Home > Races > Core Races >

Moogle

Moogles are a resourceful race known to be skillful in mechanics and engineering; they were the first pioneers of airship construction. They are also skillful merchants, their cheerful disposition often charming potential customers. Moogles typically get no taller than 3 to 4 feet. They tend to have small eyes (like moles) 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 hume languages, they tend to end their sentences with the sound ‘kupo’. Moogles are mostly found in large cities, working as engineers, or serving aboard airships. They are avid storytellers and holders of many superstitions. Moogles also hate water, preferring instead to bathe in dust or sand.

Standard Racial Traits

  • Ability Score Racial Traits: Moogles’ small stature makes them weaker than other races, but moogles have nimble hands and are easy to get along with. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
  • Type: Moogles are Humanoid creatures with the moogle subtype.
  • Size: Moogles are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Base Speed: Moogles have a base speed of 20 feet on land. While moogle wings are too small to provide true flight, lingering remnants of their fey heritage allow moogles to achieve limited flight for short periods of time while wearing light or no armor and carrying no more than a light load. A moogle can fly with clumsy maneuverability a number of rounds at a time equal to his Constitution bonus. A moogle can attempt to fly for longer durations by making Constitution check each additional round of flight (DC 10 + 2 per extra round). A moogle’s natural fly speed is equal to his base land speed. After flying, a moogle must rest a number of rounds equal to twice the number of rounds spent flying before flying again. Additionally, a moogle gains +4 on Acrobatics checks as long as he is able to fly.
  • Languages: Moogles begin play speaking Common and Moogle. Moogles with high Intelligence scores can choose from the following: Aklo, Auran, Draconic, Goblin, Numish, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Defensive Training: Moogles gain a +4 dodge bonus to AC against monsters of the giant subtype.
  • Eternal Hope: Moogles rarely lose hope and are always confident that even hopeless situations will work out. Moogles receive a +2 racial bonus on saving throws against fear and despair effects. Additionally, once per day, after rolling a 1 on a d20, the moogle may reroll and use the second result.

Feat and Skill Racial Traits

  • Good Merchant: Moogles seem to have the innate ability to identify the value of items and sell them at a good margin. Moogles receive a +2 racial bonus on all Appraise checks. Furthermore, moogles gain a +2 racial bonus on all Diplomacy checks concerning any type of business transaction.
  • Handy: Moogles receive a +2 racial bonus on a Craft or Profession skill of their choice.
  • Keen Senses: Moogles receive a +2 racial bonus on Perception checks.

Offense Racial Traits

  • Construct Familiarity: Moogles get a +1 racial bonus on attack rolls against constructs and receive a +4 dodge bonus against them. In addition, constructs are susceptible to a moogle’s critical hits, sneak attacks, stunning fists, and other similar attacks that only affect targets with discernible anatomy.

Senses Racial Traits

  • Low-Light Vision: Moogles can see twice as far as humes in conditions of dim light.

Weakness Racial Traits

  • Hydrophobia: When drenched in water or some other liquid, a moogle receives a –2 penalty on attack rolls and concentration checks.

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Academician: Some moogles are more academically inclined than their kin. Moogles with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces good merchant.
  • Darkvision: Some moogle strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.
  • 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 construct familiarity and 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 one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and handy.
  • Knack with Poison: Some moogles have an instinctive understanding of poisons and their uses. Moogles gain a +2 racial bonus on Fortitude saves against poison and a +2 bonus on Craft (alchemy) checks to make poison. The bonus on Fortitude saving throws against poisons increases to +4 if the moogle accidentally poisons himself when applying or readying the substance. This racial trait replaces construct familiarity and good merchant.
  • 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 defensive training and good merchant.
  • Moogle Magic: Rarely, fey ancestry will manifest in moogles attuned to their heritage. Moogles with Charisma scores of 11 or higher gain the following spell-like abilities 1/day: dancing lights, detect magic, identify, and prestidigitation. The caster level for these effects is equal to the moogle’s level. The DC for these spells is equal to 10 + the spell’s level + the moogle’s Charisma modifier. This racial trait replaces good merchant and handy.

Racial Feats

The following feats are available to a moogle character who meets the prerequisites.

Racial Archetypes

The following racial archetypes are available to moogles:

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

  • Archer: Add +1/3 to the archer’s bonus to damage using deadshot.
  • Astrologian: Select one item creation feat known by the astrologian. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gil (50 gil if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
  • Bard: Add +1/6 to the number of people the  bard can affect with the  fascinate  bardic performance.
  • Beastmaster: Add a +1/2 bonus on diplomacy and intimidate checks to change a creature’s attitude.
  • Black Belt: Gain a +1 bonus to the black belt’s CMD when resisting a grapple or overrun combat maneuver.
  • Black Mage: Select one item creation feat known by the black mage. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gil (50 gil if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
  • Blue Mage: Add +1/4 bonus to damage to the blue mage’s natural attacks.
  • Chemist: Add +1 foot to the range increment of the chemist’s thrown splash weapons (including the chemist’s bombs). This option has no effect unless the chemist has selected it 5 times (or another increment of 5); a range increment of 24 feet is effectively the same as a range increment of 20 feet, for example.
  • Chocobo Knight: Add +1/2 to the chocobo knight’s bonus to damage against targets of his challenge.
  • Cleric: Add +1 to channel energy damage dealt to creatures denied their Dexterity bonus to AC (whether or not the creature has a Dexterity bonus to AC).
  • Dancer: Add +1/6 of a new mystic dance.
  • Dark Knight: Add +1/2 hit point to the dark knight’s harm touch ability (whether using it to heal or harm).
  • Dragoon: Add +1/6 to reduce armor check penalty and increase maximum Dexterity bonus when wearing armor.
  • Engineer: Add +1/4 to the number of times the engineer can use the Repair ability.
  • Fencer: Add +1/6 to the AC bonus of the fencer’s duelist stance.
  • Fighter: Add +1 to the fighter’s CMD when resisting a dirty trick or steal attempt.
  • Gambler: Add +1/6 for a new gambler trick.
  • GeomancerAdd +1/4 to the number of times the geomancer can use the Geomancy ability.
  • Gunner: The gunner reduces the amount of time needed to restore a broken firearm using the Gunsmithing feat by 5 minutes (maximum reduction of 50 minutes).
  • Holy Knight: Add +1/2 hit point to the holy knight’s lay on hands ability (whether using it to heal or harm).
  • Illusionist: Add +1/4 to the DC for the Cloaked Casting ability.
  • Knight: Add +1/4 to the number of times the knight can use the Defensive Stance ability.
  • Medic: Add +1/6 to the dodge bonus granted by the medic’s evasive ability.
  • Monk: Add +1 to the monk’s Acrobatics check bonus gained by spending a point from his ki pool. A monk must be at least 5th level to select this benefit.
  • Necromancer: Add +1 hit point to the necromancer’s bone commander.
  • Ninja: Gain a +1/4 bonus to CMD against trip and on damage rolls against prone targets that add the ninja’s Strength modifier.
  • Red Mage: Add a +1/2 circumstance bonus on critical hit confirmation rolls when using spellstrike (to a maximum of +4). This bonus does not stack with Critical Focus.
  • Samurai: Add +1/2 to Knowledge (Nobility) checks.
  • Scholar: Gain 1/6 of a new scholar exploit.
  • Summoner: Add +1 hit point to the summoner’s avatar.
  • Sword Saint: Add +1 to the sword saint’s CMD when resisting a trip or grapple attempt.
  • Thief: The thief gains a +1/2 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.
  • Time Mage: When using the steal time temporal talent, add +1/2 to the effective class level of the time mage, but only to determine the ability’s duration.
  • White Mage: The white mage gains elemental resistance 1 against shadow. Each time the white mage selects this reward, increase her resistance by +1 (maximum 10).