Red Mantis Assassin

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234 posts (778 including aliases). No reviews. No lists. No wishlists. 6 aliases.




Dragon Ball Parallels

I've been perusing fan-made Dragon Ball rpgs recently, and the above stands out as one of the better ones. It's a little rough around the edges, due to it being in 'public playtest', but it's more than serviceable. The only question is whether anyone would be willing to try it :)

<- I'd be willing to GM
<- The system is a PbtA-like, meaning its focus is more on story than stats. My experience with these sort of games is limited to Masks, which I've both played and GM'd.
<- If I ran it, the setting would be 'Basic Dragon Ball'. This can be best described as taking the Dragon Ball universe and taking all the canon characters out of it. There is a Capsule Corporation, but not necessarily a Bulma. There is no Frieza, but there might be someone like him. And so on. Much of the details of the universe would be filled in by the players during character creation (through the addition of background questions).
<- If I ran it, the tone would be PG to PG-13. I.E., If you saw it in Dragon Ball Z Kai or Dragon Ball Super, it probably has a place in game. While characters may receive mortal injuries, the 'gory details' would be spared. Harsh language, such as swearing, would also be limited.


// INTRO
A small refugee settlement has decided to join the Republic. But with the galaxy currently in the opening stages of the Clone Wars... Is picking sides a good idea?

__________________________________________

// BACKGROUND
The Clone Wars have begun. As the Galactic Republic and the Confederacy of Independent Systems clash across the galaxy, countless refugees flee torn and battle-scarred worlds. Searching for a safe place to call home in these uncertain times, many head for the galaxy's biggest population centers; planets like Alderaan, Corellia, or Coruscant; but others seek to get as far away from the war as possible, with some groups even settling colonies in uninhabited space. One such group has colonized Elag, a Mid-Rim tropical world.

Typically these colonies–despite being in Republic or CIS space, and despite being made up of Republic or Separatist citizens–do not formally register their settlement with one goverment or the other. Nevertheless, if the Jedi Order is at least aware of one of these burgeoning colonies, they will often send members of the Jedi Service Corps to both support and watch over it. Elag currently has four Corps members supporting the colony there, one from each of the branches; Agricultural, Medical, Educational, and Exploration. Recently, thanks to the efforts of the Jedi and a committee of senators, the 'Elagians' (as they now call themselves) have decided to register with the Galactic Republic, making Elag an official colony.

You are now onboard a Republic Transport, heading towards the Elag Colony, bearing Republic officials, a few Clone Troopers, additional Jedi Service Corps members, as well as shipments of equipment and supplies. The first of many supply ships, as the Republic seeks to solidify their new relationship with the colony. You, those with you, and the Elagians, have a lot of work ahead.

// GAME SYSTEM, EXPECTATIONS, RULES, AND CHARACTER CREATION
This Play-by-Post game will be run on this forum with the Uncharted Worlds system. It is my first time trying this specific system and I'm looking forward to running it :) I expect every player to own a copy of the rules. Also! If you own Far Beyond Humanity, feel free to use material from there.

Unlike most RPGs, Uncharted Worlds focuses very heavily on the GM leaving gaps in the narrative for the players to fill. It's a system where a player opens a treasure chest and the GM asks them whats inside. Thus a lot of whats going to happen in this game is going to be up to you guys, the players. That said, I would like to keep things clean and on the Clone Wars/Rebels side of content (meaning PG, with some PG 13 moments).

The game takes place in 22 BBY, in the opening months of the Clone Wars, and as such the events of the Clone Wars animated movie or series have not yet taken place. I am looking for 4 players, but can make do with 3. If you want to join, post a completed character, with everything filled out except for Advancements, Workspaces, and Starting Assets (as the accepted players will fill these out together before the game starts). I mostly want Jedi Service Corps members, but I'll be looking at all character concepts equally, and I honestly wouldn't mind some Clones :D

Note that, unless you choose one of the Supernatural Origins and/or Careers in Far Beyond Humanity (FBH), your Jedi or Force-Sensitive character will be limited in their Force abilities. If you do not own FBH, but still want some semblance of Force ability, I'd recommend taking Deduction (from Career: Academic OR Origin: Regimented) as a light form of Force Sense, or likewise twisting/re-fluffing other skills to be more Force-based.

If you need any help or have any questions, feel free to ask. Recruitment will stay open until this Monday (June 4th), whereupon the four players will be selected <3

// GAME LENGTH
As a quick aside, I don't intend for this game to be an extended campaign. Although maybe a little longer than a one shot, the events of the game will be taking place over a few IC weeks, before ending in some sort of climax. The intention here being to finish a short game, rather than having a long one eventually die out :P

To ensure a completed, shorter game, I will be setting a cut-off date of 6 IRL months, on which the game will abruptly end if it hasn't reached a satisfying conclusion already. The players may keep playing past that time if they wish, but my time as a GM will be over.

// WHAT IS THE JEDI SERVICE CORPS?

Spoiler:
If you want to learn more about the Jedi Service Corps (JSC), read the Wookieepedia article on the subject, or watch some of the many videos that have been made on the Corps. I definitely recommend that you read the Wiki articles on the four branches within the JSC.

In this game, while the JSC does have a formal headquarters and offers formal training, the JSC as a whole operates very informally. Members are trained and then typically sent alone (sometimes in a group/team) to a world or some area of space to do their work, with their only oversight being an expected monthly report on their activities, alongside the occasional surprise visit from a superior. They receive a weekly stipend of credits, but lodging, food, and other such things are left up to them to figure out; the only exception being when they are working in a official capacity with the Galactic Republic, in which case they will typically share housing and workspaces provided by the government. Essentially, they are the missionaries of the Star Wars universe.

Many JSC members are teens or young adults, who either failed The Gathering or Initiate Trials ('Washouts'), or simply wasn't/hasn't been yet selected by a Knight or Master to become their Padawan ('Hopefuls'). They're nicknamed Washouts or Hopefuls, respectfully. There are also a number of Padawans, and even a few Knights and Masters, who serve in the JSC either as a temporary deal–either to learn skills or as a sort of 'vacation'–or as permanent members. Although, with the start of the Clone Wars, many of these ranked Jedi may soon see themselves pulled back to the temple and then to the front lines.

In terms of rank, Washouts and Hopefuls are 'Jedi', just a step above being a Jedi Initiate, but below Padawan. They hold no military rank in the Grand Army of the Republic, but may be temporarily granted rank by an officer. As for Lightsabers, Hopefuls likely have one and may choose to wear or wield it, but Washouts typically do not have them, as they either did not make one of their own because they failed The Gathering or proved themselves unworthy of wielding one by failing the Initiate Trials.


It's a few days after Independence Day, on a surprisingly cool morning, when you find yourself called into the station with the rest of your team for a briefing. There's been a murder, one strange enough to warrant the use of the 'Special Investigations Division'. It's about time too, the team was formed practically a month ago, and you haven't even so much as been called in to investigate a strange noise! You were actually beginning to wonder if there's really anything going on this city that merits a 'Special Investigations Division'.

When the team arrives, your superior, Lieutenant Durth, quickly leads you past the offices and the usual hustle and bustle of the station, straight into a briefing room; complete with a large rectangular table and chairs; on the farside of the building. She closes the door before speaking.

"Do sit down, gentlemen, but don't get too comfortable. We have an unusual situation that needs to be addressed quickly. You'll be out that door as fast as you came in." The Lieutenant slips away from the door and slides in at the head of the table, pulling a chair out, but not bothering to sit, instead leaning on the table infront of her. "We received a 911 call about an hour ago from an unidentified man who described an attack by what we assume to be some kind of wild animal. The connection was poor, filled with static, we aren't quite sure what happened." She pauses, gazing at your group, but soon follows up this information. "When we sent a unit out to investigate, the officers found a body inside an abandoned warehouse close to the highway. The corpse was horribly mutilated—as if it had been torn apart and then partially devoured. We don't know whether the body was that of the caller or not."

As the Lieutenant speaks, she withdraws a small wooden case from her pocket and slides it across the table. Inside are your badges.

[ Add "BPD Special Investigations Division Badge" to your equipment ]

"This isn't the first such incident that's occurred. In fact, it's the fourth vicious assault reported within a week. But this is the first time we've been able to find a body in reasonable condition. We need the team to go down there and determine what sort of monster we're dealing with here, because frankly, we don't know. And if you find it, do whatever you see fit." She finishes as she makes her way around the table again, opening the door. You follow her outside.

"You aren't Patrol Officers, so you aren't supposed to be getting one of these, but we'll be lending you one of our Police Cruisers for the remainder of this case," says Lieutenant Durth, leading you to the parking lot, where a police-colored sedan is waiting. "We do want the car back in one piece, but you're free to remove any of the equipment you find inside. Wreck it, and you'll be lucky to get a bicycle from us. Is that clear?"

There's no time to ask questions, or to pick up anything special. You thank the Lieutenant and hustle over to the crime scene (either by driving/riding in the Police Cruiser, or by taking another vehicle).

It's a short drive over the abandoned warehouse where the murder took place, just off the SH 342 (State Highway 342). The aging and dilapidated structure is somewhat small, covered with graffiti and bits of rusting metal. Squad cars and emergency vehicles have surrounded the building, which has been closed off to the public with crime scene tape. Outside the main (and from what you can tell, only) entrance, several police officers are questioning a small crowd of people.

If you'd like, now would be a good time to describe your character's appearance.

Police Cruiser (Sedan):

Pass: 5 (2 up-front and 3 in the back)
Cargo: 425 lbs.
Size: Huge
Doors: 4 (2 up-front and 2 in the back)
Man: -1
Speed: 24
Def.: 8
Hard: 8
HPs: 34
Mods: Better Handling, Faster Engine, Hardened, Plexiglass Separator, Lightbar (sirens, lights)
Equipment (located in the front passenger compartment): Shotgun (fully loaded), box of ammunition (12 rounds of Shot), Patrol box, CB Radio (Professional), Maps (road atlas), GPS receiver, Searchlight (as battery flood flashlight but double the range; mounted to vehicle), Pepper spray canister, Tonfa, Flashlight (standard and 12 chemical light sticks)
Equipment (located in the trunk of the vehicle): First-aid kit, Basic evidence kit, Basic toolkit (including duct tape, boltcutters, and multipurpose tool), Handcuffs, Plastic zip ties, blankets, Food (2 days trail rations, MREs), 12 road flares, traffic cones, Gas siphon, Crime scene tape, Portable fire extinguisher, 4 tear gas canisters.


Hey everyone! Just running attendance to make sure you're all still with me. Please post (with your alias) when you see this message.

Once everyone's accounted for, we should be able to get started~


About PHOENIX:
After watching/reading/playing a ton of superhero media last month (video games, comics, movies, and shows), I found myself wondering if anyone had ever go so far as to make a superhero tabletop game. During my search, I found a lot of different systems out there (Mutants and Masterminds included), and while a lot of them were 'clever' and had robust power lists, they never really had that superhero feeling. That's when I found PHOENIX: "A Superhero Expansion Pack for The d20 Modern Role-Playing Game", a free expansion made by a superhero fan; which I firmly believe to be the ultimate superhero tabletop game.

Why do I think this? Well in PHOENIX...

  • You can create your own original superpowered character. After spending an entire month reading through PHOENIX, I've been unable to discover a concept that doesn't work with the system.
  • You can destroy buildings. Missed attacks also have a chance of hitting objects (not characters) nearby, which makes for some interesting combat, as a fight really will destroy a room.
  • You can hit someone so hard, that they get knocked back. The rules include some beautiful stuff on knockback, allowing you to punch your foes through buildings. Heck yes. There are also rules for picking up and THROWING people.
  • You can staple people to walls/objects through their clothes with arrows and similar ranged attacks.
  • Swinging attacks, 'nough said. You can be like Batman or Spiderman.
  • Super Strength rules for lifting and throwing everyday objects, including cars; slowing moving objects, like trains and other runaway vehicles; Super Speed chases, Zero-G Combat, and much more...

SETTING:
You, and several others, are a part of the BPD's (Bayfield Police Department, the local police) Special Investigation Division. Publicly, you're just a bunch of detectives sent to investigate unusual cases, but in reality, you're among one of the first "capes" to be hired by the government. To those in the know, you're Team Bravo, a small force of super-powered men and women who are put on the scene when the job gets too big for your normal police officer. Today will be your first assignment...

THINGS TO KNOW:

  • This is a standard PbP game, we will not be using roll20 or anything similar.
  • We will be using rules from PHOENIX, D20 3.5, and D20 Modern. Meaning that rulings from 3.5 and PHOENIX trump rules from D20 Modern, with PHOENIX taking precedence. This also means you can use material from any three games (as long as it's available on the SRD or you can link to it), though I do suggest with sticking to PHOENIX as much as you can.
  • The only two confirmed adventures that I'll be running, is Team Bravo: The First Assignment, and Team Bravo: Flames of Wrath. These will have some modifications to make them suitable for superhero play.
  • The campaign will be using maps (square grid) for combat.
  • I am currently looking for three players only, other players might be able to join as the game progresses however.
  • Finally, due to the nature of the Team Bravo adventures, sillier heroes are discouraged. As for the level of dark these adventures have... I'd say we're looking at PG-13 level material, stuff that could even have been shown on Batman: TAS. This is, of course, not counting the last two adventures in the Team Bravo series, which we will not be playing.
  • If you need help with character creation, or have any questions. I'll be more than happy to answer them~

CHARACTER CREATION GUIDELINES:
You can find a character sheet at the bottom of this post~

As a quick note, Characters should be Heroic. Certain Anti-Hero characters may be allowed, as long as they're willing to work with the police force and others. But outright Villainous characters won't be considered.

All characters start at 4th-Level with 80 CP to spend between Ability Scores, Powers, etc. You cannot spend more than 40 CP on your Ability Scores. Also, remember, that by starting as a 4th-Level Character, you get both a 1st and 3rd-Level Feat and the 4th-Level Ability Score.

There are no races, unlike most RPGs. Rather, you create your own species, which is defined by what you spend your CPs on. For example, you don't get +2 Strength, but you can spend the necessary CP to get 2 extra points of Strength. You don't get Darkvision, but you can spend the necessary CP to get Darkvision, and say it's a trait of your species, etc.

Remember, you can create any sort of hero you want. At character creation, you can easily create a character similar to The Flash, Iron Man, Superman, Spiderman, and so on. If you need help realizing your concept, feel free to ask for my assistance.

LINKS:
PHOENIX
D20 Modern

CHARACTER SHEET:
Names:
Species:
Ethnicity:
Occupation: See here
Gender:
Age:
Hair:
Eyes:
Height:
Weight:

Class Levels:
Current XP/Next Level:
Banked CPs:

Reputation Bonus: Place any bonus to this here, otherwise it's zero
Allegiance: A character may have up to three allegiances, listed in order from most improtant to least important. These allegiances are indications of what the character values in life, and may encompass people, organizations, or ideals. A character may have no allegiances (being either a free spirit or a lone wolf) or may change allegiances as he or she goes through life. Also, just because the character fits into a certain category of people doesn’t mean the character has to have that category as an allegiance.

Speed: 30 ft.
Initiative: +0

Action Points:
Power Points:

Mass Damage Threshold: (50 or Your Constitution score multiplied by your total character levels, whichever is lower)
Knockback Threshold: (10+Strength modifier+Fortitude save+size modifier)

Defence Score: (10+Dexterity modifier+class bonus+equipment bonus+size modifier)
Hit Points Total:
Lethal Damage:
Non-Lethal Damage:
Damage Reduction:

Abilities:
Strength Super Score (Super Modifier) Enhancement [Natural Score (Natural Modifier)]
Dexterity Super Score (Super Modifier) Enhancement [Natural Score (Natural Modifier)]
Constitution Super Score (Super Modifier) Enhancement [Natural Score (Natural Modifier)]
Intelligence Super Score (Super Modifier) Enhancement [Natural Score (Natural Modifier)]
Wisdom Super Score (Super Modifier) Enhancement [Natural Score (Natural Modifier)]
Charisma Super Score (Super Modifier) Enhancement [Natural Score (Natural Modifier)]

Saving Throws:
Fortitude +X (Constitution modifier+class bonus)
Reflex +X (Dexterity modifier+class bonus)
Will +X (Wisdom modifier+class bonus)

Base Attack Bonus:
Melee Attack: (Size+Strength modifier+Power+misc)
Ranged Attack: (Size+Dexterity modiffier+Power+misc)

Weapons and Attacks:
Weapon/Attack Name [Range/Reach] +Hit [Damage Die+Damage Bonuses, Critical Range/Critical Multiplier]

Origin:
Powers:
Power Name (CP Cost)
[Power, Trait, etc.]
Activate: PP cost; Action, Sustain: PP cost; Action
Save: Fortitude/Reflex/Will X, Range: X
Enhancements:
Description:
Flavour Text

Skills:
Skill (Ability) Ranks (Total; Bonus+Synergy+Etc.)

Feats:

Class Features:

Advantages:

Complications:

Equipment:

Wealth: 2d4+Occupation Bonus+1 for each Profession rank
Wealth does not indicate how much money you have. It isn't notes in your pocket, or gold pieces in your backpack. Instead, it symbolically represents how much buying power you have access to at a moment's notice. It's designed to replicate the modern world; whether you have a certain amount of money in a bank has relatively little to do with what you can go out and purchase right now. Thus, Wealth is an abstract number measured as a bonus, just like BA or Saves, and it is fluid; it decreases when you buy expensive things and increases when you level up or come into money.

Wealth is a combination of liquid capital (money), credit (credit cards, credit rating, lines of credit, IOU's), investments, and your debts (i.e., car payments, student loans, etc.). The amount you can buy at a moment's notice is almost undoubtedly very different than the amount of actual capital you own. You can be broke, but have a dozen credit cards in your pocket. Such is the mystery of modern finance. Being in debt is already factored into your Wealth score. In fact, making large purchases on credit is the most common way to reduce your Wealth. Climbing out of that debt takes time; hence, you don't regain that Wealth until you come into money or level up.

Background:


Interest check for a Dwarf Fortress-inspired All-Kobold Survival Sandbox game. 

Players will play as world-hating Kobolds in a newly formed Kobold Tribe attempting to destroy/take over nearby settlements. You will establish a trap-filled warren, survive against the elements (and the local fauna), ward off pesky adventurers, and plan sieges against nearby villages, all while attempting to raise the last true, chromatic dragon of the region from egg to full-grown wyrm.

Willing to hear any feedback, suggestions, and ideas.

Basic Homebrew Mechanics:

Spoiler:
The game is over if all Kobolds are slain or The Dragon is slain.

Time flows quickly in-game, with one year lasting only four 28-day (4 week long) seasons; Spring, Summer, Autumn, and Winter. Kobolds will follow the Half-Orc aging effects chart to determine Middle, Old, and Venerable ages. The Dragon will age by making a 1d100 check at the beginning of every year, with +1 per each year the Kobolds have survived since the last Dragon advancement, if the result equals or exceeds 100, the Dragon advances by one age category (Egg > Hatchling > etc.)

The game will have a maximum of 10 players. 5 Kobolds with PC classes and 5 Kobolds with NPC classes. The game will start with merely 4 1st-Level Kobolds (2 PC-class, 2 NPC-class), but every Summer a random number of Kobolds (0-3) will be allowed to immigrate, in which cases recruitment will temporarily re-open. All Kobolds start at 1st-Level and are allowed to multi-class and take prestige classes (so a starting NPC-class Kobold may take PC levels later on, and vice versa). PC class Characters roll standard starting gold, but Characters with NPC classes start with 390 gp.

Experience points will not be used, characters will advance by choosing a class and making a roll on the Kobold Random Starting Age chart whenever they advance (starting at 1st-Level). When that many years pass, they gain a level in that class. When taking a level in a NPC class, you will always advance in 1 year.
EXAMPLE: A starting 1st-Level Kobold Fighter wants to become a 2nd-Level Fighter, so he rolls 1d6 (as Fighter falls into the Self-Taught category on the Kobold Random Starting Age Chart) and gets a result of 3. Thus, the character will advance to a 2nd-Level Kobold Fighter after 3 in-game years, after which he chooses his next class level and rolls again.

At the beginning of every season, weather and encounters will be rolled. Weather starts on the beginning of the season and persists throughout the entire season. For encounters, 1d100+Kobold's APL+Dragon's CR will be rolled, if the check equals or exceeds 100, then random monsters or npcs appear on a random day (d30) with a total CR equal to or less than the total number of years survived.

Survival (Wis) can be used to gather food and water for the warren. Survival checks to gather food resources require a whole days worth of dedicated work. During Spring and Summer, these checks are made at DC 15 for 1 Food resource, with an additional food resource for every 2 points the check exceeds 15; during Autumn, the DC for this check is lowered to 10; and during Winter, the DC is raised to 20. Creatures that are Small or smaller need to consume 1 Food per day to avoid Starvation and Thirst penalties, Medium creatures need to consume 2 Food, Large 3, and so on.

Profession (Wis) is used to gather resources, instead of paychecks. These checks will be made as normal, but instead of getting half their check in gp, they will get half their check in items relating to their profession with a value equal to or less than half their check in gp. These items are added to the Tribe's Stockpile. These checks may be aided and might require tools to perform. 
EXAMPLE: A Kobold with Profession (Miner/Mining) wants to mine into the side of a mountain, making a check with a result of 14. This allows her to find 7 gp worth of items relating to her profession (in this case, stones and metals). She may choose have mined out 1 lb. of Silver (5 gp) and 20 lbs. of Iron (20 sp or 2 gp), or a different set of items.

Kobolds are naturally hateful, and are easily frustrated. During character creation, you must choose 1 Creature type and Subtype, besides Humanoid (Reptilian) and Humanoid (Gnome). Whenever the Kobold encounters or so much hears about this type of creature, takes damage, fails a check, or otherwise has something bad happen to them, they will gain a point of Frustration (FP). Whenever a character gains a FP, they must roll 1d20 and add their total number of FP, if the result of this check is 20 or higher, then the Kobold becomes "FRUSTRATED!" and must attack the closest living creature for a number of rounds equal to their number of FP (3 FP = 3 rounds). A Kobold's FP will reset to 0 after being "FRUSTRATED!". A Kobold may not gain more than 1 FP a day. Kobolds may lower their FP by causing harm, playing pranks, or by making clever insults, but cannot lose more than 1 FP a day. Kobolds cannot lower their FP while "FRUSTRATED!". All Kobolds start out hating Gnomes.

When Natural 1s are rolled bad things can happen. This includes but is not limited to: Running into wild animals while gathering food, possibly contracting the black lung while mining, and possibly injuring yourself while crafting, with the exact nature of the bad luck being left up to the GM.


Hello everyone! I'm new to the forums (though I've been lurking around for awhile) and relatively new to Pathfinder as well~

I've been planning on running a 'Ponyfinder' game for some Brony friends of mine. Naturally, I started looking around for homebrewed Pony races, but couldn't find much to my liking and decided to create my own, using the Advanced Race Guide. 3-4 months later, and I had finished the race. Originally I was going to post it here, but, deciding that it wasn't quite up to standards, posted it on two Pbp forums asking for advice, so what you're seeing now is slightly less rough than what I had originally came up with. I'd love to hear thoughts on this -almost- finished product and am willing to take advice on the mechanics.

Thanks~!

Ponies

Overview: n/a

Physical Description: n/a

Society: n/a

Relations: n/a

Alignment and Religion: n/a

Adventurers: n/a

Names: n/a

Pony Ages
Adult, 5 years; Middle Aged, 10 years; Old, 15 years; Venerable, 20 years.
Maximum Age: +1d6.
Random Starting Age: Intuitive (+1d2 years) (Barbarians, Rogues, Oracles, and Sorcerers), Self-Trained (+1d3 years) (Cavaliers, Bards, Fighters, Gunslingers, Paladins, Rangers, Summoners, and Witches), Trained (+1d6 years) (Alchemists, Clerics, Druids, Inquisitors, Magi, Monks, and Wizards).

Pony Height, Length and Weight
Male
Base Height: 2 ft. 6 in. (Hoof to Head)
Base Length: 4 ft. 3 in. (Muzzle to Haunch)
Height and Length Modifier: +2d4 in.
Base Weight: 55 lbs.
Weight Modifier: +2d4 lbs.

Female
Base Height: 2 ft. 4 in. (Hoof to Head)
Base Length: 4 ft. 1 in. (Muzzle to Haunch)
Height and Length Modifier: +2d4 in.
Base Weight: 50 lbs.
Weight Modifier: +2d4 lbs.

Standard Racial Traits

  • Ability Score Racial Traits: Ponies characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
  • Size: Ponies are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Type: Ponies are Outsiders with the Native subtype and ties to Equestria
  • Base Speed: Ponies have a base speed of 40 feet.
  • Languages: Ponies begin play speaking Equestrian. Ponies with high intelligence scores do not gain bonus languages.

Feat and Skill Racial Traits

  • Bonus Feat: Ponies select one extra feat at 1st level.
  • Heart of the Fields: Ponies are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted.

Senses Racial Traits

  • Darkvision: Ponies can see perfectly in the dark up to 60 feet.
  • Low-Light Vision: Ponies can see twice as far in conditions of dim light.

Other Racial Traits

  • Equestrian: Ponies can only wear armor that can be made into barding and use the table for a medium mount but at a half weight reduction.
  • Herbivore: Ponies cannot eat or digest meat and thus cannot eat standard travel rations (as it's mostly salted/dried meat). However, they can eat things such as flowers and grass. When making a Survival check to get along in the wild (or in an urban enviroment), Ponies can choose to 'lower their standards' and halve the DC, eating grass and whatever flora they can find. Ponies that succeed this check are treated as having eaten a ration of wandermeal.
  • Peaceful Nature: Unlike other Outsiders and Native Outsiders Ponies lack the natural proficiency with weapons and armor.
  • Quadruped: Ponies gain a +4 bonus to CMD. They are capable of performing any action that can be done one-handed without difficulty (by using their mouths). However, any action that requires the use of two hands proves impossible (including but not limited to; wielding two-handed weaponry and certain ranged weapons). Ponies with the Horned alternate racial trait can bypass this restriction so long as they can use their ability.

Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above.

  • Child of the Night Some ponies have eyes and ears that make them more suited to the dark and quiet night rather than the bright and busy day. These ponies gain darkvision with a range of 90 feet and blindsense with a range of 30 feet, but are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces the Darkvision and Low-Light Vision traits.

  • Crystalline Heart Some Ponies hail from the mythical Crystal Empire, wielding strange and new powers that all of Equestria has yet to see. These Ponies have reflective, crystalline skin that grants them a +2 racial bonus to AC against rays. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. They can also, once per day, cause a touched piece of crystal or gem to grow into an object weighing up to 10 pounds, such as a sword, crowbar, or light shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape. Finally, as a 1/day Supernatural Ability, they can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of crystals acting as difficult terrain centered on a square it can touch. This lasts for a number of minutes equal to the user's level, after which the ground returns to normal. This trait replaces the Heart of the Fields and Bonus Feat traits.

  • Dragon Descendant Dragon blood courses through a select few, as the result of some dragon and pony union or dragon blessing (or curse) hundreds of years ago. These ponies gain a natural armor bonus of 1 and a spell resistance equal to 6 + their character level, they may not willingly lower their spell resistance. This trait replaces the Heart of the Fields trait.

  • Fleet-Winged As Winged, except the pony gains a Fly speed of 50' and maneuverability of Average. This racial trait replaces the Heart of the Fields and Bonus Feat traits.

  • Heart of the Wilderness Some ponies have a closer bond to nature than others. They gain a racial bonus equal to half their character level to the Handle Animal skill, and once per day may communicate with any plant or animal (lasts for the entire conversation). This trait replaces the Heart of the Fields trait.

  • Horned Some ponies are born with a spiral horn in the center of their forehead that allow them to use magic to manipulate objects. These ponies are treated as having two incorporeal (invisible, magical) 'arms' that emit from the tip of their horn (Treated as off-hands. Reach, 5 feet). This trait replaces the Heart of the Fields trait.

  • Mule Some ponies are just more stubborn than others. At 1st level gain Great Fortitude and Iron Will as bonus feats. This trait replaces the Bonus Feat trait.

  • Ties to the Griffon Lands Some Ponies are born in the harsh eastern lands, constantly on the alert for predators. These Ponies receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments; Improved Initiative as a bonus feat, and a +1 bonus to their CMD. This trait replaces the Heart of the Fields and Bonus feat traits.

  • Water Child There are legends of ponies that live in water rather than on dry land, with fins instead of legs. These ponies treat all land as difficult terrain but gain a swim speed of 40 feet, the amphibious racial trait (can breathe air and water), and fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water (Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability), healing up to 2 hit points per level per day. This trait replaces the Bonus Feat and Heart of the Field traits.

  • Winged Ponies are often born with wings that allow them to soar effortlessly through the sky, but they end up spending most of their time learning how to fly. Ponies with this racial trait can choose to treat clouds as solid objects as an Swift Action, they also gain a set of beautiful butterfly, dragon, insectine, or feathered wings that give them a Fly speed of 30' and maneuverability of Clumsy. These abilities are considered Magical and do not function in a Anti-Magic field or similar area. This racial trait replaces the Bonus Feat trait.

Racial Subtypes
You can combine various alternate racial traits to create subraces or variant races, such as the following.

  • Unicorn Pony: Replace the Heart of the Fields trait with Horned.
  • Earth Pony: Do not replace any racial traits.
  • Pegasus Pony: Replace the Heart of the Fields and Bonus Feat traits with Winged (feathered) or Fleet-Winged (feathered).
  • Moon Pony: Replace the Bonus Feat, Heart of the Fields, Darkvision, and Low-Light Vision with Child of the Night, Dragon Descendant, and Winged (dragon).
  • Sea Pony: Replace the Heart of the Fields and Bonus Feat traits with Water Child.
  • Flutter Pony: Replace the Bonus Feat and Heart of the Field traits with Winged (butterfly) and Heart of the Wilderness.
  • Alicorn Pony: Replace the Heart of the Fields, and Bonus Feat traits with Horned, and Winged (feathered).
  • Donkey Pony: Replace the Bonus Feat trait with Mule..
  • Zebra Pony: Replace the Heart of the Fields and Bonus Feat traits with Ties to the Griffon Land.
  • Crystal Pony: Replace the Heart of the Fields and Bonus Feat traits with Crystalline Heart