Unicorn!


Homebrew and House Rules


I'll be running for a fantastic group soon. One of the players is a daughter of a friend. Another is an artist who just had a daughter.

They both love unicorns. They both tend to spontaneously break into song. One has emailed me random unicorn doodles, accompanied by a crying and sad face.

I adore them.

The sad face means I must make this happen. The length of the campaign means I must make this somewhat balanced, and capable of surviving with them along a great and heroic journey.

So, here is my first pass, for a paladin-only mount:

When the last eagle flies:

Starting Statistics: Size Large; Speed 50 ft.; AC +4 natural armor; Attack gore (1d8); Ability Scores Str 16, Dex 13, Con 15, Int 6, Wis 12, Cha 14; Special Qualities darkvision 60', low-light vision, scent, +2 versus poisons, charm, and compulsion, healing bond.

7th-Level Advancement: Ability Scores Str +2, Con +2; Special Qualities Magical Strike, protection from evil.

Healing Bond: In exchange for the strength received from the bond, the unicorn has exchanged some of its healing powers and abilities. In some cases, these abilities are simply transformed, and merge in a unique way that the unicorn and paladin share. At will, the unicorn may choose to enhance the paladin's healing abilities. Though the unicorn does not possess a Lay on Hands ability, it may elect to take these feats as part of regular advancement. It then passes this benefit to the paladin (so long as the paladin remains within 5'). It may only take and share feats in this manner if the feat is one on this list: Extra Lay on Hands, Extra Mercy, Greater Mercy, Reward of Life, Ultimate Mercy, and Word of Healing.

(The intent here is only healing-focused LoH feats, as what is 'powering' this ability is the unicorn's own healing abilities, just rerouted or transformed by the bond).

Protection from Evil (Su): The unicorn is considered to be under a continual protection from evil effect. This ability may not be suppressed.

Magical Strike (Ex): A unicorn's gore attack is treated as a magic good weapon for the purposes of damage reduction.

Questions:
The archetype which allows you to exchange LoH for smites isn't an issue with my group. Given that, is the enhanced bond an OP ability?

I'm biased as I love the flavor of it, as it explains the unicorn's lack of innate healing powers as a companion. But, well. You never know, and there may be things I'm (likely) overlooking. :)

Any comments?

...over the last crumbling mountain:


A standard unicorn's at will detect evil seems like it would also fit the flavour of a paladin mount, though based on the description you gave above it looks like you're aiming for something a bit less powerful than what's given in the Bestiary.

And playing with kids I'm not sure if I would worry about anything being OP as long as the other players get enough nice things that the unicorn mounts aren't dominating the game.

Sovereign Court

Guess you could simply just use this. It will let the little girl have fun, it's not overwhelming strong and you can adjust as needed, as the characters level:

Uni the Unicorn made by filbybott (creature chronicles):

UNI THE UNICORN
CR: 2
XP: 600
Unique juvenile unicorn
LG Small magical beast
Init: +3; Senses: Darkvision 60 ft., low-light vision, scent; Perception +11
Aura: Magic circle against evil (10 ft.)
__________________________________
AC: 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size); +2 deflection vs. evil
hp: 31 (3 HD)
Fort +8, Ref +6, Will +1; +2 resistance vs. evil
Immune: Charm, compulsion, poison
__________________________________
Speed: 40 ft.
Melee: Gore +7 (1d4+1)
Special Attacks: Powerful charge (gore, 2d4+1)
Spell-Like Abilities (CL 5th, concentration +8, melee touch +4):
3/day - Cure light wounds (DC 14)
1/day - Cure moderate wounds (DC 15), neutralize poison (DC 17)
__________________________________
Str 10, Dex 17, Con 21, Int 10, Wis 16, Cha 17
Base Atk: +3; CMB: +2; CMD: 15 (19 vs. trip)
Feats: Skill Focus (Perception), Weapon Finesse
Skills: Acrobatics +8, Perception +11, Stealth +11, Survival +5 (+8 in forests); Racial Modifiers: +3 Survival in forests, +4 Stealth
Languages: Common, Sylvan (can’t speak)
SQ: Alicorn
__________________________________
Alicorn (Su): Uni’s horn is treated as a +1 magic weapon. This power fades if it is removed from Uni.
Magic Circle Against Evil (Su): This ability continually duplicates the effect of the spell. Uni cannot suppress this ability.


The standard unicorn falls apart in the mid and upper levels. ...what I'm attempting is something that can level with them throughout the campaign.

The little girl is in her mid teens, and the other is a mother.

Thank you for the replies, folks. :D

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