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Moglin, redone. Custom race.
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<blockquote data-quote="Puxido" data-source="post: 6389221" data-attributes="member: 6775929"><p>Ok, I've only used the race builder once before and it seems I messed up. I redid the race from before and I will include the steps I made to make the race in the description and I ask you to tell me if I messed up again. I really want this race to show up in my new groups first campaign and their all reading the core rulebook so I assume I'm short on time. Please criticize.</p><p></p><p> Moglin</p><p> 10 rp</p><p> </p><p> Type: Fey -2rp= 8rp left</p><p> Subtype: Ratfolk</p><p> Size: Tiny -4rp= 4rp left</p><p> Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy.</p><p> Base speed: slow (20 feet) +1rp= 5rp left</p><p> Ability score Modifier: Greater Weakness +3rp= 8rp left</p><p> Ability score: -4 strength, -2 consitution, +2 wisdom</p><p> Language Quality: Linguist -1rp= 7rp left</p><p> Languages: Common, no racial language exists for Moglins.</p><p> </p><p> Cornered Fury: -4rp= 3rp left</p><p> Whenever a member of this race is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.</p><p> </p><p> External Hope: -2rp= 1rp left</p><p> Members of this race gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result.</p><p> </p><p> Undead Resistance: -1rp= 0rp left</p><p> Members of this race gain a +2 racial bonus on saving throws against disease and mind-affecting effects.</p><p> </p><p> </p><p> In total:</p><p> Strenght -4</p><p> Dex +2</p><p> Constitution -2</p><p> Wisdom +2</p><p> AC +2</p><p> CMD -2</p><p> Stealth checks +8</p><p> </p><p> </p><p> </p><p> Moglins</p><p> Moglins are a race commonly associated with humans. They normally live among the other races, specifically humans, in their villages and societies. Moglins can build their own settlements, there is even a Moglin kingdom if you know where to find it, but most Moglins choose to life amongst other races, to work with adventurers and even aid them in their journeys.</p><p> </p><p> Physical Description: Mogins are a tiny, mouse like race of people. They have short arms and legs, with a long tail and ears. They come in a variety of colors and patterns, sometimes even having spots and stripes, but most are usually mostly one color. The colors they come in though can be any of the rainbow and beyond. They normally grow to a humble 8 inches tall.</p><p> </p><p> Society: Though there is a Moglin kingdom, not much is known about it. Most Moglins choose to live among other races so that they can come across adventurers and aid them. If such a possibility is not available, they will normally take up a craft taught to them by a local of the village. They will normally take servant jobs in inns, and for the wealthy.</p><p> </p><p> Relations: Moglins get along with most all races. They are most familiar with humans, whom they choose to go on adventures with the most. Most other races just see them as ok. Dwarves though look oddly at the Moglins, wondering why an entire race would be dedicated to serving humans. Though Moglins aren’t necessarily dedicated to serving humans, this is the outlook most races have on them, especially humans.</p><p> </p><p> Alignment and Religion: Almost every Moglin is of the good alignment on the alignment axis, though there are a few exceptions. Most Moglins worship Human deities of good.</p><p> </p><p> Adventurers: Moglins have a love of joining and aiding adventurers in travel and journeys. Many would take up the spot as a squire for a knight or a apprentice to a wizard. Many prefer the role of a healer though. It is not unheard of though to see a Moglin who demands to be the hero himself, refusing to be a squire to a Knight or a petty “Scribe” to a wizard or druid, and take up the mantle of warriors, paladins and even occasionally inquisitors and leading parties of people themselves if not as equals. Though, most humans find this odd and unorthodox, and other Moglins feel them jealous or in some form of misunderstanding.</p><p> </p><p> Male names: Twilly, Zorbak, Twig</p><p> Female Names: Twixie, Zilia, Twix</p></blockquote><p></p>
[QUOTE="Puxido, post: 6389221, member: 6775929"] Ok, I've only used the race builder once before and it seems I messed up. I redid the race from before and I will include the steps I made to make the race in the description and I ask you to tell me if I messed up again. I really want this race to show up in my new groups first campaign and their all reading the core rulebook so I assume I'm short on time. Please criticize. Moglin 10 rp Type: Fey -2rp= 8rp left Subtype: Ratfolk Size: Tiny -4rp= 4rp left Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy. Base speed: slow (20 feet) +1rp= 5rp left Ability score Modifier: Greater Weakness +3rp= 8rp left Ability score: -4 strength, -2 consitution, +2 wisdom Language Quality: Linguist -1rp= 7rp left Languages: Common, no racial language exists for Moglins. Cornered Fury: -4rp= 3rp left Whenever a member of this race is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class. External Hope: -2rp= 1rp left Members of this race gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result. Undead Resistance: -1rp= 0rp left Members of this race gain a +2 racial bonus on saving throws against disease and mind-affecting effects. In total: Strenght -4 Dex +2 Constitution -2 Wisdom +2 AC +2 CMD -2 Stealth checks +8 Moglins Moglins are a race commonly associated with humans. They normally live among the other races, specifically humans, in their villages and societies. Moglins can build their own settlements, there is even a Moglin kingdom if you know where to find it, but most Moglins choose to life amongst other races, to work with adventurers and even aid them in their journeys. Physical Description: Mogins are a tiny, mouse like race of people. They have short arms and legs, with a long tail and ears. They come in a variety of colors and patterns, sometimes even having spots and stripes, but most are usually mostly one color. The colors they come in though can be any of the rainbow and beyond. They normally grow to a humble 8 inches tall. Society: Though there is a Moglin kingdom, not much is known about it. Most Moglins choose to live among other races so that they can come across adventurers and aid them. If such a possibility is not available, they will normally take up a craft taught to them by a local of the village. They will normally take servant jobs in inns, and for the wealthy. Relations: Moglins get along with most all races. They are most familiar with humans, whom they choose to go on adventures with the most. Most other races just see them as ok. Dwarves though look oddly at the Moglins, wondering why an entire race would be dedicated to serving humans. Though Moglins aren’t necessarily dedicated to serving humans, this is the outlook most races have on them, especially humans. Alignment and Religion: Almost every Moglin is of the good alignment on the alignment axis, though there are a few exceptions. Most Moglins worship Human deities of good. Adventurers: Moglins have a love of joining and aiding adventurers in travel and journeys. Many would take up the spot as a squire for a knight or a apprentice to a wizard. Many prefer the role of a healer though. It is not unheard of though to see a Moglin who demands to be the hero himself, refusing to be a squire to a Knight or a petty “Scribe” to a wizard or druid, and take up the mantle of warriors, paladins and even occasionally inquisitors and leading parties of people themselves if not as equals. Though, most humans find this odd and unorthodox, and other Moglins feel them jealous or in some form of misunderstanding. Male names: Twilly, Zorbak, Twig Female Names: Twixie, Zilia, Twix [/QUOTE]
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