Mogur
Personality
Mogur are generally shy and quiet when around other races, but once they have warmed up to someone they can be very friendly and talkative (especially about mining and smithing). Once a Mogur has become friends with someone they become fiercely loyal as well, going to great lengths to defend them despite being often outsized. A group of Mogur is called a labor.
Physical Description
Mogur resemble humanoid moles, save that their hands and feet are covered in fur rather than being bare. They stand on average between 3-1/2 and 4 feet tall and weigh around 50 to 60 pounds, they have a generally rotund appearance.
Relations
Mogur usually have excellent relationships with other good and neutral-aligned animal-like races, but appreciate the friendship of Esquirels most, enjoying their vibrant natures which contrasts their own; Mogur are also on good relations with Gnomes and Dwarves, if either two are found speaking with a Mogur the conversation will usually be about the two things the three races have in common: mining and blacksmithing.
Alignment
Mogur are generally neutral good in alignment, preferring to do what is best for the community rather than imposing any kind of concrete laws or going out their way to cause trouble.
Lands
Technically speaking Mogur do not own any land at all, rather they live in extensive tunnel systems deep underground which, if joined with other Mogur labors, can spread across an entire country; the entrances are usually in the side of a hill or are recognizable by the enormous mound of earth surrounding the tunnel opening, these entrances can literally be found almost anywhere in the world save for arctic regions where the ground is especially difficult to burrow through.
Religion
Mogur only have one deity, Grandmother, who dwells, in part, within the main chamber of each labors tunnel system, with such a close proximity to their deity Grandmother is not so much worshipped as she is treated as a benevolent and loving elder. Grandmother does not have any restrictions on her people as to who they can worship, she knows that all her kin will always love and respect her; generally though, Mogur usually worship gods of nature, the forge, or the earth.
Language
Common and Terran.
Names
Mogur usually prefer blunt, short names that may seem more like grunts to those unfamiliar with the race. (Ex. Goburr, Tongle, Fligga.)
Type: Humanoid.
Subtype: Mole.
Stat Bonuses: +2 Con, +2 Str, -2 Dex; Mogur are stout and strong, but aren’t very quick or nimble.
Size: As a small creature, a Mogur gain a +1 size bonus to its Armour Class, a +1 size bonus on attack rolls and a +4 bonus on hide checks, but they use smaller weapons than humans use and their lifting and carrying limits are three-quarters of those of a medium character.
Base Land Speed: Mogur base land speed is 20 ft.
Special Movement: Mogur can burrow at half their base land speed through dirt.
Darkvision: Mogur can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Mogur can function just fine with no light at all.
Stonecunning: This ability grants a Mogur a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Mogur who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Mogur can use the Search skill to find stonework traps as a rogue can. A Mogur can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Natural Weapon: Digging Claws do 1d6 + Str bonus.
Weapon Familiarity: Due to their natural smithing and mining prowess, Mogur are proficient with all hammer and pick weapons (except racial weapons such as the gnome hooked hammer).
+4 racial bonus on Craft (blacksmithing), Mogur are natural smiths.
+4 racial bonus on Profession (mining), Mogur are natural diggers.
2 racial bonus on saving throws against poison.
+1 racial bonus on attack rolls against kobolds and goblins.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Light Sensitivity (Ex): Mogur are dazzled in bright sunlight or within the radius of a daylight spell.
Automatic Languages: Common and Terran. Bonus Languages: Undercommon, sylvan, gnome, and dwarven. In addition, a Mogur can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to Mogur. See the speak with animals spell description.
Favored Class: Fighter.
Level Adjustment: +0.
My mole race that I created for role-playing games that are compatible and/or comparable to D&D v3.5 and/or Pathfinder. I appreciate any and all constructive critiques, comments, etc.
Note: The Esquirels do not belong to me, I just like them. Their stats and creator can be found here -> http://www.dandwiki.com/wiki/Esquirels_(3.5e_Race)
Personality
Mogur are generally shy and quiet when around other races, but once they have warmed up to someone they can be very friendly and talkative (especially about mining and smithing). Once a Mogur has become friends with someone they become fiercely loyal as well, going to great lengths to defend them despite being often outsized. A group of Mogur is called a labor.
Physical Description
Mogur resemble humanoid moles, save that their hands and feet are covered in fur rather than being bare. They stand on average between 3-1/2 and 4 feet tall and weigh around 50 to 60 pounds, they have a generally rotund appearance.
Relations
Mogur usually have excellent relationships with other good and neutral-aligned animal-like races, but appreciate the friendship of Esquirels most, enjoying their vibrant natures which contrasts their own; Mogur are also on good relations with Gnomes and Dwarves, if either two are found speaking with a Mogur the conversation will usually be about the two things the three races have in common: mining and blacksmithing.
Alignment
Mogur are generally neutral good in alignment, preferring to do what is best for the community rather than imposing any kind of concrete laws or going out their way to cause trouble.
Lands
Technically speaking Mogur do not own any land at all, rather they live in extensive tunnel systems deep underground which, if joined with other Mogur labors, can spread across an entire country; the entrances are usually in the side of a hill or are recognizable by the enormous mound of earth surrounding the tunnel opening, these entrances can literally be found almost anywhere in the world save for arctic regions where the ground is especially difficult to burrow through.
Religion
Mogur only have one deity, Grandmother, who dwells, in part, within the main chamber of each labors tunnel system, with such a close proximity to their deity Grandmother is not so much worshipped as she is treated as a benevolent and loving elder. Grandmother does not have any restrictions on her people as to who they can worship, she knows that all her kin will always love and respect her; generally though, Mogur usually worship gods of nature, the forge, or the earth.
Language
Common and Terran.
Names
Mogur usually prefer blunt, short names that may seem more like grunts to those unfamiliar with the race. (Ex. Goburr, Tongle, Fligga.)
Type: Humanoid.
Subtype: Mole.
Stat Bonuses: +2 Con, +2 Str, -2 Dex; Mogur are stout and strong, but aren’t very quick or nimble.
Size: As a small creature, a Mogur gain a +1 size bonus to its Armour Class, a +1 size bonus on attack rolls and a +4 bonus on hide checks, but they use smaller weapons than humans use and their lifting and carrying limits are three-quarters of those of a medium character.
Base Land Speed: Mogur base land speed is 20 ft.
Special Movement: Mogur can burrow at half their base land speed through dirt.
Darkvision: Mogur can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Mogur can function just fine with no light at all.
Stonecunning: This ability grants a Mogur a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Mogur who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Mogur can use the Search skill to find stonework traps as a rogue can. A Mogur can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Natural Weapon: Digging Claws do 1d6 + Str bonus.
Weapon Familiarity: Due to their natural smithing and mining prowess, Mogur are proficient with all hammer and pick weapons (except racial weapons such as the gnome hooked hammer).
+4 racial bonus on Craft (blacksmithing), Mogur are natural smiths.
+4 racial bonus on Profession (mining), Mogur are natural diggers.
2 racial bonus on saving throws against poison.
+1 racial bonus on attack rolls against kobolds and goblins.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Light Sensitivity (Ex): Mogur are dazzled in bright sunlight or within the radius of a daylight spell.
Automatic Languages: Common and Terran. Bonus Languages: Undercommon, sylvan, gnome, and dwarven. In addition, a Mogur can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to Mogur. See the speak with animals spell description.
Favored Class: Fighter.
Level Adjustment: +0.
My mole race that I created for role-playing games that are compatible and/or comparable to D&D v3.5 and/or Pathfinder. I appreciate any and all constructive critiques, comments, etc.
Note: The Esquirels do not belong to me, I just like them. Their stats and creator can be found here -> http://www.dandwiki.com/wiki/Esquirels_(3.5e_Race)
Category Story / Fantasy
Species Rodent (Other)
Size 50 x 50px
File Size 17.3 kB
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