© Square Enix, Final Fantasy IX
What is a Moogle, kupo? Aw do I really need to say kupo all the time, kupo? Alright, fine, kupo… Moogles are fluffy little friends, kupo! They are pretty ubiquitous in FF games, so much so that they might even be considered the mascot of the series, kupo, chocobos notwithstanding! Moogles have different properties in different games kupo! But Moogles often only say “kupo”, kupo! Or they interweave that into their normal speech, kupo! Moogles have little baubles that float above their head from a wire-like antennae (Usually called a pom-pom), and cute little bat wings, kupo! Moogles make for good friends, kupo!
Physical Description: Moogles are generally short in stature, no taller than 3 and a half feet, and are always covered in a layer of fluff. It is common to see thicker areas in a variety of patterns. All moogles also have small, bat-like wings in contrast to their fluffy selves, and a pom-pom atop a stalk on their heads.
Society: Moogle society varies from region to region. The three most common types of moogle society are hidden villages, outwardly social with any and all races, and hidden across the land, only coming out when needed and they want to.
Relations: Moogle get on with almost any non-evil race, and thus are oft seen and spoken to by anyone and everyone
Alignment and Religion: Moogles can be of any alignment. Moogles have their own deity, known as Good King Moogle Mog, whom the majority worship.
Adventurers: Moogle adventurers are commonplace, as their innate wanderlust and curiosity for knowledge drive them further forward.
Names: Moogle names of both genders are usually plays on the words Moogle, Mog, Pom-Pom or similar, or names from their adopted cultures. Other notable names include Montblanc and Hurdy, for inspiration.
Table: Starting Adulthood Ranges
| Adulthood | Intuitive | Self-Taught | Trained |
| After 17 Years | +1d3 years (18 - 20 Years) | +1d4 years (18 - 21 Years) | +2d4 years (19 - 25 Years) |
Table: Random Height and Weight
| Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
| Male | 2 ft. 8 in. | +2d4 in. (2 ft. 10 in. - 3 ft. 4 in.) | 35 | +2d4 lbs (37 - 43) |
| Female | 2 ft. 8 in. | +2d4 in. (2 ft. 10 in. - 3 ft. 4 in.) | 35 | +2d4 lbs (37 - 43) |
Standard Racial Traits
Ability Score Modifier: have nimble hands and are easy to get along with. They gain +2 Dexterity, +2 Charisma, and –2 Strength
Size: Moogles are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Type: Moogles are Outsiders with the native subtype. (This means that unlike normal outsiders, moogles need to eat, breathe and sleep. They can also be raised or resurrected normally.)
Base Speed: Moogles have a base speed of 20 feet
Languages: Moogles begin play speaking Common and Moogle. Moogles with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Defense Racial Traits
Giant Dodger: Moogles get a +4 dodge bonus to AC against monsters of the giant subtype, and creatures 3 or more size categories larger than they are. This does not apply twice.
Hope Unbound: Moogles receive a +2 racial bonus on saving throws against fear and despair effects. Additionally, once per day, after rolling a 1 on a d20, the moogle may reroll and use the second result. Hope always pushes through to a victory, somehow.
Feat and Skill Racial Traits
Diplomatic Prowess: Once per day, moogles can roll twice when making a Bluff or Diplomacy check and take the better roll.
Trader’s Mind: Moogles seem to have the innate ability to identify the value of items and sell them at a good margin. Moogles receive a +2 racial bonus on all Appraise checks. Furthermore, moogles gain a +2 racial bonus on all Diplomacy checks concerning any type of business transaction.
Nimble Fingers: Moogles receive a +2 racial bonus on a Craft or Profession skill of their choice.
Mooglesight: Moogles receive a +2 racial bonus on Perception checks.
Moogle Radar: Moogles gain a +2 racial bonus on Appraise checks and Perception checks to find hidden objects
Vestigial Wings: Moogles gain Vestigial Wings as a bonus feat, kupo! At 9th level, they gain Aerial Wings as a bonus feat, kupo!
Senses Racial Traits
Low-Light Vision: Moogles can see twice as far as humes in conditions of dim light.
Weakness Racial Traits
Hydrophobia: When drenched in water or some other liquid, a moogle receives a -2 penalty on attack rolls and concentration checks.
Alternate Racial Traits
Academician: Some moogles are more academically inclined than their kin. Moogles with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces trader's mind.
Attentive: Moogles with this trait receive a +2 racial bonus on Sense Motive checks. This bonus increases to +4 to notice when someone is enchanted or possessed. This racial trait replaces nimble fingers.
Darkvision: Some moogle strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and mooglesight.
Engineer: Moogle engineers tinker endlessly with fire, explosives, and the engines of war. Moogles with this racial trait gain a +2 racial bonus on Craft (alchemy) and Knowledge (engineering) checks. This racial trait replaces trader's mind.
Explorer: Many moogles are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation. These moogles gain a +2 racial bonus on Climb checks and checks for one Knowledge skill of their choice. This racial trait replaces nimble fingers and trader's mind.
Gift of Tongues: Moogles love languages and learning about those they meet. Moogles with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces giant dodger and nimble fingers.
Grounded: Some moogles lack their innate ability to fly. Not being ones to give up, they let nothing stop them! These moogles still move at a speed of 20 ft, but are no longer slowed down by encumbrance,medium/heavy armor and similar effects. They also gain +1 racial bonus on saves against effects that would reduce their movement speed. This racial trait modifies their base speed and replaces vestigial wings.
Knack with Poison: Some moogles have an instinctive understanding of poisons and their uses. Moogles gain a +2 racial bonus on Fortitude saves against poison and a +2 bonus on Craft (alchemy) checks to make poison. The bonus on Fortitude saving throws against poisons increases to +4 if the moogle accidentally poisons himself when applying or readying the substance. This racial trait replaces moogle radar and trader's mind.
Low Blow: Some moogles train extensively in the art of attacking larger creatures. Moogles with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves. This racial trait replaces nimble fingers.
Master Tinker: Moogles experiment with all manner of mechanical devices. Moogles with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces giant dodger and trader's mind.
Mognet: Some Moogles share a psychic bond with other members of their race, allowing them to connect to each other across great distances. Once per week, a moogle with this racial trait can send a message to another moogle, as though using the Sending spell. This racial trait replaces mooglesight.
Moogle Magic: Rarely, fey ancestry will manifest in moogles attuned to their heritage. Moogles with Charisma scores of 11 or higher gain the following spell-like abilities 1/day: dancing lights, detect magic, grab, and ignite. The caster level for these effects is equal to the moogle’s level. The DC for these spells is equal to 10 + the spell’s level + the moogle’s Charisma modifier. This racial trait replaces trader's mind and nimble fingers.
Outrider: Some moogles specialize in mounted combat. Moogles with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces trader's mind.
Shiftless: Some moogles have a reputation for larceny and guile—and sometimes it’s well deserved. Moogles with this racial trait gain a +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill for them. This racial trait replaces nimble fingers.
Unfettered: Former slips liberated from slavery train to ensure they will never be slaves again. They gain a +4 racial bonus on Escape Artist checks and a +2 racial bonus on saving throws against effects that cause the entangled condition, to CMD against grapples, and on combat maneuver checks to escape a grapple. This racial trait replaces nimble fingers and trader's mind.
Wanderlust: Moogles love travel and maps. Moogles with this racial trait receive a +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, moogles treat their caster level as +1 higher than normal. This racial trait replaces nimble fingers and trader's mind.
Wright: Some moogles prefer to use their natural talents with mechanisms to drive machines. These moogles gain a +2 racial bonus on Drive checks and on Craft and Repair checks to build or repair vehicles. This racial trait replace nimble fingers and moogle radar.
Subraces
Goug Tinkerer
Goug is a moogle metropolis renowned for its technology and the moogle’s sheer curiosity, leading to unbridled progress.
Ability Score Increase: Goug Moogles are clever and dextrous, but struggle with weights. Goug Moogles gain +2 Dexterity, +2 Intelligence, and -2 Strength.
Gun Nut: Goug Moogles treat light and one handed firearms as martial weapons, and can use medium one handed firearms without penalty. This replaces trader's mind and nimble fingers.
Chalice Keeper
Some moogles spend their life hauling mystical chalices for caravans, and learn some tricks along the way.
Ability Score Increase: Chalice Keepers gain +2 Strength, +2 Wisdom and -2 Charisma
Hauling Practice: Chalice Keepers treat their strength as 3 higher for the purposes of carrying capacity. This replaces nimble fingers.
Favoured Class Bonuses
Bard: Add +5% to the chance that being stunned, dazed or knocked unconscious causes you to lose your stored verses one round later, rather than instantly.
Beastmaster: Add +1/3 to ride checks when riding a creature from their menagere.
Black Mage: Add +1 to the Black Mage’s Aetheric Reservoir capacity. This can be taken before the Black Mage gains the class feature, but does not do anything until then.
Knight: Add +1 to the number of rounds the knight may remain in defensive stance each day.
Red Mage: Add +1/4 of a point to the red mage’s arcane pool points.
Thief: Gain +1/2 on the Disguise bonus from dual identity or on disguise checks when using a thief talent in their social identity.
Warrior: Reduce the penalty for using weapons designed for a creature one size category larger than the warrior by -1/4 (To a maximum of -0). When the penalty is at -0, the warrior may choose to take the -2 penalty anyway to instead not increase the amount of effort the weapon takes to wield (Two-handed medium weapons may be used. This penalty cannot be reduced by continuing to take this bonus). Weapons that require a specific ability score to avoid a penalty on the attack roll (Such as a butchering axe or split blade sword) cannot be wielded this way. (Taking this favoured class bonus more than 8 times does nothing).
Racial Archetypes
None
Racial Feats
None






