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[Final Fantasy Campaign] Ry'ia Creatures
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<blockquote data-quote="Angelsboi" data-source="post: 572520" data-attributes="member: 1219"><p><strong>Moogles</strong></p><p></p><p><strong>Moogles </strong></p><p></p><p>Small Creatures</p><p>HD 1d6</p><p>Init +1 (dex)</p><p>Spd 30</p><p>AC 13 (+1 dex, +1 size, +1 fur)</p><p>Atks 1 free martial or exotic weapon proficiency (Halfspear +1 Melee, Halfspear +2 Ranged)</p><p>Dmg Halfspear 1d8 Melee/Ranged</p><p>Face/Reach 5x5/5</p><p>SA none</p><p>SQ Lowlight vision SR 11</p><p>Save Fort -1 Refl +3 Will +3</p><p>Abil ST 9 DX 12 CN 8 IN 11 WS 13 CH 10</p><p>Skil Perform +2, Move Silently +3, Hide +5</p><p>Feat None </p><p>Climate/Terrain: Temperate and Warm Land </p><p>Orgaitation: Tribe(20-200)</p><p>Challenge Rating: 1/2</p><p>Treasure: Standard</p><p>Alignment: Usually Lawful Good</p><p>Advancement: By character class </p><p></p><p><strong><em>Player Character Moogles have the following advantages: </em></strong></p><p>* A +2 bonus to wisdom and dexterity, but a -2 penalty to strength and constitution. Moogles are agile and very connected to the world around them, but they are not as strong as most races and suffer in regard to physical condition. </p><p>* A +2 bonus to Tumble, Perform and Move silently skill checks. All Moogles receive the performance type Dance without any ranks in the skill</p><p>* Automatic Simple Weapon proficiency in the Halfspear.</p><p>* Darkvision to a range of 60 feet (in FF6/3US the Moogles were cave dwellers. This is debatable).</p><p>* Moogles in cold weather (below 40F degrees) suffer no penalties due to their fur. In conditions of extreme cold (below 0F degrees) moogles suffer the penalties which most suffer in cold weather. </p><p>* An unarmed moogle can attack with her claws for 1d2 damage. </p><p>* Favored class for Moogles is Bard. </p><p>* As size Small creatures moogles gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on hide check, but they must use smaller weapons than humans use and their lifting and carrying limits are three quarters of those of a medium size character.</p><p>* Moogle base speed is 30 feet. </p><p></p><p><strong>Dances</strong></p><p>* A moogle must spend a number of days equal to their level times 2 in each 'range' to learn the dance. Also when trying to do a dance, thats NOT in its propper terrain, you will always have a 75% chance of failing. These are quite random and are as follows: </p><p></p><p><strong>Wind Song (Learned in grass fields) ((roll 1d4))</strong></p><p>*Wind Slash (Blasts enemies with a gust of wind)</p><p>Wind blast (like sonic blast)</p><p>*Sun Bath (Restores HP to the entire party)</p><p>Cure light wounds</p><p>*Plasma (Powerful attack agaist a single enemy)</p><p>Fireball </p><p>*Cockatrice (Attacks an enemy with a Wild Cockatrice)</p><p>Summon Natures Ally I </p><p></p><p><strong>Forest Suite (Learned in forests) ((roll 1d4))</strong></p><p>*Rage (A ragging wind blasts enemies with dirt and leaves)</p><p>Gust of Wind</p><p>*Harvester (Cures abnormal status effects)</p><p>Remove Disease</p><p>*Elf Fire (Mystical blast of Fire engulfs enemies) </p><p>Faerie Fire</p><p>*Wombat (Attacks an enemy with a Wild Wombat) </p><p>Summon Natures Ally I </p><p></p><p><strong>Desert Aria (Learned in the sands of a desert) ((roll 1d4))</strong></p><p>*Sand Storm (All enemies are caught in a violent sandstorm) </p><p>Wind blast (like sonic blast but a 15% of being blinded)</p><p>*Wind Slash (Blasts enemies with a gust of wind) </p><p>Wind blast (like sonic blast)</p><p>*Antilon (All enemies are swalloed up by quicksand) </p><p>Summon Natures Ally III </p><p>*Kitty (Casts haste on Mog and his allies) </p><p>Haste on 1 person </p><p></p><p><strong>Love Sanata (learned when fighting in Towns) ((roll 1d4))</strong></p><p>*Elf Fire (Mystical blast of fire engulfs enemies) </p><p>Faerie Fire</p><p>*Snare (Mog sets a trap for an enemy that eliminates it from battle) </p><p>Slow</p><p>*Specter (Casts Confuse on a single enemy) </p><p>Confusion</p><p>*Tapir (Cures any abnormal status effects) </p><p>Remove Disease </p><p></p><p><strong>Earth Blues (Learned in the mountains) ((roll 1d4)) </strong></p><p>*Land Slide (Drops a load of rocks on an enemies head) </p><p>Stone Storm (like Ice Storm)</p><p>*Sun Bath (Restores HP to the entire party) </p><p>Cure light wounds</p><p>*Sonic Boom (Attacks an enemy with a sonic boomerang) </p><p>Sound Burst</p><p>*Whump (Attacks an enemy with a herd of wild rock animals) </p><p>Natures Ally II </p><p></p><p><strong>Water Rondo (learned on the seas) ((roll 1d4)) </strong></p><p>*El Nino (A ragging wind blasts enemies with dirt and leaves) </p><p>Sleet Storm (add 2d10)</p><p>*Specter (Casts confuse on a single enemy) </p><p>Confuse</p><p>*Plasma (Powerful attack against a single enemy) </p><p>Fireball</p><p>*Harvester (Cures abnormal status effects) </p><p>Remove Disease </p><p></p><p><strong>Dusk Requiem (learned in caves) ((roll 1d4)) </strong></p><p>*Cave In (Drops huge boulders on an enemies head) </p><p>Stone Storm (like Ice Storm)</p><p>*Elf Fire (Mystical blast of Fire engulfs enemies) </p><p>Faerie Fire</p><p>*Snare (Mog sets a trap for an enemy that eliminates it from battle) </p><p>Slow</p><p>*Poison Frog (A poisonous frog appears and hits the enemies with a poison attack) Natures Ally II </p><p></p><p><strong>Snowman Jazz</strong> (learned in the snow) ((roll 1d4))</p><p>*Snowball (Cuts an enemie's HP in half) </p><p>inflict Moderate Wounds</p><p>*Snare (Mog sets a trap for an enemy that eliminates it from battle) </p><p>Slow</p><p>*Surge (Group of enemies is caught in a powerful avalanche) </p><p>Sleet Storm</p><p>*ice Rabbit (Bunny Rabbit heals the partie's wounds) </p><p>Natures Ally III</p></blockquote><p></p>
[QUOTE="Angelsboi, post: 572520, member: 1219"] [b]Moogles[/b] [b]Moogles [/b] Small Creatures HD 1d6 Init +1 (dex) Spd 30 AC 13 (+1 dex, +1 size, +1 fur) Atks 1 free martial or exotic weapon proficiency (Halfspear +1 Melee, Halfspear +2 Ranged) Dmg Halfspear 1d8 Melee/Ranged Face/Reach 5x5/5 SA none SQ Lowlight vision SR 11 Save Fort -1 Refl +3 Will +3 Abil ST 9 DX 12 CN 8 IN 11 WS 13 CH 10 Skil Perform +2, Move Silently +3, Hide +5 Feat None Climate/Terrain: Temperate and Warm Land Orgaitation: Tribe(20-200) Challenge Rating: 1/2 Treasure: Standard Alignment: Usually Lawful Good Advancement: By character class [b][i]Player Character Moogles have the following advantages: [/i][/b][i][/i] * A +2 bonus to wisdom and dexterity, but a -2 penalty to strength and constitution. Moogles are agile and very connected to the world around them, but they are not as strong as most races and suffer in regard to physical condition. * A +2 bonus to Tumble, Perform and Move silently skill checks. All Moogles receive the performance type Dance without any ranks in the skill * Automatic Simple Weapon proficiency in the Halfspear. * Darkvision to a range of 60 feet (in FF6/3US the Moogles were cave dwellers. This is debatable). * Moogles in cold weather (below 40F degrees) suffer no penalties due to their fur. In conditions of extreme cold (below 0F degrees) moogles suffer the penalties which most suffer in cold weather. * An unarmed moogle can attack with her claws for 1d2 damage. * Favored class for Moogles is Bard. * As size Small creatures moogles gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on hide check, but they must use smaller weapons than humans use and their lifting and carrying limits are three quarters of those of a medium size character. * Moogle base speed is 30 feet. [b]Dances[/b] * A moogle must spend a number of days equal to their level times 2 in each 'range' to learn the dance. Also when trying to do a dance, thats NOT in its propper terrain, you will always have a 75% chance of failing. These are quite random and are as follows: [b]Wind Song (Learned in grass fields) ((roll 1d4))[/b] *Wind Slash (Blasts enemies with a gust of wind) Wind blast (like sonic blast) *Sun Bath (Restores HP to the entire party) Cure light wounds *Plasma (Powerful attack agaist a single enemy) Fireball *Cockatrice (Attacks an enemy with a Wild Cockatrice) Summon Natures Ally I [b]Forest Suite (Learned in forests) ((roll 1d4))[/b] *Rage (A ragging wind blasts enemies with dirt and leaves) Gust of Wind *Harvester (Cures abnormal status effects) Remove Disease *Elf Fire (Mystical blast of Fire engulfs enemies) Faerie Fire *Wombat (Attacks an enemy with a Wild Wombat) Summon Natures Ally I [b]Desert Aria (Learned in the sands of a desert) ((roll 1d4))[/b] *Sand Storm (All enemies are caught in a violent sandstorm) Wind blast (like sonic blast but a 15% of being blinded) *Wind Slash (Blasts enemies with a gust of wind) Wind blast (like sonic blast) *Antilon (All enemies are swalloed up by quicksand) Summon Natures Ally III *Kitty (Casts haste on Mog and his allies) Haste on 1 person [b]Love Sanata (learned when fighting in Towns) ((roll 1d4))[/b] *Elf Fire (Mystical blast of fire engulfs enemies) Faerie Fire *Snare (Mog sets a trap for an enemy that eliminates it from battle) Slow *Specter (Casts Confuse on a single enemy) Confusion *Tapir (Cures any abnormal status effects) Remove Disease [b]Earth Blues (Learned in the mountains) ((roll 1d4)) [/b] *Land Slide (Drops a load of rocks on an enemies head) Stone Storm (like Ice Storm) *Sun Bath (Restores HP to the entire party) Cure light wounds *Sonic Boom (Attacks an enemy with a sonic boomerang) Sound Burst *Whump (Attacks an enemy with a herd of wild rock animals) Natures Ally II [b]Water Rondo (learned on the seas) ((roll 1d4)) [/b] *El Nino (A ragging wind blasts enemies with dirt and leaves) Sleet Storm (add 2d10) *Specter (Casts confuse on a single enemy) Confuse *Plasma (Powerful attack against a single enemy) Fireball *Harvester (Cures abnormal status effects) Remove Disease [b]Dusk Requiem (learned in caves) ((roll 1d4)) [/b] *Cave In (Drops huge boulders on an enemies head) Stone Storm (like Ice Storm) *Elf Fire (Mystical blast of Fire engulfs enemies) Faerie Fire *Snare (Mog sets a trap for an enemy that eliminates it from battle) Slow *Poison Frog (A poisonous frog appears and hits the enemies with a poison attack) Natures Ally II [b]Snowman Jazz[/b] (learned in the snow) ((roll 1d4)) *Snowball (Cuts an enemie's HP in half) inflict Moderate Wounds *Snare (Mog sets a trap for an enemy that eliminates it from battle) Slow *Surge (Group of enemies is caught in a powerful avalanche) Sleet Storm *ice Rabbit (Bunny Rabbit heals the partie's wounds) Natures Ally III [/QUOTE]
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