You cannot compare civil rights and womans suffrage to same gender marriage b/c homosexuality is condemned in the Bible and the other issues are not.
This is now my favorite argument ever.
Other Guy: "KC, you're trying to kill me!"
KC: "You're stealing my dirt."
Other Guy: "You threw the dirt at me!"
KC: "Theft is a sin."
Other Guy: "ISN'T MURDER A SIN, TOO?"
KC: "You cannot compare murder to theft. Theft is condemned in the Bible and--"
*Gets decapitated*
To be fair, driders are created by Lolth and thus are technically made by the same general means as kobolds were. Driders would therefore get the same rights as Krays and Vakkler.
Just two differences: Driders are produced only by drow failing Lolth's big test, and driders are all completely evil.
Just like beholders and black dragons and quasits.
>> <<
But none of that changes Vakkler's total loathing for the species. :33
I don't stat up gods, especially not gods that don't get clerics, and I am in the camp that believes all alicorns are 'god-type'.
In other news, Derpy is under attack.
Pep rallies would've traumatized me. I'm glad I didn't have to go. Especially since my school liked to have challenges like "who could yell the loudest".
-_-
Well, files aren't being returned as quick as was hoped. But here's a pony weapon quality. It may or may not be completely ridiculous.
Shoe Weapon:
Shoe-Weapon (stupid stupid name): These light weapons are forged with a horse shoe as a 'handle'. The pony cannot be disarmed, and does not take the normal penalty for not having hands. However, the pony moves at half speed while wearing a shoe-weapon, and cannot run. The weapon takes one minute to apply and one minute to remove. Shoe weapons cost half again the base price.
Paizo is what Newt Gingrich wanted from his wife. An open relationship.
Why do people always seem to feel that edition arguments need extra vitriol to be properly unpleasant? :P
4E is like George Bush: It's dumb.
Pathfinder is like Obama: It had high expectations and failed miserably to meet them.
Call of Cthulhu is like Winston Churchill: It's...
Yeah, I'm just pulling these out of my arse. Moving on!
Don't be ridiculous. We're worried enough about the aforementioned lawyer noticing this place. Last thing I need is Courtfool yapping in my respectable pony thread.
Right. Leave all the kobolds and chokers and mind flayers to get bombed. Typical. What's next? Are we going to throw rocks at the windows of some innocent lich's mansion? >:|
Well, on the bright side, it will be a lot easier to get parts now....
On the not so bright side we'll need them to set up planetary defenses...not to mention the number of folks who are going to suddenly develop agoraphobia....
Yeah. Not to be absorbed in my own little bit of story, but the kobolds and other Underdark inhabitants won't be handling this well at all.
I would've posted here, but this thread wasn't bookmarked on the computer I'm using now and I forgot. Sorry. :/
I deliberately didn't have Eftil introduce himself, by the way, because he didn't realise he was meant to and wouldn't know what to say.
Unicorn Racial Traits
+2 Intelligence
Fast Speed: Unicorns have a 40 ft. base land speed.
Unicorn Magic: Unicorns are able to take Arcane Spell Feats. In addition, unicorns get four bonus Cantrips and one bonus Minor spell at first level.
Natural Attacks: Unicorns possess a natural gore attack that inflicts 1d3 points of damage on a hit. This is a secondary attack. As ponies, unicorns also possess a natural slam attack that inflicts 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the unicorn wields a weapon.
Non-Dextrous: Unicorns can only grasp (mouth) one item at a time. They can use one-handed and light weapons, but suffer a -2 penalty while doing so. Unicorns also suffer a -5 penalty to all checks needing fingers due to the low dexterity of their hooves.
Cutie Mark: Like all ponies, unicorns can gain cutie marks.
Languages: Unicorns begin play speaking Equestrian. Unicorns with high Intelligence scores can choose any language as a bonus language (except secret languages, like Druidic).
Pegasus Racial Traits
+2 Dexterity
Medium: Pegasi are Medium creatures and have no bonuses or penalties due to their size.
Fast Speed: Pegasi have a base speed of 40 feet.
Flight: Pegasi have a fly speed of 60 feet (average).
Non-Dextrous: Pegasi can only grasp (mouth) one item at a time. They can use one-handed and light weapons, but suffer a -2 penalty while doing so. Pegasi also suffer a -5 penalty to all checks needing fingers due to the low dexterity of their hooves.
Natural Weapon: As ponies, pegasi possess a natural slam attack that inflicts 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the pegasus wields a weapon.
Weather Control: A pegasus can control clouds by touch, causing them to move, rain, snow or even release a bolt of lightning as she wills. The pegasus must make a ranged touch attack against the target. If the bolt hits, it deals 1d3 bolts of electricity damage. A pegasus can only create lightning once per day. Clouds are solid to pegasi.
Cutie Mark: Like all ponies, pegasi can gain cutie marks.
Languages: Pegasi begin play speaking Equestrian. Pegasi with high Intelligence scores can choose any language as a bonus language (except secret languages, like Druidic).
Earth Pony Racial Traits
+2 Strength
Fast Speed: Earth ponies have a 40 ft. base land speed.
Flexible: Earth ponies gain 2 bonus feats at first level, and 1 bonus skill point per level.
Professional: Earth ponies gain a +2 bonus on one Profession skill of their choice.
Mundane Magic: Earth ponies are able to take Earth Pony Spell Feats.
Natural Weapon: As ponies, pegasi possess a natural slam attack that inflicts 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the earth pony wields a weapon.
Non-Dextrous: Earth ponies can only grasp (mouth) one item at a time. They can use one-handed and light weapons, but suffer a -2 penalty while doing so. Earth ponies also suffer a -5 penalty to all checks needing fingers due to the low dexterity of their hooves.
Cutie Mark: Like all ponies, earth ponies can gain cutie marks.
Languages: Earth ponies begin play speaking Equestrian. Earth ponies with high Intelligence scores can choose any language as a bonus language (except secret languages, like Druidic).
And with the last of the spell lists posted, I'm actually sort of done. There are more monsters to stat up (dragons and hydras, for instance), and spell lists need to look a bit nicer, and I need to properly write up the effects of spells like Detect Gemstones, but otherwise...thoughts? :D
^ I know, right? Excellent episode is doubled in excellence by Derpy dialogue. :D
Manticore CR 7:
N Huge Animal Init +5; Senses low-light vision, scent; Perception +11
DEFENSE AC 16, touch 9, flat-footed 15 (+1 Dex, +7 natural, –2 size)
hp 95 (10d8+50)
Fort +12, Ref +8, Will +4
OFFENSE Speed 40 ft., fly 60 ft. (clumsy)
Melee bite +16 (2d6+11 plus grab), 2 claws +17 (1d8+11), tail +11 (2d6+5)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce, rake (2 claws +17, 1d8+11)
STATISTICS
Str 33, Dex 13, Con 21, Int 3, Wis 12, Cha 10
Base Atk +7; CMB +20 (+24 grapple); CMD 31 (35 vs. trip)
Feats Improved Initiative, Run, Skill Focus (Perception), Weapon Focus (claw), Power Attack
Skills Acrobatics +10, Perception +11, Stealth +4 (+8 in undergrowth), Fly -7; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in undergrowth)
Manticores are rare beasts of the Everfree Forest. They're generally rather lazy, eating fish and whatever stumbles into their lair. When injured, however, a manticore becomes extremely defensive, lashing out at all nearby.
And that's the last of the monsters I've statted up.
CE Large plant Init +2; Senses darkvision 60 feet; Perception +6
DEFENSE AC[b]/ 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
[b]hp 37 (5d8+15)
Fort +7, Ref +3, Will +2
DR 5/bludgeoning; Immune plant traits
OFFENSE Speed 50 ft.
Melee bite +7 (1d8+6)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 19, Dex 15, Con 17, Int 3, Wis 12, Cha 10
Base Atk +3; CMB +8; CMD 20 (24 vs. trip)
Feats Run, Skill Focus (Stealth), Weapon Focus (bite)
Skills Perception +6, Stealth +8;
Timber wolves are terrifying creatures, twisted branches kept in canine forms by the magic of the Everfree Forest. They tend to linger around Snap Apple Trees, and become quite agitated when the Trees approach a new harvest. They are extremely dangerous, but early settlers discovered a key weakness: timber wolves hate loud noises, and banging two iron pans together is a good way to send them fleeing.
Quarray Eel CR 10:
N Gargantuan animal Init +6; Senses low-light vision, scent; Perception +22
DEFENSE AC 25, touch 9, flat-footed 22 (+2 Dex, +1 dodge, +16 natural, –4 size)
hp 138 (12d8+84)
Fort +14, Ref +10, Will +5
OFFENSE Speed 20 ft., swim 20 ft., burrow 20 ft.
Melee bite +19 (4d6+19/19–20 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks swallow whole (5d6 bludgeoning damage, AC 18, 13 hp)
STATISTICS
Str 36, Dex 14, Con 23, Int 1, Wis 13, Cha 2
Base Atk +9; CMB +26 (+30 grapple); CMD 39 (can’t be tripped)
Feats Dodge, Improved Critical (bite), Improved Initiative, Power Attack, Toughness, Weapon Focus (bite)
Skills Climb +13, Perception +19, Swim +21; Racial Modifiers +8 Swim
SQ amphibious
Quarray eels dwell in tunnels deep below the surface, only coming up occasionally to go hunting and otherwise remaining in a state of sub-hibernation. They are thus rarely seen in Equestria, though there is quite a large colony near Ponyville in Ghastly Gorge.
Although quarray eels do not usually eat ponies (their preferring aquatic hunting grounds enforcing the rule rather strictly) they do not like to be disturbed in their burrows. Any thinking to travel near a quarray eel nest had better either be very quiet or very fast. As an animal companion: Starting Statistics: Size Medium; Speed 20 ft., burrow 10 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3 plus grab); Ability Scores Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2; Special Qualities low-light vision, amphibious.
4th-Level Advancement: Size Large; AC +1 natural armor; Attack bite (1d4); Ability Scores Str +8, Dex –2, Con +4; Special Attacks swallow whole (1d4 bludgeoning damage)
1st Level Charm Animal
Know Direction
Haunted Fey Aspect
Diagnose Disease
Aspect of the Falcon
Burning Disarm
Calm Animals
Detect Animals and Plants
Detect Snares and Pits
Entangle
Faerie Fire
Goodberry
Hide from Animals
Longstrider
Magic Fang
Magic Stone
Negate Aroma
Pass Without Trace
Restore Corpse
Summon Minor Ally
Summon Nature's Ally
Touch of the Sea
Accelerate Poison
Animal Messenger
Produce Flame
Defoliate
Elemental Speech
Wood Shape
3rd Level Greater Animal Aspect
Animal Trance
Aspect of the Bear
Barkskin
Bear's Endurance
Owl's Wisdom
Chill Metal
Heat Metal
Feast of Ashes
Forest Friend
Frost Fall
Hold Animal
Pernicious Poison
Reduce Animal
Scent Trail
Soften Earth and Stone
Stone Call
Summon Swarm
Tar Ball
Tree Shape: “I'd like to be a tree...”
Unshakable Chill
Warp Wood
Web Shelter
Burrow
Burst of Nettles
Cup of Dust
Diminish Plants
Dominate Animal
Fungal Infestation
Heatstroke
Hide Campsite
Lily Pad Stride
Mad Monkeys
Greater Magic Fang
Meld Into Stone
Nature's Exile
Neutralize Poison
Plant Growth
Quench
Rain of Frogs
Remove Disease
Resinous Skin
Shifting Sand
Spike Growth
Snare
Stone Shape
Summon Nature's Ally III
Vermin Shape
Spit Venom
Water Breathing
5th Level Antiplant Shell
Awaken
Animal Growth
Atonement
Baleful Polymorph
Commune With Nature
Greater Contagion
Hallow
Insect Plague
Summon Nature's Ally V
Threefold Aspect
Tree Stride
Wall of Thorns
Antilife Shell
Age Resistance
Mass Bear's Endurance
Mass Bull's Strength
Greater Dispel Magic
Fire Seeds
Ironwood
Liveoak
Tar Pool
And now for some monsters...
Griffon CR 1:
CN Medium magical beast Init +1; Senses low-light vision; Perception +2
DEFENCE AC 15, touch 11, flat-footed 15 (+1 Dex, +2 natural, +2 armor)
hp 11 (2d10)
Fort +2, Ref +1, Will +0
OFFENSE Speed 30 ft., fly 60 ft. (average)
Melee bite +2 (1d6+1), 2 talons +2 (1d4+1)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 13, Dex 12, Con 10, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Improved Natural Armor
Skills Acrobatics +6, Fly +8, Perception +2; Racial Modifiers +2 Fly, +2 Perception
Languages Equestrian, Griffon
Griffons are deadly and unpredictable creatures. They live mostly in harmony with ponies, though some have been known to turn to banditry. Even the nicer griffons can be a danger.
All griffons have a great fondness for practical jokes. Unfortunately, unlike those of a pony, these jokes can often be hurtful--a griffon will not try to kill with his tricks, but the creatures almost always fail to consider how a jest will be taken. And indeed, a griffon rarely reacts well to having his own prank turned on him.
Griffons may be used as a PC race, if the Game Master wishes.
Dire Dog CR 3:
Stats are heavily based off the ogre. This is the species the Diamond Dogs belong to. CN Large animal Init –1; Senses darkvision 60 ft., low-light vision; Perception +3
DEFENSE AC 17, touch 8, flat-footed 17 (+4 armor, –1 Dex, +2 natural, –1 size)
hp 30 (4d8+12)
Fort +6, Ref +3, Will +3
OFFENSE Speed 30 ft. (40 ft. base)
Melee bite +7 (2d6+7)
Ranged javelin +1 (1d8+5)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 18, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Base Atk +3; CMB +9; CMD 18
Feats Iron Will, Improved Natural Attack (bite)
Skills Perception +5
Languages Equestrian
Dire dogs are thuggish creatures, obsessed with the acquisition of whatever they find valuable. They are willing to enslave ponies and other sentient creatures to accomplish this, but it usually ends poorly for the dogs--bizarrely, dire dogs can rarely bring themselves to harm their own slaves and usually end up releasing them when push comes to shove. They rarely hold these scruples when in actual combat, though, and are vicious fighters.
Bison CR 4:
LN Large animal Init +0; Senses low-light vision, scent; Perception +8
DEFENSE AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 42 (5d8+20)
Fort +8, Ref +4, Will +3
OFFENSE Speed 40 ft.
Melee gore +10 (2d6+12)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+12, DC 20)
STATISTICS
Str 27, Dex 10, Con 19, Int 10, Wis 11, Cha 10
Base Atk +3; CMB +12; CMD 22 (26 vs. trip)
Feats Iron Will, Improved Bull Rush, Power Attack
Skills Perception +8, Intimidate +5
SPECIAL ABILITIES Stampede (Ex)
A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample's save DC increases by +2.
Bison live in the western lands of Equestria, separate from the ponies. They are very traditional, and sometimes have trouble coping with change.
Bison are not usually violent, but butt heads with ponies from time to time over land disputes.
Parasprite CR 1/10:
[b]N Fine vermin Init +3; Senses darkvision 60 ft.; Perception +4
DEFENSE AC 21, touch 17, flat-footed 14 (+3 Dex, +8 size)
hp 1 (1d8)
Fort +2, Ref +3, Will +0
Immune Magic-Resistant (see below)
Weaknesses Music (see below)
OFFENSE Speed 40 ft., fly 40 ft. (good)
Melee bite +13 (1 nonlethal)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Chomp
STATISTICS
Str 1, Dex 17, Con 1, Int 2, Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 6 (can’t be tripped)
Feats Weapon Finesse
Skills Fly +11, Perception +4, Stealth +23; Racial Modifiers +4 Perception, +8 Stealth
SPECIAL ABILITIES Chomp (Ex)
A parasprite may spend a full-round action to make a single bite attack against any item containing edible plant life. This attack deals 2d6-5 lethal damage.
Magic Resistant (Su)
Parasprites are not normally affected by all enchantment and transmutation spells and spell-like abilities. Instead, an effect is chosen by the Game Master or there is no effect at all.
Music (Su)
Parasprites are automatically entranced by music. A DC 15 Perform (any instrument or singing) check drives all parasprites within hearing range to follow the musician, landing on the ground in the process. Parasprites will not seek to eat or defend themselves while entranced.
Parasprites are quite endearing creatures, but they breed extremely quickly, and their high appetites make them a true menace.
Given that plenty of creatures actually exist that can grip things (griffons come to mind), and a major advantage the unicorn holds is her ability to levitate things, I don't see much wrong with the penalty. I did decide to reduce the -10 penalty to -5, though, for other reasons
Okay. Here's the Arcane Spell List. Brace yourselves. ;_;
Arcane List:
Cantrips Improved Mage Hand: A re-skinned Unseen Servant.
Spark
Light
Detect Magic
Purify Food and Drink
Mending
Resistance
Virtue
Daze
Dancing Lights
Scoop
Ghost Sound
Disrupt Undead (heck, why not)
Touch of Fatigue
Message
Open/Close
Root
Arcane Mark
Prestidigitation
Penumbra
1st-Level Cure Minor Wounds: Heals 1 point and stabilizes (doesn't seem to be much magic healing in Equestria)
Detect Poison
Detect Gemstones: Detects precious and semiprecious stones within 60 feet.
[Abadar's] Truthtelling
Telekinesis (yes, it's very low level)
Air Bubble
Deathwatch
Entropic Shield
Spiked Barding: Effect of Gorum's Armor
Liberating Command
Come To Life: Vehicle begins moving. Start at a base speed of 5 ft., but double each round.
Make Whole
Hold Portal
Shield
Shock Shield
Abundant Ammunition
Grease
Icicle Dagger
Stumble Gap
Detect Charm
Identify
Bungle
Charm Pony
Burning Hands
Ear-Piercing Scream
Flare Burst
Floating Disk
Magic Missile
Color Spray
Disguise Self
Silent Image
Ventriloquism
Vanish
Interrogation
Chill Touch
Ray of Sickening
Animate Rope
Break
Erase
Expeditious Excavation
Feather Fall
Forced Quiet
Snapdragon Fireworks
Vocal Alteration
Cloudwalk: Gain the pegasus ability to walk on clouds.
Arcane Lock
Locate Object
Share Memory
Darkvision
Knock
Channel the Gift: You may give to a friend a number of your own MSP up to your level + your relevant mental ability modifier. The MSP spent on this spell are not included in this gift. If this leads you to expend your own MSP, you are fatigued for one minute.
Glitterdust
Fiery Shuriken
Dust of Twilight
Slipstream
Stone Call
See Invisibility
Burning Gaze
Defensive Shock
Frigid Touch
Frost Fall
Scorching Ray
Spontaneous Immolation
Blur
Disguise Self
Disguise Other
Ghostly Disguise
Magic Mouth
Minor Image
Mirror Image
Brow Gasher
Command Undead
Defoliate
Ghoul Touch
Boiling Blood
Hidden Knowledge
Levitate
Pyrotechnics
Silk to Steel
Whispering Wind
Hostile Levitation
Dimension Hop
2nd Level False Life
Rope Trick
Magic Siege Engine
Glide
Stone Shape
Spider Climb
Unshakeable Chill
Scare
Haunting Mists
Sleep
Invisibility
Hypnotism
Touch of Idiocy
Fire Breath
Flaming Sphere
Want-It-Need-It: All who see affected object must make a Will save or become obsessed with its acquisition. This spell can be dismissed as long as the object is within five feet of the caster.
Ant Haul
Ancestral Communion
Align Weapon
Delay Pain
Delay Poison
Instant Armor
Grace
Heroic Fortune
Pilfering Hand
Protective Penumbra
Remove Paralysis
Returning Weapon
Lesser Restoration
Resist Energy
Shatter
Shield Other
Silence
Status
Staggering Fall
Zone of Truth
Tiny Hut
Badger's Ferocity
Blindness/Deafness
Create Food and Water: Feed three ponies per level.
Daybreak Arrow
Daylight
Deeper Darkness
Dispel Magic
Elemental Speech
Invisibility Purge
Helping Hand
Locate Object
Magic Vestment
Meld Into Stone
Nap Stack
Obscure Object
Protection From Energy
2nd Level Remove Blindness/Deafness
Remove Disease
Unravel Destiny
Vision of Hell
Water Breathing
Water Walk
Control Water
Death Ward
Explosive Runes
Cloak of Winds
Nondetection
Communal Protection from Arrows
Communal Resist Energy
Rain of Frogs
Ablative Barrier
Aqueous Orb
Sepia Snake Sigil
Spiked Pit
Arcane Sight
Blood Biography
Clairaudience/Clairvoyance
Locate Weakness
Seek Thoughts
Spherescry
Deep Slumber
Hold Pony
Heroism
Lover's Vengeance
Rage
Suggestion
Reckless Infatuation
Unadulterated Loathing
Battering Blast
Blacklight
Diamond Spray
Draconic Reservoir
Elemental Aura
Force Punch
Heatstroke
Hydraulic Torrent
Pain Strike
Twilight Knife
Displacement
Illusory Poison
Illusory Script
Invisibility Sphere
Major Image
Vision of Hell
Gentle Repose: Lasts one year/level (no resurrections, after all)
Howling Agony
Halt Undead
Healing Thief
Marionette Possession
Toxic Gift
Blink
Burrow
Countless Eyes
Flame Arrow
Haste
Slow
Pup Shape
Keen Edge
Secret Page
Shifting Sand
Shrink Item
Touch Injection
Minor Creation
Sending
4th Level Fly: Grow a pair of gossamer wings, which melt away if dealt fire damage (nonlethal or otherwise).
Fireball
Lesser Animate Dead
Dimensional Anchor
Fire Trap
Lesser Globe of Invulnerability
Communal Nondetection
Communal Protection from Energy
Stoneskin
Acid Pit
Black Tentacles
Dimension Door
Secure Shelter
Solid Fog
Touch of Slime
Arcane Eye
Detect Scrying
Locate Creature
Scrying
Symbol of Revelations
Aura of the Unremarkable
Confusion
Charm Monster
Crushing Despair
Mass Daze
Lesser Geas
Malfunction
Malicious Sprite
Overwhelming Grief
Terrible Remorse
Detonate
Dragon's Breath: Fire and the message effect only.
Fire Shield
Resilient Sphere
Shout
Telekinetic Charge
Volcanic Storm
Wall of Fire
Wall of Ice
Hallucinatory Terrain
Illusory Wall
Greater Invisibility
Phantasmal Killer
Rainbow Pattern
Shadow Step
Shocking Image
Lesser Simulacrum
Wandering Star Motes
Boneshatter
Contagion
Enervation
Greater False Life
Fear
Shadow Projection
Calcific Touch
Firefall
Obsidian Flow
Symbol of Slowing
Break Enchantment
Major Creation
Ancestral Gift
Aura of Doom
Blood Crow Strike
Chaos Hammer
Cure Light Wounds (max bonus is +20)
Discern Lies
Dismissal
Freedom of Movement
Neutralize Poison
Order's Wrath
Plague Carrier
Poison
Repel Vermin
Restoration
Spell Immunity
Spit Venom
Communal Water Walk
5th Level Breath of Life: Affects creatures killed in the last minute. (it's a game about PONIES, we can't let them die that easy)
Dismissal
Cure Critical Wounds
Mage's Private Sanctum
Communal Stoneskin
Unbreakable Construct
Wreath of Blades
Acidic Spray
Cloudkill
Hungry Pit
Summon Monster V
Teleport
Wall of Stone
Telepathic Bond
Prying Eyes
Apparent Master
Dominate Pony
Feeblemind
Mind Fog
Hold Monster
Smug Narcissism
Symbol of Sleep
Symbol of Scrying
Cone of Cold
Fire Snake
Icy Prison
Interposing Hand
Mass Pain Strike
Wall of Force
Wall of Sound
Dream
Seeming
False Vision
Mirage Arcana
Nightmare
Phantasmal Web
Persistent Image
Shadow Evocation
Symbol of Striking
Magic Jar
Possess Object
Suffocation
Symbol of Pain
Waves of Fatigue
Echolocation
Energy Siege Shot
Fabricate
Overland Flight
Passwall
Polymorph
Rapid Repair
Transmute Rock to Mud
Transmute Mud to Rock
Treasure Stitching
Permanency
Antimagic Field
Greater Dispel Magic
Serenity
True Seeing
Burst of Glory
Cleanse
Mark of Justice
Animate Objects
Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature’s Statistics.
Say I have a giant frog animal companion.
What damage does his swallow whole deal?
Or say I'm creating my own monster.
How do I work out the damage? What guideline should I use?
Say I'm creating a gargantuan monster that has an animal companion counterpart (like the roc), and said monster is able to swallow whole. Do I just have the 7th-druid-level animal companion deal 5d6 damage?
Strange, I thought YouTube would have been protesting SOPA and PIPA too...
It's complicated. Youtube is controlled by Google, so it's rather profit-oriented. However, like Google, Youtube is protesting in other ways. Channel owners were apparently given the option to black out their own channels for the day. A good few of my favorites accepted. >_>
Alright, I'm pretty new to prestige classes. Here are my ideas for the Weather Druid:
Requirements: 5 ranks in Survival and Knowledge (nature), pegasus.
Benefits: Access to the Storm Spell list (probably a bunch of bonus feats), good skills...not sure what else.
Yeah, that was kind of a sad list.
Storm Spell List:
1st Level: Flare Burst
Dancing Lights: You direct several lightning-infused clouds to move at your command.
Spark
Alter Winds
Cloak of Shade
Fog Cloud
Create Water
3rd Level: Quench
Frost Fall
Ash Storm
Sleet Storm
Call Lightning:
Cloak of Winds
Hurricane Blast
Rain of Frogs
Wind Wall
Stinking Cloud
Gust of Wind
5th Level Ice Storm
Volcanic Storm
Lightning Bolt
Call Lightning Storm
Control Winds
Fickle Winds
Solid Fog
Mindfog
Cloudkill
1st Level Daze: You distract your foe with a question or deception.
Spark: Something nearby you bursts into flames, as the spell.
Prestidigitation: All perfectly natural, of course!
Read Magic: It was under 'E'!
Stabilize: That's lucky, they stopped bleeding!
Resistance: You inspire a friend, as the spell.
Bane: You make your enemies hesitate, as the spell.
Bless: You drive your allies onward, as the spell.
Command: A foe reflexively obeys your order.
Compel Hostility: You irritate your enemies into targeting you alone.
Tongues: You inexplicably understand all languages, as the spell.
Entropic Shield: You can obliviously bounce through a battle without being hit once.
Know the Enemy: Great, now you need to find a trombone!
Magic Pastries: As Magic Stone, except the spell only affects food items.
Moment of Greatness: Amazing things tend to happen when you're around!
Sanctuary: Foes inexplicably ignore you.
Tap Inner Beauty: You have occasional bursts of amazing amiability (or scariness).
Augury: You sometimes seem remarkably aware of what's about to happen.
Eagle's Splendor: You can get even the most awkward pony to act graceful.
Anticipate Peril (self only): You're often the first to react to danger.
True Strike: Sometimes, your aim is really, really good.
Bungle: Some of your enemies have the rottenest luck.
Ear-Piercing Scream: You can scream quite high-pitched.
Ventriloquism: You're good at throwing your voice.
Expeditious Retreat: When you're especially determined, none can escape you.
Jump
Snapdragon Fireworks
Know Direction: You don't easily get lost.
Lullaby
Unwitting Ally: You have a way of drawing people into your plans.
Borrow Skill
Cause Fear: ForEEEVER!
Saving Finale
Solid Note: You're not really sure why this works.
Touch of Gracelessness
Allegro
Detect Thoughts
Distracting Cacophony
Hideous Laughter
3rd Level Displacement (self only): You move so quickly at times, nobody is ever really sure where you are.
Miserable Pity
Daze Monster
Oppressive Boredom
Mad Hallucination: You know how to force a disturbing mental tangent/annoying tune into someone's head.
Scare
Spider Climb
Heroism
Bestow Joke: Functions as Bestow Curse, but there's no such thing as curses.
Remove Joke: Functions as Remove Curse, but there's no such thing as curses.
Break Fourth Wall: Functions as Detect Scrying.
Confusion: Sometimes, you have an...odd effect on ponies.
Mass Daze
Crushing Despair
Shadow Step
Fear
Aid
Blessing of Courage and Life
Calm Emotions
Grace
Make Whole
Soothing Word
Sound Burst
Unravel Destiny
Wrathful Mantle
Aura of Doom
Blur
Cacophonous Call
Distressing Tone
Gallant Inspiration
Heroic Fortune
Heroism
Glibness
Good Hope
Haste
Malicious Spite: Secrets and lies! It's all secrets and lies!
Overwhelming Grief
Apparent Master: You can fast-talk even mindless constructs into thinking you're in charge.
Dance of a Hundred Cuts
Mass Daze
Denounce
Dimension Door
Heroic Finale
Primal Scream
Utter Contempt
5th Level Bard's Escape: When the going gets tough, you can whisk your friends to safety.
Cloak of Dreams: You sing a lullaby so soothing (or start a story so dull) that those near you cannot stay awake.
Mass Cacophonous Call
Covetous Aura
Deafening Song Bolt
Dream: You can invade the dreams of others.
Greater Heroism
Geyser: You have the craziest luck sometimes!
Sonic Thrust
Breath of Life: Gotta have that happy ending!
Burst of Glory
Greater Command
Greater Forbid Action
Mass Heroic Fortune
Joyful Rapture
Brilliant Inspiration
Irresistible Dance
Greater Shout
Magic Stamina Points: A pony's Magic Stamina is equal to her favored mental ability modifier (chosen by the pony at first level) combined with her Constitution modifier combined with double her level. A pony's Magic Stamina determines how many spells she may cast per day. Spells use varying amounts of MSP, but all MSP are recharged the next day. If the MSP are ever exhausted, the pony is Fatigued for one round. A pony cannot know more spells than she has MSP. This was nearly Magic Stamina Point Array, but the acronym was more trouble than it was worth.
I'm not sure if this is the best option yet, of course. But here's an example character: 18 Int, 12 Con, level 1. That's seven MSP. The unicorn can cast a first-level spell (like telekinesis, or detect gemstones, or shield) seven times a day.
Alternative idea is to double the mental modifier, and not the level. That makes it a bit higher at low levels, but much lower at high ones.
Earth Pony 'Spell' List:
(all earth pony spells are self-only unless otherwise noted)
1st Level Resistance
Ant Haul
Endure Elements
Remove Sickness
Bull's Strength
Bear's Endurance
Cat's Grace
True Strike
Crafter's Fortune
Expeditious Retreat
Jump
Stone Hoof (Stone Fist)
With regards to the 'hoofs/hands' issue: This is another area I pretty much just quoted the April 1st version on. Perhaps the penalty for using hooves could be lowered from -10 to -5: It's tricky, but easier than it would be in Golarion.
SilvercatMoonpaw wrote:
Unicorns haven't struck me as weak (examples on the show regularly seem to do the same feats of strength as average ponies). Or pegasi that frail (flight endurance and bumping in to things).
My thought would be to go off the rails just a little: rather than +2, +2, -2 we just give them +2 Int to Unicorns and +2 Dex to Pegasi. (Of course I don't know Pathfinder balancing: does that work out?) Unicorns would still be intelligent, Pegasi would still be agile, and Earth Ponies would still be varied.
Well, that gives earth ponies a small advantage. But I like the idea. Maybe just give Earth Ponies a +2 to Constitution?
Minor Trick At times, a bard can be seen to display abilities which are quite clearly magical—how else could their songs have such potency? However, their powers are too subtle for any concrete study to be attempted.
Prerequisites: 1st-level bard, Cha 12
Benefit: Select one spell from the 1st-level Bard Spell List. You now know this spell. Each 1st-level spell cast uses a single Magic Stamina Point. You can take this feat more than once. Its effects do not stack. Each time you take it, you select a different spell.
Moderate Trick
Prerequisites: 7th-level bard, at least three Minor Tricks, Cha 14
Benefit: Select one spell from the 3rd-level Bard Spell List. You now know this spell. Each 3rd-level spell cast uses four Magic Stamina Points. You can take this feat more than once. Its effects do not stack. Each time you take it, you select a different spell.
Epic Trick
Prerequisites: 11th-level bard, at least two Moderate Tricks, Cha 16
Benefit: Select one spell from the 5th-level Bard Spell List. You now know this spell. Each 5th-level spell cast uses sixteen Magic Stamina Points. You can take this feat more than once. Its effects do not stack. Each time you take it, you select a different spell.
Cantrip
Prerequisites: Unicorn
Benefit: Select one spell from the Cantrip list. You may now cast this spell at will as long as you have at least one MSP.
Minor Spell
Prerequisites: Cantrip
Benefit: Select one spell from the 1st-level Arcane Spell List. You now know this spell. Each 1st-level spell cast uses one Magic Stamina Points. You can take this feat more than once. Its effects do not stack. Each time you take it, you select a different spell.
Low Spell
Prerequisites: 3rd-level, non-bard or spell druid
Benefit: Select one spell from the 2nd-level Arcane Spell List. You now know this spell. Each 2nd-level spell cast uses two Magic Stamina Points. You can take this feat more than once. Its effects do not stack. Each time you take it, you select a different spell.
Moderate Spell
Prerequisites: 5th-level, at least one Low Spell, Int/Wis/Cha 14
Benefit: Select one spell from the 3rd-level Arcane Spell List. You now know this spell. Each 3nd-level spell cast uses four Magic Stamina Points. You can take this feat more than once. Its effects do not stack. Each time you take it, you select a different spell. If you have already taken this feat, it does not bar you from later becoming a bard or spell druid, but you may not take it after becoming a bard or spell druid.
High Spell
Prerequisites: 7th-level, at least one Moderate Spell, Int/Wis/Cha 16
Benefit: Select one spell from the 4th-level Arcane Spell List. You now know this spell. Each 4th-level spell cast uses eight Magic Stamina Points. You can take this feat more than once. Its effects do not stack. Each time you take it, you select a different spell. If you have already taken this feat, it does not bar you from later becoming a bard or spell druid, but you may not take it after becoming a bard or spell druid.
Epic Spell
Prerequisites: 11th-level, at least one High Spell, Int/Wis/Cha 18
Benefit: Select one spell from the 5th-level Arcane Spell List. You now know this spell. Each 5th-level spell cast uses sixteen Magic Stamina Points. You can take this feat more than once. Its effects do not stack. Each time you take it, you select a different spell. If you have already taken this feat, it does not bar you from later becoming a bard or spell druid, but you may not take it after becoming a bard or spell druid.
Minor Call
Prerequisites: 1st-level spell druid, Wis 12
Benefit: Select one spell from the 1st-level Druid Spell List. You now know this spell. Each 1st-level spell cast uses a single Magic Stamina Point. You can take this feat more than once. Its effects do not stack. Each time you take it, you select a different spell.
Moderate Call
Prerequisites: 7th-level spell druid, at least three Minor Calls, Wis 14
Benefit: Select one spell from the 3rd-level Druid Spell List. You now know this spell. Each 3rd-level spell cast uses four Magic Stamina Points. You can take this feat more than once. Its effects do not stack. Each time you take it, you select a different spell.
Epic Call
Prerequisites: 11th-level spell druid, at least two Moderate Calls, Wis 16
Benefit: Select one spell from the 5th-level Druid Spell List. You now know this spell. Each 5th-level spell cast uses sixteen Magic Stamina Points. You can take this feat more than once. Its effects do not stack. Each time you take it, you select a different spell.
Minor Effect Everybody knows earth ponies can't use magic, but occasionally they can pull off inexplicable wonders. Most chalk this up to luck or 'bursts of strength'. Whatever their nature, though, they're certainly potent.
Prerequisites: Earth pony
Benefit: Select one spell from the 1st-level Earth Pony Spell List. You now know this spell. Each 1st-level spell cast uses a single Magic Stamina Point. You can take this feat more than once. Its effects do not stack. Each time you take it, you select a different spell.
Minor Change Although only unicorns can use 'true' magic, it's certainly true that some pegasi have a knack for controlling the weather which stretches ordinary limits.
Prerequisites: 1st-level storm druid
Benefit: Select one spell from the 1st-level Storm Spell List. You now know this spell. Each 1st-level spell cast uses a single Magic Stamina Point. You can take this feat more than once. Its effects do not stack. Each time you take it, you select a different spell.
Moderate Change
Prerequisites: 7th-level storm druid, at least three Minor Changes
Benefit: Select one spell from the 3rd-level Storm Spell List. You now know this spell. Each 3rd-level spell cast uses four Magic Stamina Points. You can take this feat more than once. Its effects do not stack. Each time you take it, you select a different spell.
Epic Change
Prerequisites: 11th-level storm druid, at least two Moderate Changes
Benefit: Select one spell from the 5th-level Storm Spell List. You now know this spell. Each 5th-level spell cast uses sixteen Magic Stamina Points. You can take this feat more than once. Its effects do not stack. Each time you take it, you select a different spell.
Earth Pony Spell Feat
Fast Flight
Prerequisites: Fly speed
Benefit: Increase Fly speed by 5 feet.
Spells will be pretty similar to the Pathfinder ones, but they will move around a bit in levels. I'm fairly certain telekinesis will be a first or second level spell, since it's used by so many. And Dimension Hop will be pretty low as well. I also added a few spells, but they aren't fully written out yet.
These spell lists will be put up as soon as I've fixed some errors.
Well, I really just took the ability modifiers from the April 1st Ponyfinder joke. They seem to make sense to me. Unicorns are weak but educated, earth ponies are varied (Pinkie Pie and Applejack, for instance) and pegasi are quick and slightly frail. The biggest stretch is pegasi getting a bonus to Charisma.