the second result. This racial trait replaces Keen Senses & Lowlight Vision.
Moogle Feat:
Lucky Moogle [Moogle]
You are one lucky moogle’s foot.
Prerequisite: Moogle.
Benefit: Once per day, when one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if you were the one subject to the effect requiring it. You may use this ability after your ally has rolled, but before the GM declares if the roll was a success or failure. Your ally may choose to use your saving throw in place of his own.
Moogle Gunner [Combat, Moogle]
You have learned how to fire the big guns.
Prerequisites: Moogle.
Benefit: You can wield Medium firearms without taking the penalty for an inappropriately sized weapon.
Normal: You take a –2 penalty when using an inappropriately sized weapon.
Race note:
Some Desert Moogles are known to have Magical Hydrophobia Defect, see Defects page for more information.
DM-RP: 22 RP (Overpowered Race)
Low-Light Vision: +1 RP / Slow -1 RP Fae Blooded +1 RP -Linked- Universal Appeal +2 RP
Keen Senses - Perception 2 RP Ability Scores: Normal
Good Merchant - +2 RP Attributes: Quite Spiritual +3 RP
Pom-Pom +6 RP Flight 6 RP
Can be Forsaken: Fae = No