BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Moling (Mo-ling)

Halflings who have augmented their limbs with alien metals, molings are capable of launching their hands like grappling hooks, allowing them to easily scale buildings and other structures. Masters of mobility, a moling can easily navigate any battlefield.

Basic Information

Anatomy

Instead of normal limbs, a moling possess metal arms and legs crafted out of a nearly indestructible alien metal. These arms claw-like in nature, and can extend out like ropes, allowing the moling to easily scale buildings. The molings feet have chambers that can store gas, allowing them to expel the gas to increase their jump range and change their movement in their air.

Genetics and Reproduction

Molings share their reproductive traits with normal halflings.

Growth Rate & Stages

Molings age at the same rate as normal halflings, reaching adulthood at 20 years of age. Moling limbs are born stunted, and are quickly replaced around the age of four, gaining their first metal limbs. As they age, these limbs are upgraded and replaced until they get their final set.

Dietary Needs and Habits

Molings share their dietary needs with normal halflings.

Biological Cycle

Molings share the same biological cycles with normal halflings, but are slightly less affected by the colder winter months due to the technology of Nenu-Lan.

Additional Information

Social Structure

Like normal halflings, molings are quite social creatures, often living and working communally. Moling society is slightly more hierarchical, with molings with higher up positions of power in House Ling or with more impressive cybernetics having more sway over others.

Facial characteristics

Molings share normal halfling facial features, with rounder faces and youthful features.

Geographic Origin and Distribution

Nearly all molings live in the technologically advanced city of Nenu-Lan.

Average Intelligence

Like normal halflings, molings are sly and are fantastic speakers. Their perceptive abilities help them assess situations and take the correct actions.

Perception and Sensory Capabilities

While they have no special extrasensory senses, such as darkvision, a molings senses are still quite keen, able to see things from farther away and at great detail. Many molings make it a habit to study creatures, and can often see minute changes in a creatures actions and personality.

Civilization and Culture

Naming Traditions

Molings share the naming traditions of normal halflings.

Major Organizations

Most molings are members of a large organization known as House Ling, and act as the couriers, scouts, and runners of the city. Although no prove has ever been brought to light, it is an open secret that House Ling operates a massive crime network throughout the city.

Beauty Ideals

Molings share a majority of their beauty ideals with normal halflings, but also love to gush over cybernetic implants, often comparing the personal touches they have made to their limbs.

Gender Ideals

Molings share the majority of their gender ideals with normal halflings, but the unique nature of Nenu-Lan often means that molings can easily break free of any set role.

Courtship Ideals

Molings most share traditional halfling courtship ideals, but a more common practice in the city is rooftop dates, where molings couples scale massive buildings and enjoy the view of the city.

Relationship Ideals

Like normal halflings, molings are able to easily integrate themselves among any group, and are the most social of the Nenu-Lan races.

Average Technological Level

Like all Nenu-Lan races, molings utilize the technological advancements and weaponry scavenged from the Angra-Nenu. Many molings work to transform their metal appendages into weapons capable of transferring their life force into powerful blasts of energy.

Major Language Groups and Dialects

Like normal halflings, molings speak Halfling and Common, and can be found speaking Dwarven, Elven, Gnome, Goblin and Orcish.

Common Dress Code

Many molings wear eye covering, hats or helmets, to help protect their face and head while they swing through the city.

Common Taboos

Giving away the secrets of House Ling is likely to end with the offending moling winding up dead in an alleyway with their cybernetics ripped out.

History

Molings are the descendants of the first halflings who traveled to the crashed starship that would become known as the Angra-Nenu. These halflings gained accesses to the cybernetic section of the ship, and utilized the alien metals to craft their extendable limbs.

Common Myths and Legends

Most molings eschew religion in the preference for technology, but can sometimes be found worshiping Mip or another member of the halfling pantheon. Like all Nenu-Lan races, many molings are part of the hive-mind of The Collective One.

Interspecies Relations and Assumptions

Many members of Nenu-Lan distrust the molings, as they are reputed to run a tight criminal network. However, no one can argue with their effectiveness as couriers and messengers. Like regular halflings, molings are able to easily integrate themselves with their friendly demeanors and boisterous personalities.

Racial Table - Moling: Hit Dice: D8; Class Skills: Acrobatics, Craft, Knowledge (Engineering), Profession, Stealth; Skill Ranks Per Level: 2 + Intelligence modifier; Weapon Proficiency: Simple, plus slings, any weapon with "halfling" in its name, and technological weapons; Armor Proficiency: Light, plus technological armors.
Level BAB Fort Reflex Will Abilities
1st +0 +0 +2 +0 Keen Senses, Metal Limbs
2nd +1 +0 +3 +0 Mobile Master, Nimble Climber
3rd +2 +1 +3 +1 Attentive, Extended Maneuvers
4th +3 +1 +4 +1 Impactful Limbs, +1 Dexterity, +1 Charisma
5th +3 +1 +4 +1 Arm Cannon

Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
20 years +2d4 years (22 - 28) +3d6 years (23 - 38) +4d6 years (24 - 44)
1This category includes armigers, barbarians, bloodragers, imbuers, kineticists, leaches oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists   2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.   3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.  
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.) 30 lbs. +(2d4+7 lbs.) (39 - 45 lbs.)
Female 2 ft. 6 in. +2d4 in. (2 ft. 8 in. - 3 ft. 2 in.) 20 lbs. +(2d4+7 lbs.) (29 - 36 lbs.)

Moling Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (-2 to Str, Dex, and Con, +2 to Int, Wis, and Cha) Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis, and Cha) Maximum Age (GM secretly decides maximum age)
45 years 70 years 90 years 70 + 2d20 (72 - 110 years)

Random Moling Homelands
% Rolled Homeland Trait Gained
01-90 Technological City or Area Technical Archeologist
91-99 Halfling Homeland (Roll on Halfling Homeland table)
99-00 Unusual Homeland (Roll on Unusual Homeland table)

Random Moling Families
% Rolled Parental Status
01-70 Both of your parents are alive
71-80 Only Father is alive
81-90 Only Mother is alive
91-00 Both of your parents are dead
Random Moling Siblings
% Rolled # of Siblings
01-30 1d2 Siblings
31-90 1d4+1 Siblings
91-00 No siblings
by @miz0mei on twitter
by @miz0mei on twitter
art by @miz0mei
Genetic Ancestor(s)
Lifespan
93 - 120 years
Average Height
2 ft. 8 in. - 3 ft. 4 in.
Average Weight
29 - 45 lbs.
Average Physique
Like normal halflings, molings rely more on swiftness then strength, lacking physical prowess. A molings metal limbs allows them a slight increase to their power output, and molings often greater augment their bodies with more technological implants.
Body Tint, Colouring and Marking
Many molings utilize nanite tattoos to personalize their appearance, and often paint their arms to express themselves.

Moling

Type Humanoid (Halfling, Half-Construct)
Ability Score Modifier +2 Dexterity, +2 Charisma, -2 Strength: Molings are quick and sly, but lack the strength of larger races.
Size small
Speed Molings have a base speed 20 feet
Language A Moling begins play speaking Common (Maran) and Halfling. A Moling with a high intelligence score can pick from one of the following languages: Aklo, Dwarven, Elven, Gnome, and Orc.

  • Materil: A Moling can be tied to any of the Materils, although they tend towards Windcaller or Firedancer.
  • Keen Senses: Molings senses are more accurate than normal. A moling gains a +2 racial bonus on Perception checks. This bonus increases by 1 for every two hit dice beyond the 1st the moling possesses.
  • Metal Limbs: A molings limbs are made of a nigh-indestructible metal. They cannot be dismembered through normal means, and a molings hands can extend out to a maximum range of 30 feet times the total hit dice of the moling, effectively acting as a retractable rope and grappling hook. They cannot be used to make an unarmed strike when extended. A moling can shoot jets of air out of its feet, making them a much better jumper. They always are treated as if they had a running start when jumping, and can spend a swift action to gain a +5 racial bonus on their next Acrobatic check to jump. A moling cannot normally benefit from Feet, Hand, Rings, or Wrist slot wondrous items, but can benefit from technological items that take those slots.
  • Mobile Master: At 2nd racial level, a moling gains Dodge and Mobility as bonus feats. A moling that already has both feats gains Spring Attack as a bonus feat instead.
  • Nimble Climber: Starting at 2nd racial level, a moling uses their Dexterity modifier instead of their Strength modifier on Climb checks.
  • Attentive: Starting at 3rd racial level, molings gain a +2 racial bonus on Sense Motive checks. This bonus increases by 1 for every three hit dice the moling possesses beyond the 3rd. This bonus doubles to notice if someone is enchanted or possessed.
  • Extended Maneuvers: Starting at 3rd racial level, a moling can utilize combat maneuvers at a distance while using their extended limbs, and can use their Dexterity modifier instead of their Strength modifier on those maneuvers.
  • Impact Strikes: Starting at 4th racial level, a moling can deal lethal damage with its unarmed strikes, even if they don’t possess the Improved Unarmed Strike feat, and increases the damage of any weapon they properly wield by one step.
  • Limb Cannon (Ex): Starting at 5th racial level, once per day for every five hit dice the moling possesses, they can utilize their metal limbs as a devastating weapon. They can either make a melee or ranged touch attack (with a range increment of 30 feet), as if casting the spell shocking grasp or scorching ray. Either way, the attack deals 1d6 points of damage per hit dice the moling possesses (the damage is based on the type of Materil the moling is tied to, molings tied to the light and shadow Materils’ blind the target for a number of minutes equal to the amount of dice that would have been rolled instead of dealing damage). A successful Fortitude save halves the damage (or duration, for light and shadow). The save is Constitution based.

Alternate Racial Traits
  • Acquisitive: Some molings love to acquire treasure and other knick-knacks. They gain a +2 racial bonus on Appraise checks. This bonus increases to a +4 when trying to determine the most valuable item out of a treasure horde. This bonus increases by 1 for every two hit dice beyond the 1st the moling possesses. This trait replaces the Keen Senses trait.
  • Cyber-Attuned: Many molings like to augment their bodies with cybernetics, and have built up a resistance to the rigorous installation process. A moling with this trait treats both their Intelligence and Constitution score as an amount higher equal to their racial level for the purposes of installing new cybertech, decreases the DC to install cybertech in themselves by 2, and decreases the amount of Constitution damage taken by an installation by 1. This trait replaces the Keen Senses trait.
  • Sky-Swinger: Some molings have mastered the art of swinging through the sky. They gain a +2 racial bonus on Acrobatics checks when jumping from rooftops or other areas of height. This bonus increases by 1 for every two hit dice beyond the 1st the moling possesses. They gain DR equal to their racial level from falling damage, and always land on their feet when falling. This trait replaces the Keen Sense trait.


Comments

Please Login in order to comment!