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 gains the lucky status effect for this one roll.

### Feat and Skill Racial Traits

* **Emissary:** Once per day, moogles can roll twice when making a Bluff or Diplomacy check and take the better roll.
* **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.
* **Scavenger:** Moogles gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

### Offense Racial Traits

* **Construct Familiarity:** Moogles get a +1 racial bonus on attack rolls against constructs and receive a +4 dodge bonus to AC against them.

### 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.

##### Replaces Construct Familiarity, 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.
* **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.

##### Replaces Defensive Training, 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 also treated as proficient with any non-exotic weapon they have personally crafted. This racial trait replaces defensive training and good merchant.

##### Replaces Defensive Training, Handy

* **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.

##### Replaces Good Merchant, Handy

* **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*, *grab*, and *ignite*. 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.
* **Unfettered:** Former moogles liberated from slavery train to ensure they will never be slaves again. They gain a +4 racial bonus on Escape Artist checks and a +2 racial bonus on saving throws against effects that cause the entangled condition, to CMD against grapples, and on combat maneuver checks to escape a grapple. This racial trait replaces handy and good merchant.
* **Wanderlust:** Moogles love travel and maps. Moogles with this racial trait receive a +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, moogles treat their caster level as +1 higher than normal. This racial trait replaces handy and good merchant.

##### Replaces Handy, Scavenger

* **Wright:** Some moogles prefer to use their natural talents with mechanisms to drive machines. These moogles gain a +2 racial bonus on Drive checks and on Craft and Repair checks to build or repair vehicles. This racial trait replace handy and scavenger.

##### Replaces Low-Light Vision, Key Senses

* **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.

##### Replaces Good Merchant

* **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.
* **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.
* **Outrider:** Some moogles specialize in mounted combat. Moogles with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces good merchant.

##### Replaces Handy

* **Attentive:** Moogles with this trait receive a +2 racial bonus on Sense Motive checks. This bonus increases to +4 to notice when someone is enchanted or possessed. This racial trait replaces handy.
* **Kupo-Recovery:** For some moogles, the promise of a kupo-nut is enough to push them beyond their normal limits. If a moogle with this racial trait is dying, and a creature gives it a taste of a kupo-nut (a standard action for an adjacent creature), it immediately stabilizes. This racial trait replaces handy.
* **Low Blow:** Some moogles train extensively in the art of attacking larger creatures. Moogles with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves. This racial trait replaces handy.
* **Shiftless:** Some moogles have a reputation for larceny and guile—and sometimes it’s well deserved. Moogles with this racial trait gain a +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill for them. This racial trait replaces handy.

##### Replaces Keen Senses

* **Mognet:** Some Moogles share a psychic bond with other members of their race, allowing them to connect to each other across great distances. Once per week, a moogle with this racial trait can send a message to another moogle, as though using the *Sending* spell. This racial trait replaces keen senses.

##### Modifies Base Speed

* **Grounded:** Some moogles lack their innate ability to fly. Not being ones to give up, they let nothing stop them! These moogles still move at speed of 20 ft, but are no longer slowed down by encumberance, medium/heavy armor and similar effects. They also gain +1 racial bonus on saves against effects that would reduce their movement speed. This racial trait modifies their base speed.

### Variant Moogle Heritages

Although many moogles follow the general model of the standard moogle, many more do not. Those of different lineages may evince dramatically different manifestations of their heritage, both in appearance and in ability. Here are 5 different potential heritages for moogle PCs. If you choose to use a specific bloodline instead of the general rules for creating a moogle, you should work with your GM to ensure that your character’s appearance reflects that bloodline.

* **Alternate Ability:** While most moogles gain a +2 racial bonus on Perception checks, those of the variant heritages listed below gain a modifier to a different skill.

## Table: Variant Mithra Heritages

 Eorzean
 Goug Tinker
 Mogs
 Split-World

## Age, Height and Weight

Table: Moogle Starting Ages:

 25

Table: Aging Effects:

 56 years

Table: Height and Weight

 Moogle, Male
(2ft. 7in.-3ft. 4in.)
 Moogle, Female
(2ft. 5in.-3ft. 0in.)
(41 - 48 lbs.)

## Racial Feats

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

* **Bargain (Moogle)**
	+ *You have an instinctual knack for dealing with money.*
	+ **Prerequisite(s):** Moogle, Wis 13
	+ **BENEFIT**: You may add your Wisdom modifier as a competence bonus to Appraise and Diplomacy skill checks.
* **Blundering Defense (Combat, Moogle)**
	+ *Your feverish and sometimes comical defensive techniques offer enough distraction to aid allies.*
	+ **Prerequisite(s):** Cautious Fighter, moogle.
	+ **BENEFIT**: Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from the action you are taking. Allies only gain this bonus while they are adjacent to you.
* **Cautious Fighter (Combat, Moogle)**
	+ *You care more about survival than victory.*
	+ **Prerequisite(s):** Moogle.
	+ **BENEFIT**: When fighting defensively or using total defense, your dodge bonus to AC increases by 2.
* **Desperate Swing (Moogle)**
	+ *You land your most telling blows in desperate situations.*
	+ **Prerequisite(s):** Cautious Fighter, base attack bonus +1, moogle.
	+ **BENEFIT**: Once per day, you can make a single melee attack while taking the total defense action. You take a –4 penalty on attack rolls when making this attack. You also gain a +4 bonus on critical confirmation rolls made while fighting defensively or making an attack of opportunity using this feat.

* **Gunslinger (Combat, Variety of Races)**
	+ *You have learned how to fire the big guns.*
	+ **Prerequisite(s):** Goblin, gnath, moogle, tarutaru, mandragora, tonkin, or palico.
	+ **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.

* **Lucky Moogle (Moogle)**
	+ *You are one lucky moogle’s foot.*
	+ **Prerequisite(s):** 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.

* **Risky Striker (Moogle)**
	+ *You can make yourself a little more vulnerable to larger creatures in order to land a devastating blow.*
	+ **Prerequisite(s):** Moogle.
	+ **BENEFIT**: You can choose to take a –1 penalty to AC to gain a +2 bonus on melee damage rolls against creatures two or more size categories larger than you. When your base attack bonus reaches +4 and every four levels thereafter, the damage increases by 2. The bonus damage is multiplied in the case of a critical hit. You can only choose to use this feat when you declare that you are making an attack action or a full-attack action with a melee weapon. The effects last until your next turn.

* **Skilled Flyer (Gria, Moogle)**
	+ *Your ability to fly gracefully is better than normal.*
	+ **Prerequisite(s):** Character Level 5th, Gria or Moogle.
	+ **BENEFIT**: When fighting defensively or using total defense, your dodge bonus to AC increases by 2.

* **Strengthened Wings (Moogle or Gria)**
	+ *Your wings have strengthened enough to allow you to fly without limitations.*
	+ **Prerequisite(s):** Character level 10, moogle or gria.
	+ **BENEFIT**: Your fly speed increases by 10 feet, your flight maneuverability increases by 1 step, and you no longer need to rest after flying. You can only fly as long as you do not carry more than a Light load, are not wearing any armor heavier than medium, and are not fatigued or exhausted.
	+ **Special:** A character with the Armor Training class feature may wear medium or heavy armor with this feat.

* **Surprise Strike (Moogle)**
	+ *You actually seem to do more damage when frantically trying to avoid your enemies.*
	+ **Prerequisite(s):** Cautious Fighter, Desperate Swing, base attack bonus +6, moogle.
	+ **BENEFIT**: Once per day, when fighting defensively or making an attack of opportunity while taking the total defense action with the Desperate Swing feat, you take no penalty on the attack roll.

* **Tangle Feet (Goblin, Mandragora, Moogle, Tarutaru)**
	+ *Creatures who cross your path find themselves tripping over their own feet.*
	+ **Prerequisite(s):** Dodge, Underfoot, Goblin, Mandragora, Moogle or Tarutaru, Small size or smaller.
	+ **BENEFIT**: When you successfully make an Acrobatics check to avoid provoking an attack of opportunity from a larger opponent when you move through its threatened area or its space, you can make that opponent lose its balance until the end of its next turn as a free action. While that creature’s balance is lost, if it attempts to move, it must make a successful DC 15 Acrobatics check or fall prone, wasting the move action. You can only affect one creature with this effect each round.

* **Uncanny Defense (Moogle)**
	+ *Your instinct for self-preservation gives you many advantages.*
	+ **Prerequisite(s):** Cautious Fighter, base attack bonus +3, moogle.
	+ **BENEFIT**: While fighting defensively or taking the total defense action, you gain a bonus on your Reflex saving throws and to your CMD equal to 1/2 of the dodge bonus to AC you gained from taking that action.

## Racial Archetypes

The following racial archetypes are available to moogles:

* Experimental Gunsmith (Gunner; Moogle)
* Geodancer (Dancer; Moogle)
* Mog Knight (Chocobo Knight; Any Small Race)
* Prankster (Bard; Moogle)

## 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 foot to the range increment with bows or crossbows. This option has no effect unless the archer has selected it 5 times (or another increment of 5).
* **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 bonus provided by the bard’s inspire courage bardic performance.
* **Beastmaster:** Add +1 hit point or +1 skill rank to the beastmaster’s animal companion. If the beastmaster ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
* **Berserker:** 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 hit point or +1 skill rank to the chocobo knight’s mount. If the chocobo knight ever replaces his mount, the new mount gains these bonus hit points or skill ranks.
* **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.
* **Druid:** Add a +1/4 luck bonus on the saving throws of the druid’s animal companion.
* **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.
* **Freelancer:** Add +1/6 to gain a new exploration-type freelancery.
* **Gambler:** Add +1/6 for a new gambler gambit.
* **Geomancer:** Add +1/4 to the number of times the geomancer can use the Geomancy ability.
* **Gunbreaker:** Add +1/4 to the shield bonus of the keen edge 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 +1/6 to gain a new knight talent.
* **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:** Add +1/6 of an additional d3 to one skill check or ability check when you spend a mote to boost such a check.
* **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).