User:Luigifan18/Mogeko Snatcher (3.5e Racial Paragon Class)

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Author: Luigifan18 (talk)
Date Created: October 13, 2015
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A Mogeko who has honed its abilities to be a master at capturing prey. 10 5 Good Poor Good Good Prepared Divine Spellcasting, Spontaneous Arcane Spellcasting, Other Other

You won't escape... Why do you bother to run when you know it's futile?

Mogeko Snatcher[edit]

Mogekos, in general, love to play with members of other humanoid races. And by "play with", we mean "kidnap them and proceed to do unspeakable things to them". Mogeko Snatchers are really, really, really good at doing this — indeed, they have honed their natural talents in order to achieve this heinous goal.

Making a Mogeko Snatcher[edit]

Mogeko Snatchers are specialists in hunting enemies and restricting the enemy's options. They are very capable in straight-up combat, but truly shine when their movement-denying abilities are brought to bear — especially grappling, which they are exceptionally good at.

Abilities: Dexterity and Constitution help the Mogeko Snatcher stay alive. Strength helps the Mogeko Snatcher grapple successfully. Wisdom helps the Mogeko Snatcher hunt down its prey. Charisma makes the Mogeko Snatcher's signature Abduction ability (and its divination effects) harder to resist.

Races: As the name implies, only a Mogeko can become a Mogeko Snatcher.

Skills: To become a Mogeko Snatcher, one must have at least 8 ranks in any three of: Gather Information, Listen, Scent, Search, Spot, and Survival.

Alignment: A Mogeko Snatcher must have an evil alignment; no doubt this is due to the whole "kidnapping and endlessly tormenting sentient beings for fun" thing.

Table: The Mogeko Snatcher

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +0 +2 +2 Abduction (1/9 months), Track, Hardy Grappler Ranger or —
2nd +2 +0 +3 +3 Abduction (1/6 months), Smaller Head-Start (1d8 miles), Where there is Mogeko, there is nightmare Ranger or Sorcerer
3rd +3 +1 +3 +3 Abduction (1/3 months), Abduct the Awake, Super Scent Ranger or —
4th +4 +1 +4 +4 Abduction (1/2 months), Smaller Head-Start (1d6 miles), On the Path to Falsehood, Tenacious Grappler Ranger or Sorcerer
5th +5 +1 +4 +4 Abduction (1/month), Scrying, Fast Movement Ranger or —
6th +6/+1 +2 +5 +5 Abduction (1/2 weeks), Smaller Head-Start (1d4 miles), Precise Abduction, I Will Find You, And I Will Have You Ranger or Sorcerer
7th +7/+2 +2 +5 +5 Abduction (1/week), The Nose Knows, Communal Scrying, Determined Grappler Ranger or —
8th +8/+3 +2 +6 +6 Abduction (1/day), Smaller Head-Start (1 mile), You Can't Hide, Probe Thoughts Ranger or Sorcerer
9th +9/+4 +3 +6 +6 Abduction (2/day), Abduct From Anywhere, Forceful Abduction Ranger or —
10th +10/+5 +3 +7 +7 Abduction (3/day), Unshakable Grappler, Enhanced Scrying, Form of Doom Ranger or Sorcerer

Class Skills (6 + Int modifier per level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (traps) (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Scent (), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Mogeko Snatcher.

Weapon and Armor Proficiency: Mogeko Snatchers gain proficiency in saps, nets, whips, and daggers (including spiral daggers), if they do not already have those proficiencies.

Spellcasting: Levels in Mogeko Snatcher stack with levels in ranger or sorcerer (chosen at 1st level) for the purpose of advancing spellcasting capabilities. (Mogeko Snatcher grants no spellcasting capabilities in and of itself, nor does it advance class features other than spellcasting. Only even-numbered Mogeko Snatcher levels stack with levels in sorcerer.)

Abduction (Sp): By virtue of its race, a Mogeko Snatcher can use gate, as the spell, to drag a creature from another plane to the Mogeko Plane (or whatever plane the Mogeko Snatcher happens to be on). This ability only works on a creature that is currently sleeping (or in a sleep-equivalent state) and on some sort of currently-moving transport (such as a ship or carriage). A Mogeko Snatcher can only choose a creature to abduct if it is currently scrying on the creature in question; otherwise, it abducts a random creature. When the subject wakes up, it is suddenly on the same plane as the Mogeko Snatcher (though it might be on an illusionary copy of the transport, at the Mogeko Snatcher's option). The subject generally winds up 1d10 miles away from the Mogeko Snatcher who called it, in a random direction. The Mogeko Snatcher has no control over the creature(s) it calls, but the called creature(s) are granted no special ability to return to their own plane; they must find a way home on their own. The Mogeko Snatcher does not pay any XP cost for using this ability. The creature to be abducted is entitled to a Will save to avoid being dragged through the portal, and gets a +4 bonus on its saving throw if its CR is at least 2 more than abduction's caster level. If the would-be victim outright outclasses the Mogeko Snatcher, abducting it will likely be next to impossible (if not actually impossible); if the victim's CR is at least 4 more than abduction's caster level, it gets a +8 bonus to its saving throw, and if its CR is at least 6 more than abduction's caster level, it can't be abducted at all. Even though a sleeping creature is usually considered to be willing to be subjected to an effect, Abduction is an exception to this rule; the victim is automatically considered unwilling. Abduction's caster level is equal to the Mogeko Snatcher's class level ×2 or the Mogeko Snatcher's character level, whichever is higher, and the spell level is equal to the Mogeko Snatcher's class level or ½ the Mogeko Snatcher's character level, rounded down — whichever gives the higher result (minimum 1st, maximum 9th). The save DC is 10 + spell level + the Mogeko Snatcher's Charisma modifier.

Abduction is worth repeating here because the Mogeko Snatcher is much, much better at it than an ordinary Mogeko. Each level in this racial paragon class enables the Mogeko Snatcher to use it more frequently (see the table above), and improves upon it further at higher levels.

  • Smaller Head-Start (Sp): At 2nd level, the distance an Abduction victim ends up from the Mogeko Snatcher is reduced to 1d8 miles. At 4th level, it's reduced to 1d6 miles, at 6th level, it's reduced to 1d4 miles, and at 8th level, it's reduced to 1 mile.
  • Abduct the Awake (Sp): A 3rd-level Mogeko Snatcher can use Abduction on a creature that is not asleep or in a sleep-equivalent state; however, a conscious and unwilling creature gets a +2 bonus to its Will save to avoid being transported to the Mogeko Snatcher's plane (in addition to any bonus it may get by virtue of its CR). (A conscious creature can also willingly allow itself to be transported to the Mogeko Snatcher's plane.) The victim must still be riding some sort of transportation in order to be abducted.
  • Precise Abduction (Sp): A 6th-level Mogeko Snatcher may, at its option, make the Abduction victim appear within 1d6×5 feet of it instead of the usual distance. However, if it tries this, the victim is entitled to a Will save to end up 2d6 miles away instead. This Will save is made separately from the save to avoid being abducted, but is made against the same DC. If the victim avoids being abducted, there is no need for a save against Precise Abduction.
  • Abduct From Anywhere (Sp): A 9th-level Mogeko Snatcher can use Abduction on a victim no matter where it is — even if it isn't currently on a moving transport. However, a potential victim gets a +2 bonus to its Will save to resist if not on a moving transport (in addition to bonuses from its CR). If the victim is both awake and not on a currently-moving transport, it gets a +5 bonus to its Will save (in addition to bonuses from its CR).
  • Forceful Abduction (Sp): A 9th-level Mogeko Snatcher is so experienced and skillful at abducting, it can stretch the ability's limits and capture creatures that would be beyond the abilities of lesser Mogekos. At this level, the CR-based bonuses to saves against Abduction read as follows: creatures whose CR is at least 3 greater than the caster level of Abduction get a +2 bonus to their saving throw; creatures whose CR is at least 6 greater than the caster level of Abduction get a +4 bonus to their saving throw; creatures whose CR is at least 9 greater than the caster level of Abduction get a +6 bonus to their saving throw; creatures whose CR is at least 12 greater than the caster level of Abduction get a +8 bonus to their saving throw; and creatures whose CR is at least 15 greater than the caster level of Abduction can't be abducted at all (unless they are conscious and willing). (Granted, since the victim of Abduction is not compelled to ally itself with the Mogeko Snatcher in any case — and has pretty good reason to be its enemy — abducting a creature with a CR much higher than the Mogeko Snatcher's is probably a bad idea.)

Track: A Mogeko Snatcher gets Track as a bonus feat at 1st level, even if it doesn't meet the prerequisites. If it already has the feat by virtue of being a ranger (or begins taking levels in ranger later), it gets a +2 racial bonus to Survival checks and increases its racial bonus to Search checks to +4 instead.

Hardy Grappler (Ex): Good grappling technique is essential to capturing prey — and can also be quite helpful in subduing it. A Mogeko Snatcher counts as one size category larger than it actually is for the purpose of grapple checks.

Where there is Mogeko, there is nightmare: A 2nd-level Mogeko Snatcher gets a +2 racial bonus to Intimidate checks, overwriting the −2 racial penalty taken by other Mogekos.

  • On the Path to Falsehood: A 4th-level Mogeko Snatcher gets a +2 racial bonus to Bluff checks, overwriting the −2 racial penalty taken by other Mogekos.
  • I Will Find You, And I Will Have You: A 6th-level Mogeko Snatcher has its racial bonus to Search checks increased to +4. If it already has a +4 racial bonus to Search checks by virtue of having levels in both ranger and Mogeko Snatcher, its racial bonus to Survival checks is increased to +4 instead. In addition, its racial bonus to Listen and Spot checks improves to +6.
  • You Can't Hide: An 8th-level Mogeko Snatcher's racial bonus to Listen and Spot checks improves to +10.

Super Scent (Ex): A 3rd-level Mogeko Snatcher's scent ability is improved; it can now detect a target from up to 120 feet away (240 feet upwind, 60 feet downwind) and pinpoint a target within 40 feet. Its racial bonus to Scent checks improves to +16.

  • The Nose Knows (Ex): A 7th-level Mogeko Snatcher's scent ability is improved further; it can now detect a target from up to 200 feet away (400 feet upwind, 100 feet downwind) and pinpoint a target within 80 feet. Its racial bonus to Scent checks improves to +20.

Scrying (Sp): A 5th-level Mogeko Snatcher can use scrying, as a 4th-level spell, as a spell-like ability twice per day. The Mogeko Snatcher can scry on any plane of its choice, and it can choose to scry on a general creature category (race, age category, and gender) instead of a specific creature; if not trying to scry on a specific creature, it attempts to scry on a random creature which meets the parameters it establishes when using the spell-like ability (even if that creature has no connection to the Mogeko Snatcher, though it gets a +10 bonus to its Will save in that case), and if successful, it gains secondhand knowledge of the scrying subject and can specifically choose to scry on that creature when using this ability again. A Mogeko Snatcher gains a +2 racial bonus to the save DC of its scrying ability. The save DC is Charisma-based.

At 7th level, the Mogeko Snatcher can use scrying three times per day, and can be aided by other Mogekos (see Communal Scrying below).

At 10th level, the Mogeko Snatcher can use scrying four times per day, and the racial bonus to the save DC increases to +4.

  • Communal Scrying (Sp): Mogekos are extremely social creatures, behaving sort of like an ant colony. As such, other Mogekos can contribute their power to aid a 7th-level Mogeko Snatcher searching for a victim to abduct. The Mogekos aiding the Mogeko Snatcher must be spellcasters, and each contributing Mogeko sacrifices a prepared spell or spell slot to the Mogeko Snatcher's scrying attempt. Up to 10 Mogeko spellcasters can contribute. The spell levels of each sacrificed spell slot are added together into a bonus level pool, and these spell levels may be used in one of three ways:
  1. Increase the save DC by 1 per expended spell level
  2. Extend the duration of scrying by 1 minute per expended spell level
  3. Override an anti-divination effect (such as mind blank or nondetection) by expending spell levels equal to the spell level of the effect to be overridden
A sacrificed spell that is enhanced by metamagic (other than Heighten Spell) or simply prepared in a higher-level spell slot contributes its actual spell level to the scrying attempt, not the level of the spell slot. A spontaneous caster who has spell slots of a higher level than they are actually able to cast (due to an insufficient ability score or other reasons) can only contribute a number of spell levels equal to or less than the highest-level spell they can actually cast, even if they contribute a higher-level slot.

Fast Movement (Ex): A 5th-level Mogeko Snatcher's movement speed is increased by 10 feet.

Probe Thoughts (Sp): An 8th-level Mogeko Snatcher can use probe thoughts, as the spell, once per day per point of positive Charisma modifier (minimum 1). The save DC is Charisma-based.

In contrast to Mogeko Sages, who can also use probe thoughts but tend to do so in order to gauge a person's trustworthiness and the best way to help (or thwart) them, Mogeko Snatchers use probe thoughts to pick apart the details of their prey's life and break their will to resist.

Form of Doom (Ps): A 10th-level Mogeko Snatcher is practically an embodiment of the Mogekos' dark desires. Once per day per four character levels, the Mogeko Snatcher can use form of doom, as the power, with a manifester level equal to its character level.

Ex-Mogeko Snatchers[edit]

A Mogeko Snatcher that ceases to be a Mogeko or ceases to be evil loses the ability to advance in Mogeko Snatcher.

Campaign Information[edit]

Playing a Mogeko Snatcher[edit]

Religion: Mogeko Snatchers almost exclusively worship Lord Prosciutto. (The irony here is that Lord Prosciutto is ostensibly a neutral good deity, yet Mogeko Snatchers are universally evil. Mogekos are weird.)

Other Classes: Mogeko Snatchers despise Mogeko Sages, and the hatred is mutual; each class fervently believes that the very existence of the other is ruining the Mogeko race, and it's extremely common for Mogeko Snatchers to attack Mogeko Sages on sight and try to brutally murder them. Mogeko Snatchers are ambivalent towards members of other classes.

Combat: The Mogeko Snatcher is a hunter, trapper, and disabler, stalking its prey and trying to force a close-quarters confrontation where it can grapple its target until they can no longer resist.

Advancement: Mogeko Snatchers prefer taking levels in classes that aid them in hunting down their prey and capturing it.

Mogeko Snatchers in the World[edit]

<-Some quote from a character of this class->
—King mogeko, Mogeko Snatcher

Mogeko Snatchers are sort of like bounty hunters, except that they hunt for the sake of their own pleasure. They are feared predators, and rightfully so, for once you've attracted the interest of a Mogeko Snatcher, it's extremely difficult to get rid of them, and if they catch you... you don't want to know what will happen to you. Just trust me on this one.

Daily Life: Mogeko Snatchers spend most of their time practicing their hunting skills. Higher-level ones supplement this by scrying upon potential victims on other planes.

Notables: King mogeko is the leader of Mogeko Castle, and the main reason why the Mogeko race is so twisted and decadent. He is obsessed with sex, violence, prosciutto, and high school girls, and the other Mogekos largely follow his example. Moge-ko is a ferocious, sadistic, borderline insane warrior whose favorite pasttimes include taking naps and slowly torturing people to death; even King mogeko is terrified of her, and would really appreciate it if she were to be killed.

Organizations: Mogeko Snatchers are the de facto leaders of the Mogeko race. They command legions of lesser Mogekos to do their bidding; in exchange, they use their abilities to acquire lots of "toys" for their minions to "play" with.

NPC Reactions: Mogekos love Mogeko Snatchers. NPCs of other races fear and despise them, and would love to see them gone forever and ever and ever.

Mogeko Snatcher Lore[edit]

Characters with ranks in Knowledge (the planes) can research Mogeko Snatchers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (the planes)
DC Result
15 Mogeko Snatchers are feared hunters who drag their prey to them from a separate plane.
20 Mogeko Snatchers have extremely keen senses and are skilled trackers. They are also surprisingly adept at intimidation and misdirection, especially for Mogekos.
25 Mogeko Sages develop the ability to scry anywhere and read thoughts as they grow in power. The very strongest Mogeko Snatchers can transform into terrifying tentacle-laden abominations that engulf weapons and grapple their prey into submission.
30 Information on specific Mogeko Snatchers.

Mogeko Snatchers in the Game[edit]

Mogeko Snatchers are likely to be the party's most dangerous opponents during adventures on the Mogeko Plane. They are also likely to be how the party ends up there in the first place, given that the Mogeko Plane is difficult to reach by conventional methods; being abducted by a Mogeko Snatcher is really the most reliable way to go there.

Adaptation: ...Do you really want to know?

Sample Encounter: As previously mentioned, Mogeko Snatchers are best-suited for the role of boss character. They can range from overwhelmingly powerful foes for the PCs to avoid at all costs (harder than it sounds, considering the Mogeko Snatcher's aptitude at hunting and tracking) or roadblocks for the PCs to get past. The pinnacle of Mogeko Snatchers are Moge-ko and King mogeko themselves — the exemplars of the rotten condition of the Mogeko race. There is no more fitting end for a Mogeko-centric campaign than an epic showdown with either one of the two, if not both (at the same time or in succession).

EL 20: King mogeko (3.5e NPC).

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