Prisons and Ponies / Ponyfinder: Feedback needed!


Homebrew and House Rules

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After some 'discussion' (mostly me talking to myself), I decided I wanted to try making a My Little Pony RPG based on Pathfinder. A few versions already exist, but they all seem to be based on Open d6 or Unknown Armies or 4E.

This is a work in progress, and needs feedback badly. I'm not anything like an expert at game design, and I have no doubt that changes will need to be made.

With that disclaimer made, I'll post some of what I've got.

Magic System Explanation:
Basically, I've exchanged the ordinary spell system for a feat system. You can take 'Minor Spell' and learn one 1st-level spell. Earth ponies also get a small selection of 1st-level 'spells', which are subtle and not obviously magic. Pegasi who have taken the Weather Druid prestige class get access to the Storm Spell feats, and bards get 'tricks' (for instance, Detect Scrying, renamed to 'Break Fourth Wall').
I also introduced MSP:
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.

Races:

Unicorn Racial Traits
+2 Intelligence, +2 Wisdom, -2 Strength
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 nonlethal 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 -10 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, +2 Charisma, -2 Constitution
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 -10 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 Any
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.
Earth 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 -10 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).


Classes:

Bard
*Forgot to write flavor text for bards*
Ahem.

  • Countersong and Distraction are merged into Counteract.
  • Bards gain Minor Trick as a bonus feat at first level, Moderate Trick at seventh level and Epic Trick at eleventh level. Naturally, they lose all Pathfinder spells.
  • Bards gain Fleet at second level, and every third level after that (2nd, 5th, 8th, 11th,, etc).
  • Bards gain a bonus equal to half their level (minimum 1) on saves against fear.
  • Spell Druid
    Most magic-users prefer clear-cut routes to power. Not the spell druid. The spell druid walks into a forest and is queen. The spell druid controls the common elements and summons fey to serve her. If one is going to antagonize a spell druid, it is best to do it in an urban environment. Elsewhere, it can be suicide.

  • Only unicorns may be spell druids.
  • Spell druids gain Minor Call as a bonus feat at first level, Moderate Call at seventh level and Epic Call at eleventh level. They lose all Pathfinder spells.
  • Spell druids Wild Shape as a normal druid.
  • Spell druids lose Nature Bond.
  • Spell druids may cast Summon Nature's Ally as a spell-like ability a number of times per day equal to 3 + his Wisdom modifier, otherwise matching the Summoner's ability.
  • Spell druids take only a -1 penalty when wielding sickles by the mouth in melee.
  • Spell druids do not gain Wild Empathy.
  • Spell druids do not gain Resist Nature's Lure.
  • Spell druids gain Natural Spell as a bonus feat at fourth level.
  • Spell druids gain Knowledge (arcana) and Knowledge (history) as class skills.
  • At first level, and every three levels after that (4th, 7th, 10th, 13th, etc), a spell druid gains a bonus feat. At each such opportunity, she can choose a metamagic feat, a Druid Spell feat or Spell Mastery. The spell druid must still meet all prerequisites for a bonus feat, including caster level minimums.
  • Affinity Druid
    While some druids favor magic, the affinity druid focuses on more mundane aspects—dealing with the less intelligent beings of nature. Plants, animals and even the occasional magical beast. Affinity druids are quite rare, since the knack for communicating with crickets and vines is not a common one. Most affinity druids have a special talent based around the gift, but some are just very good at what they do.

  • Affinity druids lose all spells and Wild Shape, and cannot take domains for their Nature Bond.
  • Spellcraft and Swim are not class skills for affinity druids.
  • Base Reflex Save becomes Good.
  • Affinity druids may choose at first level between Plant Empathy, Vermin Empathy and Animal Empathy. All use the same bonus: the affinity druid's level combined with her Charisma bonus (if any).
  • The affinity druid may take a vermin companion if she has picked Vermin Empathy, or an animal companion if she has picked Animal Empathy. If she has picked Plant Empathy, she may either at first level.
  • The affinity druid adds half her level (minimum 1) to Handle Animal, Knowledge (nature) and Survival checks. Affinity druids do not gain Nature Sense.
  • At fourth level, an affinity druid gains the ability to 'cast' wilderness soldiers as a spell-like ability 3 + her Charisma or Wisdom bonus (chosen at first level) times per day.
  • At eighth level, an affinity druid gains the ability to speak with animals at will. At eleventh level, she may also speak with plants at will, and at fourteenth level, she may speak to vermin at will.
  • At nineteenth level, an affinity druid gains the ability to cast summon elder worm (when on land), storm of vengeance (when in the air) or tsunami (when in the ocean) 1/day as a spell-like ability.
  • At twentieth level, an affinity druid gains the Fey type.

  • Cutie Marks:

    Everypony has a special talent to make use of. Upon discovery, it appears on the pony's flank as a 'cutie mark'.
    Although the GM and players should feel encouraged to invent their own talents, the in-game effect should never go far from the equivalent of four feats. The effects should not be game-breaking, but should show the character to be among the best at their talent. A single d20-based bonus should never go above +12.
    Several sample special talents can be found below.

    Magic: +2 bonus on Spellcraft and on Knowledge (arcana), three bonus spells from the 1st-level Arcane List
    Medicine: +12 bonus on Heal checks
    Speed: +15 speed and a x5 run
    Socialite: +6 Diplomacy and Bluff
    Dodging: +4 Dodge bonus to AC
    Jousting: +4 bonus to attacks and damage with piercing weapons when charging (including ordinary charge bonus)
    Digging: 10-foot Burrow speed with shovel
    Animal Care: +4 bonus to Animal Empathy, +3 bonus to Handle Animal and Heal

    Things Not Yet Done:

    I need to write up the Wizard and Weather Druid prestige classes (or decide not to), work out some monsters (cockatrices, griffons, manticores, etc), probably take a look at magic items and weapons, fix up the spells and find the Spell-less Ranger from KQ #11. And probably some other stuff. :P

    Things Not Yet Posted:
    I'm afraid to post the spell lists and feats because there's a sh*tload of the former and the latter is kind of ugly.


    I wish you hadn't called it Prisons & Ponies. Feels over-ominous. (Plus I personally think one of the nice things about Pathfinder is that the title no longer creates misinterpretations that the game revolves around two things.)

    For the Bard you should look into Super Genius Games's Archetype product line. Serious, you only need to look at the previews: Bard spellcasting is one of the options they give for taking out to add in the various options from the book. Might be helpful to you.

    Dark Archive

    What about Passions & Ponies?
    Or Ponies & Predicaments?
    Or Ponies & Powers?


    Perseverance & Ponies?


    Other ideas were 'Perils and Ponies' and 'Friendships and Fillies'. Ponyfinder is probably best, though. I chose Prisons and Ponies because of the dungeon/prison relation and because of the monarch's fondness for putting ponies in mystical prisons. ;)

    Liberty's Edge

    Don't forget to do the stats for "Unipegs"the ponies like princess celestia, nightmare moon (princess twilight), and one other pony (i forget). Unipeg's are basically half breeds with both wings(can fly) and a horn(have magic powers). It's important to remember that ponies without a horn have no magic powers other than a cutiemark and the power of friendship(which friendship is magic!). although this is your creation so if you want them to have earth magic that's fine.

    Will Zebra be a race? Zebra's should automatically get a bonus to alchemy, and I'm not sure if they get cutie mark's. Maybe they could have an archtype system instead. "Alchebra"(need's work)?

    I love this idea, please make a wiki for it so maybe I could help or something. I can give you my email or something. I really want to help with this one :). I'll definitely prototype a game with you.

    Grand Lodge

    LOL - Why o' why?

    Maybe this is something I can steal for the kids...


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    Good luck. Please try to not shaft the earth ponies.


    Rolfcopter wrote:
    Don't forget to do the stats for "Unipegs"the ponies like princess celestia, nightmare moon (princess twilight), and one other pony (i forget). Unipeg's are basically half breeds with both wings(can fly) and a horn(have magic powers).

    Actually, they're mostly called Alicorns or just pegasus-unicorns, and they're implied to be a bit beyond the other three races, so I don't think I'll be too hasty to stat them up. Unless canon says otherwise, it's probably most logical to just assume all three known Alicorns are demigods.

    Rolfcoper wrote:
    It's important to remember that ponies without a horn have no magic powers other than a cutiemark and the power of friendship(which friendship is magic!). although this is your creation so if you want them to have earth magic that's fine.

    I am not giving earth ponies any magic except that which is not obviously magic. Things like true strike and bull's strength. This is because Word Of God states that earth pony magic is in their strength and endurance and suchwhat. Bards also get 'tricks', which act like spells but are, again, not obviously magic.

    Rolfcopter wrote:
    Will Zebra be a race? Zebra's should automatically get a bonus to alchemy, and I'm not sure if they get cutie mark's. Maybe they could have an archetype system instead. "Alchebra"(need's work)?

    I don't actually think zebras are especially good at alchemy. Zecorah's cutie mark possibly involves it. I don't really want to make zebras a race, since so little is known of them, but I may try it later on.

    I'll post spells and spell feats soon. Just want to check a few items.


    I'm not so sure on the racial ability modifiers: they seem more geared toward fitting to Pathfinder than canon. I know Earth Ponies are supposed to be stronger than the others, but I really didn't notice any real evident difference in any other category between the three. Ponies seem quite diverse.

    As for Zebras seeing how Zecora has what looks like a cutie mark (something which only ponies seem to have) I suspect they may not be some different species or type at all. At the very least I agree with Kobold, though using the stats for Earth Ponies would probably model what we've seen.


    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.

    RPG Superstar 2013 Top 8

    Keep in mind that limiting the ponies to holding things in their mouths will impose real restrictions on the players' choices and actions that the ponies in FiM rarely seem to really notice. (Frex. Carrot Cake changing diapers with his front hooves in the most recent episode.)


    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.


    Spell Feats (and a couple normal ones):
    Feats:

    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.


    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?


    Kobold Cleaver wrote:
    Well, that gives earth ponies a small advantage. But I like the idea. Maybe just give Earth Ponies a +2 to Constitution?

    Earth Ponies having a small advantage might not be a terrible thing. But if you want to keep them consistent with the other two I'd go with +2 Strength, or a choice of +2 Strength or +2 Constitution. I think the variety in ability choice is okay compared to flight or magic.

    Now please get to Magic Stamina Points because this is one of the sorts of magic systems I've been waiting to use for a long time.


    MSP have already been explained, actually.

    I wrote:
    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)


    Ah. Sorry. Carry on.


    i dont even... what is...

    ahem. i have a question - how much my little pony have you watched to come to this point?

    this sounds like a great game to play whilst self medicating.

    also - is it wrong that all the seemingly earnest replies are making me want to watch my little pony, to see what (if anything) im missing?


    I have watched all episodes but one, which I skipped. I really aught watch it soon.


    Bard 'Spell' List:

    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

    Shadow Lodge

    KC, I have a few friends that would probably like to play this...


    Love the explanation for read magic. Like the work you have done so far mostly keep at it.


    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


    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


    Pathfinder Adventure Path Subscriber
    Quote:
    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 -10 penalty to all checks needing fingers due to the low dexterity of their hooves.

    I'm not sure why this is needed. If you were planning to use these "races" in a standard Pathfinder game, certainly. But since ponies are your baseline it just seems to add some extra, unneeded math to every roll.

    We don't require humans or elves in Pathfinder to take a minus to strength rolls because they're weaker than giants after all.

    As for handling tools, if your players aren't willing to use some common sense and hand-waving for that they probably shouldn't be playing Peal of Ponthulu.


    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


    Oh, almost forgot.

    Druid Spell List:
    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.


    Urgh, missed that typo. o_-

    Timber Wolf CR 3:
    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)


    I just wanted to say Derpy Hooves speaks now. Sorry still hyped.


    ^ 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.


    Cool!

    As a minor nitpick, Diamond Dogs probably ought to have burrowing abilities.


    Arbane the Terrible wrote:

    Cool!

    As a minor nitpick, Diamond Dogs probably ought to have burrowing abilities.

    I rewatched the episode today, and I facepalmed when I realized that. I'll give them a burrow speed of 10 feet.


    Races (slightly revised):
    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

    The Exchange

    Pathfinder Roleplaying Game Charter Superscriber

    All I really know about MLP is Sebastian has a imposed avatar of such.

    But this kicks ass!!


    Actually, unless something has changed, Sebastian has a Bella Sara avatar. Bella Sara is not nearly as awesome as MLP. :33


    My netbook is broken, but should be fixed tomorrow. Files aughta be recovered without further hassle, so I'll work a bit more on the RPG then.


    Will there be llamas?


    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.


    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.


    I was right. Completely ridiculous.

    Silver Crusade

    Alicorn stats please, both "god type" and non-god type

    *pokes Pluto from Lesson Zero*

    She's an Alicorn


    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.


    I want the power to set things on fire. With my mind. Over TCP/IP.

    FECKING LIVESTOCK.

    (more seriously, cute, even if not my bag, but now I'm going to have to hear even MORE about those bloody trotting dogfoods)


    Hm...after thinking it over, I believe I'll change the magic feat system. Cantrips and 1st-level spells will be unchanged, but any higher and you'll have to take levels in a Magician prestige class. I'll get right on that. Some day.


    I can't wait for the ARG to come out--plant companions are exactly what I needed for the Empathy Druid.
    Once I've got that book--I hope to purchase it at PaizoCon--I'll get to work. By then, I should have the time to spare. I'll work out the experience system--obviously, since ponies are more powerful than base classes, some changes may be needed--finish up the magic system, polish the empathy druid and then put everything in one post. :)


    Actually, I think Magician can work as a base class.

    Grand Lodge

    Check out my thread for any feed back.
    http://paizo.com/forums/dmtz5v4w?The-plane-of-equestria#1


    To recap:
    Changelings (due to Cadence's episode), possibly alicorns (thanks to Cadence) and crystal ponies (godd*mmit, Cadence) all need to be statted up at some point.

    The magic system will be relatively simple: unicorns get three Cantrips and a single first level spell by default. There may be a couple of feats to give additional first/zeroth level spells, but these will be quite limited.

    The Magician class allows for more first-and-beyond-level spells, and a way to learn new spells in a similar manner to wizards (though it would be much more difficult, and perhaps including the possibility of mishaps). I would wager that being able to learn new spells through book learnin' has limits, of course. It'd be a sort of roleplaying matter, maybe.

    Here are three examples of how unicorns might treat magic:

    Rarity:
    Rarity knows three Cantrips (perhaps prestidigitation, mending and dancing lights) and one first-level spell: detect gemstones. She has also taken a feat to gain a bonus first-level spell: levitation (remember the couch?).

    Trixie:
    Trixie has levels in Magician and either Bard, Rogue or Expert. She knows several spells of substantial power, such as call lightning, but has sacrificed overall magical strength to support her particular career.

    Twilight:
    Twilight is an egghead Magician. She has spent nearly all her feats on magic use, though she may have begun to branch out of late as she realizes that magic can't solve every problem. She has a lot of different spells, thanks to having taken feats to make the learning of new magic easier. She's not terribly strong, though, nor tough. In other words, she's a liiittle bit minmaxed. Not that that's a bad thing.


    Being a moron, I currently have a ton of writing projects hanging over my head, so this whole thing will probably be delayed, but it's happenin'. With only classes, feats, a few monsters and misc. to go, it's happenin'.

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