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Griffin

(Fluff to come in the next few days.)

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Favored Class: Rogue
HD:d8
{TABLE=head]Level | BAB | Fort | Ref | Will | Feature
1|+1|+0| +2|+0| Griffin Body, Sneak attack +1d6
2|+2|+0| +3|+0| Eagle Screech, Pack Hunter, Avian Eyes
3|+3|+1| +3|+1| Glide, Death from above, Sneak Attack +2d6
4|+4|+1| +4|+1| Feline Grace, Crow-hopping, Roar
[/table]

6 + Int modifier skills per level. Class skills: Appraise, balance, bluff, climb, diplomacy, Gather Information, Handle Animal, Hide, Intimidate, Jump, Listen, Move Silently, Search, Sense Motive, Spot, Survival


Proficiencies:
The Griffin isn’t proficient with any weapons or armor.

Griffin Body:
The Griffin has the following racial traits.

The Griffin is a medium quadruped with 40 foot base land speed. It has wings, but they are not functional for flying yet, instead granting a +10 bonus on jump checks. The griffin’s front claws are capable of fine manipulation, and can be used for anything a human hand can do. The Griffin has a bite attack, dealing 1d8 + 1 and ½ Strength modifier damage.

The griffin also has natural armor equal to its Constitution Modifier.

Sneak Attack:
As per the rogue feature

Eagle Screech (Ex):
At second level, the Griffin can screech like an eagle. All targets must succeed on a reflex save (DC 10+ ½ HD + Charisma modifier) or be deafened.

Pack Hunter (Ex):
When attacking an enemy and flanking, a Griffin gets a +1 bonus to attack and damage rolls for each ally that is adjacent to the enemy being flanked.

Avian Eyes (Ex):
At second level, the Griffin gains a racial bonus on appraise and spot skill checks equal to its HD

Death From Above (Ex):
If the Griffin hits a flatfooted foe when having previously been elevated at least 10 feet above the enemy, they get half again as many sneak attack dice on the attack rounded down.

Feline Grace: At 4th level, the Griffin gains a racial bonus on hide and move silently checks equal to its HD

Crow Hopping (Ex): At 4th level, the griffin gets to add an effect to its sneak attacks. The Griffin gets to choose which effect to use each time it makes a successful sneak attack. These penalties do not stack. These penalties last until the victim has been healed as much damage as was dealt in order to inflict the penalty.

Go for the eyes: The victim is blinded unless they succeed on a successful reflex save (DC10+1/2 HD +dexterity modifier).

Hobbled: The victim’s base land speed is reduced by 10 feet unless they succeed on a successful fortitude save (DC10+1/2 HD + Strength modifier)

If the victim fails the save against this ability a second time, they can no longer walk. If the victim has more than two legs, this ability must be used against them a sufficient number of times to take down half their legs.

If an opponent has failed their save against hobbled a second time, and they are knocked prone, they may not get back up.

Clipped Wings: This ability can only be used on an opponent up to one size category larger than the griffin or smaller. The foe’s maneuverability is reduced by one unless they succeed on a reflex save (DC 10 + Strength modifier). If this would reduce their maneuverability past clumsy, they are unable to fly.

Carpal Tunneled: The victim’s arm is rendered useless unless they succeed on a fortitude save (DC 10+ ½ HD + Strength modifier) The victim cannot use their hand to hold anything, and drop whatever weapon or shield they’re wielding (Unless it is locked in place or strapped on).

Broken Jaw: Unless the victim succeeds on a reflex save (DC 10+ ½ HD + Dexterity modifier)The victim’s mouth is damaged in some way, making it exceptionally hard for them to speak. Any spellcaster affected has a 50% chance to screw up any spell they’re casting.

If the opponent has a bite attack, the griffin may instead elect to deprive them of their ability to bite. The save is instead a fortitude save (DC 10 + ½ HD + Strength Modifier).

If the opponent has multiple heads, this ability has to be used once per head.

Guillotine: Unless the victim succeeds on a fortitude save (DC 10+ ½ HD + strength modifier) the victim cannot ingest any food or swallow any liquids. If the victim fails another save against this ability, they cannot breathe.

Hit The Dirt:
Unless the opponent succeeds on a reflex save (DC 10+ ½ HD + Dexterity modifier) they are knocked prone.

Roar (Su): At 4th level, the Griffin may let loose a threatening roar, frightening some enemies, and sending others barreling. The Griffin’s roar affects all hostile creatures in a 30 foot cone. The size of the cone increases by 5 for each 2 HD the griffin gains from this point on.

First, the roar inspires fear in the griffin’s enemies. If the enemy fails a will save (DC 10+ ½ HD + Wisdom modifier) the enemy is shaken. A successful save negates this effect.

At 8 HD, the affected enemies are instead frightened, fleeing in fear of the Griffin if possible.

At 14 HD, the affected enemy is instead cowering.

This portion of the ability is a fear effect

Next, enemies within the Griffin’s area of effect are blown back, as if by an enormous wind. Grounded enemies are blown back 1d4 X 10 feet, flying enemies are blown back 2d6 X 10 feet.

At 8 HD, grounded enemies are blown back 1d6 X 10 feet

At 12 HD, Grounded enemies are blown back 1d8 X 10 feet and flying enemies are blown back 3d6 X 10 feet

At 16 HD, Grounded enemies are blown back 2d6 X 10 feet

At 20 HD, Grounded enemies are blown back 3d6 X 10 feet, and flying enemies are blown back 4d6 X 10 feet.

This ability does not affect enemies who are larger than the Griffin.

Claws: At 6 HD, the Griffin gains 2 secondary claw attacks for 1d6 + ½ Strength modifier damage each.

Flight: At 6 HD, the griffin gains the ability to fly. The griffin can fly 10 feet per HD, with poor maneuverability.


Growth (Ex):
At 6 HD, the Griffin may grow a size category (ordinarily to Large size). Its AC, bonus to hit, base damage, grapple and skills Change accordingly, but it doesn't get any ability score bonus or penalties.

Also You need to fix some bolding and spacing issues in the Earth pony entry:
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Stand your Ground (Ex):
At 6 HD, She gains light fortification, and a bonus on saves against poison, stun, massive damage, and polymorph effects equal to Her HD and she no longer provokes opportunity attacks for making a bull rush

At 6 HD, the Earth pony gains a +2 bonus to all physical ability scores.
[b]
Immobile (Ex): [b]

At 9 HD, the Earth Pony is sturdy as a mountain and she cannot be forced to move against her will.

[b]Bigger, Faster, Stronger (ex):[b]
At 9 HD, the Earth Pony gains Powerful Build and increases her base land speed by 20. Additionally, her unarmed strike is treated as if she were large sized.