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Rainbownaga
2011-11-12, 07:40 PM
NEW FORWARD:
With the popularity of MLP:FiM, it is not surprising that ponies have been stated as character classes for d&d (there are many, including Waspinator's pony races in this forum and the "Ponyfinder" classes from /tg/) and not to mention Soft Serve's monster classes which includes a pretty cool pegasus and unicorn.

What this thread does is make a my little pony setting. The classes and feats in this class are based off the powers demonstrated by the characters in the FiM and G1 cartoons, with extensions of those abilities where necessary. For example, 'magic' unicorn specialty is based off Luna and Twilight's powers, 'wind' is based roughly off Gusty from G1, the pegasus class is based off G1 characters at lower levels and rainbowdash at higher, and the Faustian (bad pun) feats allow for Pinkie Pie.

Similarly, there should be less need for equipment and Vancian casting is predominantly limited to non-ponies (NPCs)

That said, I am far from an experienced game designer. I intend to play this game at some point and will continue tinkering with it, and I will greatly appreciate any advice I am given.

I would particularly like to thank onthetown, although I didn't actually take her advice about changing the classes into races, they made me realise the importance of multiclassing, appropriate thematic classes, and dead levels.

The Setting (as it appears)
This is Equestria, a huge kingdom roughly comparable to early 19th century America. Besides the occasional dragon, the only known sentient species are ponies (earth, unicorn and pegasus), and though there are occasional encounters with monsterous creatures at the borders and the frontier areas, life for most of the kingdom only hear about such things as rumors and are unlikely to see non-pony creature more exotic than a sparrow.

The kingdom is ruled by the benevolent Princess Celestia, who controls the very rise and fall of the sun. It is a golden age, and the ponies act as custodians of the very earth, controlling the weather and seasons to ensure conditions are optimal. It is said that no pony ever goes hungry, hard work is rewarded, and there is a peace and prosperity that fills the empire.

The history of the ages
The pony empire began as a single herd that dwelt in Dream Valley. In those days, the three species of pony made up only a small portion of what was known as Ponyland; gnomes, lost pony species, and numerous other bizzare creatures. Further, rainbow bridges connected to other planes including one filled with humans from which the ponies chose their first champion.

In time the ponies befriended and overcame their rivals, and without the constant threat of death or slavery to cull their numbers the population began to take over the land. Whereas life in the herd was a communal existance, with no clear leaders or need for currency, the new society became much more complicated and developed into a true kingdom.

Eventually a powerful mare took the reins of leadership, known only as the Empress, she ruled with an iron hoof. Under her leadership other sapient beings were either killed or driven off, and weather manipulation was developed. In time the empire consisted of millions of ponies in hundreds of towns across the continent.

Two major forces opposed her; dragons and gnomes. While hundreds of dragons and over a million gnomes were slain in her millennium long regime, she failed to completely eliminate the threat. With her inevitable ill health she passed the leadership of the empire onto her daughters, Celestia and Luna, who continue to rule today.

It was only under the rule of the sisters that dragons were again turned from hated foes into valuable allies. And yet the war against gnomes never abated. While their power base was shattered, they continue to launch clandestine attacks, and dozens of lives are lost by both sides every year. But no pony knows about this; a special department ensures that any such attacks are disguised as "unfortunate accidents" and "gnomes" are made out as creatures of fairy-tale. The golden age of peace, prosperity and security must be protected at all costs, it is reasoned, and the appearance thereof even moreso. While the princess is truly benevolent, she is not beyond going to extreme lengths including imprisoning her own sister for thousands of years.




Setting Features

Low equipment
The world of MLP is full of magic adventure and fun. That said, it's also a world in which money is almost forgotten about. Ponies have never covered themselves head to toe in armor and magical trinkets to battle evil. The only example of armor worn by any pony in the setting is the royal guard, and it's probably ornamental at that.

Similarly, there ponies very seldom use weapons (I cannot remember seeing anything more lethal than a pie in the new series) relying on their own bodies. They occasionally where clothing items such as boots and hats, but are mostly just naked yet powerful world shakers.

What's more, money never plays a major part in the setting, when it does it is more of a symbol of power and achievement.

To reflect that, items and money play a relatively small part. artifacts brimming with power or enchanted horseshoes may well be found, but these will function in much the same way as the "price:-" items of the
standard 3.5 setting.

Medium/High Magic: Whereas magical items are rare, magic is fairly common place. Unicorns are the prime example, but the other races (most having been driven from the continent) have their own magic.

Vancian magic does not fit well since it favors earth ponies who will inevitably outshine unicorns, substantially, at their own goal. It also doesn't fit with the way pony-magic works. Full casters of any tier are therefor restricted to NPCs.

The combination of low equipment, high magic means that ponies should get their expected wealth per level (final result, after deductions) as direct enhancements which can include weapon and armor enhancements, ability score modifiers, rings, amulets, boots, and any other "permanent" items.

Money can also be awarded, but it holds far less importance, allowing players to buy cupcakes and frivolities without worrying about them disadvantaging their characters.


Gritty(ish) Combat The key theme of this setting is the awakening into the harsh reality of 'real life', that not everything is cupcakes and rainbows. Rather than making "every hit kill" instead "every hit hurts". HP represent real damage, and without healing spells, let alone ressurections, conflict should be something to be avoided.

To encourage this, most enemies should themselves feel pain and fear; hydras, dragons, basilisk and cocktrice in this setting are all basically sentient whether or not they can actually speak. Sufficient pain or a show of strength may convince them to back off. When death-wishing zealots finally do appear, their lack of sense may be better appreciated.

Bonuses from food, and extra rest breaks will allow to partially compensate for the lack of healing, and treatment for scars and even death may be available after enough searching, but injuries are never "just hp". The crusader class and other unrestricted healing should be avoided to continue this.


The Ponies Start as Happy Innocents
The main cast of the modern series is a tailor, a student, an apple farmer, a hippie, and a life-of-the-party. They save the kingdom. The older series featured a herd of ponies constantly under threat of slavery or genocide, and yet the 'adventurers' were the same type of everypony.

In the base setting, ponies go on adventures to confront possible threats we suprising frequency, particularly in the original series. And yet their is no such thing as a "warpony" and the "Royal Guard" play very little role. Instead it is just everyponies attempting to right a wrong.

This doesn't mean players shouldn't choose barbarian, rogue, or warblade as their first level, but they should not be grizzled veterans. Thus the character classes have predominantly non-combat discriptions even if their features lean that way.

Rainbownaga
2011-11-12, 08:26 PM
Ponies

Ponies are talking, intelligent beings. They can use magical items, but are inherently magical, and as such stat modifiers, weapon, and armor enhancements can be applied directly to their hair hooves and flanks.

Modern ponies are quite industrious and their lack of fingers do not prevent them from performing any trained skills. They can carry objects as normal, but they cannot become proficient with any weapons unless they gain the "opposable hooves" feat.

Pony names consist of one or two words, usually with a theme associated with the pony's name and flank marking. As a rule of thumb they tend to be indistinguishable from pornstar names.

Stats:
-2 wisdom: Ponies tend to be scattered
magical beast type
Small size- Ponies are initally small sized. At character level 2 or higher they can spend 500xp and 500gp to gain one size catagory, increasing their strength by 2, their natural weapon damage by one size, their base ground speed by 10' and their natural armor to +1.
Movement speed: 30'
Favored Class: Any
Pegasus and unicorn ponies must take their first level in their respective class otherwise they are considered earth ponies. Pegasus and unicorn classes are not monster classes and ponies can leave and re-enter the class at will.

PEGASUS PONIES

Being a pegasus isn't about having wings, it is about flying. Pegasi with poor flying skills are bullied as children, and often find themselves ostracised in adult lives. Conversely, pegasi that are particularly strong fliers are idolized. Consequently pegasi spend a great deal of their time practicing their flight, either incidentally, by flying great distances to travel to and from their cloud-homes, or deliberately training to impress their peers (not that any mature pony would ever admit this).

That said, there are many pegasi that choose to follow other interests and neglect their flight for other ventures; even the royal guard are known to trade flying prowess for raw combat ability.

The pegasus class represents both the race and the race's inherent focus on flying. To be a pegasus, the first level must be chosen at level 1, but from then on it is possible to multiclass freely (It is often wise to also take the second level to gain a reliable way of flying).

+1 to pegasus level Some classes will grant a "+1 to pegasus level." Bonus pegasus levels grant a (cumulative) +1 bonus to pegasus level checks and a +10' bonus to flight speed.

PEGASUS PONY

Prerequisite: Pony, Must take first level at character level 1
Hit Dice: d10
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+0|Limited Flight, Cloudwalk, Slam|
2nd|
+2|
+0|
+3|
+0|Steady Flight|
3rd|
+3|
+1|
+3|
+1|
4th|
+4|
+1|
+4|
+1|Power master|
5th|
+5|
+1|
+4|
+1|Advanced Stunt: Combination Stunt
6th|
+6|
+2|
+5|
+2|
7th|
+7|
+2|
+5|
+2|Advanced stunt:
8th|
+8|
+2|
+6|
+2|
9th|
+9|
+3|
+6|
+3|
10th|
+10|
+3|
+7|
+3|Advanced Stunt
[/table]

Slam: Pegasus ponies have a primary slam attack which deals d6 damage plus 1.5 times strength bonus. Unlike normal slam attacks, this can be used for powerdive attacks. The slam attack is forfitted if a manufactured weapon or another natural weapon is used.

Cloudwalk: As the dragon ability.

Limited Flight: Each time a pegasus pony wishes to fly for the first time in a round, or on the first round if she is already airborne, roll a class level check. If the result is five or less she falls instead (or fails to take off). If 6 or more, she has a fly speed of 10 + 10x class level with perfect maneuverability. Apply armor (or encumbrance) penalties to this result as though it were a skill check.

A result of 15 or more means she can perform a basic stunt that gives you a bonus until the start of the next round.
Barrel roll gain evasion and a +2 dodge bonus to armor class and reflex defense.
Dash double your base move speed. You gain a +2 damage bonus to your slam attack if you move before attacking
Double loop the first attack with your slam attack during the duration treats the target as flat-footed.

A result of or 25 more means she can perform an advanced stunt that you know instead. Advanced stunts are acquired as class abilities or the extra advanced stunt feat.
Combination stunt - gain the benefit of two basic stunts. You cannot choose the same stunt twice.
Defense pattern alpha- gain improved evasion, mettle and a +5 dodge bonus to reflex defense and armor class.
Sonic boom-Your base rate increases to ten times the usual. If you exceed 6700 of movement during this round, you create a magical sonic boom that stuns all creatures within 100 from one part of your flight (fortitude save negates, dc= 10 +1/2( hit dice) + charisma modifier). Additionally, you may apply the effects of any elemental enhancement to your slam attack selectively to those in the area as though you scored a critical hit (e.g. d6 fire damage for the flaming enhancement; d6+d10 for the lightning burst enhancement).
Spiraling doom- as a full round action move twice your base speed. Make 2 slam attacks against each creature you threaten with your slam during this movement.

A result of 35 means you have achieved an epic stunt. Choose two advanced stunts you know and benefits of both for that round.

Reliable flight At second level you can take 10 on flying checks when not attempting a stunt or facing any other stressful situation.
Power master When using your slam attack you treat it as a two handed weapon rather than a natural attack for the purpose of the power attack feat.
Power master When using your slam attack you treat it as a two handed weapon rather than a natural attack for the purpose of the power attack feat.
Advanced Stunts At level 5 you gain the combination stunt advanced stunt. At level 7 and again at level 10 you learn one additional stunt.

Design notes

The pegasus pony class focuses on mobility and making a single powerful attack. It is designed to be a fairly strait-forward class; the features after level 1 were added in after onthetown's advice about a lack of class features. I worry that this class may be too underpowered in terms of melee combat, but hopefully the mobility and the stunts will remedy that somewhat. Remember that natural weapons will be enhanceable in this campaign



FLUTTER PONIES (work in progress)

Pegasi are not the only naturally flying pony. While all but forgotten, it is said that the ancients still wander the land, the flutter ponies. These
creatures resemble infant ponies with ghostly butterfly or insectoid wings. As the flutter pony grows in strength the wings become more coherent.

The most important aspect of the flutter pony is the Utter flutter, an inexplicable magic tied to their wings in a similar way to that of the unicorn's. Flutterponies are rare and powerful, somuch so that they have been thought extinct for thousands of years.

The truth may be far more sinister; butterfly-like wing grafts are starting to become popular in certain areas, and every once in a while a pegasus pony is born with butterfly or dragonfly wings.


Prerequisite: Pony, First level must take first level at character level 1
Hit Dice: d4
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+2|Utterflutter- Missiles, meditate, forever small|
2nd|
+1|
+0|
+3|
+3|Restricted flight, invisibility|
3rd|
+1|
+1|
+3|
+3|+2 wisdom||Least powers
4th|
+2|
+1|
+4|
+4|Non-lethal flutter
5th|
+2|
+1|
+4|
+4|Unrestricted flight
6th|
+3|
+2|
+5|
+5|Lesser unicorn powers
7th|
+3|
+2|
+5|
+5|Elemental resistance
8th|
+4|
+2|
+6|
+6
9th|
+4|
+3|
+6|
+6| Greater unicorn powers|
10th|
+5|
+3|
+7|
+7|Improved meditation|

[/table]
Class Skills- Knowledge (all)

Forever Small(Ex)- Flutter ponies lack the ability to grow as they mature. They also lack the natural weapons of other classes and must rely on their powers,
Wisdom Boost- Flutter ponies lack the wisdom penalty of their fellow ponies; they are strong willed and determined.

Meditate-Flutter ponies can spend a full round action to regenerate 1 point of flutter. At level ten this becomes 2 points.

Utterflutter (Sp)- Flutter ponies can unleash a barrage of magical energy against their rivals. They have a maximum amount of flutter equal to twice their class level plus their wisdom modifier.

Flutter abilities are considered spell-like, suffer spell failure, and provoke attacks of opportunity. The spell level is the number of points used to activate the power, and the save dc is 10+cha+spell level. You may increase the number of points up to double the usual in order to raise the spell level (and hence saving throw).

From level 1 the flutter pony can release a blast of utterflutter, which functions identically to the magic missile spell, except that the number of magic missiles (and targets) continues to increase by one for every 2 effective levels.

From level 2 the flutter pony gains the invisibility power. It can become invisible for 1 round as a swift action that costs 1 point of flutter.

From level 3 the flutter pony can mimic least unicorn abilities. These require 2 points of flutter per application.

From level 4 the flutter pony can choose to deal non-lethal force damage with its magic missile uttterflutter attack.

From level 6 the flutter pony can use all lesser unicorn powers for 6 flutter.

From level 9 the flutter pony can use greater unicorn powers (except greater storm) for 9 flutter per casting.

Restricted flight (Su)- From level 2 onwards, a flutter pony that has at least 2 points of flutter remaining has sufficiently real wings to fly for 1 round per constitution modifier (30' round, perfect mobility) until meditating.
At level 5, constitution no longer restricts flight time as long as you have 5 points of flutter remaining.
For every 5 additional flutter, a flutter pony's fly speed increases by 10'.

Elemental Resistance At level 7 you gain elemental resistance to fire, acid, electricity, sonic, cold, force and divine equal to either your (effective) class level or the amount of flutter you have left (whichever is lower).

Diverse development From level 8 you can continue to develop your flutter powers independent of this class. Levels gained in all other classes now grant you an effective flutterpony level. Levels that grant +1 breed now grant bonus feats instead.


Multiclassing: Flutter ponies can multiclass after level 1. Increased effective class levels add to the caster level and the amount of flutter, but do not grant other abilities.



Flutterpony design notes
[spoiler]
Spoiler
Flutter ponies are the wizards of the setting, they can fly like a pegasus (albeit slowly) use magic even better than unicorn ponies [albeit not at the same rate]. They are very squishy though, and much more complicated to use. As non-standard characters they are intended to be rare and face social and political complications.
[spoiler].

onthetown
2011-11-12, 08:42 PM
Looks good so far. I like the backstory for the setting, and in the modern age it seems you're keeping fairly canon.

The only question I have is: Why is pegasus pony a class, and not just a subtype (like elf and moon elf)? You could then free up classes for being related to their cutie marks or something, not to mention the pegasus pony class is, so far, just 10 levels with what could easily be racial abilities given out right at the start.

Rainbownaga
2011-11-13, 06:03 PM
The reason for the class is to account for difference in flying proficiency rainbow dash would be a high level pegasus, whereas fluttershy is either lower level or multiclassed out.

The other reason is the unicorn class. There are already MLP races on these forums, but unicorns would really need their own caster class to match anything like cannon.

Personally, I don't really see cutie marks as giving special powers so much as being symbols of their personalities and skills. They're definitely worth incorporating into the game; whether DM allocated or player chosen upon achieving some goal during low-level play.

onthetown
2011-11-13, 06:18 PM
I still don't see a need for it to be a class instead of a race. The problem is that a class is a character's "job", or something they pick up; being born a certain way isn't a job.

Another idea would be that the class abilities you gave your pegasus class could be turned into racial abilities (Cloudwalker, and make Limited Flight something related to STR modifier, and give them slam as a natural attack), and then the other flight-related coolness could be feats that pegasus ponies could take if they want to focus on flying.

You then have freed up a multitude of possible classes; you can create classes that are seen in the show related to flying, such as a pony who is a member of the weather team or a flying racer, and the feats could even be given as class abilities in those. I don't have any ideas to lend for the unicorn ponies as far as spellcasting goes, except maybe give them minor magic as a racial ability (like how drow can use Faerie Fire or whatever it's called), and then create some classes that focus around certain kinds of jobs seen in the show that might involve magic. Jeweler or gem-finder, for instance. I guess cutie marks could end up being related to what class or job the player chooses.

Just my two cents.

Hiro Protagonest
2011-11-13, 06:40 PM
Uh, other animals are sentient. Go watch Applejack talk to the cows in Applebuck Season. Although small animals like bunnies might not be.

Rainbownaga
2011-11-13, 08:48 PM
Unicorn Pony

If a pegasus defines himself by his flying ability, a unicorn does even moreso. A unicorn's special power is what makes her unique and sets the basis for whatever career she will inevitably pursue.

This is not to say that all unicorns go on to develop great power, left to their own devices unicorn power levels tend to plateau. Thanks to the prevalence of magical academies, unicorns of incredible power have become almost a common occurrence.

To be a unicorn, a pony must take its first level in the unicorn class. From that point on, they may multiclass as usual. Some classes mention "+1 to unicorn level" this progresses unicorn casting by one step (giving new powers roughly half the time) and treats the level as one higher for the purpose of feat prerequisites. It does not, however, give any of the other advantages of a unicorn level (extra skills, hit dice, or saving throws).


Prerequisite: Magical Pony, 1st level only.
Hit Dice: d10
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Natural Weapons, Breed ability (least)
2nd|
+1|
+0|
+0|
+3|Specialist ability (least)
3rd|
+2|
+1|
+1|
+3|
4th|
+3|
+1|
+1|
+4|Breed/specialist ability (lesser)
5th|
+3|
+1|
+1|
+4|
6th|
+4|
+2|
+2|
+5|Breed/Specialist ability (lesser)
7th|
+5|
+2|
+2|
+5|Spin Theory
8th|
+6|
+2|
+2|
+6|Breed/Specialist ability (Greater)
9th|
+6|
+3|
+3|
+6|Counter Power
10th|
+7|
+3|
+3|
+7|Breed/Specialist ability (Greater)

[/table]
Skills: 2+int modifier (x4 at first level)
Class skills: Spot, Listen, Search, Perform (sing), Perform (dance), Knowledge (any)

Natural Weapons: Unicorn ponies have a horn which can gore as a primary attack (d6+str damage at small size) and two hoof attacks as secondary natural weapons (d3+str at small size). Enchantments applied to a ponies hooves count as a single enchantment for all four hooves (and thus both hoof attacks).
Breed ability: Unicorn ponies have two distinct breeds that manifest purely in their inherent power. Practically all unicorns in Equestria have the ability to use telekinesis, but in days of Ponyland unicorns universally possessed the talent of 'winking' and a few rare unicorns have retained this heritage.
At level one unicorn ponies gains the least power from either telekinesis or winking. From level four onwards, unicorns alternately improve this ability or their specialist ability.
Specialist ability At level 2 the unicorn can choose any power from the list of unicorn powers and gains the least ability.
Breed/Specialist ability At 4th level and each subsequent even level, the unicorn improves either her breed or species power. Both must be improved to the same level before the following level can be improved, but she may choose the order in which this happens. For instance, at level 4 a pony that chooses to gain her lesser breed ability at level 4 automatically gains her lesser specialist ability at level 6, but may choose which ability she gains the greater version of at level 8.
Spin Theory[su] A pony with seven levels of the unicorn class learns (although they may not totally reconcile with) the fact that there is a little chance in everything. They may deliberately chose to subtact 6 from their effective caster level and add d10 at any time during a round. This affects the saving throw for the power as well as any variables that are based on effective hit dice for the rest of the round. While this is not, on average, a good idea, it can be useful when a higher caster level is needed.
Counter Power From level 9 as a standard action you may end the duration of a unicorn pony's power of the same or effective caster level. You may also ready an action to negate the power as it is being used. You may attempt to counter higher level unicorns through use of the spin theory power

Unicorn Powers

Unicorn powers are supernatural powers (even when they mimic the effects of spells) that can be used at will. Powers in the same line (those with the same name but a different least/lesser/greater tag) are considered the same ability for the purpose of casting. Powers with no casting time require a standard action.

Unicorn powers continue to improve based on hit dice rather than character level; this allows a unicorn to multiclass out early without being stuck with an ability that quickly becomes irrelevant. The saving throws for Unicorn powers are dc 10+(half hit dice) + (Charisma Modifier) and the caster level for powers that mimic spells is the unicorns hit dice.

All pony horns glow as if covered in faerie fire when they cast, as are objects being manipulated by telekinesis. When a unicorn uses their greater power, however, the light is as bright as a lantern.




Crafting

Least: When you use this ability, choose a type of material such as wood, metal, or something more specific such as sapphire or copper. You can determine the presence and the rough (relative) location of any of this material within 10' per hd. Complex forms of a material cannot be determined, so you couldn't use this ability to specifically look for people.

You do not actually get a mental image of the material and you only get an impression of the location at the instant you complete the casting, so the opportunities for combat use are limited.

Lesser: By spending one minute, you can manipulate the shape of non-living (including dead), non-magical material within a number of one-foot cubes equal to your hit dice. Particularly well made or intricate designs will require an appropriate skill check. Attended objects may be targeted for this power, but grant a reflex save. This ability has a range of 10'.

Greater: You can use shadow conjuration at will, reflecting the ability to craft the very fabric of nature into your creations.

Magic
Least: You can use prestidigitation as the spell, but its duration is 30 minutes per point of intelligence modifier.
Lesser: You gain access to a number of least powers equal to your intelligence modifier. Choose these powers when you gain this power and each time your intelligence modifier increases (temporarily lose access to some when your intelligence modifier decreases). If you have a tome of of the unicorn, you can trade powers out after a good nights rest in the same way as a wizard prepares spells. You may also choose least warlock powers.
Greater: As lesser but you gain an additional number of powers equal to your intelligence modifier that can be either lesser or least. You do not need to have the least version of one power to have the lesser version, nor does a lesser version grant you the benefits of the least version.

Objectify
Least: You can cast animate object as a full round action. The objects are incapable of actually doing any damage, and the limit on animated creatures applies to the total amount of objects you have animated.
Lesser: As a standard action, you can shoot a (10' per level) ray that turns a target into an inanimate object (typically a rock or piece of furniture). The target is entitled to a fortitude save, and gets a will save each round to revert back.
Greater: You can use animate object as a swift action (without the limitations of the lesser power).


Friendship

Unicorn ponies with the power of friendship are incredibly rare; in the vast majority of cases these powers are only available to magic speciality unicorns with access to rare tomes.

Least: Choose one target. They must make will saving throw or become your friend. You can only use this power on a target once in a 24 hour period regardless of whether it is successful or not.

Lesser: As a full round action, you can cause an object or person touched with your horn to become incredibly desirable. Anyone within 15' of the object that notices it must make a will save. Creatures who pass their will save will not be affected by any of your uses of this power for 24 hours.

Creatures that fail are filled with an overwhelming desire to possess or be near the object. Should there be some obstacle presenting a threat of danger (such as violence) or some other unreasonable obstacle (a shopkeeper demands an exorbitant price for the enchanted good) the victim can make a second re-roll. Failure means that they are compelled to obtain or get close to the object however they can, success merely means they can delay until they find a reasonable way around the obstacle (e.g. waiting for the fight to end).

This power lasts 1 hour per hit dice or until dispelled (standard action, requires touch). When the power is stopped, the compulsion to acquire the object stops. Creatures prevented from seeing or otherwise experiencing the object for an hour are also no longer affected.

Greater: As the epitome of lovingkindness, you turn your a creature within 10' per level to stone for a thousand years. They are entitled to a saving throw to avoid being petrified. If they fail they are trapped in a stone form, un-aging and unconscious until a more powerful unicorn reverses the effect or a thousand years passes.


Storm


Least: You create a tiny thundercloud that zaps a target for 2 lightning damage per hd (reflex half). You may choose to make this non-lethal damage.
Lesser: You call lightning from the sky. It creates 5' wide vertical bolt that reaches from the sky to the ground and deals d6 damage/2hd or d10/2hd in stormy weather.
Greater: You can use Create Weather (as the spell). Additionally, by spending 8 hours channeling (instead of the usual 10 minutes) you can permanently change the season in the local area. This 8 hours can be divided between multiple unicorns with this power.

Telekinesis


Least: You can use and maintain the sustained force power of telekinesis, but the weight limit is 5lb and the range is 10' per hit dice.
Lesser: You can use telekinesis as a full round action, but you cannot use the violent thrust application. Additionally, there is no maximum hit die for the weight limit.
Greater: You can use telekinesis as a swift action and their is no limit on the maximum caster level bonus to weight.
Note: In all cases telekinesis is treated like the sorcerer spell.


Telepathy
Least: You can send messages telepathically within 20' per hd as a free action.
Lesser: With can send specifically dreams to anyone on the same plane. Should you choose, you can make this a nightmare as the spell. You can only send one dream to each individual each time they sleep. If the target is awake, they will receive it next time they sleep (or become unconscious).
Greater: When you send a telepathic message or dream with the lesser or least ability, you can read the surface thoughts of the recipient and determine their exact location. A creature that wishes to prevent this may make a will saving throw; a success prevents this power for one minute

Warmth

Least: As a standard action your horn glows with warm light for one round per character level. This produces bright light within 5' per hd and dim light within twice as far. Additionally, creatures within the brightly lit section are protected from the effects of cold environments as the endure elements spell.
Lesser: As a swift action you can cause your horn to glow with intense heat for 1 round per hit dice. During this time you deal extra fire damage equal to twice your hd with any horn attack. You can use both this and the least ability simultaneously (albeit activated separately).
Greater: As a full round action, you can cause your horn to glow with extreme brightness which may be maintained by a swift action at the start of each subsequent turn. The light is so bright that you are totally concealed within the corona (50% miss chance against creatures depending on sight, though your location can easily be determined) and you illuminate 120' with bright light and 120' of dim. You gain the benefits of both other warmth abilities while this is active and deal an additional point of divine damage per hit dice with your horn attack.


Wind

Least: As a standard action, create a 10' per hd cone of wind up to 'severe'. Fortitude negates.
Lesser: You create a 10' per hd line of up to hurricane strength wind.
Greater: As the control winds spell but with a duration of "concentration" and a +2 bonus to save dcs


Winking
All three applications of this ability allow you a unicorn pony to teleport itself plus up to 5lb per hit die of equipment. You cannot wink out if you are physically tethered such as trapped in a net, grappled in combat or carrying more than your weight allowance.

Least: You can teleport 10' per level as a standard action
Lesser: You can teleport 10' per level as an immediate action
Greater: You can teleport as per the spell

Rainbownaga
2011-11-13, 09:25 PM
Uh, other animals are sentient. Go watch Applejack talk to the cows in Applebuck Season. Although small animals like bunnies might not be.

Good point, but consider the way they are used: Cows are not considered part of the town and are still no more than animals. When I wrote that I was specifically thinking of the buffalo herd; I'm sure most of Equestria doesn't really care about either type of bovine (as long as they're getting their icecream sundaes).

My interpretation of Equestria is one that is under a mostly benevolent leadership, but is very racist. They are a people that quite literally control the rising an and setting of the sun and see themselves as custodians of the "lesser races" whether they are accepting of this or not.

@onthetown
The pegasus class really is just about being a good flier. Most pegasus' (what's the plural of pegasus?) will only be around level 5, the point where they no longer falter. I played around with trying to make features for weather manipulation and my conclusion is to go with treating clouds as manufactured items. As for the rest of the jobs for ponies, they're mostly equivalent to the NPC classes. If you have any other profession ideas I'll work on them once i've got the big 3 sorted out.

Thanks for the replies

radmelon
2011-11-13, 09:53 PM
This is relavent to my interests. :smallcool:

When I got to the part about their names being indisiguishable from pornstar names I laughed until I had to lay down.

On a more serious note, I agree that Pegasi and Unicorns should be races with supporting feats rather than classes. Having them be classes restricts options quite a bit.

onthetown
2011-11-13, 10:33 PM
@onthetown
The pegasus class really is just about being a good flier.

That's exactly the point I'm trying to make. If you have a class that's based on a race, and it has 9 empty levels with the only good one being the one that gives you all your abilities, it should be a race with racial abilities because it accomplishes exactly the same thing, but with the class it gives you significantly less flexibility in terms of multiclassing.

It's pegasi. :smallamused:

Rainbownaga
2011-11-14, 02:13 AM
Earth Pony

Ponies that don't have their first level in either unicorn or pegasus are earth ponies. While earth ponies don't face the same type of racism faced by other species, earth ponies are faced with the realisation that lacking special powers has no obvious upside. Pegasi can run just as fast even with their wings tied and between unicorn magic and pegasus flight there are very few niches where an earth pony can do something that couldn't be done more effectively by somepony else.

In-game, earth ponies have no special class. They pick any class they qualify from level 1, and may multiclass as normal. Class features that give a +1 to breed level give a bonus feat instead. Earth ponies also gain the following addition to their racial profile

*Natural Weapons: Earth ponies get 2 primary hoof attacks as natural weapons dealing d4+strength modifier damage. Enchanting one hoof enchants all 4 of the pony's hooves (and thus both attacks). An earth pony that uses a manufactured weapon forgoes its natural attacks.



The Workpony

While pegasi soar high above and unicorns revel in their supernatural powers, somepony has got to do the real work. It could be a unicorn or pegasus that got down from its ivory tower, but for the most part it will be an earth pony.

Workponies aren't above having fun in the conventional sense, but most of their time is spent laboring so that their "betters" don't need to. This is basically the pony equivalent of the commoner class, but whereas the peasant grows weak under an oppressive rule, the workpony grows strong, often praising Celestia for giving him the opportunity to appreciate the joys of hardwork and industry. Workponies come to embrace their way of life, if not for the feelings of accomplishment that comes with labor, then for the first try of the fruits thereof.

Hit Dice: d10
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+0|Weapon proficiency; Tough as old boots
2nd|
+1|
+0|
+0|
+0|+2 con
3rd|
+2|
+1|
+1|
+1|Did I miss somethin'?
4th|
+3|
+1|
+1|
+1|+2 strength
5th|
+3|
+1|
+1|
+1|Tough as nails
6th|
+4|
+2|
+2|
+5|+2 con
7th|
+5|
+2|
+2|
+2|Versatile application of brute force
8th|
+6|
+2|
+2|
+2|+2 strength
9th|
+6|
+3|
+3|
+3|Tough as adamantine horseshoes
10th|
+7|
+3|
+3|
+3|+2 Con, +2 Str

[/table]
Skills: 2+int modifier (x4 at first level)
Class skills: Any 6
Weapon proficiency: Choose 2 farm-tool equivalent weapons from the following: whip, lasso (treat as net), pitchfork (trident), knife (dagger), scythe, sickle or thresher (flail). You gain proficiency with these weapons, and gain the benefits of both the dexterous mouth and opposable hoof feat for free with these tools.
[B]Tough as Old Boots: Your hide becomes resilient, giving you an armor bonus equal to your workhorse level. This does not stack with manufactured armor.
Ability bonuses: Starting from level 2 you gain an ability score bonus every second level (see table)
Did I miss somethin'? Once per day you can completely ignore one effect. Any spell or attack directed specifically against you is negated. Area effects treat you as if you weren't in the area for that round (if you later go into the area you take the full effect).
Tough as nails: You gain dr/adamantine equal to half your class level (rounded down).
Versatile Application of Brute Force: You can combine both your hoof attacks into a single attack that deals d8 damage (small pony) +1.5x strength modifier as a primary natural weapon attack. If you are a pegasus this is considered an improved version of your regular slam and uses the same bonuses; pegasus and earth ponies use their hoof enchantment. Additionally, whenever you make a full attack, you may choose to add a bite attack as a natural secondary attack (d3+1/2 strength modifier as small) even if you are making a weapon attack.
As tough as adamantine horseshoes: Your natural weapons ignore a number of points of damage reduction (including /-) equal to your character level. Additionally, all your attacks are treated as ghost-touched. If your natural weapons were already enchanted as ghost touch, you may immediately exchange them for another weapon enhancement of the same or lower value.


The Piepony
Pie is more than a food, it is a way of life. The secret of the ultimate pie has been passed through generations of ponies and spread across the entire country.

Hit Dice: d8
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+2|Craft Pie; Piecart
2nd|
+1|
+3|
+3|
+3|Dual pie wielder
3rd|
+2|
+3|
+3|
+3| Fire Resistance, +1 Breed level
4th|
+3|
+4|
+4|
+4| Touch of Pie
5th|
+3|
+4|
+4|
+4|Mastercraft Piebaker
6th|
+4|
+5|
+5|
+5|Greater Fire Resistance, +1 Breed level
7th|
+5|
+5|
+5|
+5|Two Pie
8th|
+6/+1|
+6|
+6|
+6|Greater Dual-Pie Wielder
9th|
+6/+1|
+6|
+6|
+6|Keen Pie, +1 Breed level
10th|
+7/+2|
+7|
+7|
+7|One with the pie, +1 Breed level

[/table]
Skills: 2+Int Per level (x4 at level 1)
Weapon and armor proficiencies: All simple weapons, No armor or shields
Craft Pie:By spending an hour at a piestore or your piecart, you can convert everyday fruit or dairy products into pies. The process takes an hour and you produce enough pies to fill your cart (2 per class level). You can use them yourself or give them to allies to use.
Pie cart: Pies crumble, get eaten, get dropped, or just mysteriously disappear if not taken care of. You possess a piecart that can store 2 pies per class level and the ingredients to make many more. Pies that are left out of the pie cart for an hour or more are considered lost.
Dual Pie Wielder: At level 2, you gain the benefits of two weapon fighting, and quickdraw when using pies for combat. At level 8 you gain greater two weapon fighting when using pies in both hooves.
+1 Breed level: You gain a bonus effective breed level for every three levels of pie pony and at level 10.
Fire resistance: You are so used to burning your hooves and tongue on hot pies that, at level 3, you gain a fire resistance 5. At level 6 this increases to fire resistance 10. This stacks with other bonuses.
Touch of Pie: From level 4, you may use pies to make touch attacks. Allies using your pies must attack armor class as usual unless they also have this ability.
Mastercraft Piebaker: From level 5, Pies you create are always mastercraft.
Two Pie: The base damage from pies you create becomes 6 instead of 3.
Keen Pie: At level 9 your pies have the keen quality, threatening a critical hit on a 19-20
One With the Pie: Your can defy all logic by eating and throwing pies you haven't even baked yet. As a free action you can make a pie (as if baked yourself) appear in your hand. All pies conjured in this way must eventually be baked (within a year of conjuring).

PONY VARIANT CLASSES
Show Pony (Bard Variant)

Histories tell of evil wizards and cruel tyrants converting to good after being subjected to a particularly convincing musical number, and most ponies are aware the effects a good song, dance, or even comic routine can have when spirits are low or ponies are scared.

Such are show ponies, always happy to cheer up their allies when things go bad. While some go on to be famous celebreties, for the most part it is the performances itself that matters, and once the song is sung they go about their ordinary lives and tasks, whether well-loved or anonymous.

Gain: +1 breed level at every second character level; music is a way of life, but it is not so different a life from any other pony.

Lose: Casting; vancian magic does not fit thematically in a pony game, at least not by the ponies. Gnomes may often possess the classical version of the bard.

[B]The Knights Hoofspitaler. (Paladin variant)

Pledging allegiance directly to Celestia, the knights are a military force that is charged with both protecting and healing the innocent and destroying the guilty. "Guilty" in this case tends not to include ponies so much as insurgents and enemies of the state. There are three such hospitals, one in Canterlot at the literal and figurative heart of the empire, one that is little more than a series of caravans that travels through ponyland dispensing justice and curing plagues, and a third in a fortress on the other side of the planet, bringing the fight to the enemy.

While offering power, the cost is responsibility. Ponies that take levels in the Knights Hoofspitaler class can never take levels in another class without falling. Unlike the regular paladin, the only other way to fall is to commit a vulgar breach of the code which can only be achieved by directly attacking the order itself (not just the members thereof), deliberately harming celestia, or committing genocide against ponykind (bison, gnomes, etc don't count)).

Players should not take levels in this class until they encounter it. Its militant nature is against the initial intentions of the game. Ponies that have

Gain: You may count as your own mount. This means you may use the ride skill to negate attacks, and gain mounted combat feats, and a unicorn horn counts as a lance for the benefit of mounted weapon use.
At fifth level you gain an animal companion as a ranger in place of the paladin's celestial mount.
Lose: Lose spell-casting, weapon proficiencies, turn undead
A fallen Hoofspitaler loses both these abilities along with what is listed in a paladin's description.

Other Changes: The code of conduct now applies if you attempt to multiclass, or grossly violate a much more lenient code of conduct. There are no real alignments.
The "evil" features are changed. Detect evil now allows you to tell if someone you are talking to is lying, telling the truth, or somehow neither. Smite Evil now works on anything.

Feat
Darkhorse
Prerequisite: Two or more levels of (Fallen) Hoofspitaler
Benefit: You retain the ability to treat yourself as your own mount and gain mounted combat feats.

Mother to all Things (Ranger Variant)

In spite of public opinion, animals are every bit as self aware as any pony, so it is only right that some should take extra care of them. The Empire as a whole may overlook the rights of non-pony animals, or use them for selfish reasons, so they need a champion. This mother to all things is delights in lording over animals in a way which benefits the animals for once.

Gain: +1 breed level per 4 levels.
Lose: Casting
Vancian casting is rare in this world and seldom worth sacrificing one's heritage over.

Shunning weapons (as most ponies do) a mother to all things typically relies on the stern gaze "fighting style". She may choose the wildshape variant, but loses the benefits of her body-enchantments when doing so. Some pony rangers may use the archery style, but tend to rely on throwing pies or rocks until a bow can be found (and successfully used)

Stern Gaze "fighting style"
At level 2 as a full round action, you can force a target within 30' to make a will save (dc 10+charisma+1/2 level) if they fail they lose their next turn. The target need not be living, but this is a mind effecting compulsion effect.

This is considered a gaze attack, and creatures that cannot see the ranger or successfully avoid meeting eyes with the ranger cannot be affected. A creature that fails its save cannot look away in the following round

At level 6 the gaze becomes more effective the longer it is maintained. If the target fails its saves twice in a round it is stunned, if it fails 3 times in a row it is forced to surrender.

At level 11, it takes only a standard action to activate and you benefit from it as passive gaze attack for 1 round each time it is used deliberately. A creature that fails its save against the active use of the ability cannot is not affected by the passive use on its next turn.

FEAT
Stern Talking
Prerequisite: Stern Gaze fighting style.
Effect: If a creature can hear you and understand you, they get a penalty of 2 to the willpower save to resist your stern gaze. This stacks with ability focus and improved ability focus.


Martial Artist (Monk variant)
Ponies learn martial arts for similar reasons to modern humans. While their is a definite violent application, the physical exercise, discipline, coordination, and ability to do neat backflips wins out.

Since ponies seldom use armor or manufactured weapons anyway, martial arts does hold some promise. That said, there is some overlap with the pegasus class; no amount of martial training will give the speed or mobility of a pegasus.

Changes: Martial artists use their breed's natural weapons in place of specific "unarmed strikes". They can flurry their natural weapons to gain a single bonus natural weapon strike (with a further strike when granted by the monk class) and they can use the higher of the monk's damage or their default damage for these attacks. They do not gain iterative attacks.

Ponies also gain a +1 effective breed level bonus for every three levels of martial artist.

Martial artists need not follow the harsh discipline of the monk; they may multiclass freely and have no alignment restriction. A pony that takes its first level of monk before adulthood (while still small-sized) may choose to swap its racial wisdom penalty for an equivalent charisma penalty, reflecting the discipline at the cost of social growth.

The Passionate One; The Trickster
These are just renames of the Barbarian and Rogue classes (respectively). These classes tend to be extremely emotional in their own ways and prone to violence (plus trained in weapon and armor use, which is a rare thing indeed in ponyland). In spite of this, in everyday life passionate ones typically just like to party and have fun and tricksters just play pranks and fool around in their own way. It is only in times of trouble that their lifestyles prove to be of surprising benefit.

Rainbownaga
2011-11-14, 03:20 AM
On a more serious note, I agree that Pegasi and Unicorns should be races with supporting feats rather than classes. Having them be classes restricts options quite a bit.


That's exactly the point I'm trying to make. If you have a class that's based on a race, and it has 9 empty levels with the only good one being the one that gives you all your abilities, it should be a race with racial abilities because it accomplishes exactly the same thing, but with the class it gives you significantly less flexibility in terms of multiclassing.

Technically they have the same dead level problem as clerics. Yes, it's boring, but a 1/10 pegasus can barely fly whereas a 10/10 can break the sound-barrier without trying. Similarly with the unicorn, 10/10 means 2 high level powers at will.

That kind of power needs investment, and more than just a few feats.

You are right, it can be somewhat boring because of the dead levels. I've tried to make it easy to multiclass out by giving the unicorn a caster level based off hd rather than class level and having other classes that progress caster level and pegasus level.

I would appreciate any more specific advice regarding what type of character you would be looking to build or critiquing the actual balance of the classes.

And yes, I did just effectively ban healing classes.

Doorhandle
2011-11-14, 05:28 AM
Not to steal welknair's thunder buuuut...Maybe it should work like a major bloodline?

Like, improvement in features gained every level, this some levels taken up by it's vague L.A equivalent?

Rainbownaga
2011-11-17, 03:46 AM
Pony Feats

20% cooler
Prerequisite: Pegasus Pony 5 or equivalent.
Benefit: You gain a +1 bonus to pegasus flight checks for every 5 equivalent pegasus level (pegasus level + breed bonuses).

Aberrant Cutie Mark Cutie marks normally (abstractly) represent a pony's talents and personalities. Occasionally, the influence of corrupt magics may grant additional cutie marks or cause marks that seem to change as if moving with a life of their own such as eyes that blink or weapons that drip with blood. These often macarbe marks defy the usual laws of cause and effect, actually granting powers to the owner. Often, a pony with a perfectly ordinary cutiemark will find it mysteriously warped.
Requirement: Pony, Character Level 2, plus see specific mark
Benefit: You gain one of the following special cutie marks
Weapon [Prerequisite: Ability to wield weapon with either opposable hooves or dextrous mouth feat]. You can conjure the pictured melee weapon as a move action. You gain proficiency with this weapon and apply the magical enhancements from one of your natural weapon sets. Once you let this weapon go it dissipates in a single round.
Eye [Prerequisite: Skill focus (spot) or alertness*] You gain a +2 bonus to spot checks and cannot be flanked.
Other [Prerequisite:Diligent, charisma 15] Choose a level 1 sorcerer spell, you can use this ability once per day. At level 5 can also use a level 2 sorcerer spell once per day, at level 10 you also can use a level 3 sorcerer spell once per day.
Drawback: Aberrant cutie marks are marks of corruption, not something to be proud of. If unhidden, they will inevitably draw suscpicion, fear, hatred and occasionally pity and curiosity from other ponies.
*Alertness can be gained from a familiar, in which case the mark only appears abberant while the familiar is within hoof's reach.

Appocalypse Pony
Your knowledge of magic is sufficient to influence the very heavens. The sun and moon are taken, but the stars fall from the sky at your command.
Prerequisite: Unicorn or flutter pony at effective level 15
You can cause stars to fall from the sky as the meteor swarm spell. Because the meteors are falling from the sky, you need a line of sight from the sky to be effective and the attack doesn't resolve until the start of the pony's next turn. Flutter ponies must spend 13 points to activate this power.

Dextrous Mouth
Benefit: You can use one handed objects with your mouth as if with one hand at no penalty. You forfeit all natural weapon attacks when you do so.

Empathic Pet (unicorn)
Prerequisite: Pony
You gain the benefits of a familiar as a wizard or sorcerer. If you have unicorn powers, you may treat them as spells for the purpose of the share spells ability. The gold cost is deducted from the pony's inherent enhancement pool. You can exchange the usual bonus for having a familiar with a special benefit based on your race.
Earth pony: You may choose a pet from the list of basic animal companions. It still advances as a familiar, however. If you have levels in ranger, you can make the pet both a familiar and an animal companion.
Pegasus pony: Your pet shares your flyspeed (if its better) and shares the benefits of your stunts while it is within the one mile range.
Unicorn Pony: You can treat your hit dice as one point higher for the purpose of determining the strength of unicorn powers.

Expanded Study:
Prerequisite: Effective unicorn level 10
Benefit: Your effective unicorn level increases by 2 and you can use one least power that you previously couldn't. When you reach effective level 13 you gain the lesser power, and 16 you gain the greater power.

Extra Advanced Stunt
Prerequisites: Pegasus pony 6
Benefit: You gain an extra advanced stunt.

Faustian Pact [Faustian]
You have sold your soul to the spirit of awesome and cupcakes. Having that much awesome in your head all the time can be troublesome.
Benefit: Once per day you can apply your charisma modifier as either a bonus or a penalty to any one roll (not necessarily a d20) after it has been made.
The dm is encouraged to describe this with a nonsequiter. (You deal an extra 3 damage because of... roller skates) or it can just be assumed to be too obvious to mention.
Drawback: Faustian feats affect the world in ways too awesome to understand. In attempting to understand them your brain twists a little; each time you gain a Faustian feat (including this one) you permanently lose 2 wisdom and 1 intelligence.

Ferrypony
Prerequisite: Unicorn with the wink power.
Benefit: You can bring another creature with you when you use your wink powers. They are subject to the same restrictions regarding carrying capacity and restraint, and must be within 5' both at the start and the finish wink.

Form of Madness [Faustian]
Prerequisite: Three other Faustian feats.
Effect: You can force targets to try to comprehend you. This counts as a gaze attack (though it emanates from your entire form), but also applies to any creature that attempts to read your mind, involve you in a divination, or use any spell that involves direct mind control. The target must make a will save (dc 10+1/2 charisma+charisma modifier) or be stunned for 1 round and take d6 non-lethal damage. Creatures charging at you are subject to this as soon as they enter range (assuming they are still looking at you). This is a mind-effecting effect.

Insane Sugar rush
Prerequisite: Sugar rush, Pony
Benefit: When you use sugar rush, you can choose to gain an extra standard action that round. Each time you do so your rage duration is decreased by one round.

Keen nose
Prerequisites: Pony
Benefit: You gain the scent ability.


Mad Clarity [Faustian]
Prerequisite: Pony, Faustian Pact
You can apply your charisma modifier instead of your intelligence or wisdom modifiers for bardic knowledge checks and skills checks.

Mysterious Foresight [Faustian]
'Twitchy twitchy twitch twitch'.
Prerequisite: Charisma 13, Pony, Faustian Pact
Benefit: You can sense when something bad is about to happen, but only in vague terms. "Danger from the sky" might mean something an airborne dragon, a lightning strike, or a falling piano. The DM will occasionally warn you, in such vague terms, when there is a potential danger. You may also add your charisma modifier to your initiative checks.

Opposeable Hooves
Prerequisite: Pony
Benefit: You can use weapons and equipment without penalty as if you had two hands. While you have equipment in either or both of your 'hands', you forfeit all natural attacks and take a penalty of 10' to all movement speeds.

Paragon Form
Prerequisite: Pony, Medium size, Character level 10
Benefit: You become large (long) size. your reach remains the same, but you gain +2 strength, +2 con, +2 natural armor, your speed increases by a further 10' and all your weapon damages increase by one size.

Pony Grafter
Prerequisite: Unicorn pony
Benefit: You can attach pony grafts and have some talents in their manufacture. Only ponies and dragons can benefit from pony grafts.

Pie Toss
Prerequisite: Pony
When you hit a target with a pie, the target must make a fortitude save (dc 10+damage dealt) and is tripped and stunned for 1 round if the save fails. Additionally, your pie throw ignores the immunity that corporeal undead, constructs and plant creatures have to non-lethal damage and fortitude saves that don't apply to objects.

Prescience [Faustian]
You've made being 'pre' into a science. Twilight Sparkle is probably crying in a corner somewhere.
Prerequisites: Charisma 15, Pony, Faustian Pact, Mad clarity, Mysterious insight
You are never surprised or flat-footed and gain your charisma modifier as an insight bonus to reflex saves and armor class. Additionally, your clues from mysterious insight are much

Stalker [Faustian]
Oh, hi!
Prerequisite: Charisma 13, Faustian Pact.
As a swift action, choose a creature within 10', you are now stalking that creature. As long as you continue to make a swift action each round to maintain this, you can appear adjacent to the target at any time as a full round action. This is not a teleportation ability, even if it involves crossing an entire continent; it has a 'perfectly logical, non-magical explanation' that 'does not involve non-Euclidean geometries and other mind-destroying acts of reality-bending'.
Special: Animal companions and familiars in contact with a pony using this ability can be dragged along.


Sugar Rush
...but those were sugar-free!
Prerequisite: Pony
Benefit: You can go into a sugar rush once per day. This is equivalent to a barbarian's rage (either whirling frenzy or regular, choose when taking this feat or a level in the barbarian class for the first time) except you also move your speed as a swift action, but doing so decreases the duration of the 'rush' by 1 round each time you do so.
Special: If you have a rage or frenzy ability, you now use sugar-rush instead.

Telepathic Trickster
Prerequisite: Unicorn pony, least telepathy power
Benefit: You can use the combat maneuver function of telekinesis with your least telepathy power as a standard action. When you gain lesser telekinesis, you can use this as a swift action. When you get greater telekinesis this grants a +4 bonus to telekinetic trip attacks (which does not stack with improved trip).

Wing Flutter
Prerequisite: Pegasus Pony
You can mimic the benefits of the unicorn power 'least wind' except that you use your strength instead of charisma to determine the save dc.

Winged Unicorn
Prerequisite: Pegasus or Unicorn [level 1 only]
Benefit: You can take levels in both pegasus and unicorn classes. Both count as your breed and you can apply bonuses to breed level to either unicorn or pegasus (but not both). When making a natural attack, you must choose between pegasus or unicorn natural attacks.
You must have one level in each class at level 2.
Drawback: Winged unicorns are associated with nobility, and if they do not disguise their appearance they are likely to attract unwelcome attention.

Equipment

Weapon Enhancement


Meteoric: This enhancement increases the damage of the flaming enhancement to d10 and adds an extra point of physical damage. This enhancement often leaves behind a dark smoke when the weapon is moved which is not thick enough to have a real in-game effect. The physical damage is negated by damage reduction and doubled on critical hits as normal.
Enhancement cost: +1 (must already have flaming enchantment)

Midnight: This enchantment seems to absorb light and seems to emit tendrils of blue-black energy. A creature struck with a midnight weapon takes 1 point of strength damage. Immunity to ability damage or critical hits does not apply.
Enhancement cost: +2

Rainbow: This weapon leaves a rainbow trail in its wake. Attacks deal one damage each of fire, acid, electricity, cold, sonic, force and magical. magical damage is negated by any amount of spell resistance or immunity. If you travel 15' before attacking, your first attack also dazzles your target.
Enchantment cost: +2



Other Items

Food:
Food items allow a pony to take a 1 hour nap during the middle of the day and recover hit points and daily abilities as if she had slept through the entire night.

Pies: Pies are food items, but also can be used as light weapons (no proficiency required (range increment 15'). A successful ranged or melee attack with a pie deals 3+str modifier non-lethal damage and a critical hit blinds a large or smaller creature (or at least one head thereof) until a standard action is spent to remove the remnants.
Pies are greatly improved by the pie toss feat and piepony class. A pie is expended on use, whether or not it is used successfully.

Masterwork food- Masterwork food grants 5 temporary hit points when eaten. Masterwork pies gain the usual +1 to attack when used in combat.

Unicorn Tome- A unicorn tome is only useful to a unicorn with the lesser or greater magic power. By spending an hour after resting (either a food fuled nap or a proper 8hour sleep), she can can swap the abilities that she knows by virtue of these powers. She can only acquire powers actually listed in the tome, so ponies may be forced to perform independent research or acquire additional tomes to improve their repertoire.

Grafts

Flutterpony wings- Artificially created using ingredients that include the essence of the original flutterponies, these brightly coloured wings allow for perfect flight at 30' speed. Each time the pony takes damage, she must make a reflex save (dc 10 plus damage dealt) or the wings are destroyed. Wings can only be attached using the pony graft feat, and the process takes eight hours of preperation on the part of the grafter. The recipient loses 200xp upon recieving the graft, and it counts as a 2000g item for the purpose of magical enchantment allowances. Should a pony lose the graft she may re-spend the allowance, but the graft xp is lost permanently.

Pegasus Hooves- The process for allowing normal ponies to walk on clouds is quite simple, and can be performed by any pony with the pony grafting feat. The process takes one day and the recipients lose 50xp. A pony with this graft that takes force damage must make either a fortitude or reflex save (dc=damage dealt). If they fail the graft is effectively destroyed (often with dire consequences).

Sea Pony Skin- Using the essence of a sea pony, a unicorn can effectively turn a pony into a sea-pony. They lose their ground speed, flight and any hoof attacks but gain a swim speed equal to their previous ground speed and can hold their breath for 10 your constitution score before you risk drowning. Unlike other grafts the sea pony skin is designed to be disposable; a pony that wishes to return to land or take to the air breaks the graft. The graft takes an hour to prepare.

Rainbownaga
2011-11-18, 02:08 AM
The Gnomes

Also known as bogeymen, gnomes are rumored to be the spirits of magical creatures that lived in the land before ponies arrived. They move like ghosts, hide in shadows and can kill from a distance. They steal baby ponies who


Of course, the legends are based in a terrifying truth.

Back in the early days, when dream valley was not the toxic corruption of warped magical energies that it is today, gnomes spread throughout the world and practiced their miraculous science, making ice cream and toppings, building lights and refrigerators that functioned independently of power sources, and generally allowing for the the ponies of the first age to live in the paradise which they did.

But with the rise of ponistocracy and the growing independence of ponykind, the gnomes found themselves no longer needed by their former friends. Soon after the Empress took the throne, a thousand gnomes were found trampled to death in what the gnomes still remember as "the night of cruel hooves". Within a week no gnome remained in Equestria, instead they fled overseas. For all their technology, they knew nothing in the way of true war and violence. Something that would change within the following centuries.

The 'gun' had existed in a crude form even before the gnomes had encountered ponies for the first time. Some unpleasant substance was put into a hollow tube and then encouraged (by a blend of magic and science) to accelerate along the tube and land on someone that had slighted the gnome in question. During their time in exile, gnomes initially experimented with using particularly unpleasant substances such as acid, flammable material and poison, but finally discovered that it was far more efficient to make smaller, harder projectiles that would go through their opponents rather than on them.

Thus the gun was born and gnomes truly began their ongoing revenge against ponykind. Traveling in underwater submersibles and flying dirigibles, they crossed the great ocean and infiltrated costal towns, killing and looting as they went. Occasionally fortresses would be built when sufficient amounts of gnomes and plunder could be gathered, but even when their war machines could be brought into play they were still greatly outmatched.

Attempts to cut off this threat have met with limmited success. Towards the end of the Empress' rule, a huge force was sent overseas to deal with this threat. All that remains now is the great fortress of the Hoofspitalers, constantly under bombardment from great war machines and with only occasional reinforcements. It is said, by those few tinfoil-hat wearing ponies that know more than they should, that Celestia is constantly under pressure from both sides either pull out the remaining forces or to send in more.

To the general populace, gnomes are just fairy tail monsters and the world quite literally ends with Equestria.


Gnomish Weapons


Gnomish weapons follow the usual rules for ranged weapons, but have 'charges'. As a full round action, a gnome can recharge a single gnomish weapon. A gnome needs either a gnomish recharger or 13 charisma and access to a supply of earth. Ponies need the 'opposable hooves' feat to use gnomish weapons at all.

Gnomish weapons cannot be enchanted. The statistics are given for weapons sized for gnomes; larger creatures may use the weapon


{table=head]Simple Weapon|Damage|Critical|Range Increment|Weight(s)|Type|Charges
Pistol (light ranged)|d6|x4|30'|1lb|peircing|15
Submachine Gun (one handed, ranged)|d6|x4|30'|4lb|piercing|30
Assult Tube (2 handed)|d6|20|30'|8lb|Acid or Fire
Rifle (2 handed)|d10|x4|120'|8lb|piercing|10
Tactical rifle (oversized)|d12|x4|200'|12lb|piercing|8
Machinegun (oversized) |d10|x4|120'|30lb|15
[/Table]


Pistol: You get +1 attack for weilding this weapon in two hands. You can use this weapon in melee (including a grapple) without penalty and without drawing attacks of opportunity.

Submachine Gun: You have two unique firing modes. You can spray shots to increase accuracy and damage (gaining +1 attack per shot up to a total of +4 for a 5 round burst). Or you can attempt to tightly group the multiple shots, dealing an extra d6 damage and a penalty of 2 to attack for each extra charge, up to +4d6 damage and -8 to hit for a 5 round burst. Critical hits only multiply the damage from the original hit (not the extra damage for each shot) and you cannot combine the two attack options.

You gain +1 to attack when weilding the machinepistol in both hands.

Assult Tube: Based off one of the earliest gnomish weapon designs, this weapon functions similarly to alchemists fire or acid. It requires a touch attack, and a successful hit deals an extra d6 damage of the same type on the following turn. Critical hits only effect the initial attack.

Rifle: Attacks from the rifle count as ranged touch attacks.

Tactical Rifle: A powerful rifle firing a charge that could literally knock a gnome off its feat, these weapons are used more for the improved range or their anti-vehicle capacity rather than the increased effectiveness against fleshy targets. Attacks from the tactical rifle count as ranged touch attacks that ignores up to 10 points of damage reduction and hardness. A small creature must use the built-in bipod to fire this weapon, which requires them to be prone.

Machine Gun A hybrid of the submachine gun and the rifle, a machine gun makes touch attacks but can also take advantage of special attacks that use multiple 'charges'. You can either fire a machine gun against a single target and take a cumulative -2 penalty for each additional dice you wish to add to the damage, or you can make attacks against any number of targets within 20' of each other and within a 90 degree arc of you.

Attacking with the machine gun is always a full round action and consumes the full magazine of ammunition. Iterative attacks must use the same attack mode (though not necessarily the same targets). Because of this extensive ammunition use, machine gunners are typically partnered with a rookie assistant who 'feeds' the weapon while the other gnome works it.

Small creatures using a gnomish machinegun must use the tripod, which requires going 'prone'.


Other Gnomish equipment

Bayonett: A submachine gun or rifle equipped with a bayonet functions as a spear.

Ghillie Suit (armor accessory)- Gnomes have discovered that traveling through hostile territory is far easier with good quality camouflage. As consequently, most gnomes found deep in pony territory look like walking shrubbery.
Decreases the max dexterity bonus of armor by 2, increases the armor check penalty by 1 (except to hide and move silently)


Darksight goggle: This eyepiece provides feedback that enables the wearer to see a completely different spectrum of energy associated with chaos. A character with the chaos sight ability gains the benefits of nightvision while using these goggles.





Gnomish encounters

Gnome Rookie (Fighter 1)[/size]
SMALL HUMANOID
HD d10+3 (13hp)
Speed 20 ft. (4 squares)
Init: +2
AC 15; touch 13; flat-footed 13
(+1 size, +2 leather armor, +2 dex)
BAB +1; Grp -3
Attack Pistol +4 ranged (d6; x4)
Full-Attack Pistol +4 ranged (d6; x4)
Space 5 ft.; Reach 5 ft.
Special Attacks -
Special Qualities Gnomish traits
Saves Fort +5 Ref +2 Will +0
Abilities Str 10, Dex 15, Con 16, Int 8, Wis 10, Cha 13
Skills Hide: 4, Spot: +0
Feats Point blank shot, Precise shot
Challenge Rating 1

Rookies normally remain in their homeland until sufficiently trained to extract their revenge on Ponykind. Occasionally a rookie will escort a


Gnome Soldier (Fighter 2)
SMALL HUMANOID
HD 2d10+6 (21hp)
Speed 15 ft. (3 squares)
Init: +2
AC 18; touch 13; flat-footed 16
(+1 size, +5 breastplate , +2 dex)
BAB +2; Grp -2
Attack Submachine gun +6 ranged (d6; x4)
Or Bayonet +3 melee (d6; x3)
Or Pistol +5 ranged (d6; x4)
Full-Attack Submachine gun +4 ranged (d6; x4)
Space 5 ft.; Reach 5 ft.
Special Attacks 3 round burst +2 ranged (d6; x4 +2d6)
Spray and pray +10 ranged (d6; x4)
Special Qualities Gnomish traits
Saves Fort +6 Ref +2 Will +0
Abilities Str 10, Dex 15, Con 16, Int 8, Wis 10, Cha 13
Skills Hide: 0*, Spot: +0
Feats Point blank shot, Precise shot, weapon focus Submachine gun.
Organization Squad (2-5 soldiers +1-3 rookies +0-1 machine gunner soldier)
Challenge Rating 2
*includes -4 armor check penalty

Even with their advanced weapons and weapon familiarity, the fact remains that a gnome soldier is barely a match for all but the youngest of ponies. For this very reason gnome soldiers tend to work in squads of five, focusing their fire to bring down more powerful threats and still remaining small enough to avoid attracting too much attention.

Gnome soldiers are sometimes equipped with a bayonet or a machine gun, in which case this is their specialty weapon that they apply their weapon focus to.

Gnome Sniper (Fighter 1/rogue2)
SMALL HUMANOID
HD d10+2d6 +9 (26hp)
Speed 20 ft. (4 squares)
Init: +2
AC 15; touch 13; flat-footed 13
(+1 size, +2 leather armor, +2 dex)
BAB +2; Grp -2
Attack Rifle +6 ranged touch (d10; x4)
Or Pistol +5 ranged (d6; x4)
Full-Attack Rifle +4 ranged touch (d10; x4)
Space 5 ft.; Reach 5 ft.
Special Attacks Sneak attack (+d6)
Special Qualities Gnomish traits; evasion; nightvision goggles
Saves Fort +5 Ref +5 Will +0
Abilities Str 10, Dex 15, Con 16, Int 8, Wis 10, Cha 13
Skills Hide: 8 (13*), Spot:+5, Move silently+7
Feats Point blank shot, far shot
Organisation solo or sniper team (2 snipers)
Challenge Rating 3
*includes equipment bonus from ghilie suit.

Looking like walking shrubbery and equipped with state of the art detection and stealth equipment, snipers hit unaware and isolated targets hard and from a distance. Bayonets are seldom carried and never mounted

Gnome Commander (Fighter 4)
SMALL HUMANOID
HD 4d10+12 (38hp)
Speed 15 ft. (3 squares)
Init: +3
AC 19; touch 14; flat-footed 16
(+1 size, +5 breastplate, +3 dex)
BAB +4; Grp +0
Attack Mastercraft Submachine gun +10 ranged (d6+2; x4)
Or Pistol +8 ranged (d6; x4)
Full-Attack (Many Shot) Mastercraft Submachine gun +8/+8 ranged (d6+2; x4)
Space 5 ft.; Reach 5 ft.
Special Attacks Spray; Burst fire
Special Qualities Gnomish traits; Nightvision goggles
Saves Fort +7 Ref +4 Will +1
Abilities Str 10, Dex 16, Con 16, Int 8, Wis 10, Cha 13
Skills Hide: 0*; Spot: +1;
Feats Improved initiative, Many Shot, Point blank, Weapon focus (submachine guns) Weapon specialisation (submachine guns).
Organization Name (Number appearing)
Challenge Rating 4
*includes -4 armor check penalty

Armed with superior quality submachine guns, gnomish commanders are chosen from the toughest, best trained, and most ferocious of their kind. Ponies don't refer to these creatures as bogeymen but rather as blood demons, running into the fray and leaving a trail of blood (both their own and their foe's) in their wake.


Gnome Bogeyman (Rogue5)
SMALL HUMANOID
HD 5d6+15 (35hp)
Speed 20 ft. (4 squares)
Init: +3
AC 15; touch 13; flat-footed 13
(+1 size, +2 leather armor, +3 dex)
BAB +3; Grp -1
Attack Tactical rifle +7 ranged touch (d12; x4)
Or Mastercraft Bayonet +5 melee (d6; x3 +poison)
Space 5ft.; Reach 5 ft.
Special Attacks Sneak attack (+3d6); poison dc 15 d4 dex/d4 dex
Special Qualities Gnomish traits; evasion; nightvision goggles
Saves Fort +4 Ref +7 Will +2
Abilities Str 10, Dex 15, Con 16, Int 8, Wis 13, Cha 10
Skills Hide: 15 (20*), Spot:+9, Move silently+11, Tumble: +11, listen, +9; Search +7, Craft (poison) 7
Feats Point blank shot; Far shot
Organisation Solo
Challenge Rating 5
*includes equipment bonus from ghilie suit.

Taking the moniker from the ponies' superstitious ideas about them, the bogeymen are truely lethal, killing from a distance deep into pony territory. They live like animals, eating raw meat when they need to, wandering with no aim other than to kill, but always remembering to stay hidden. At one point a boogeyman snuck into a building opposite the royal palace and shot Celestia herself in the chest while she was bathing. While she made a full recovery it was a week before she was seen in public again.

Unlike most snipers, a boogeman prides himself (female gnomes are seldom fighters, let alone bogeymen) on being ready for everything, with a blackened poisoned tipped bayonet on their rifle as a back up in case their position is compromised.