Zhentarim
2015-10-30, 12:03 PM
Slow Speed (-1 RP): Moglins have a base speed of 20 feet.
Tiny (4 RP): Moglins gain +2 DEX, and -2 STR. Moglins also gain +2 to AC, +2 to Attack Rolls, -2 to CMD, and +8 on stealth rolls. Moglins have a reach of 0 feet, and take up 1/4 of a square. While Moglins usually do not fly without the aid of magic, their size also grants a +4 bonus on fly checks.
Fey (2 RP): Moglins possess low-light vision.
Linguist (1 RP): Moglins start play speaking Common and Moglin. Furthermore, members of this race with high Intelligence scores can learn any languages they want (except Druidic and other secret languages).
Greater Paragon (2 RP): +4 CHA,-2 WIS,-2 STR
Silver Tongued (3 RP): Moglins gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.
Gift of Tongues (2 RP): In addition to the bonuses granted by Silver Tongued, Moglins gain another +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Urbanite (1 RP): Moglins, quite used to running errands for their masters and performing shady chores, gain a another additional +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
Gregarious (1 RP): When Moglins successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the member's Charisma-based skills for the next 24 hours.
Prehensile Tail (2 RP): Moglins possess a long, strong, flexible tail which can retrieve small items from their possession as a swift action. Moglins cannot wield weapons in their tails, however.
Seducer (2 RP): Moglins add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, members of this race with a Wisdom score of 15 or higher gain the following spell-like ability (the caster level is equal to the user's character level):
1/day—charm person
Total stats: +4 Cha, +2 Dex, -2 Wis, -4 Str, +2 AC, +2 attack rolls, -2 CMD, +8 stealth, +4 fly, +3 diplomacy (+5 if gathering information), +3 bluff, double lang. from linguistics, +2 sense motive (regarding social situations), retrieve items as swift action with tail, reduce dc to influence influenced npcs by 2, +1 enchantment spell dc, charm person 1/day.
Fluff: Moglins are the servant-kings of Golorion. Originally popular city slaves among the wealthy, Moglins have evolved to ingratiate their masters and become the real ones in control, even if still technically slaves. Moglins delight in maintaining appearent servitude even as they bend their master towards serving them rather than the reverse. Intelligent in their own right, Moglins rely on charm to fill in the gaps when their intellect is not enough. Sly and maniplative, Moglins often forget to take into account common sense solutions, favoring the eloborate and the "cute". If one of their plans fail, they may suspend their commitment to honesty for a moment and infer, without necessarily explicitly saying, that their masters where responsible. They follow the laws of the land closely because it suits them to do so, and are honest because it gives their words more power. Moglins usually "serve" as entertainers, messengers, and spies. Free Moglins are often famous mediators, sorcerors, and bards. White furred moglins often become oracles.
Height: Male and Female Moglins both stand, on average, between 1'0" and 1'3" tall (11"+1d4).
Weight: Male and Female Moglins, on average, weigh between 4 lbs and 7 lbs (3lbs+1d4).
Ages:
10-Adulthood
----Intuitive Classes, 11-13
----Self-taught Classes, 11-14
----Trained Classes, 12-15
16-Middle-Aged
22-Old
28-Venerable
42 (28+2d6)-Max Age
Male picture: http://adventurequest.wikia.com/wiki/Moglin?file=Twilly.png
Female picture: http://adventurequest.wikia.com/wiki/Moglin?file=Leanne.png
Alignment and Religion: Most Moglins are technically honest but misleading, true to their word, selfish, defensive of those they like and hostile, though usually covertly, to those whom they dislike. They are forced by their small stature to work withing the system and seek protection from those larger than themselves. Moglins also have a strong need to justify their honor, and Moglins who do not keep their word are looked upon as weak by other Moglins. Many moglins will tell you that words retain their power so long as they are true, or at least is presented in a fashion that is airtight when examined. As such, most Moglins are Lawful Evil. Some brave Moglins choose to forgo procedure and become Neutral Evil. Still others foster a genuine respect for those they serve and do dealings with, deciding not to do anything that would cause excessive harm, and thus become Lawful Neutral. Good and Chaotic Moglins are exceedingly rare, but not unheard of. Despite this, it is theoretically more common to find a Lawful Good or Neutral Good Moglin than to find a Chaotic Moglin, as the ideas of Chaoticly aligned creatures tend to be completely alien to the Moglin mindset. Asmodeus, Abadar, and Immodae are commonly worshipped by Moglins because of their Lawful natures and ties to civilization and protection.
Adventurers: Moglin adventures are often running errands for their masters, who tend to trust them, or if the Moglins are free, they are seeking to find some way to enhnce their power.
Tiny (4 RP): Moglins gain +2 DEX, and -2 STR. Moglins also gain +2 to AC, +2 to Attack Rolls, -2 to CMD, and +8 on stealth rolls. Moglins have a reach of 0 feet, and take up 1/4 of a square. While Moglins usually do not fly without the aid of magic, their size also grants a +4 bonus on fly checks.
Fey (2 RP): Moglins possess low-light vision.
Linguist (1 RP): Moglins start play speaking Common and Moglin. Furthermore, members of this race with high Intelligence scores can learn any languages they want (except Druidic and other secret languages).
Greater Paragon (2 RP): +4 CHA,-2 WIS,-2 STR
Silver Tongued (3 RP): Moglins gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.
Gift of Tongues (2 RP): In addition to the bonuses granted by Silver Tongued, Moglins gain another +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Urbanite (1 RP): Moglins, quite used to running errands for their masters and performing shady chores, gain a another additional +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
Gregarious (1 RP): When Moglins successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the member's Charisma-based skills for the next 24 hours.
Prehensile Tail (2 RP): Moglins possess a long, strong, flexible tail which can retrieve small items from their possession as a swift action. Moglins cannot wield weapons in their tails, however.
Seducer (2 RP): Moglins add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, members of this race with a Wisdom score of 15 or higher gain the following spell-like ability (the caster level is equal to the user's character level):
1/day—charm person
Total stats: +4 Cha, +2 Dex, -2 Wis, -4 Str, +2 AC, +2 attack rolls, -2 CMD, +8 stealth, +4 fly, +3 diplomacy (+5 if gathering information), +3 bluff, double lang. from linguistics, +2 sense motive (regarding social situations), retrieve items as swift action with tail, reduce dc to influence influenced npcs by 2, +1 enchantment spell dc, charm person 1/day.
Fluff: Moglins are the servant-kings of Golorion. Originally popular city slaves among the wealthy, Moglins have evolved to ingratiate their masters and become the real ones in control, even if still technically slaves. Moglins delight in maintaining appearent servitude even as they bend their master towards serving them rather than the reverse. Intelligent in their own right, Moglins rely on charm to fill in the gaps when their intellect is not enough. Sly and maniplative, Moglins often forget to take into account common sense solutions, favoring the eloborate and the "cute". If one of their plans fail, they may suspend their commitment to honesty for a moment and infer, without necessarily explicitly saying, that their masters where responsible. They follow the laws of the land closely because it suits them to do so, and are honest because it gives their words more power. Moglins usually "serve" as entertainers, messengers, and spies. Free Moglins are often famous mediators, sorcerors, and bards. White furred moglins often become oracles.
Height: Male and Female Moglins both stand, on average, between 1'0" and 1'3" tall (11"+1d4).
Weight: Male and Female Moglins, on average, weigh between 4 lbs and 7 lbs (3lbs+1d4).
Ages:
10-Adulthood
----Intuitive Classes, 11-13
----Self-taught Classes, 11-14
----Trained Classes, 12-15
16-Middle-Aged
22-Old
28-Venerable
42 (28+2d6)-Max Age
Male picture: http://adventurequest.wikia.com/wiki/Moglin?file=Twilly.png
Female picture: http://adventurequest.wikia.com/wiki/Moglin?file=Leanne.png
Alignment and Religion: Most Moglins are technically honest but misleading, true to their word, selfish, defensive of those they like and hostile, though usually covertly, to those whom they dislike. They are forced by their small stature to work withing the system and seek protection from those larger than themselves. Moglins also have a strong need to justify their honor, and Moglins who do not keep their word are looked upon as weak by other Moglins. Many moglins will tell you that words retain their power so long as they are true, or at least is presented in a fashion that is airtight when examined. As such, most Moglins are Lawful Evil. Some brave Moglins choose to forgo procedure and become Neutral Evil. Still others foster a genuine respect for those they serve and do dealings with, deciding not to do anything that would cause excessive harm, and thus become Lawful Neutral. Good and Chaotic Moglins are exceedingly rare, but not unheard of. Despite this, it is theoretically more common to find a Lawful Good or Neutral Good Moglin than to find a Chaotic Moglin, as the ideas of Chaoticly aligned creatures tend to be completely alien to the Moglin mindset. Asmodeus, Abadar, and Immodae are commonly worshipped by Moglins because of their Lawful natures and ties to civilization and protection.
Adventurers: Moglin adventures are often running errands for their masters, who tend to trust them, or if the Moglins are free, they are seeking to find some way to enhnce their power.