Moogle [PEACH] [Archive] - Wizards Community

Post/Author/DateTimePost
Watsyurname529

06-06-07, 02:48 PM
I am a big fan of Final Fantasy and I want to use a moogle for my campaign. So here is my attempt, I'll work on the flavor text later. Also, most of my info on moogles comes from FF1 through FF5 and FF Tactics Adv. I want to know if its balanced and any other suggestions would be okay, im trying to keep it to a LA 0, but I might have it LA +1 if it works for me.

Moogle

http://www.gamedepiction.com/media/ffta-moogle.jpg

Moogles are clever folk who are able to handle any tool with ease. Their curiosity is only matched by their mischievousnesses. Moogles delight in surprising humans, and their jobs highlight their special talents. Their dexterity makes them the perfect candidates for jobs requiring delicate work.
Physical Description: 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.
Personality: Moogles are delightful creatures and friendly. They enjoy building and creating stuff as well as selling them. Moogles are natural merchants. They are very curious and sometimes mischievous creatures as well.
Alignment: 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 either Chaotic or Lawful. Nearly all Moolges (99.99%) are not evil, or will be.
Language: Moogles speak a language called Moogle and it uses the common script. Almost all Moogles learn Common and sometimes Dwarven or Gnome for their books on crafting. The Moogle language consists of hand gestures, etc. as well as the word Kupo. All Moogles when speaking will say Kupo, usually at the end of sentences or as an exclamatory word.

Moogle Racial Traits


Small Fey
-2 Str, -2 Con, +2 Dex, +2 Int: Moogles are nimble and very smart but not as hardy as other races
Small: As a small creature they gave +1 AC, +1 Attack Rolls and a +4 Hide, but they use smaller weapons and can only carry 3/4 of what a medium character could.
Base Land Speed: 20ft
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.
+2 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: A moogle is so good with tools that it can use improvised tools at no penalty, and regular tools provide a +1 bonus, while Masterwork is still +2 bonus.
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.
Pom-Pom: The Pom-Pom (or Bon-Bon) gives no bonuses/penalties.
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)



Strong Mog Wings
Prereqs: Con 13, Moogle Wings
Bonus: This allows a Moogle to glide with their wings. For every 10ft of descent they can glide 5ft. It also allows Moogle's to use a Feather Fall-like effect 1+Con mod/day and gives a +4 Bonus on Jump Checks.

Black Mage*
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 and each has a range of (25ft +5/CL), is instantaneous, and has no save.
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

White Mage*
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 to one creature
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


Mog Sword

Exotic Light Weapon
Cost: 30gp
Weight: 3 lbs
Damage: 1d6 Slashing or Piercing
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: 1d10 Piercing
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 proficient user, and is a standard action for a non-proficient 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, 1d12 Damage, x3 instead of 19-20/x2, and everything else kept the same.

So is this balanced? Or are there any suggestions?
Shadow1896

06-06-07, 07:44 PM
I think its great i love making race and classes based on things but never thought of a mooggle so great idea i like it alot and i think its fairly balanced
Watsyurname529

06-06-07, 09:25 PM
Thanks, right now im working on some Moogle items and weapons
baby_kamikaize_kobold

06-06-07, 09:26 PM
If they are great merchats maybe it should have a Cha boost.(They are also disturbingly Cute.) And maybe those wings in the Races of Dragon that give a bonus to jump.(or maybe make it a racial feat)
Watsyurname529

06-06-07, 10:08 PM
I added a +2 Cha Bonus but took out the Diplomacy 'cause it seemed redundant. I also added the following feat:

Strong Mog Wings
Prereqs: Con 13, Moogle Wings
Bonus: This gives the Moogle a +2 bonus to Jump checks. It also allows the Moogle to hover for 1 round + Con modifier.

And the following weapon:

Mog Sword

Exotic Light Weapon
Cost: 30gp
Weight: 3 lbs
Damage: 1d6+1 Slashing
Critical: 18-20/x2
Range: --
Description: This is a finely crafted sword that is as deadly as it is elagant

This sword has a very sharp edge and therefor has a greater critical threat range. This is a Finessable Weapon.
Watsyurname529

06-07-07, 08:55 AM
:bump: Okay, i thought of a few more feats, and i would like to know if these are balanced as well:

Black Mage*
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 Dmg every 4 Levels
Blizzard: Blizzard deals 1d6 Cold Dmg every 4 Levels
Lightning: Lightning deals 1d6 Electricity Dmg every 4 Levels

White Mage*
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 dmg 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 multipul times, each time applying to a different spell
Watsyurname529

06-10-07, 05:32 PM
:bump: I still want a few more opinions before I give up...
DungeonMogrii

06-10-07, 05:55 PM
What's the type of your moogles?
I use fey as their type, since there is no other type that really fits (i refuse to see them as any kind of humanoid, and I dont believe them to be outsiders since it would mean they come from the other planes and that doesn't go with me)
Gluestick

06-10-07, 06:00 PM
Rework the stats. You gave Moogles too many Ability Score mods. Not to mention the fact that you gave more bonuses than penalties(not just AS-wise, but overall). If you wanna give -4/+6, give more penalties. They get Spell-like abilities, tool/Crafting checks, and their only real penalty is the fact that they're small, which provides a +1 to hit and AC. Drop one of the stats, or give it a LA +1. Generally, keep the mods limited to one +2 and one -2. This allows more versatility in selecting a class. When you apply that many modifiers to stats, you start to pidgeon-hole people into roles. It seems like you tried to encompass Moogle-lore from all sources. Why not just take the Moogles from one game in particular? It might balance them out a bit more.
Watsyurname529

06-10-07, 07:27 PM
Okay, I threw out the bonus to Charisma, Changed type to Small Fey, took out use of wings--though they can use them to an extent if they take a certain feat, and added penalties for losing their Bon-Bon as well. Also improved some of the flavor text.

Hopefully that makes them a little more balanced, and thanks for the input everyone.
Gluestick

06-10-07, 07:47 PM
It looks pretty good, but the Bon-Bon penalties seem awfully harsh. What stops an enemy from rolling a knowledge check and Sundering it off?
Watsyurname529

06-10-07, 07:51 PM
Well, they do now that you put it that way...So how about it grows back in a week? or any other suggestions?
Gluestick

06-10-07, 07:53 PM
You could just make it a static thing, which provides no real bonuses or penalties. To balance it out, you might make them have to burn skill points to know Common.
DungeonMogrii

06-10-07, 08:11 PM
The Bon-bon gives no real benefit and is a great drawback. I say just throw it away. Those are spell like abilities equivalent to those of a gnome, and you dont see gnomes loosing their sp-like when they get their noses cut off, do you?
Watsyurname529

06-10-07, 08:19 PM
Okay, I took out penalties for losing the Bon-Bon, but I kept the -2 Hide Penalty.
baby_kamikaize_kobold

06-10-07, 09:58 PM
I think you should come up with more mog weapons mainly. Is it an exotic weapon for other races?
glacialcat

06-10-07, 10:33 PM
I'm pretty sure all of the games refer to it as a pompom, not a bon bon.
Watsyurname529

06-10-07, 10:33 PM
I'm working on more of them, and yes, they are considered Exotic Weapons for everyone else. And on the Bon-Bon/PomPom thing, i looked at other Moogles people had created just to see and compare; they all called them Bon-Bon's, but i think ill just put that they're refered to as both. Also, I'm adding the following Mog weapon:

Mog Crossbow, Light

Exotic Ranged Weapon
Cost: 70gp
Weight: 4 lbs
Damage: 1d8 Piercing
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, x3 instead of 19-20/x2, and everything else kept the same.
drake_vampiel_d

07-26-07, 07:30 PM
I think it's pretty fair and balanced right now I saved it and I may try it out as a shop keep in an adventure somewhere along the lines I hav ea lot of things people in this site have created saved and I try to use them at least once.
baby_kamikaize_kobold

07-27-07, 06:13 PM
Are the weapons you made for them already sized for small or is that the medium damage for the weapons. Otherwise good job dude.
Supercupcake

07-29-07, 08:38 PM
MOOGLE!!!!1shift

Great idea!

When I grow up, I wanna be a Moogle! 8D

Hmm... Still think there should be a charisma bonus. Mostly because Moogles are adorable. <3

But other then that, I love it! :D
Vadin

07-29-07, 09:52 PM
I approve.

Any chance you'll do selkies and those bird guys from Crystal Chronicles?
Jello_Ninja

11-28-07, 06:18 PM
I love this idea and my fiance will jump all over this one (she is a big ff buf).
The only problem i have is that in ff10 Lulu your black mage carries her moogles and cactuars(that would be another fun idea:D ) o there really only about a foot tall or so
Watsyurname529

11-28-07, 06:26 PM
I love this idea and my fiance will jump all over this one (she is a big ff buf).
The only problem i have is that in ff10 Lulu your black mage carries her moogles and cactuars(that would be another fun idea:D ) o there really only about a foot tall or so

Well as I said at the begining, my Moogle knowledge stems from FF 1 through FF 5 and FF Tactics, which was what I mainly based them off of. If you need to just change the height for your games.

And Cactars? Hmm...they would be fun...I think I might do those.
T_Baggins

11-28-07, 06:37 PM
I loves me some FF so I gotta pipe in. I don't like the glowing pom pom thing. Most people will play them as mages or rogues. A hide penalty narrows them down further. They should be better at hiding if anything.
Jello_Ninja

11-28-07, 06:38 PM
That was my only bad thing other than that its a great idea. And yes the cactuar would be good (just think of the 10000 needles ability in dnd)
Watsyurname529

11-28-07, 06:46 PM
I loves me some FF so I gotta pipe in. I don't like the glowing pom pom thing. Most people will play them as mages or rogues. A hide penalty narrows them down further. They should be better at hiding if anything.

Eh...I probably should take that out...I think I will....
Fireclave

11-28-07, 06:57 PM
I love this idea and my fiance will jump all over this one (she is a big ff buf).
The only problem i have is that in ff10 Lulu your black mage carries her moogles and cactuars(that would be another fun idea:D ) o there really only about a foot tall or so
Lulu carries moogle and cactuar dolls, which act as both weapons and magical conduits to increase her magical power.

I suggest modifying Strong Mog Wings feat to allow them to glide, and allow them to use that feat to qualify for something equivalent to the Improved Dragon Wings feat. In several FF sources, some moogles have demonstrated the ability to glide or fly, though they're typically not strong fliers. Some at least can definately fly in FF12. In the starting town, there is a flying moogle girl near one of the exits that rents out chocobos. And FF12 seems to be set in the same, or similar, continuity as the FFTA you are familiar with.

Also, what are the range and duration of the spell-like abilities granted by White Mage and Black Mage.
Watsyurname529

11-28-07, 07:17 PM
Okay. So I clarified a few things on the White/Black Mage feats and edited the Strong Wings feat to include gliding.
baby_kamikaize_kobold

11-30-07, 06:53 PM
I have a suggestion for the black mage feat. Instead of making rules for the blizzard, fire, and lightning you could use the spells lesser fire orb, lesser ice orb, and lesser lightning orb.

also I'm currently making a character with your moogle design.