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Switch to Forum Live View Moogle character race?
2 years ago  ::  Oct 07, 2011 - 3:03PM #1
Kerok
Date Joined: Sep 14, 2010
Posts: 195
I'm basically trying to create a moogle (from the FF series) character race. I was thinking using a halfling or gnome as a base class then just changing all the racial abilities.
Some of the ideas I've had were lowering their base speed to 5 and giving them a racial encounter ability to allow them to fly as a move action with a speed of base + Dex modifier, lasting till the end of next turn and allowing them to hover. then skill bonuses to arcana and either insight or dungeoneering. 

I'm looking for other ideas for racial abilities and constructive criticism on this idea.
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2 years ago  ::  Oct 07, 2011 - 7:00PM #2
Alitain
Date Joined: Oct 26, 2008
Posts: 1,999
Well, a suggestion and I mean this nicely and constructively.  There is at least one Moogle homebrew race I've seen on here.  If you haven't already, search either the Homebrew or Races forums and you should find it.  There may be more then one, wouldn't be surprised, and that might help you with some ideas for racial traits and whatnot.

I would say if you want to do a racial encounter flight power, just leave it to their speed, till the end of their turn and if they don't land they descend gently.  It's nice and simple that way.  Plus there are feats to increase base speed and thus would increase flight for later on, and then you have room to make a feat or two to enhance the flight.

You could, if you wanna have fun, make a Moogle epic destiny that gives them a death saving ability that actually works on other people maybe.  To kinda evoke the feel of them being walking save points in some FF games, could be amusing.  Or have it work on themselves OR others.

I would, skill wise, say maybe Arcana and History.  Moogles know like everything, the little buggers!     
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2 years ago  ::  Oct 08, 2011 - 9:58AM #3
Kerok
Date Joined: Sep 14, 2010
Posts: 195
Thank you, I will search for other homemade moogle races for ideas. Also I like your history idea as a skill.
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2 years ago  ::  Oct 09, 2011 - 9:49AM #4
Kerok
Date Joined: Sep 14, 2010
Posts: 195
Ok this is what I'm ending up with so far.

Moogle   (small natural humanoid)

Small winged creatures of the fey wild noted for their ingenuity.

Height:  3' - 4'
weight: 30-60 lbs

Ability scores: +2 Charisma, +2 to Dexterity or Intelligence
Size: Small
Speed: 5
Vision: Normal
Languages: Common and Elven

Skill bonuses: +2 Arcana and History

Racial Traits:

Skillful Ingenuity: Gain training in one additional skill selected from the following list. Arcana, Bluff, Diplomacy, Dungeoneering, History, Insight and Thievery.

Winged Adventurer: You ignore the first 10ft of falling dmg. This bonus increases to 20ft at lvl 11 and 30ft at lvl 21. This reduction is applied before reducing the damage in half if you make a trained acrobatics check.

Small: As a small creature you have restrictions in combat. You cannot use a two handed weapon unless it has the small property. When you use a versatile weapon, such as a longsword, you must weild it two handed, without getting the normal +1 bonus to dmg for using it in that manner.

Fey Origin: You are considered a fey creature the purpose of effects that relate to creature origin.

Flight: You have the Flight encounter power.

Flight:   Moogle Racial Utility
Encounter
Minor Action       Range: Personal
Effect: You gain a fly speed equal to your speed +1 until the end of your next turn. If you do not land by the end of your next turn you fall


I would like to thank ShadowGaurd for giving me ideas from his very detailed posts on the Races of Ivalice thread.
Also I'm looking for any constructive criticism on this version of the moogle race. Just trying my best to keep it balanced with the other races.
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2 years ago  ::  Oct 09, 2011 - 4:11PM #5
Sub
Date Joined: Jul 12, 2011
Posts: 21

I LOVE MOOGLES!!!!!!!!!!!!!!!!!!!!!!


 


Alright, down to buisness. The Flight power is good, as are the traits. I see no reason why moogles cant have a speed of 6, though.


 


Now go get to work on some chocobo mounts :D I'll work toghether with you on em.

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2 years ago  ::  Oct 09, 2011 - 4:48PM #6
Kerok
Date Joined: Sep 14, 2010
Posts: 195
Actually for 3.5 I made some chocobo stats. Bascially take the stats for a horse increase speed, decrease, carrying capacity and str. I also increased their jump skill (I guess athletics now).
I'll have to take a look and see how it should differ from the 4E horse. Any Ideas?

As for the speed of the moogles I decreased it due to their short stubby legs. It's also why I gave them the Flight power to try and make up for it. They also seemed to walk slower in FFXII which were the moogle's I had in mind when I was creating this. I was however thinking of giving them another racial trait to make up for the slower speed as it seems that dwarves were given extra traits for their slower movement. Maybe something like some sort of Dodge ability adding +1 to reflex or something. I just didn't want it to be too powerful.
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2 years ago  ::  Oct 09, 2011 - 4:59PM #7
Sub
Date Joined: Jul 12, 2011
Posts: 21

Pffffffft, 3.5 :P


First, moogle speed: Halflings are also small, with short legs, and a move speed of 6.  But yes, i suppose that an increase of 1 to AC or Reflex could make up for the speed.


 


I think that for chocobos, we should have them all have similar stats, but each color should have a different power, like in tactics and tactics a2.

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2 years ago  ::  Oct 09, 2011 - 5:52PM #8
Kerok
Date Joined: Sep 14, 2010
Posts: 195
Ok for halfling speeds, 4E was the first edition where they could move as fast as humans. Back in 3.5 they had a speed of 4 which was too slow. But I like both versions and before I get into a debate btw the two versions back to Chocobo's.

The Chocobo's should be a large magical birdlike creature (similar to the ostrich). They should have greater speed and agility than a horse but have less endurance and raw str. They should also have a large bonus to athletics checks.
I would give every colour of Chocobo's a Choco Beak attack and for the yellow ones for sure if not all of them, Trample.
If you are thinking more of the tactics ones you could start by giving the yellow ones a Choco Cure ability.

Choco Cure
Encounter
Standard action           Range: Close burst 1
Target: All creatures in burst
Effect: The target can spend a healing surge and recover 1d6 additional hit points.

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2 years ago  ::  Oct 09, 2011 - 6:08PM #9
Sub
Date Joined: Jul 12, 2011
Posts: 21

Hmm, choco cure should only be 1/encounter,  i think 2 would be too much, and you ought to change the wording to each ally in the burst


 


Alright heres blacks ability, Choco Flame


 


Choco Flame


Encounter


Standard Action      One enemy


+11/20/34 vs relflex


2d6/3d6/4d6(by tier) fire damage and ongoing 10/20/30 fire damage(save ends)


 


And should we make choco beak an at will, maybe a combined attack with his riders MBA when they charge?


 


 


 


 

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2 years ago  ::  Oct 09, 2011 - 6:52PM #10
Kerok
Date Joined: Sep 14, 2010
Posts: 195
I left it at each creature because in tactics enemy chocobo's could cure you if they used that power beside you. But yeah, making it 1/encounter is probably better.

Choco Beak
At Will
Standard Action
Attack: Melee 1 (one creature) +6 vs AC
Hit: 2d6+3 damage


As for the Choco Flame, Black Chocobo's should be the paragon tier version of Chocobo's and should only be using one dmg type and maybe only ongoing 5 or 10 fire dmg. I would almost look to the nightmare for reference.
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