PC race Moggae

There was a question not too long ago about whether they are any LA +0 races with racial Hit Dice. I'm not a big fan of Level Adjustment, but I do like powerful races.

Here are the Moggae, a subrace of gnomes warped by mind flayer enslavement ala the gith:

Moggae
The moggae (singular mog) were once gnomes. In fact, “moggae” is the undercommon word for “gnomes.” Not so long ago, the moggae were a clan of craftspeople in an enclave of rock gnomes. When the enclave was attacked by mind flayers and their human and grimlock thrall, most of the gnomes were slaughtered or captured to be devoured later. Mind flayers regard gnomish brains as a prized delicacy, though, and as the gnomes who would later come to be known as moggae watched as the other gnomes of their enclave were lead away to mind flayer performance-eating halls, the moggae plotted escape. Before long, the illithid discovered the moggae’s remarkable talent for craftsmanship of all kind. So began their enslavement. Through powerful psionics and selective breeding, the illithid modified their new thrall so that they could serve not only as craftsmen of fine worked goods, but so that they could also serve as the first line of detection and defense against the mindless undead, with new abilities to detect and combat this most dreaded threat to the mind flayer nation. Further modifications granted the moggae the ability to work in total darkness. The endless modifications ruined moggae’s health, rendering them incapable of the kind of armed revolt that liberated the gith from illithid enslavement so long ago. Eventually, though, the moggae mastered new magical and psionic talents, and thanks the brave intervention of heroes from the realms above, the moggae have escaped the yoke of enslavement to find a new place in the world that abandoned them to their fate.
Personality: Suspicion and distrust characterize the essential default attitude of most moggae, particularly when dealing with new people. This attitude is directed not only at people with whom they are unfamiliar, but often, with long time companions who have been recently exposed to strangers, or who have been away. This pattern of behavior helps moggae to discern when one of their fellows has been enchanted or replaced. As off-putting as this behavior can be, it disappears when a mog bonds with, and learns to trust, his companions. They are never as jovial or jocular as their rock gnome forbearers, tending towards morose solemnity, but moggae are fiercely loyal, generous to a fault, and genuinely warm to those with whom they have bonded.
Moggae are determined and resourceful. Presented with a problem, a mog will not relent until she has puzzled out a solution. As craftsmen and artisans, they are patient and meticulous, determined to work as hard as they need to to be sure that every detail is as it should be.
Physical Description: Shorter and frailer on average than the rock gnome stock from which they are derived, moggae stand from 2 ½ to 3 ½ feet and generally weigh anywhere from 30 to 40 lbs. Moggae take on the responsibilities of adulthood at age 30, which is, generally, before they have actually reached physical maturity. Though moggae enslaved by the illithids were always killed before they could reach old age, it is hoped that free moggae may live to be 300 years old or older, as old as their rock gnome kin, but their chronically poor health makes this doubtful.
Relations: Moggae relate well to others who are slow to trust and who take work seriously, especially craftsmanship. They fit in well with svirfneblin and deep dwarves, but have difficulty enjoying the company of rock gnomes, with whom they feel out-of-place, or the company of most other surface – or near-surface races – halflings being the sole exception, whom the moggae treat as long-lost cousins, standoffish and uncertain at first, but quickly growing to loving and peaceful relationships of mutual benefit. They can coexist peaceably with grimlocks and subterranean humans, but feel a peculiar ambivalence with both the githyanki and the githzerai, feeling both a kinship and a sort of jealous mistrust. Moggae distrust elves, orcs, kuo-toans, and goblin-kin. Unlike rock gnomes, moggae do not keep pets.
Alignment: In campaigns which use alignment, moggae tend towards both law and neutrality. Their seriousness – their solemnity – coupled with their highly insular, refugee race-wide mentality leads them to highly structured routines and firmly-set expectations as to others’ behavior. Their long-endured plight, though, leads many to the edges of sanity and beyond. Though moggae would like to be altruists and gracious hosts and joking pranksters, they have little more to offer than suspicion, their humors are spent and broken and their homes are long forgotten. In the end, the moggae live simply to survive day-to-day.
Mog Lands: The moggae have lived under the yoke of illithid tyranny for so long, they have forgotten where their lands once were. Some want to search out their ancestral homes while others feel that they must seek solace among other races before mounting a quest to find the lands they lost.
Religion: The moggae are well-versed in the study of various religions, particularly the illithid deities Ilsensine and Maanzecorian, and a variety of gods whose followers commonly animate the dead. Many have lost their faith in the gnomish gods, though, preferring to depend on their own intellects and determination to extricate them from misfortune. A secret, doomsday cult exists among the moggae, equating the illithid overlords with the dark gnomish power, Urdlen.
Language: Though a few moggae managed to secretly preserve a debased dialect of gnomish, the illithid forbade its use amongst the moggae thrall, allowing them to use only undercommon and the languages of the mind flayer’s trading partners.
Names: Many moggae, particularly the oldest of them, have come to be called by the name of the task they performed for the mind flayers, the goods they are known to craft, or by some honorific earned in their final revolt against their oppressors. No distinction is made between male and female names, and names are sometimes replaced or amended. A few are known by typical names of the rock-gnomish tradition.
Names: Washer, Refreshments, Gemcutter, Drow-Speaker, Lookout, Master-Killer, Valet, Trapper, Spellcaster, Gardner, Potter, Thrall-Cook, Lock, Bridge, Ironmind
Adventurers: Moggae often believe that they have nothing to lose and everything to gain. Some seek the find the ancestral home of the moggae; some seek to forge new bonds with the communities of gnomes and other races, or new, autonomous communities of moggae refugees. A significant number of moggae seek to forget their pasts and leave mog society behind to take up residence with other races, finding productive and profitable roles with in unfamiliar cities. A few proselytize about the illithid threat to those who do not know, providing vital magical and technical support to those who would hunt the mind flayers.

Racial Traits
• +2 Dexterity, +6 Intelligence, +2 Wisdom, +4 Charisma, -4 Strength, -2 Constitution: Generations of enslavement have ruined the bodies of the moggae, but their intellects have grown proportionally, and their wills have strengthened.
• Small: As a Small creature, a moggae gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Moggae base land speed is 20 feet.
• Low-light vision: A mog can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
• Darkvision: Moggae can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and moggae can function just fine with no light at all.
• +2 racial bonus against mind-affecting spells, powers, & spell-like abilities.
• Moggae gain a +1 morale bonus to attacks made against illithid and illithid-kin.
• Favored Enemy: Aberrations (Ex): A mog character gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against aberrations. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. This ability identical to the favored enemy ability of the ranger class, and a mog ranger may improve this ability as though it were gained as a class benefit.
• +2 bonus to Sense Motive checks: Moggae are masterful judges of character, and are practiced at uncovering deception, omission, enchantment, and domination.
• +2 bonus on Spot checks: Moggae have learned to depend on their keen eyes more than their ears during their enslavement with the non-vocal mind flayers.
• +2 bonus on all Craft checks: The moggae’s gift for craftsmanship was the chief reasons the illithid kept them alive, and has not waned over the years.
• Automatic Languages: Undercommon. Bonus Languages: Common, Draconic, Drow, Dwarven, Gnome, Goblin, and Orc.
• Naturally Psionic: Moggae gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
• Psi-like Abilities (Sp): 1/day: force screen; 3/day: defensive precognition, empty mind, mind thrust: Despite clever controls and determined monitoring, the moggae eventually learned to use the mind flayer’s own psionic talents against them. Manifester level equals Hit Dice; save DC 10 + mog’s Cha modifier + spell level. Moggae characters who later take levels in one or more manifesting classes add their humanoid Hit Dice to their manifester level to determine all level-based limits, including maximum power points spent on a single manifestation, feat eligibility, etc..
• Spell-like abilities (Sp): 1/day: detect undead; 3/day: disrupt undead, touch of fatigue, message: Shortly after their initial enslavement, their illithid masters replaced the moggae’s natural gnomish talents with magic to allow the slaves to serve as the illithid’s defense against mindless undead. Caster level equals Hit Dice; save DC 10 + mog’s Cha modifier + spell level. Moggae characters who later take levels in one or more spellcasting classes add their humanoid Hit Dice to their caster level to determine all level-based effects, including damage dealt or healed, feat eligibility, etc.
• Racial Hit Dice: A mog character begins with four levels in humanoid, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +1, Will +4. Additionally, a mog’s racial hit dice entitle him to three feats (1st, talent, and 3rd) and one ability score increase.
• Racial Skills: A mog’s humanoid levels give him skill points equal to 7x(2+Int modifier). His class skills (and the relevant ability scores) are Autohypnosis (Wis), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Search (Int), Speak Language (none), Spellcraft (Int), Spot (Wis), and Use Magic or Psionic Device (Cha): In addition to serving the illithids as craftspeople and engineers, and watching out for mindless undead, the moggae also sometimes served as “voices” to their mute mind flayer masters, who would psionically dominate them and speak through them to large audiences of creatures with which the illithid chose not to use telepathy.
• Racial Feats: Like all gnomes, moggae are eligible to take the scent ability as a feat.
• Favored Class: Artificer. In campaigns which use racial favored classes, a multiclass mog’s levels in artificer do not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, PHB page 60). Moggae communities generate higher level, and therefore more, experts, adepts, druids, & wizards, but correspondingly lower level, and fewer, fighters, paladins, and warriors. Moggae barbarians should never be randomly generated. (Treat randomly generated mog communities as though they were one size larger for the generation of adepts and wizards. Treat them as one size smaller for the random generation of fighters, paladins, and warriors. Treat all barbarians generated as additional experts. Finally, add 1d3 to the community modifier for the generation of all experts, druids, and wizards.

Level Adjustment: +0

Any feedback you can provide will be most appreciated.
 

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Quick question. What do they look like? You give us a range of height and weight, but never a real description. And I think, with all the special abilities, they might deserve a +1 LA on top of their racial HD.

Demiurge out.
 


demiurge1138 said:
Quick question. What do they look like? You give us a range of height and weight, but never a real description. And I think, with all the special abilities, they might deserve a +1 LA on top of their racial HD.

Demiurge out.
Yeah, I suppose that I do need to amend their physical description to describe them as pale, sickly-looking rock gnomes. I just need to figure out how best to word it.

As for LA, this is exactly what I'm trying to avoid. Are there any particular traits that strike you as pushing them over the top? Something that could be cut or changed, perhaps, or something that might be obviated by another racial HD?

Anybody else have any feedback, here?
 

Krishnath said:
Actually, they probably need at least a +2 Level Adjustment.

Other than that, it looks good, very flavorful.
Really!? +2?

First, are the ability scores balanced?

Second, don't the 4 racial HD count against the power level more than for it?

Third, Can you point to any specifics? I'd like to make this playable - ideally, without a LA.
 

Arbiter of Wyrms said:
Really!? +2?

First, are the ability scores balanced?

Second, don't the 4 racial HD count against the power level more than for it?

Third, Can you point to any specifics? I'd like to make this playable - ideally, without a LA.
Racial HD has little to no effect on the eventual LA.

The ability scores are very unbalanced. If you want them to be balanced, the total you get when adding them together should be +0 or less. In your case it ends up at +8, which is unbalanced, that in itself is enough for a +1 LA.

The when you add in the favored enemy ability, the skill bonuses, the bonus to attacks against Mind Flayers, the save bonuses, the psionic, and spell-like abilities you increase the LA by +1 again, perhaps even +2. Giving you an LA of +2 or +3.

Now if you want to make them LA +0, you seriously need to nerf their abilities. I suggest you start by dropping the Cha modifer, and reducing the Int modifier to +2, giving them +2 Dex, +2 Int, +2 Wis, -4 Str, and -2 Con. That should reduce the LA by 1. Then you need to get rid of some of the attack bonuses, as well as most of the psionic/spell-like abilities. The skill bonuses can stay, as can the save bonuses. I suggest you keep the following regarding the psionic/spell-like abilities, then get rid of the rest:

Naturally Psionic (Ex): Moggae gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Force Screen (Ps): Once per day a Moggae can manifest an ability similar to the psionic power Force Screen. This ability works just like the Force Screen power as manifested by a psion of the Moggae's character level.

You could exchange the Force Screen power for another 1st level non-damaging psionic power of your choice if you wish, but if you give them more than one power would increase the LA.

Also, a small suggestion, either reduce the racial HD by one or drop them entirely, your players will thank you. If you reduce it by one you gain the ability increase advantage at fourth level. Something you wouldn't get otherwise. If you drop them completely, the race would be on par with other gnomes in power (if you do the changes suggested above).

Good luck.
 

I don't know about the supposition that racial HD have nothing to do with the LA. Through the ever-popular acid test, HD usually compensate for some, but not all, of the minor special abilities of a race.

And I agree with Krish that the racial HD should probably be dropped from 4d8 to 3d8, although I don't necessarily agree that they should be dropped entirely, or that the psionics be more than slightly trimmed, as long as the LA is high enough. I think that with 3 HD, the moggae should have maybe an LA of +2, for a total ECL of 5.

Demiurge out.
 

Okay, Krishnath. Thank you for the feedback. You've made it clear that I ought to explain my thinking process.

Starting with PHB gnomes and the concept (stolen from a video game) for briliant inventors and machinists made sicly and weak by enslavement, I added the phrenic creature template from the XPH, with the rationale that the gith are basically emaciated, psionic humans, so these little guys would be sickly little psionic rock gnomes.

I do have a concept that I want to implement with this race, but almost as important to me as staying true to that vision is avoiding LA.

Ability scores: Two things are important:
The moggae should be riduclously intelligent
They should be sickly

With gnomes as the base creature, I regard the starting point as +2 Con, -2 Strength, which is not unbalanced, according to the Ability Score Equivalencies table on page 173 of the 3.5 DMG.
As I said, I want these guys to be sickly and weak, so I take 4 points off their Constitution, and two points off of their Strength. Now they've got -4 Str, -2 Con. We're already talking about a PC race that will never hack it in melee, so combat abilities might not weigh as heavily.

As for Intelligence, +2 is pretty good, at, what 34% smarter than the average human. It's not balanced against -4 Str and -2 Con, but it's pretty good, and few races get a bonus to Intelligence.

If I had to go with -4 Str, -2 Con, +2 Int to balance other cool powers, I could live with that. These are the ability scores that matter.


Phrenic template adds:
d20SRD said:
Abilities
Increase from the base creature as follows: Int +2 (if Int is 3 or greater), Wis +2, Cha +4.
quoted link is here: http://www.d20srd.org/srd/psionic/monsters/phrenicCreature.htm

size and speed I have taken over unchanged from gnome.

I let them keep the gnomish low-light vision, but figured that the ability to see in utter darkness might be important for mind flayer thrall.

bonuses vs. illusion don't really make much sense any more, but if they are to have thrown off the illithid yoke, a bonus vs. MA spells makes sense.

+1 vs kobolds doesn't make sense anymore. +1 vs illithid makes much more sense. *Note however, that 1st level characters, who might actually fight kobolds, can really use every +1 they can get. A bonus this small is probably less important, though, when PC's reach high enough level to fight mind flayers. Moreovers, illithid's ACs aren't really the problem. It's the Mind Blast DC and extraction that you have to worry about.

+4 dodge vs giants doesn't fit the flavor at all. I could just drop it. This might make more sense, in the long run, than replacing it with favored enemy: illithid, as I've done in this first draft.

rock gnomes get a +2 to Listen and Craft (Alchemy). I want craftsmen, so I broadened the craft bonus. It now affords them bonuses to a LOT of skills, but they're all flavor skills, not really power skills. With low-light and darkvision, they better see well, but why bother listening when all you hear are cries of misery or the occasionaly slurping of brains? Sense Motive makes sense in detecting dominated infiltrators and adds to the whole suspicious and insular thing. I could give them a penalty to Sense Motive (and Diplomacy) just as easily as a bonus, explaining that they're always distrustful.

I don't care about Naturally Psionic. I just swiped verbage from the prenic template.

Likewise, I don't care what psionic abilities they have, only that the illithid have left their mark. I suppose I could even take the whole psionic aspect out altogether, but I've kind of gotten attached to the idea of them being both magical and psionic, and would like some way to quantify this in game terms.

I didn't want to leave them with the distincly gnomish-flavored spell-like abilities, and it occurred to me that illithid, being unable to effectively track mindless creatures near their homes, might want thrall to serve as early detection/defense against undead. I swapped out the Speak with Animals ability for Detect Undead, and I swapped out the cantrips for disrupt undead and two more that I could justifiably explain. Now that I look at them again, though, I realize that I'm not really in love with either touch of fatigue or message. Thin connections, at best.

The chance to take the scent feat is standard for both gnomes and half-orcs in my campaign, so I added it without even considering balance. Maybe with a tendency toward chronic fungal sinus infections, this would be unavailable.

Okay, I think I'm ready for more feedback. Thank you again, everybody, I don't have anybody with whom I can discuss balanced mechanics in person, and I've been wanting for some time now to build this race.

EDIT: Almost forgot. I added the racial HD as a balancing factor, not as a boost or as an integral feature of the concept, since humanoid HD are never as good as class levels.
 
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Okay, here's a revision. Tell me if this seems better balanced.
EDIT: I've eliminated racial HD, toned down psionics and magic, taken out the favored enemy bit, scaled back ability score adjustments, and taken away Scent.

Moggae
The moggae (singular mog) were once gnomes. In fact, “moggae” is the undercommon word for “gnomes.” Not so long ago, the moggae were a clan of craftspeople in an enclave of rock gnomes. When the enclave was attacked by mind flayers and their human and grimlock thrall, most of the gnomes were slaughtered or captured to be devoured later. Mind flayers regard gnomish brains as a prized delicacy, though, and as the gnomes who would later come to be known as moggae watched as the other gnomes of their enclave were lead away to mind flayer performance-eating halls, the moggae plotted escape. Before long, the illithid discovered the moggae’s remarkable talent for craftsmanship of all kind. So began their enslavement. Through powerful psionics and selective breeding, the illithid modified their new thrall so that they could serve not only as craftsmen of fine worked goods, but so that they could also serve as the first line of detection and defense against the mindless undead, with new abilities to detect and combat this most dreaded threat to the mind flayer nation. Further modifications granted the moggae the ability to work in total darkness. The endless modifications ruined moggae’s health, rendering them incapable of the kind of armed revolt that liberated the gith from illithid enslavement so long ago. Eventually, though, the moggae mastered new magical and psionic talents, and thanks the brave intervention of heroes from the realms above, the moggae have escaped the yoke of enslavement to find a new place in the world that abandoned them to their fate.
Personality: Suspicion and distrust characterize the essential default attitude of most moggae, particularly when dealing with new people. This attitude is directed not only at people with whom they are unfamiliar, but often, with long time companions who have been recently exposed to strangers, or who have been away. This pattern of behavior helps moggae to discern when one of their fellows has been enchanted or replaced. As off-putting as this behavior can be, it disappears when a mog bonds with, and learns to trust, his companions. They are never as jovial or jocular as their rock gnome forbearers, tending towards morose solemnity, but moggae are fiercely loyal, generous to a fault, and genuinely warm to those with whom they have bonded.
Moggae are determined and resourceful. Presented with a problem, a mog will not relent until she has puzzled out a solution. As craftsmen and artisans, they are patient and meticulous, determined to work as hard as they need to to be sure that every detail is as it should be.
Physical Description: Shorter and frailer on average than the rock gnome stock from which they are derived, moggae stand from 2 ½ to 3 ½ feet and generally weigh anywhere from 30 to 40 lbs. They look pale, tired, and sickly, but otherwise, like other gnomes. Moggae take on the responsibilities of adulthood at age 30, which is, generally, before they have actually reached physical maturity. Though moggae enslaved by the illithids were always killed before they could reach old age, it is hoped that free moggae may live to be 300 years old or older, as old as their rock gnome kin, but their chronically poor health makes this doubtful.
Relations: Moggae relate well to others who are slow to trust and who take work seriously, especially craftsmanship. They fit in well with svirfneblin and deep dwarves, but have difficulty enjoying the company of rock gnomes, with whom they feel out-of-place, or the company of most other surface – or near-surface races – halflings being the sole exception, whom the moggae treat as long-lost cousins, standoffish and uncertain at first, but quickly growing to loving and peaceful relationships of mutual benefit. They can coexist peaceably with grimlocks and subterranean humans, but feel a peculiar ambivalence with both the githyanki and the githzerai, feeling both a kinship and a sort of jealous mistrust. Moggae distrust elves, orcs, kuo-toans, and goblin-kin. Unlike rock gnomes, moggae do not keep pets.
Alignment: In campaigns which use alignment, moggae tend towards both law and neutrality. Their seriousness – their solemnity – coupled with their highly insular, refugee race-wide mentality leads them to highly structured routines and firmly-set expectations as to others’ behavior. Their long-endured plight, though, leads many to the edges of sanity and beyond. Though moggae would like to be altruists and gracious hosts and joking pranksters, they have little more to offer than suspicion, their humors are spent and broken and their homes are long forgotten. In the end, the moggae live simply to survive day-to-day.
Mog Lands: The moggae have lived under the yoke of illithid tyranny for so long, they have forgotten where their lands once were. Some want to search out their ancestral homes while others feel that they must seek solace among other races before mounting a quest to find the lands they lost.
Religion: The moggae are well-versed in the study of various religions, particularly the illithid deities Ilsensine and Maanzecorian, and a variety of gods whose followers commonly animate the dead. Many have lost their faith in the gnomish gods, though, preferring to depend on their own intellects and determination to extricate them from misfortune. A secret, doomsday cult exists among the moggae, equating the illithid overlords with the dark gnomish power, Urdlen.
Language: Though a few moggae managed to secretly preserve a debased dialect of gnomish, the illithid forbade its use amongst the moggae thrall, allowing them to use only undercommon and the languages of the mind flayer’s trading partners.
Names: Many moggae, particularly the oldest of them, have come to be called by the name of the task they performed for the mind flayers, the goods they are known to craft, or by some honorific earned in their final revolt against their oppressors. No distinction is made between male and female names, and names are sometimes replaced or amended. A few are known by typical names of the rock-gnomish tradition.
Names: Washer, Refreshments, Gemcutter, Drow-Speaker, Lookout, Master-Killer, Valet, Trapper, Spellcaster, Gardner, Potter, Thrall-Cook, Lock, Bridge, Ironmind
Adventurers: Moggae often believe that they have nothing to lose and everything to gain. Some seek the find the ancestral home of the moggae; some seek to forge new bonds with the communities of gnomes and other races, or new, autonomous communities of moggae refugees. A significant number of moggae seek to forget their pasts and leave mog society behind to take up residence with other races, finding productive and profitable roles with in unfamiliar cities. A few proselytize about the illithid threat to those who do not know, providing vital magical and technical support to those who would hunt the mind flayers.

Racial Traits
• +2 Intelligence, -4 Strength, -2 Constitution: Generations of enslavement have ruined the bodies of the moggae, but their already-keen intellects have grown proportionally.
• Small: As a Small creature, a moggae gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Moggae base land speed is 20 feet.
• Low-light vision: A mog can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
• Darkvision: Moggae can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and moggae can function just fine with no light at all.
• +2 racial bonus against mind-affecting spells, powers, & spell-like abilities.
• Moggae gain a +1 morale bonus to attacks made against illithid and illithid-kin.
• +2 bonus to Sense Motive checks: Moggae are masterful judges of character, and are practiced at uncovering deception, omission, enchantment, and domination.
• +2 bonus on Spot checks: Moggae have learned to depend on their keen eyes more than their ears during their enslavement with the non-vocal mind flayers.
• +2 bonus on all Craft checks: The moggae’s gift for craftsmanship was the chief reasons the illithid kept them alive, and has not waned over the years.
• Automatic Languages: Undercommon. Bonus Languages: Common, Draconic, Drow, Dwarven, Gnome, Goblin, and Orc.
• Naturally Psionic: Moggae gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
• Psi-like Abilities (Sp): 1/day: defensive precognition, empty mind, mind thrust: Despite clever controls and determined monitoring, the moggae eventually learned to use the mind flayer’s own psionic talents against them. Manifester level equals Hit Dice; save DC 10 + mog’s Cha modifier + spell level. Moggae characters who later take levels in one or more manifesting classes add their humanoid Hit Dice to their manifester level to determine all level-based limits, including maximum power points spent on a single manifestation, feat eligibility, etc..
• Spell-like abilities (Sp): 1/day: detect undead; 3/day: disrupt undead: Shortly after their initial enslavement, their illithid masters replaced the moggae’s natural gnomish talents with magic to allow the slaves to serve as the illithid’s defense against mindless undead. Caster level equals Hit Dice; save DC 10 + mog’s Cha modifier + spell level. Moggae characters who later take levels in one or more spellcasting classes add their humanoid Hit Dice to their caster level to determine all level-based effects, including damage dealt or healed, feat eligibility, etc.
• Racial Feats: Unlike other gnomes of Terna, moggae may not take the scent ability as a feat. The ravages of illithid enslavement and experimentation have forever changed their physiognomy and ruined their once-keen sense of smell
• Favored Class: Artificer. In campaigns which use racial favored classes, a multiclass mog’s levels in artificer do not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, PHB page 60). Moggae communities generate higher level, and therefore more, experts, adepts, druids, & wizards, but correspondingly lower level, and fewer, fighters, paladins, and warriors. Moggae barbarians should never be randomly generated. (Treat randomly generated mog communities as though they were one size larger for the generation of adepts and wizards. Treat them as one size smaller for the random generation of fighters, paladins, and warriors. Treat all barbarians generated as additional experts. Finally, add 1d3 to the community modifier for the generation of all experts, druids, and wizards.
• Level Adjustment: +0
 
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That looks pretty good to me. The ability scores are painful, but the other abilities, I think, help to make up for them.

Demiurge out.
 

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