The Races of Ivalice


Advanced Race Guide Playtest


Everything was kept under or exactly to 15 point buy. First test pass.

Viera Points: roughly around 10
Medium Humanoid (elf subtype) Speed 40ft
-2 Con +2 Dex +2 Wis
Languages:(xenophobic) Elven (vieran), Common, Slyvan, Gaint, Terran
Racial traits:
Low Light Vision: Members of this race can see twice as far as Humans in conditions of dim light.
Skill Bonus: Perception
Camouflage: Viera gain a +4 racial bonus on Stealth checks while in marshes or forested areas.
Spell Like Ability: 1/day Detect Magic
Proficient: With Bows and Rapiers

Bangaa Points: 11
Medium Humanoid(reptilian) Speed 30ft
-2 Wis +2 Dex +2 Con
Languages: Draconic, Common, you decided the standard amount of other languages got lazy here. heh
Racial Traits:
Defensive Training: Bangaa gain a +2 dodge bonus to Armor Class.
Natural Armor: Bangaa gain a +3 natural armor bonus.
Natural Weapon: Bangaa possess natural claw attacks that inflict 1d4 points of damage and a Bite that inflicts 1d6 on a successful hit. This is a primary attack, or a secondary attack if the Bangaa wields a manufactured weapon.

Moogle Points:15
Small Fey Speed 30ft Fly:40 ft average
-4 Str -2 Cha +4 Int +2 Dex
Languages: Sylvan, Common, and any number except druidic of course
Low Light Vision: Members of this race can see twice as far as Humans in conditions of dim light.
Nimble Attacks: Moogles receive Weapon Finesse as a bonus feat.
Spell Like Ability: 1/day Detect Magic
Skill Focus: Craft or Profession

Seeq Points: 11
Medium Humanoid(orc) Speed 40ft
-2 Int -2 Cha -2 Wis +4 Str
Languages: Orc, Common, and two others
Low Light Vision: Members of this race can see twice as far as Humans in conditions of dim light.
Fearless: Seeq gain a +2 racial bonus on all saving throws against fear.
Natural Armour: Seeq gain a +1 natural armour bonus
Sprinter: Seeq gain a +10 ft. racial bonus to their speed when using the charge, run, or withdraw actions.
Orc Ferocity: Seeq race is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die.
Frenzy: Once per day, whenever Seeq takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
Hoofed

The inspiration for their traits mainly came from a base summary about each that can be found here: http://www.ffextreme.com/ff12/races.html

Any thoughts on the races?


Viera should have their own subtype, even if they are close to elves in many things


The bangaa wonderfully show why a point based system will never be perfect. +5 AC and 3 natural attacks? It's almost too good to be true!


Tor-Sulless are you building a Ivalice campaign setting, and if so is there anywhere you have it posted to see progress? I would love to see all you've put in if that's the case.


Cheapy wrote:
The bangaa wonderfully show why a point based system will never be perfect. +5 AC and 3 natural attacks? It's almost too good to be true!

Aw the beauty of it is that if you cared to, you can easily just make the natural armor basic and take out one or all the Natural Attacks. True the point system isn't perfect. That's why we construct and test if things are fair for the game setting.


deathbydoughnut wrote:
Tor-Sulless are you building a Ivalice campaign setting, and if so is there anywhere you have it posted to see progress? I would love to see all you've put in if that's the case.

Sadly I'm not making an Ivalice campaign, the races thing was something that I decided to do on a whim of sorts. Though in the back of my mind I can see this working with the Kingmaker campaign set, that is if anyone took the time to make the tweaks that is.

Grand Lodge

Moogles have a penalty to Charisma? They're the cutest and most lovable things out there!


KestlerGunner wrote:
Moogles have a penalty to Charisma? They're the cutest and most lovable things out there!

The only defense I have for this is that they are easily identifiable, and come one try to imagine a moogle try to mug you in an alley way or preach ideologies. As catching they may seem its hard to take them seriously in some occasions. Though I do want to try to make a moogle character and see how far that would go in a campaign.


Tor-sulless wrote:
KestlerGunner wrote:
Moogles have a penalty to Charisma? They're the cutest and most lovable things out there!
The only defense I have for this is that they are easily identifiable, and come one try to imagine a moogle try to mug you in an alley way or preach ideologies. As catching they may seem its hard to take them seriously in some occasions. Though I do want to try to make a moogle character and see how far that would go in a campaign.

Gotta agree with this. Can't find a moogle being very intimidating. Handling animal? Meh. Disguises? "Umm. I'm a different moogle." Unless the game has a large amount of moogles, this is pretty much out. And they'd have to deal with people thinking they're adorable and not taking them seriously.


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Considering my favorite character played in a FF-d20 was a moogle dragoon, I'd never play moogle with a -4 Str penalty ; _ ;


Detect Magic wrote:
Considering my favorite character played in a FF-d20 was a moogle dragoon, I'd never play moogle with a -4 Str penalty ; _ ;

And now loving memories of my old Chocobo Knight come flooding back to me. Hmm. There are ways to stack damage on, right? For like, a cavalier? I appologize, most of my builds are always skill monkey casters... Kinda. Anyways. Maybe sort of like twf rogue. Stays efficient by making a lot of attacks.

I'm sort of looking for a viable way to make that work. Also, now I need to stat up a Chocobo.


@ Lanitril: Something like this ought to do for an animal companion. If allowed as a cavalier's mount, you've got yourself a chocobo knight.

Spoiler:
Starting Statistics

Size Large; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 8; Special Qualities low-light vision, trample.

4th-Level Advancement

Ability Scores Str +2, Dex +2; Special Qualities sprint, stampede.

Sprint (Ex): Once per hour, a chocobo can move at 10 times its normal speed (500 feet) when it makes a charge.

Stampede (Ex): A stampede occurs if three or more chocobo make a trample attack while remaining adjacent to each other. While stampeding, a chocobo can trample foes of their size or smaller, and the trample's save DC increases by +2.


What do you all think about the moogle stats as
-2Str -2Con -2Cha +4Int +2Dex


Strength: I agree with a -2 Strength penalty. They are small, so it makes sense.

Constitution: While they are small, is it really warranted to penalize their Constitution? I mean, look at halflings or gnomes. Neither are penalized. Quite the opposite, as gnomes receive a +2 racial bonus to Constitution.

My fear is that if moogles receive both a racial penalty to Strength and Constitution, players will have a real hard time choosing any class reliant on these abilities. Basically, they would be limited to casters (and even then, they aren't going to want to choose any Cha-based casters; see below).

Charisma: Moogles often made excellent bards and jugglers in the series, so taking a negative to Charisma doesn't really make a whole lot of sense to me. After all, they had a lot of personality, which is what Charisma represents.

I can understand moogles taking a penalty on Intimidation skill checks, but why penalize the whole of Charisma-related skills and abilities?

Why should moogles be limited to choosing Int-based casters, when moogle bards are an iconic part of the FF-series? If anything, shouldn't Charisma be their "thing?"

Dexterity: I agree with a +2 Dexterity bonus. They are agile little things, so it makes sense.

Speaking of mobility, did you forget their wings?! Moogles can fly, or at least hover. A minor flight ability when unarmored and unencumbered, allowing them to fly as per the spell, for a number of rounds per day equal to five times their HD, might do the trick.

Intelligence: Why such a hefty bonus? I mean, +2 Intelligence I can understand, but +4? Is that necessary? Do you really want moogles to be your go-to magi?

To represent their mechanical inclination you could give them a +2 racial bonus on all Craft and Disable Device checks, rather than such a large bonus to their Intelligence.

I'd also think that they'd make natural linguists, since they are so often engaged in exploration. Perhaps an extra language or two at character creation, or even a racial ability granting them 2 languages per rank in Linguistics would be warranted.

Conclusion: I think "+2 Dexterity, +2 Intelligence, and -2 Strength" ought to suit the little fellas.


Detect Magic wrote:

Strength: I agree with a -2 Strength penalty. They are small, so it makes sense.

Constitution: While they are small, is it really warranted to penalize their Constitution? I mean, look at halflings or gnomes. Neither are penalized. Quite the opposite, as gnomes receive a +2 racial bonus to Constitution.

My fear is that if moogles receive both a racial penalty to Strength and Constitution, players will have a real hard time choosing any class reliant on these abilities. Basically, they would be limited to casters (and even then, they aren't going to want to choose any Cha-based casters; see below).

Charisma: Moogles often made excellent bards and jugglers in the series, so taking a negative to Charisma doesn't really make a whole lot of sense to me. After all, they had a lot of personality, which is what Charisma represents.

I can understand moogles taking a penalty on Intimidation skill checks, but why penalize the whole of Charisma-related skills and abilities?

Why should moogles be limited to choosing Int-based casters, when moogle bards are an iconic part of the FF-series? If anything, shouldn't Charisma be their "thing?"

Dexterity: I agree with a +2 Dexterity bonus. They are agile little things, so it makes sense.

Speaking of mobility, did you forget their wings?! Moogles can fly, or at least hover. A minor flight ability when unarmored and unencumbered, allowing them to fly as per the spell, for a number of rounds per day equal to five times their HD, might do the trick.

Intelligence: Why such a hefty bonus? I mean, +2 Intelligence I can understand, but +4? Is that necessary? Do you really want moogles to be your go-to magi?

To represent their mechanical inclination you could give them a +2 racial bonus on all Craft and Disable Device checks, rather than such a large bonus to their Intelligence.

I'd also think that they'd make natural linguists, since they are so often engaged in exploration. Perhaps an extra language or two...

I agree with you on leaving the Constitution score alone, though Charisma my experience with them has always been engineers, craftsmen, and potion makers, though to balance your ideas why not have the moogle take penalties (-2) for disguise and intimidate checks, while giving bonus(+2) as you said Craft, Disable Device, and possibly profession engineer. I mean I was originally just going with the point system on what they have to offer, but this jimmyrig seems to working much better.


It is already difficult for a moogle to disguise itself as another race, as per the rules for the skill. Though, it is rather silly imagining one pulling it off.


Hmm. I know they didn't make many appearances, but know what I just realized? The Gria race. I'd be more than happy to help though. With all the Ivalice games, there may be a few more we missed.

Tor, I'll message you later, if you're interested, and we'll see about expanding a bit, now that we have all this. I'm thinking favored class bonuses and even a few example npcs.

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