Thorgrym |
Hi all. What happens if you take a unicorn as a cohort and you keep gaining levels? Unicorns gain experience points too! What if you wanted to play a Unicorn in Pathfinder?
Apologies in advance for any rules violations. This is created with the best intentions of the Open Source Games Licensing Agreement.
Presenting the Unicorn Cavalier!
Unicorn Characters:
Unicorns are defined by both their racial and their class levels. A unicorn’s challenge rating is equal to her class level + 3. Unicorns possess all of the racial traits:
Unicorn Effective Level: Unicorn characters with a heroic class begins play with 75,000 experience points and are considered for most purposes to be 9th level characters (including as use for cohorts). For special effects governing hit dice, unicorn characters possess four HD of magical beast in addition to any class levels.
Unicorns do not receive any proficiency in weapons or armor due to racial hit dice.
Ability Scores: Unicorns with heroic class levels are not built like other characters. Instead, their starting ability scores are Str 18, Dex 17, Con 16, Int 11, Wis 21, and Cha 24. Then, apply the following modifiers in any order, assigned in a manner that enhances the class abilities: +4, +4, +2, +2, 0, and -2. Unicorns with NPC class levels do not gain these modifications and begin play with the base scores.
Large: Unicorns are large creatures, often standing 5' at the shoulder, 8' in length, and are approximately 1200 pounds. They take up a 10' square without squeezing. However, Unicorn characters only have a 5' reach. Unicorn characters have a -1 size penalty to armor class and to attack. They gain a +1 bonus to CMB and CMD. They suffer a -2 size penalty to fly skill checks and a -4 size modifier to stealth checks.
Stable: Unicorns have four legs, and gain a +4 bonus to CMD versus tripping attacks.
Racial feats: Unicorn characters begin play with two free feats. The unicorn must qualify for these feats normally.
Racial hit dice: Unicorn characters begin play with 4 racial hit dice, calculated normally. They roll d10s for hit points.
Racial BAB: Unicorns have a +4 BAB before any other modifiers.
Languages: Unicorns can speak Common and Sylvan for free.
Racial skills: Unicorn characters have (2 + Int mod) x 4 skill points from racial hit dice. Their racial class skills are Acrobatics (Dex), Climb (Str), Fly (Dex), Perception (Wis), Stealth (Dex), and Swim (Str). Unicorns have a racial bonus of +3 to Survival checks made in forests, and gain a +4 to all stealth checks.
Unicorn vision: Unicorn characters possess both Darkvision 60' and Low-light vision.
Racial saving throws: Unicorns possess a +4 racial bonus to fortitude and reflex saves. They also possess a +1 racial bonus to will saves. All of these bonuses are derived from their racial hit dice.
Racial immunities: Unicorns are immune to charm and compulsion effects from evil creatures. They are also immune to poison.
Racial natural attack forms: Unicorns are always considered armed and always threaten. A unicorn gains a gore attack with its horn at its BAB (base damage d8), and gains a secondary attack with two hooves at -5 to hit (base damage d3) when using a full attack option.
Powerful charge: A unicorn does double damage on a charge attack with its horn. If another ability grants double damage on a charge, then the combined effect grants triple damage.
Special Abilities
Magic Circle against Evil (Su) This ability continually duplicates the effect of the spell. The unicorn cannot suppress this ability.
Magical Strike (Ex) A unicorn’s gore attack is treated as a magic good weapon for the purposes of damage reduction.
Wild Empathy (Su) This works like the druid’s wild empathy class feature, except the unicorn has a +6 racial bonus on the check. Unicorns with druid or cavalier levels add this racial
modifier to their wild empathy checks.
Spell-Like Abilities (CL 9th)
At will—detect evil (as free action), light
3/day—cure light wounds
1/day—cure moderate wounds, greater teleport (within its forest territory), neutralize poison (DC 21)
Special: Unicorns with levels in spellcasting classes add their caster level to their effective caster levels for spell-like abilities.
Unicorn Cavalier
While many unicorns strive to perfect their forests, spending all of their time caring for the creatures and the verdant foliage under their care, others spend as much effort dedicating themselves to a cause. These unicorns, known as cavaliers, swear themselves to a purpose, serving it above all else. Unicorn cavaliers are skilled at fighting, and are often found charging across a battlefield with the symbol of their order trailing on a long, fluttering banner. The unicorn cavalier’s true power comes from the conviction of his ideals, the oaths that he swears, and the challenges he makes.
Role: Unicorn cavaliers tend to marshal forces on the battlefield, using their great speed, talents and challenges to control the flow of the fight. Outside of battle, unicorn cavaliers can be
found advancing their cause through diplomacy and, if needed, subterfuge. The unicorn cavalier is no stranger to courtly intrigue and can hold his own in even the most delicate of social situations.
Alignment: CG.
Hit Dice: d10.
Class Skills
The unicorn cavalier adds the following skills as class skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), and Sense Motive (Wis).
Skill Ranks per Level: 4 + Int modifier.
Class Features
The following are the class features of the unicorn cavalier.
Weapon and Armor Proficiency: Unicorn cavaliers are proficient with all types of armor and barding (heavy, light, and medium) and are considered combat trained in all cases. Unicorn cavaliers are also proficient with all simple and martial weapons as well as shields (except tower shields), but cannot wield most of them without powerful magic due to their lack of hands.
Challenge (Ex): Once per day, a unicorn cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The unicorn cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of four times per day at 10th level.
Challenging a foe requires much of the cavalier’s concentration. The unicorn cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each unicorn cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order (as noted in the Advanced Player's Guide).
Mount (Ex): A unicorn cavalier is a fine steed but does not gain a separate mount. Instead, the unicorn cavalier gains certain bonuses from the cavalier's mount ability. These bonuses are derived in the same way as a druid's animal companion, using the unicorn's cavalier level as his effective druid level.
A unicorn cavalier does not take an armor check penalty when a rider uses a ride check while riding the unicorn cavalier. A unicorn cavalier’s mount does not gain the link or share spells special ability.
The unicorn cavalier gains his HD, saves, skills, and feats from being a unicorn with cavalier levels, so the unicorn does not gain most of the bonus abilities from chart 3-8 of the Pathfinder Roleplaying Game Core Rulebook. The unicorn cavalier only gains the natural armor bonus and the Str/Dex bonus as listed in the chart, using his cavalier level as his class level. In addition, at 4th level, unicorn cavaliers advance, gaining a +2 advancement bonus to Strength and a +2 advancement bonus to Constitution. This is in addition to the Ability Score Increase benefit gained every four levels.
Order (Ex): At 1st level, a unicorn cavalier must pledge himself to a specific order. The order grants the unicorn cavalier a number of bonuses, class skills, and special abilities. In
addition, each order includes a number of edicts that the unicorn cavalier must follow, some of which may be in general conflict to his alignment. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order.
Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.
Wild Empathy (Su): This works like the druid’s wild empathy class feature, except all unicorns have a +6 racial bonus on the check. Unicorns with cavalier levels add this racial
modifier to their wild empathy checks.
Tactician (Ex): At 1st level, a unicorn cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the unicorn cavalier can grant
this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two cavalier levels the unicorn possesses. Allies do not need to meet the prerequisites of these bonus feats.
The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th and another time per day at 10th level.
Unicorn’s Charge (Ex): At 3rd level, a unicorn cavalier learns to make more accurate charge attacks. The unicorn cavalier receives a +4 bonus on melee attack rolls on a charge (instead of the normal +2). In addition, the unicorn cavalier does not suffer any penalty to his AC after making a charge attack.
Banner (Ex): At 5th level, a unicorn cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the unicorn cavalier’s banner is clearly visible, all allies within
60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the unicorn cavalier, or may be mounted to his saddle.
Bonus Feat: At 6th level and at 12th level a unicorn cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The unicorn cavalier must meet the prerequisites of these bonus feats.
Greater Tactician (Ex): At 9th level, the unicorn cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The unicorn cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.
Mighty Charge (Ex): At 11th level, a unicorn cavalier learns to make devastating charge attacks. Double the threat range of any attack during a charge. This increase does not stack with other
effects that increase the threat range of the weapon. In addition, the unicorn cavalier can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.
Demanding Challenge (Ex): At 12th level, whenever a unicorn cavalier declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the cavalier, it takes a –2 penalty to its AC from attacks made by anyone other than the cavalier.
Many unicorn cavaliers belong to the order of the lion. Sample benefits are provided here for completeness. A full list of orders may be found in the Advanced Player's Guide.
Order of the Lion
A unicorn who belongs to this order has pledged himself to a sovereign; be it a king, queen, or even the local warlord. Unicorns of this order are stalwart and dedicated to their cause, willing to go any length to ensure the safety of their masters and their domain.
Edicts: The unicorn cavalier must protect the life and lands of his sovereign at all costs. He must obey the commands of his sovereign without question. He must strive to expand the power and prestige of his realm.
Challenge: Whenever an order of the lion unicorn cavalier issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four cavalier levels the unicorn possesses.
Skills: An order of the lion unicorn cavalier adds Knowledge (local) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the lion unicorn cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his sovereign.
Order Abilities: A unicorn cavalier belonging to the order of the lion gains the following abilities as he increases in level.
Lion’s Call (Ex): At 2nd level, an order of the lion unicorn cavalier gains the ability to rally his allies. As a standard action,
he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).
For the King (Ex): At 8th level, an order of the lion unicorn cavalier can call out to his allies, inspiring them to greatness. As a swift action, the unicorn cavalier can grant a competence bonus equal to his Charisma modifier on all attack and damage rolls to all allies within 30 feet. This bonus lasts for 1 round. This ability can be used once per combat.
ItoSaithWebb |
I only skimmed it but I love the idea. Cavaliers also make great support characters as well as melee so this would be awesome as a cohort but it sounds like fun as a monstrous PC as well.
On a side note I never allow my players to write up their cohorts because it can often unbalance the game. In addition they should always encounter their cohort in some kind of storyline which can be a lot of fun. I do allow my players to make requests when taking the leadership feat but I write up the the character myself.
Lastly I don't give cohorts XP, they simply level follow your character in levels according to your leadership score and the normal rules of the Leadership feat. It is just easier that way.
Now that aside however, what if your PC is a Cavalier that takes leadership and gains a Unicorn Cavalier and the Unicorn allows the PC to ride him? How would this effect charging?
Madcap Storm King |
I really really hope this a joke, im praying it is but its not. Ohh god kill me.
Simmer down.
Are you the guy who's going to be running a game for his daughters? He was talking about finding a way for them to play unicorns.
Either way this looks good, if you are that guy I would honestly just roll with an advanced unicorn as there's less stuff to worry about.
bigkilla |
It is funny to me as well but hey, to each their own.I don't like or would never play in a game where a person was a unicorn, but I had a guy way back when who would never shut up about wanting to play a Gummie Bear character (as from the old Gummie Bear cartoon). Some people get their enjoyment from things others find strange. I'm sure some or most people would find the things I enjoy strange.
High Priest of Sebastianity |
I was secretly hoping this was a thread about the Almighty Sebastian. Alas, I leave the thread in disappointment.
On topic:
I've never been a fan of monster cohorts, let alone monster PC's. In my current game I'm GMing, I've been much more lenient, but there is the obvious social drawbacks in-game. All my players are standard races (actually mostly humans, a halfling, two elves..) except one is an orc. All-in-all, it is fun, and the players are having a blast.
Anyway, my point is.. on top my head apparently..
Sphen86 |
A few friends of mine run games for their kids, and one of the things they have learned is that you've got to be a little more lenient on some of the rules. Personally, I think the idea of playing Monster PC's is not a good one in MOST campaigns. But that is also because most monster PC's are somewhat outcast from most of the other races, so go ahead and do your thing. Playing doesn't mean anything if you're not having fun.
Jeff de luna |
Monsters might be outcast but not a unicorn.
In most fantasy worlds if a unicorn turns up then everyone probably gets excited that the magic healing horse has arrived, they're famously noble and benevloent.
Unless they just kill it and saw off the horn. Unicorns are the rhinos of European myth in more than one way...
But from a parenting perspective I also remember wanting to play, let's see: a dinosaur, a centaur, a RQ duck, and a magic cat. My dad permitted them back in the day.