
Luna_Silvertear |
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Fluff to follow...
Type: Humanoid (Half Undead subtype) [Mohrgling] (5 RP)
Undead Resistances: Mohrglings gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Negitive Energy Affinity: Although a living creature, Mohrgling react to positive and negative energy as if they were undead - positive energy harms it while negative energy heals it.
Resist Level Drain (Ex): Mohrglings take no penalties from energy-draining effects, though he can still be killed if he accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels a mohrgling has gained are removed without any additional saving throws.
Darkvision 60ft
Size: Medium (0 RP)
Base Speed: Normal [30ft] (0 RP)
Ability Score Modifier: Standard [+2 to STR, +2 WIS, -2 INT] (0 RP)
Language: Linguist [ Common, Necril + Any except Secret] (1 RP)
Defensive Racial Traits
Natural Armor: +1 Natural Armor bonus (1 RP)
Offensive Racial Traits
Natural Attack: Tongue [1d4 dmg] This is a secondary attack. (1 RP)
Paralyzing Touch: 1/day If a mohrgling hits with its tongue attack, the victim must make a Fortitude save (DC= 1/2 the mohrgling's character level + its CHA modifier) or be paralyzed for 1 round. This duration increase by 1 round for every 5 character levels (max 5 rounds at level 20). (2 RP)
Senses Racial Traits
Low-light Vision (1 RP)
Total RP: 11 RP

Luna_Silvertear |

I still have some fine tuning to do. I picked tongue over slam simply because I laughed at the thought of licking someone to death. <.<
I'd imagine a penalty to Charisma instead, due to the way Mohrgs are.
Part of the fluff is that mohrglings are the result of a necromantic experiment. A necromancer replaced a humans tongue with a mohrg's. Fused with negative energy, the tongue began growing within the body, fusing itself to the very being of it's host. This whole process has an adverse effect on the mind...hence the -2 INT.

Rynjin |

Fluff to follow...
** spoiler omitted **
Dammit I was about to go to sleep.
Hm. Plus Str and Wis makes me automatically think this guy would make a good Monk, but nothing about a Mohrg precisely screams "Lawful".
What else can make good use of Str and Wis?
Lemme browse the SRD a smidge and see what I can come up with here. Probably write a short blurb about this one too. The Oracle probably won't get one because that one or two sentences is really all I got about him personally, though the cult might make a good thing to expand on.
Maybe when we finish our Serpent's Skull game I can whip up a pseudo-homebrew campaign with 'em. He's said he doesn't want to GM the next game we run so I'll have the chance.
Sleep is for the weak!

Icyshadow |

I still have some fine tuning to do. I picked tongue over slam simply because I laughed at the thought of licking someone to death. <.<
Icyshadow wrote:I'd imagine a penalty to Charisma instead, due to the way Mohrgs are.Part of the fluff is that mohrglings are the result of a necromantic experiment. A necromancer replaced a humans tongue with a mohrg's. Fused with negative energy, the tongue began growing within the body, fusing itself to the very being of it's host. This whole process has an adverse effect on the mind...hence the -2 INT.
Wouldn't a Wisdom penalty be more appropriate for an unhinged mind?

Luna_Silvertear |

Would the Slam, in addition to the Tongue attack, put it's RP too high?
The Tengu can start with 3 natural attacks, so I figured 2 would be fine.
Add 1 RP for a slam attack.
Luna_Silvertear wrote:Wouldn't a Wisdom penalty be more appropriate for an unhinged mind?I still have some fine tuning to do. I picked tongue over slam simply because I laughed at the thought of licking someone to death. <.<
Icyshadow wrote:I'd imagine a penalty to Charisma instead, due to the way Mohrgs are.Part of the fluff is that mohrglings are the result of a necromantic experiment. A necromancer replaced a humans tongue with a mohrg's. Fused with negative energy, the tongue began growing within the body, fusing itself to the very being of it's host. This whole process has an adverse effect on the mind...hence the -2 INT.
Maybe...like I said, it is a work in progress. I'll finalize it in a few hours. make your builds and let me see them. It'll help me out.

Rynjin |

I gots it. Going on the assumption it grants -2 Cha, otherwise this falls apart a smidge.
Erique Bruuks, Mohrgling Anger Inquisitor of Gorum
His deal is he hates Undead with a fiery burning passion, especially corporeal Undead. Whenever he sees one he flies into a Rage, just like a Barbarian, and starts wrecking whatever foolhardy Undead bastard that he can see by whatever means necessary, and is magically equipped to kill and somewhat counter the effects of their foul presence.

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A frankenstein like critter would be fine. Alternatively, a literal zombie who regained his mind.
The Mohrgling look cool though. Maybe they are victims of a plague but have just enough immunity not to turn. Or they are reanimated stilborns.
The Mohrgling would fit with a Martial Artist Monk Archtype perfect.

Luna_Silvertear |

Is there a Mohrg plague? Does getting killed by a Mohrg turn you into one, too?
No, it doesn't.
@TheLoneCleric I would love to make a zombie race, but the undead type would simply be too powerful to match a core race or even an Aasimar or even something a little stronger. I CAN make one and have ideas, but the wouldn't be too viable as a race. You'd need a shirt of gentle repose or something as well.

Luna_Silvertear |

I am unfamiliar with building races.
What RP are Aasimar at?
I figure the Mohrgling should be at least on level with them.
They sit at fifteen. Add a slam attack and bump the NA up to a +2 Bonus or give them a +2 bonus to a skill and you'd be about even. You're thoughts? I kinda pictured them as a more martial race.

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blackbloodtroll wrote:They sit at fifteen. Add a slam attack and bump the NA up to a +2 Bonus or give them a +2 bonus to a skill and you'd be about even. You're thoughts? I kinda pictured them as a more martial race.I am unfamiliar with building races.
What RP are Aasimar at?
I figure the Mohrgling should be at least on level with them.
Definitely a martial Race. If adding the Slam puts them under the RP of the Aasimar, then I say do it. There really is not need to add more.

Luna_Silvertear |

I hope you guys like it. I'm still working on the fluff, but I've been a bit lazy today. You'll see that I've made a couple of changes. I'm open to discussion on it for an hour due to the limit on the post editing time...or I can just repost. <.<
Also, if you post this race elsewhere, please give me credit and post a link back to this thread.
They're currently at 12 RP, which puts them at the same level as an elf who also has 12 RP.
+2 Strength, +2 Wisdom, -2 Charisma: Mohrglings are strong and perceptive, but the negative energy in their bodies have begun to corrupt their appearance.
Mohrgling: Mohrglings are humanoids with the mohrgling subtype.
Medium: Mohrglings are Medium creatures and have no bonuses or
penalties due to their size.
Normal Speed: Mohrglings have a base speed of 30 feet.
Senses: Low-light vision and darkvision 60 ft.
Undead Resistance: Mohrglings gain a +2 racial bonus on saving
throws against disease and mind-affecting effects.
Negative Energy Affinity: Though a living creature, a mohrgling reacts to positive and negative energy as if it were undead — positive energy harms it, while negative energy heals it.
Resist Level Drain (Ex): A mohrgling takes no penalties
from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a mohrgling takes are removed without the need for an additional saving throw.
Natural Armor: Mohrglings have a Natural Armor bonus of +1.
Natural Attacks: Slam: 1d4 damage. This is considered a primary attack.
Tongue: 1d4 damage. This is considered a secondary attack.
Paralyzing Touch: 1/day. If a mohrgling hits with its tongue attack, the victim must make a Fortitude save (DC= 1/2 the mohrgling's character level + its CHA modifier) or be paralyzed for 1 round. This duration increase by 1 round for every 5 character levels (max 5 rounds at level 20).
Languages: Mohrglings begin play speaking Common and Necril. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).

Azaelas Fayth |

Here is my "Frankenstein"
Type: Half-Construct +7RP
Size: Medium -RP
Speed: Normal(30 feet) -RP
Ability Mods: Specialized(+2STR,+2CON,-2CHA) 1RP
Languages: Linguist +1RP
Natural Armour/IMP. NA (NA+2) +3RP
+2 saves vs. mind-affecting effects -RP
+2 saves vs. disease -RP
+2 saves vs. poison -RP
+2 saves vs. effects that cause either exhaustion or fatigue -RP
They age as the Clockwork Kin from Ravingdork Crazy Character Emporium. They are currently 13 RP.

Azaelas Fayth |

That was my 5th attempt at them. The others ended up being around 16+RP.
I typically prefer simple, static, and easy to figure bonuses rather than complex situational ones. Thankfully the Half-Construct provides a nice built in set of them.
For +2RP you can increase their Natural Armour by 1 to Natural Armour +3.
That was also my 50th Race Build. Though only the 25th I would let players use.

Luna_Silvertear |

That was my 5th attempt at them. The others ended up being around 16+RP.
I typically prefer simple, static, and easy to figure bonuses rather than complex situational ones. Thankfully the Half-Construct provides a nice built in set of them.
For +2RP you can increase their Natural Armour by 1 to Natural Armour +3.
That was also my 50th Race Build. Though only the 25th I would let players use.
We should change this thread name to Gothic Races. I'm working on a warewolf race using the kitsune feats for shapechanging. No heavy hitting lychanthrope here. This is for players who want to play a lycanthrope, but can't.

Azaelas Fayth |

I have a Dogfolk/Canyne Race. That uses the Humanoid(Chimeryn) type. I also changed the Catfolk and Ratfolk to this. I then made a Feat that allows them to shift into a Human form and then a Second Feat that allows them to assume an Animal Form.
I am just working out the kinks in the race.
I am thinking either DEX or STR for the Physical bonus. INT for the Mental bonus. Not sure on the penalty either...

AndIMustMask |

Azaelas Fayth wrote:We should change this thread name to Gothic Races. I'm working on a warewolf race using the kitsune feats for shapechanging. No heavy hitting lychanthrope here. This is for players who want to play a lycanthrope, but can't.That was my 5th attempt at them. The others ended up being around 16+RP.
I typically prefer simple, static, and easy to figure bonuses rather than complex situational ones. Thankfully the Half-Construct provides a nice built in set of them.
For +2RP you can increase their Natural Armour by 1 to Natural Armour +3.
That was also my 50th Race Build. Though only the 25th I would let players use.
it hurt's thet i cant be a were-tiger (and/or) -shark in all my games.

Luna_Silvertear |

Luna_Silvertear wrote:it hurt's thet i cant be a were-tiger (and/or) -shark in all my games.Azaelas Fayth wrote:We should change this thread name to Gothic Races. I'm working on a warewolf race using the kitsune feats for shapechanging. No heavy hitting lychanthrope here. This is for players who want to play a lycanthrope, but can't.That was my 5th attempt at them. The others ended up being around 16+RP.
I typically prefer simple, static, and easy to figure bonuses rather than complex situational ones. Thankfully the Half-Construct provides a nice built in set of them.
For +2RP you can increase their Natural Armour by 1 to Natural Armour +3.
That was also my 50th Race Build. Though only the 25th I would let players use.
Greed can be crippling. Greed keeps me from playing nwn as I can't pick what class I want. I just wanna be good at everything. <.<

Azaelas Fayth |

There you go I will be redoing the first post really soon using Google Docs.
EDIT: I fixed it.
If you have a google account just go to Google Drive and sign in then click create, then Document.

AndIMustMask |

AndIMustMask wrote:Greed can be crippling. Greed keeps me from playing nwn as I can't pick what class I want. I just wanna be good at everything. <.<Luna_Silvertear wrote:it hurt's thet i cant be a were-tiger (and/or) -shark in all my games.Azaelas Fayth wrote:We should change this thread name to Gothic Races. I'm working on a warewolf race using the kitsune feats for shapechanging. No heavy hitting lychanthrope here. This is for players who want to play a lycanthrope, but can't.That was my 5th attempt at them. The others ended up being around 16+RP.
I typically prefer simple, static, and easy to figure bonuses rather than complex situational ones. Thankfully the Half-Construct provides a nice built in set of them.
For +2RP you can increase their Natural Armour by 1 to Natural Armour +3.
That was also my 50th Race Build. Though only the 25th I would let players use.
im cool with suboptimal stuff as long as its fluffy and efficient enough to not be completely useless.

Luna_Silvertear |

There you go I will be redoing the first post really soon. Using Google Docs.
Sweet...post it to the guides and make a reference to This Ravenloft conversion to Pathfinder and this guide to help people RP horror...