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Author Topic: Ponies! My Little Pony: D20 adaptation  (Read 18645 times)
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Tleilaxu_Ghola
Barbary Macaque at the Rock of Gibraltar
***
Posts: 167


Wanted for consipracy to kill Pun-Pun


« on: June 25, 2011, 01:53:04 AM »

Welcome:
You've likely clicked on this thread because you're one of the herd.  If not, well, this may be seem to be a strange source of inspiration, but you may still objectively critique the work.  Frankly, this isn't going to be overly ground breaking, it's just an adaptation of mostly existing d20 infrastructure to best fit the MLP: FiM cartoon show.

Table of Contents:
  • Three Pony Races: Racial Classes.
  • Overview
  • Earth Ponies
  • Pegasus Ponies
  • Unicorn Ponies
  • Cutie Marks
  • Quirks
  • The Peculiar Physical World of MLP
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Three Pony Racial Classes:

Overview:
The pony racial class is most similar to an expanded racial paragon class, yet some levels are required instead of optional.  Unlike Savage Species monster classes, one is permitted to multiclass out of the pony racial class prior to completion.  The purpose of these pony racial classes is to grant the character with abilities that are unique to each pony type, but are too powerful to completely front load into the first level.  These classes are delivered as direct (sometimes optional, sometimes required) drop in levels into an otherwise normal d20 build.  Each pony level is available only at the state level, ie you must take the first pony level at second level and no other level.

General Pony Class Abilities:
  • Physical Characteristics: While everypony starts off with all the ostensible physical characteristics of their chosen type, only pony racial class levels will allow you to fully develop them to their full potential.  A fillie or colt pegasus may be able to fly in fits and starts, but it's not until they reach later levels that they become truly competent fliers.  Some physical characteristics will be granted on optional levels, some on required levels.
  • Quirks: Each pony class allows a character to acquire up to 3 quirks, which are representative abilities of the pony type. One quirk will fall on a required pony level, the other two are optional.  Some quirks have either level or class requirements.
  • Multiclass Advancement: Pony class levels often stack with other class levels in well defined ways.  See each pony class description for details.
  • Class Options: Each pony class has support for re-flavoring or re-purposing certain class abilities to better fit the Equestria theme or my taste.  The particulars of class options are explained in each pony class description.
Required levels represent basic development of your pony, from fillie/colt to adulthood.  Optional levels represent the pursuit of perfection in ponyform.
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Earth Ponies

While Earth ponies are anatomically unremarkable, they are the sturdiest and strongest of the three pony races.  Unlike the ostentatiously magical unicorns, Earth Ponies prefer their own brand of practical "magic", which can be surprisingly effective.  Earth ponies boast a natural affinity for the land and its inhabitants.

Race Description
  • Stat Adjustments: +2 Str, -2 Dex
  • Medium: An earth pony gains no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, an Earth Pony is considered to be a humanoid.
  • Speed: 30 feet
  • Quadraped: An earth pony may be considered to be mounted for the purpose of mounted feats.
  • Able Learner: An Earth pony gains +1 skill point per level and 1 extra feat at first level.
  • Favored Classes: Ranger
Permitted/Not Permitted Classes:
Any class which draws strength from martial power predominantly is allowed, which may include the low level magic type classes like Hexblade, Paladin, and Ranger.  Intermediate (Bard/Psychic Warrior) and Full (Wizard/Psion/Cleric) type caster classes are not allowed for eath ponies, as they lack the magical aptitude to pursue those paths.  The Earth pony progression supports alternative class features for their favored class, Ranger and two others: Monk and Paladin.

Alignment: Any non-evil.
Hit Dice: d10
Skills: As Ranger (6+int, same skill list).
Saves: Good Fort, Bad Ref/Will (as Fighter)
BAB: Good (as fighter)

Table 1: Earth Pony Progression
Level-|-Required?-|-Special-|-Multi-Class Progression
02YesChosen Class, Cutie Mark, Physical Attribute Bonus+1
04NoQuirk+1
06NoPhysical Attribute Bonus+1
08NoQuirk+1
10NoPhysical Attribute Bonus+1
12NoQuirk+1

Earth Pony Ability Descriptions:
  • Cutie Mark A pony receives a "cutie mark", which is sort of like a magical tattoo on their haunch and consists of an image that is symbolic of the pony's primary talent.  For example cutie marks and their effects, see the Cutie Mark list at the end of this chapter.
  • Chosen Class: The earth pony designates a class as their "chosen class".  This class benefits from the Multiclass Advancement feature.
  • Multiclass Advancement: A pony may progress in their "chosen class" in a limited fashion.  Consult the general class progression table to see which abilities Multiclass Advancement grants for your chosen class.
  • Physical Attribute Bonus: +2 to strength, dex, or constitution, chosen at each instance this ability is acquired.
  • Quirk: Select one from the list below.  Some specify a minimum level requirement which must be satisfied in order to take the quirk.
    • Animal Lover (Ex): The earth pony gains an affinity to animals, granting the pony an animal companion (see Druid class).  The earth pony has an effective druid level of 1/2 current character level.  If the Earth Pony already had an animal companion, or later acquires the ability, their effective druid level is now equal to their character level if higher than their current effective druid level.  A paladin earth pony with the special mount class feature may not gain this quirk, or will lose their animal companion (out of jealousy) upon acquiring a special mount.
    • For Pony Justice! (Sp): (Requires level 8) Twice per day, the Earth Pony may teleport up to 1 mile in pursuit of an enemy that they have previously met as a swift action.  The Earth Pony need not know their location, but if the target is outside of range this ability fails and is spent.  The earth pony must have either held a face to face conversation with the target or have engaged it in combat and landed at least one successful blow.  The Earth Pony is placed on the ground in the nearest clear square adjacent to their target of pursuit.  If the target is in the air, the pony is placed on the ground in the nearest square to the target of pursuit.
    • Prescient Sense I: The Earth Pony acquires the ability to predict imminent danger via involuntary body motion.  Interpretation of the involuntary motion is limited, however.  Upon acquiring this ability, select MAX ( [INT MOD]/2 , 1) simple, yet specific potentially hazard events, such as "a heavy object will fall nearby" or "a creature is approaching".  These events are called your Known Triggers.  If one of your Known Triggers is satisfied by an event and the immediate result of THAT event is any of the consequences listed below, you instead suffer a mitigated consequence (shown in the second column):
      Normal Consequence| Mitigated Consequence
      Surprise Round: You cannot act| You can act during the surprise round
      Flat footed| Not Flat footed
      Stunned or Dazed for N rounds| Stun or Dazed for N-1 rounds
    • Prescient Sense II: (Requires Prescient Sense I) The number of your Known Triggers increases by 3.
    • Powerful Bucking: The Earth Pony's attack gains double strength bonus.  Normally two-hooved attacks are resolved as [W]+1.5xSTR and 1 hoof attacks are resolved as [W]+STR.  This quirk increases that to [W]+3xSTR and [W]+2xSTR for two and one-hooved attacks respectively.
    • Best Friends Forever: The earth pony gains a +1 morale bonus on attacks and skill checks made while within 10 feet of an ally per ally, maximum +3 morale bonus.
    • Sweet Pony Talker: +1 luck / 2 character levels bonus to diplomacy checks made against other ponies (including unicorns and pegasi).
  • Class Options: These options may be taken by an Earth pony as soon as the requirements are fulfilled.  You may take one of these options on any level, even non-pony levels.  There is no limit to how many options may be taken, so long as you qualify for them.
    • Supporting Friend: (Requires Paladin and Turn Undead). Turn Undead is replaced by Supporting Friend (Su): When an earth pony reaches fourth level, she may offer supernatural support to nearby friends, up to 3+CHA MOD times per day.  Supporting Friend gives all allies (excluding self) within 60 feet a morale bonus on attacks and skill checks, equal to the Paladin's charisma bonus (minimum 1), for 5 rounds.   This ability counts as a use of turn undead for the purpose of interaction with Divine Feats.
    • Pony Companion: (Requires Ranger and Animal Companion). Animal Companion is replaced by Pony Companion: The ranger gains an animal companion as a Ranger, but pony is restricted.  Additionally, the animal gains the "cute" template, which generally makes the animal much more adorable and amenable to petting.
    • Prancing Pony: (Requires Monk and Slow fall 20 ft.). Slow fall 20 ft. is replaced by Prancing Pony: +5 untyped bonus to tumble.  Subsequent acquisions of slowfall are reduced by 20 feet.
    • Pony Rider: (Requires Paladin and Special Mount). Special Mount (Sp) is replaced a Pony Rider (Sp): The paladin gains a pseudo-dragon rider, who either follows the paladin around or rides the paladin.  Advance the pseudo-dragon with dragon HD. Use paladin special mount table to determine the pseudodragon's abilities.
    • Whinny of the Elder Ponies (su): (Requires Monk and Purity of Body). Purity of Body is replaced by Whinny of the Elder Ponies (su): Once per day, an Earth Pony monk may utter a mantra passed down from ancient ponies in the land before time as a full round action.  Doing so gives the monk a sense of inner calm that renders them immune to fear, ability damage, disease, and paralysis for 1 hour.
    • Favored Friend: (Requires Ranger and Favored Enemy).  Favored Enemy is replaced by Favored Friend: An earth pony ranger may select a single pony as their favored friend.  When within 20 feet of the friend, the ranger gains a +2 untyped bonus on attacks and skill checks.
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Pegasus Ponies

Pegasus ponies are distinguished at a glance from other ponies by their feathery wings, which enable them to fly.  Additionally, even infant pegasus ponies are able to walk on clouds.  Despite their ability to fly and walk on clouds, Pegasus ponies are the least mystical of all the ponies, having the least magical aptitude and a more scientific approach to their world.  Pegasi are known more for their speed their sturdiness.

Race Description:
  • Stat Adjustments: +2 Dex, -2 Con
  • Medium: A pegasus pony gains no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a pegasus pony is considered to be a humanoid.
  • Speed: 30 feet (land), 10 feet base fly speed (see Table 2).
  • Quadraped: A pegasus pony may be considered to be mounted for the purpose of mounted feats.
  • Dashing Strike: A pegasus pony gains +1 to attack and damage for every 20 feet traveled in the same round that an attack is made.
  • Cloud Manipulation: Pegasus ponies are adept at manipulating clouds.  Pegasi treat clouds as solid, yet fragile objects.  Clouds may be moved, manipulated into various forms, destroyed, and tread upon.  For more details see the "Curious physical phenomena of Equestria" article.
  • Favored Classes: Rogue
Permitted/Not Permitted Classes:
Any class which draws strength from martial power exclusively is allowed.  Classes with any casting ability are not permitted.  The pegasus pony progression supports alternative class features for their favored class, Rogue and two others: Scout and Swordsage


Alignment: Any non-evil.
Hit Dice: d6
Skills: As Rogue (8+int, same skill list).
Saves: Good Ref, Bad Fort/Will (as Rogue)
BAB: Medium (as Rogue)


Table 2: Pegasus Pony Progression
Level-|-Required?-|-Special-|-Multi-Class Progression
02YesChosen Class, Cutie Mark, Flying +20 feet+1
04NoQuirk+1
06NoFlying +20 feet+1
08NoQuirk+1
10NoFlying +20 feet+1
12NoQuirk+1


Pegasus Pony Ability Descriptions:
  • Cutie Mark A pony receives a "cutie mark", which is sort of like a magical tattoo on their haunch and consists of an image that is symbolic of the pony's primary talent.  For example cutie marks and their effects, see the Cutie Mark list at the end of this chapter.
  • Chosen Class: The pegasus pony designates a class as their "chosen class".  This class benefits from the Multiclass Advancement feature.
  • Multiclass Advancement: A pony may progress in their "chosen class" in a limited fashion.  Consult the general class progression table to see which abilities Multiclass Advancement grants for your chosen class.
  • Aerial Combat Quirks: See Quirk Section below.  Quirks with an {Aerial Combat} tag may only be performed whilst flying and while wearing medium or lower weight armor.  Additionally, the character performing an Aerial Combat maneuver cannot carry more than a light load.
  • Flying +20 feet: Flight speed of the pegasus increases by 20 feet per round.
  • Quirk: Select one from the list below.  Some specify a minimum level requirement which must be satisfied in order to take the quirk.
    • Weak Flyer (Ex): (Only available at level 4) You can only fly half as fast as other Pegasi with the same number of pegasus levels as you, which has given you more time on the ground.  You may select any two Earth pony quirks for which you meet the requirements.  You are no longer eligible for aerial combat quirks.
    • Weather Manipulator I (Su): While all pegasi can corrale clouds, you have mastered this to the point that you can exert more complex manipulations of the local weather.  So long as the Pegasus is within 100 feet of a cloud, they can stop or start precipitation in a 20 foot column under that cloud.  Precipitation created by this power turns the affected area into "difficult terrain".  This ability may be performed at will.
    • Weather Manipulator II (Su): (Requires Weather Manipulator I), Twice per day, a pegasus pon can call down lightning bolts on their enemies, as the spell Call Lightning as a full round action.  Your effective caster level is equal to your character level and the save is Charisma based.
    • Wing Buffet (Ex): : You may make an attack with your wings at your highest base attack bonus with a -2 penalty.  This attack deals no damage, but allows you to initiate a trip or disarm attempt.  Your wings are treated as a two-handed weapon for these purposes.  The attack may be made as a part of a full attack action or by itself as a std action.
    • Sonic Rainboom (Ex) {Aerial Combat}: (Requires Level 10).  If the Pegasus manages to fly over 300 feet in a single round, and pass a DC 15 dexterity check at the end of it, they can produce a sonic rainboom, which deals 10d6 chromatic damage in a 20 foot spread centered around the final destination of the pegasus in that round.  In addition, a rainbow will trail the pegasus who has just completed a sonic rainboom for 1 minute.  Apart from looking awesome (and preventing any sort of hiding), the rainbow aura grants the pegasus +5 to all attack and damage rolls while it remains.  The aura may be dismissed early as a free action.  Failing to pass the dexterity check propels the pegasus backwards to their starting point for that round and they are flat footed for the remainder of the encounter.
    • Incredible Flier (Ex) {Aerial Combat}: The pegasus can fly twice as fast as other pegasi with the same number of pegasus levels as you, but you suffer a -2 penalty to constitution on account of the fine bone structure which has enabled your dizzying flying ability.
    • Pony Cannon Ball (Ex) {Aerial Combat}: Your dashing strike is now super effective.  When you move 20 feet or more during a round in which you make an attack, you also treat the target as flanked (and receive commensurate attack bonuses).
    • Pegasus Vortex (Ex) {Aerial Combat}: (Requires Level 8) As a full round action and a DC 15 tumble check, a flying pegasus with in 20 feet of the ground can start a small cyclone around them (20 feet tall, 5 feet at the base, 20 feet diameter at the top).  The cyclone requires the full and continued concentration of the pegasus to maintain and is considered flat footed whilst in the vortex.  The vortex grabs any large or smaller creature it moves over grappling them.  The pegasus makes grapple checks at a +4 bonus (as though they were large) and may use their dexterity score in place of strength to resolve the grapple check.  Anyone successfully grappled by the cyclone takes 4d6 damage per round and can only escape the cyclone by taking a full round action to oppose the grapple again.  The cyclone is considered a distracting environment for spell casters.
  • Class Options: These options may be taken by a Pegasus pony as soon as the requirements are fulfilled.  You may take one of these options on any level, even non-pony levels.  There is no limit to how many options may be taken, so long as you qualify for them.
    • Sky Screamer (Ex): (Requires Barbarian and Trap Sense). Trap Sense is replaced by Sky Screamer (Ex): While raging, you can also unleash a furious whinny that renders foes within 20 yards shaken for 1 minute if they fail a DC 13+[Con Mod] will save.
    • Soaring Sneak Attack: (Requires Rogue and Uncanny Dodge). Uncanny Dodge is replaced by Soaring Sneak Attack: Sneak attacks delivered whilst flying receive +1 damage per sneak attack dice.  Subsequent acquisitions of Improved Uncanny Dodge now grant Uncanny Dodge instead.
    • Risky Move: (Requires Scout and Scout Bonus Feat). Anytime one would receive a Scout Bonus Feat one may choose to select instead Risky Move: You can choose to suffer an AC penalty equal to the bonus you would normally receive from skirmish in exchange for +1d6 skirmish damage per point of AC penalty taken.  The penalty lasts until the start of your next turn.
    • Belligerent Friend: (Requires Barbarian and Damage Reduction 2/-). Replace Damage Reduction 2/- with Belligerent Friend: You're THAT pony, but for some reason they tolerate you.  If your rage ends while you are within 5 feet of an ally, you do not suffer fatigue.  You can feel the love.  Subsequent damage reduction gains still accrue, albeit 2 less than normal.
    • Smooth Pony: (Requires Rogue and Trap Sense). Replace Trap Sense with Smooth Pony: Twice per day you can add your dexterity modifier to any charisma based skill check you attempt.
    • Need for Speed: (Requires Scout and Trackless Step).  Replace Trackless Step with Need for Speed: Once per encounter, you may increase your speed by 50 feet for 1 round.  You are exhausted for the remainder of the encounter after using this ability.  No immunity or spell may prevent or remove this exhaustion until the end of the encounter.
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Unicorn Ponies

The obvious dinctive feature of a unicorn pony is their horn, which protrudes approximately six inches from the forehead.  Unicorns, unlike the other two pony races, are defined by their magical abilities.  While all unicorns exhibit magical aptitude, they generally fall into two camps: those who focus on and study magic, and those who simply use it intuitively.  The former are known as high unicorns, the latter as common unicorns.

Race Description:
  • Stat Adjustments: None
  • Medium: A unicorn pony gains no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, an unicorn is considered to be a humanoid.
  • Speed: 30 feet (land)
  • Quadraped: A pegasus pony may be considered to be mounted for the purpose of mounted feats.
  • Magical Horn: Unicorns may use mage hand and prestidigitation as at-will spell-like abilities with caster level = character level.
  • Favored Classes: Warlock
Permitted/Not Permitted Classes:
Any class which draws strength from magic primarily is allowed.  Unicorn ponies lack the physical prowess to be interested in or excel at martial classes.  The pegasus pony progression supports alternative class features for their two favored classes: wizard and warlock.


Alignment: Any non-evil.
Hit Dice: d4
Skills: As Warlock (2+int, same skill list).
Saves: Good Will, Bad Fort/Ref (as Wizard)
BAB: Medium

Table 2: Unicorn Pony Progression
Level-|-Required?-|-Special-|-Multi-Class Progression
02YesChosen Class, Cutie Mark, Expansive Charm/Intellect+1
04NoQuirk+1
06NoExpansive Charm/Intellect+1
08NoQuirk+1
10NoExpansive Charm/Intellect+1
12NoQuirk+1


Unicorn Pony Ability Descriptions:
  • Cutie Mark A pony receives a "cutie mark", which is sort of like a magical tattoo on their haunch and consists of an image that is symbolic of the pony's primary talent.  For example cutie marks and their effects, see the Cutie Mark list at the end of this chapter.
  • Chosen Class: The unicorn pony designates a class as their "chosen class".  This class benefits from the Multiclass Advancement feature.
  • Multiclass Advancement: A pony may progress in their "chosen class" in a limited fashion.  Consult the general class progression table to see which abilities Multiclass Advancement grants for your chosen class.
  • Expansive Charm/Intellect: Select one: +2 to Charisma, +2 to intellect, or +2 to wisdom.
  • Quirk: Select one from the list below.  Some specify a minimum level requirement which must be satisfied in order to take the quirk.  Some quirks are specific to High Unicorns (denoted with a parenthetical "high"), while others are specific to common unicorns (denoted with a parenthetical "common")
    • The Horn Points the Way: +2 competence bonus on attack rolls made with spells and spell-like abilities.
    • Excellent Pupil: 1 extra skill point per level, add one skill of your choice as a class-skill.
    • Pragmatic Magic: Unicorns find esoteric and highly specialized uses for their less developed magic ability.  +1 / 2 character levels arcane bonus to all profession and crafting skills.
    • Organized Tactician: Whether it's just an innate knack for organization or a peculiar habit to create checklist for everything, all unicorns with this quirk excel at organizing other ponies and this is particularly helpful in battle.  If a unicorn pony can spend five minutes organizing their allies prior to an encounter (up to 1 pony per character level), they will all (unicorn included) receive a competence bonus to attack, damage and skill checks equal to the unicorn's charisma or intelligence modifier, whichever is higher, to a maximum of +3 bonus for 30 minutes.  This ability may be used twice per day before somepony gets sick of the unicorn's constant ministrations.
    • Friendship is Magic: Allies may assist a unicorn (via the assist other action) in casting a spell, regardless of whether or not the ponies assisting know how to use magic -- the unicorn simply benefits from their cheerleading.  The assisted spell is cast with +1 effective caster level per assisting ally, maximum bonus of character level / 3, miniumum 1, rounded down.
    • Radiant Aura: (Requires Level 8), Unicorns with this quirk are exceptionally beautiful.  Any humanoid who sees them must make a will save DC 14+ Cha Mod or improve their attitude towards the unicorn by one step (max friendly).  Enemy humanoids who see a radiant unicorn, but have not yet been engaged, are subject to this ability, however attacking them will break the effect.
    • Quick to Learn: The unicorn may add one new spell or invocation of the highest level they know to their spells/invocations known list.  All the same restrictions that may apply during normal acquisition of a spell known apply here (for example a specialist wizard may not select a spell from a prohibited school).  Like other spells acquired during normal level up, a wizard need not pay material costs in order to ink this spell in their spell book.
  • Class Options: These options may be taken by a Unicorn pony as soon as the requirements are fulfilled.  You may take one of these options on any level, even non-pony levels.  There is no limit to how many options may be taken, so long as you qualify for them.
    • Befriend Magical Item: (Requires Warlock and Deceive Magical Item). Instead of Deceive Magical Item the pony receives Befriend Magical Item: A unicorn may spend 10 minutes studying a magical item, during which time they must make a use magic device check.  If they succeed in using the device during this time, the item is becomes their friend.  Later uses of the item require no further UMD checks.  Should the item be lost or stolen, however, the unicorn will suffer a -2 saddness penalty to all skill checks for 24 hours.
    • Multi-tasking: (Requires Wizard and Scribe Scroll). Instead of acquiring Scribe Scroll the wizard gains Multi-tasking: A unicorn may now use their mage hand spell-like ability without concentration.  The duration can be indefinite, although most unicorns don't see a pressing need to levitate a five pound object near them at all times.
    • Shield Friends: (Requires Cleric and Turn Undead). Instead of acquiring Turn Undead, the cleric gains Shield Friends: 3 + CHA MOD times per day the pony cleric may shield their allies (self excluded), granting a dodge bonus to AC equal to [WISDOM MOD] for 1 minute as a swift action.  This ability counts as a use of turn undead for the purpose of interaction with Divine Feats.
    • Utterlove Invocation: (Requires Warlock and Detect Magic). Instead of Detect Magic the warlock gains Utterlove Invocation: The unicorn can transform their eldrich blast into a beam of healing energy.  The beam heals for the same damage that the eldrich blast would have dealt.  This is a positive energy effect.
    • Bonus Spell Slot: (Requires Wizard and Wizard Bonus Feat). Instead of a Wizard Bonus Feat, the pony receives Bonus Spell Slot: The unicorn receives one extra spell per day for the highest level spell they can cast.
« Last Edit: July 14, 2011, 06:56:09 PM by Tleilaxu_Ghola » Logged
Tleilaxu_Ghola
Barbary Macaque at the Rock of Gibraltar
***
Posts: 167


Wanted for consipracy to kill Pun-Pun


« Reply #1 on: June 25, 2011, 01:54:50 AM »

I am aware that, at present, these pony classes are pretty crunchy.  They're intended to be a little more souped up than the standard stuff, but not unreasonable.  If you find something unreasonably breakable, let me know.

Cutie Mark lists and some additional campaign world information should be forthcoming.

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Old Revision:


Three Pony Racial Classes:

Overview:
The pony racial class is most similar to an expanded racial paragon class, yet some levels are required instead of optional.  Unlike Savage Species monster classes, one is permitted to multiclass out of the pony racial class prior to completion.  The purpose of these pony racial classes is to grant the character with abilities that are unique to each pony type, but are too powerful to completely front load into the first level.  These classes are delivered as direct (sometimes optional, sometimes required) drop in levels into an otherwise normal d20 build.  For both required and optional levels, the pony class must be taken at the effective class level indicated (see Racial Class Ability Substitution entry below).  As a guideline, if one only multiclasses with a single base class, the numerical level indicated is equal to the character level.  Multiclassing with more than one base class, however, will break this guideline.  The numerical level at which one is eligible to take the pony class level then becomes their effective class level in their chosen base class.

General Pony Class Abilities:
  • Physical Characteristics: While everypony starts off with all the ostensible physical characteristics of their chosen type, only pony racial class levels will allow you to fully develop them to their full potential.  A fillie or colt pegasus may be able to fly in fits and starts, but it's not until they reach later levels that they become truly competent fliers.  Some physical characteristics will be granted on optional levels, some on required levels.
  • Racial Class Ability Substitution: The character chooses a base class to advance.  This class is advanced in an absolute sense. This means that taking a pony level will replace completely any benefits one might have received from their chosen class had they instead taken another level in their chosen class.  Some pony levels work synergistically with a select few classes.  These levels have a Racial Class Ability Substitution tag in the progression.  For these levels, the pony class may modify or add to the benefits one would receive from their chosen base class.  The number in the far left hand side of the table for each pony class indicates the upcoming LEVEL OF THE CHOSEN CLASS at which one is eligible to substitue in a pony level.  Multiclassing with another base class apart from the chosen class delays eligibility to take the pony class level.  For example if an Earth Pony were to take a level of Monk and Earth pony (Char level = 2), then take a level of fighter, they would not be eligible to take the next pony level until they took another level of monk, since taking the next pony level requires an effective monk level of 3.
  • Quirks: Each pony class allows a character to acquire up to 3 quirks, which are representative abilities of the pony type. One quirk will fall on a required pony level, the other two are optional.  Many quirks are well integrated with the Racial Class Ability substitutions.
  • Multiclass Advancement: Pony class levels often stack with other class levels in well defined ways.  See each pony class description for details.
Required levels represent basic development of your pony, from fillie/colt to adulthood.  Optional levels represent the pursuit of perfection in ponyform.
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Earth Ponies

While Earth ponies are anatomically unremarkable, they are the sturdiest and strongest of the three pony races.  Unlike the ostentatiously magical unicorns, Earth Ponies prefer their own brand of practical "magic", which can be surprisingly effective.  Earth ponies boast a natural affinity for the land and its inhabitants.

Race Description
  • Stat Adjustments: +2 Str, -2 Dex
  • Medium: An earth pony gains no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, an Earth Pony is considered to be a humanoid.
  • Speed: 30 feet
  • Quadraped: An earth pony may be considered to be mounted for the purpose of mounted feats.
  • Able Learner: An Earth pony gains +1 skill point per level and 1 extra feat at first level.
  • Favored Classes: Ranger
Permitted/Not Permitted Classes:
Any class which draws strength from martial power predominantly is allowed, which may include the low level magic type classes like Hexblade, Paladin, and Ranger.  Intermediate (Bard/Psychic Warrior) and Full (Wizard/Psion/Cleric) type caster classes are not allowed for eath ponies, as they lack the magical aptitude to pursue those paths.  The Earth pony progression supports alternative class features for their favored class, Ranger and two others: Monk and Paladin.

Alignment: Any non-evil.
Hit Dice: d10
Skills: As Ranger (6+int, same skill list).
Saves: Good Fort, Bad Ref/Will (as Fighter)
BAB: Good (as fighter)

Table 1: The Earth Pony
2. Required, Chosen Class, Cutie Mark, Physical Attribute Bonus, Multiclass Advancement
4. Required, Earth Pony Class Substitution, Quirk, Multiclass Advancement
5. Optional, Physical Attribute Bonus, Earth Pony Class Substitution, Multiclass Advancement
8. Optional, Quirk, Multiclass Advancement
10.Optional, Quirk, Multiclass Advancement
12.Optional, Physical Attribute Bonus, Multiclass Advancement

Earth Pony Ability Descriptions:
  • Cutie Mark A pony receives a "cutie mark", which is sort of like a magical tattoo on their haunch and consists of an image that is symbolic of the pony's primary talent.  For example cutie marks and their effects, see the Cutie Mark list at the end of this chapter.
  • Chosen Class: The earth pony designates a class as their "chosen class".  This class benefits from the Multiclass Advancement feature.
  • Multiclass Advancement: Earth pony class levels stack with their chosen class for the purposes of class level dependent class abilities, such as a Ranger's animal companion, a Paladin's mount, a Monk's AC bonus, etc.  Unless otherwise specified later in this description, this advancement only applies to class abilities which specifically reference the character's number of levels in the class.  This ability does not grant class abilities not already attained, again unless specified otherwise.  For three specific classes (Ranger, Monk, Paladin), this ability grants additional, specific benefits:
    • Paladin: Advances Paladin spell casting
    • Ranger: Advances Ranger spell casting
    • Monk: Advances Flurry of Blows and Unarmed damage
  • Physical Attribute Bonus: +2 to strength, dex, or constitution.
  • Quirk: Select one from the list below.  Some specify a minimum level requirement which must be satisfied in order to take the quirk.
    • Animal Lover (Ex): The earth pony gains an affinity to animals, granting the pony an animal companion (see Druid class).  The earth pony has an effective druid level of 1/2 current character level.  If the Earth Pony already had an animal companion, or later acquires the ability, their effective druid level is now equal to their character level if higher than their current effective druid level.  A paladin earth pony with the special mount class feature may not gain this quirk, or will lose their animal companion (out of jealousy) upon acquiring a special mount.
    • For Pony Justice! (Sp): (Requires level 8) Twice per day, the Earth Pony may teleport up to 1 mile in pursuit of an enemy that they have previously met as a swift action.  The Earth Pony need not know their location, but if the target is outside of range this ability fails and is spent.  The earth pony must have either held a conversation with the target or have engaged it in combat and landed at least one successful blow.  The Earth Pony is placed on the ground in the nearest clear square adjacent to their target of pursuit.  If the target is in the air, the pony is placed on the ground in the nearest square to the target of pursuit.
    • Prescient Sense I: The Earth Pony gains the uncanny dodge feature and is occasionally (20% chance, rolled by DM) alerted to imminent danger via a sixth sense "bad feeling".  This "bad feeling" will generally convey a vague description of danger that will occur within the next five rounds.
    • Prescient Sense II: (Requires Prescient Sense I) The earth pony gains improved uncanny dodge (effective rogue level = 1/2 character level). The Earth Pony now has an 80% chance to be alerted to imminent danger.
    • Powerful Bucking: The Earth Pony's buck attack gains an additional 0.5 STR mod in damage for characters who "dual wield" or use flurry of blows.  For ponies that use two-hooved bucks, the bonus is an additional 1 STR mod in damage.
    • Best Friends Forever: The earth pony gains a +1 morale bonus on attacks and skill checks made while within 10 feet of an ally per ally, maximum +3 morale bonus.
    • Sweet Pony Talker: +1 luck / 2 character levels bonus to diplomacy checks made against other ponies (including unicorns and pegasi).
  • Earth Pony Class Substitution (Level 4): See specific class entry below.
    • Paladin: Turn Undead is replaced by Supporting Friend (Su): When an earth pony reaches fourth level, she may offer supernatural support to nearby friends, up to 3+CHA MOD times per day.  Supporting Friend gives all allies (excluding self) within 60 feet a morale bonus on attacks and skill checks, equal to the Paladin's charisma bonus (minimum 1).
    • Ranger: Animal Companion is replaced by Pony Companion: The ranger gains an animal companion as a Ranger, but pony is restricted.  Additionally, the animal gains the "cute" template, which generally makes the animal much more adorable and amenable to petting.
    • Monk: Ki Strike (Magic) remains, however Slow fall 20 ft. is replaced by Prancing Pony: +5 untyped bonus to tumble.  Subsequent acquisions of slowfall are reduced by 20 feet.
  • Earth Pony Class Substitution (Level 5): See specific class entry below.
    • Paladin: Instead of Special Mount, the pony receives a Pony Rider (Sp): The paladin gains a pseudo-dragon rider, who either follows the paladin around or rides the paladin.  Advance the pseudo-dragon with dragon HD. Use paladin special mount table to determine the pseudodragon's abilities.
    • Monk: Instead of Purity of Body, the pony receives Whinny of the Elder Ponies (su): Once per day, an Earth Pony monk may utter a mantra passed down from ancient ponies in the land before time as a full round action.  Doing so gives the monk a sense of inner calm that renders them immune to fear, ability damage, disease, and paralysis for 1 hour.
    • Ranger: Instead of a second Favored Enemy a pony receives Favored Friend: An earth pony ranger may select a single pony as their favored friend.  When within 10 feet of the friend, the ranger gains a +2 untyped bonus on attacks and skill checks.
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Pegasus Ponies

Pegasus ponies are distinguished at a glance from other ponies by their feathery wings, which enable them to fly.  Additionally, even infant pegasus ponies are able to walk on clouds.  Despite their ability to fly and walk on clouds, Pegasus ponies are the least mystical of all the ponies, having the least magical aptitude and a more scientific approach to their world.  Pegasi are known more for their speed their sturdiness.

Race Description:
  • Stat Adjustments: +2 Dex, -2 Con
  • Medium: A pegasus pony gains no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a pegasus pony is considered to be a humanoid.
  • Speed: 30 feet (land), 10 feet base fly speed (see Table 2).
  • Quadraped: A pegasus pony may be considered to be mounted for the purpose of mounted feats.
  • Dashing Strike: A pegasus pony gains +1 to attack and damage for every 20 feet traveled in the same round that an attack is made.
  • Favored Classes: Rogue
Permitted/Not Permitted Classes:
Any class which draws strength from martial power exclusively is allowed.  Classes with any casting ability are not permitted.  The pegasus pony progression supports alternative class features for their favored class, Rogue and two others: Scout and Swordsage


Alignment: Any non-evil.
Hit Dice: d6
Skills: As Rogue (8+int, same skill list).
Saves: Good Ref, Bad Fort/Will (as Rogue)
BAB: Medium (as Rogue)

Table 2: The Pegasus Pony
2. Required, Chosen Class, Cutie Mark, Flying +20 feet, Multiclass Advancement
4. Required, Pegasus Class Substitution, Quirk, Multiclass Advancement
5. Optional, Flying +20 feet, Pegasus Class Substitution, Multiclass Advancement
8. Optional, Quirk, Multiclass Advancement
10.Optional, Quirk, Multiclass Advancement
12.Optional, Flying +20, Multiclass Advancement

Pegasus Pony Ability Descriptions:
  • Cloud Walking: Pegasus ponies can walk on clouds as though they were solid ground.
  • Cutie Mark A pony receives a "cutie mark", which is sort of like a magical tattoo on their haunch and consists of an image that is symbolic of the pony's primary talent.  For example cutie marks and their effects, see the Cutie Mark list at the end of this chapter.
  • Chosen Class: The unicorn pony designates a class as their "chosen class".  This class benefits from the Multiclass Advancement feature.
  • Multiclass Advancement: Pegasus pony class levels stack with their chosen class for the purposes of class level dependent class abilities, such as a Rogue's improved uncanny dodge, a Warblade's Battle Clarity, etc.  Unless otherwise specified later in this description, this advancement only applies to class abilities which specifically reference the character's number of levels in the class.  This ability does not grant class abilities not already attained, again unless specified otherwise.  For three specific classes (Rogue, Swordsage, Warblade), this ability grants additional, specific benefits:
    • Rogue: Sneak Attack bonus damage advancement as rogue.
    • Barbarian: Rage and Fast Movement as Barbarian
    • Scout: Skirmish bonus damage and fast movement advancement as scout.
  • Flying +20 feet: Flight speed of the pegasus increases by 20 feet per round.
  • Quirk: Select one from the list below.  Some specify a minimum level requirement which must be satisfied in order to take the quirk.
    • Weak Flyer (Ex): You can only fly half as fast as other Pegasi with the same number of pegasus levels as you, which has given you more time on the ground.  You may select any two Earth pony quirks for which you meet the requirements.  You are no longer eligible for aerial combat quirks.
    • Weather Manipulator I (Su): While all pegasi can corrale clouds, you have mastered this to the point that you can exert more complex manipulations of the local weather.  So long as the Pegasus is within 100 feet of a cloud, they can stop or start precipitation in a 20 foot column under that cloud.  Precipitation created by this power turns the affected area into "difficult terrain".  This ability may be performed at will.
    • Weather Manipulator II (Su): (Requires Weather Manipulator I), Twice per day, a pegasus pon can call down lightning bolts on their enemies, as the spell Call Lightning as a full round action.  Your effective caster level is equal to your character level and the save is Charisma based.
    • Sonic Rainboom (Ex): (Requires Level 10).  If the Pegasus manages to fly over 300 feet in a single round, and pass a DC 15 dexterity check at the end of it, they can produce a sonic rainboom, which deals 10d6 chromatic damage in a 20 foot spread centered around the final destination of the pegasus in that round.  In addition, a rainbow will trail the pegasus who has just completed a sonic rainboom for 1 minute.  Apart from looking awesome (and preventing any sort of hiding), the rainbow aura grants the pegasus +5 to all attack and damage rolls while it remains.  The aura may be dismissed early as a free action.  Failing to pass the dexterity check propels the pegasus backwards to their starting point for that round and they are flat footed for the remainder of the encounter.
    • Incredible Flier (Ex): The pegasus can fly twice as fast as other pegasi with the same number of pegasus levels as you, but you suffer a -2 penalty to constitution on account of the fine bone structure which has enabled your dizzying flying ability.
    • Pony Cannon Ball (Ex):[/i] Your dashing strike is now super effective.  When you move 20 feet or more during a round in which you make an attack, you also treat the target as flanked (and receive commensurate attack bonuses).
    • Pegasus Vortex (Ex): (Requires Level 8) As a full round action and a DC 15 tumble check, a flying pegasus with in 20 feet of the ground can start a small cyclone around them (20 feet tall, 5 feet at the base, 20 feet diameter at the top).  The cyclone requires the full and continued concentration of the pegasus to maintain and is considered flat footed whilst in the vortex.  The vortex grabs any large or smaller creature it moves over grappling them.  The pegasus makes grapple checks at a +4 bonus (as though they were large) and may use their dexterity score in place of strength to resolve the grapple check.  Anyone successfully grappled by the cyclone takes 4d6 damage per round and can only escape the cyclone by taking a full round action to oppose the grapple again.  The cyclone is considered a distracting environment for spell casters.
  • Pegasus Pony Class Substitution (Level 4): See specific class entry below.
    • Barbarian: Rage 2/day is retained and in addition a fourth level barbarian Pegasus gets Sky Screamer (Ex): While raging, you can also unleash a furious whinny that renders foes within 20 yards shaken for 1 minute if they fail a DC 13+[Con Mod] will save.
    • Rogue Uncanny Dodge is retained and in addition a fourth level rogue pegasus gets Soaring Sneak Attack: Sneak attacks delivered whilst flying receive +1 damage per sneak attack dice.
    • Scout Instead of a bonus feat, a fourth level scout pegasus receives Risky Move: You can choose to suffer an AC penalty equal to the bonus you would normally receive from skirmish in exchange for +1d6 skirmish damage per point of AC penalty taken.  The penalty lasts until the start of your next turn.
  • Pegasus Pony Class Substitution (Level 5): See specific class entry below.
    • Barbarian: Improved Uncanny Dodge is retained and in addition one receives Belligerent Friend: You're THAT pony, but for some reason they tolerate you.  If your rage ends while you are within 5 feet of an ally, you do not suffer fatigue.  You can feel the love.
    • Rogue: Sneak attack +3d6 is retained and in addition one receives Smooth Pony: Twice per day you can add your dexterity modifier to any charisma based skill check you attempt.
    • Scout: Evasion and  (+1d6/+1 AC) skirmish are retained and in addition one receives Need for Speed: Once per encounter, you may increase your speed by 50 feet for 1 round.  You are exhausted for the remainder of the encounter after using this ability.  No immunity or spell may prevent or remove this exhaustion until the end of the encounter.
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Unicorn Ponies

The obvious dinctive feature of a unicorn pony is their horn, which protrudes approximately six inches from the forehead.  Unicorns, unlike the other two pony races, are defined by their magical abilities.  While all unicorns exhibit magical aptitude, they generally fall into two camps: those who focus on and study magic, and those who simply use it intuitively.  The former are known as high unicorns, the latter as common unicorns.

Race Description:
  • Stat Adjustments: +2 Cha (common) or +2 Int (high), -2 Str
  • Medium: A unicorn pony gains no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, an unicorn is considered to be a humanoid.
  • Speed: 30 feet (land)
  • Quadraped: A pegasus pony may be considered to be mounted for the purpose of mounted feats.
  • Magical Horn: Unicorns may use mage hand and prestidigitation as at-will spell-like abilities with caster level = character level.
  • Favored Classes: Warlock (common) or Wizard (high)
Permitted/Not Permitted Classes:
Any class which draws strength from magic primarily is allowed.  Unicorn ponies lack the physical prowess to be interested in or excel at martial classes.  The pegasus pony progression supports alternative class features for their two favored classes: wizard and warlock.


Alignment: Any non-evil.
Hit Dice: d4
Skills: As Wizard (high) or Warlock (common) (2+int, same skill list).
Saves: Good Will, Bad Fort/Ref (as Wizard)
BAB: Medium [common, (as Warlock)], Poor [high, (as wizard)].

Table 3: The Unicorn Pony
2. Required, Chosen Class, Cutie Mark, Expansive Charm/Intellect, Multiclass Advancement
4. Required, Unicorn Class Substitution, Quirk, Multiclass Advancement
5. Optional, Expansive Charm/Intellect, Unicorn Class Substitution, Multiclass Advancement
8. Optional, Quirk, Multiclass Advancement
10.Optional, Quirk, Multiclass Advancement
12.Optional, Bonus Incantation/Spell, Multiclass Advancement


Unicorn Pony Ability Descriptions:
  • Cutie Mark A pony receives a "cutie mark", which is sort of like a magical tattoo on their haunch and consists of an image that is symbolic of the pony's primary talent.  For example cutie marks and their effects, see the Cutie Mark list at the end of this chapter.
  • Chosen Class: The unicorn pony designates a class as their "chosen class".  This class benefits from the Multiclass Advancement feature.
  • Multiclass Advancement: Pegasus pony class levels stack with their chosen class for the purposes of class level dependent class abilities, such as a Rogue's improved uncanny dodge, a Warblade's Battle Clarity, etc.  Unless otherwise specified later in this description, this advancement only applies to class abilities which specifically reference the character's number of levels in the class.  This ability does not grant class abilities not already attained, again unless specified otherwise.  For three specific classes (Rogue, Swordsage, Warblade), this ability grants additional, specific benefits:
    • Warlock: Eldrich blast damage and invokation progression as warlock
    • Wizard: Arcane casting progression as wizard.
  • Expansive Charm/Intellect: +2 to Charisma (common) or +2 to intellect (high).
  • Bonus Incantation/Spell: A warlock unicorn may learn a new invocation of up to greater or less.  A wizard unicorn or any other spell caster type unicorn may learn or add a new spell to their spell book of up to the highest level spell they know.
  • Quirk: Select one from the list below.  Some specify a minimum level requirement which must be satisfied in order to take the quirk.  Some quirks are specific to High Unicorns (denoted with a parenthetical "high"), while others are specific to common unicorns (denoted with a parenthetical "common")
    • The Horn Points the Way: +2 competence bonus on attack rolls made with spells and spell-like abilities.
    • Excellent Pupil (high): 1 extra skill point per level, add one skill of your choice as a class-skill.
    • Pragmatic Magic (common): Common unicorns find esoteric and highly specialized uses for their less developed magic ability.  +1 / 2 character levels arcane bonus to all profession and crafting skills.
    • Organized Tactician: Whether it's just an innate knack for organization or a peculiar habit to create checklist for everything, all unicorns with this quirk excel at organizing other ponies and this is particularly helpful in battle.  If a unicorn pony can spend five minutes organizing their allies prior to an encounter (up to 1 pony per character level), they will all (unicorn included) receive a competence bonus to attack, damage and skill checks equal to the unicorn's charisma or intelligence modifier, whichever is higher, for 30 minutes.  This ability may be used twice per day before somepony gets sick of the unicorn's constant ministrations.
    • Friendship is Magic: Allies may assist a unicorn (via the assist other action) in casting a spell, regardless of whether or not the ponies assisting know how to use magic -- the unicorn simply benefits from their cheerleading.  The assisted spell is cast with +1 effective caster level per assisting ally, maximum bonus of character level / 3, miniumum 1, rounded down.
    • Radiant Aura: (Requires Level 8), Unicorns with this quirk are exceptionally beautiful.  Any humanoid who sees them must make a will save DC 14+ Cha Mod or improve their attitude towards the unicorn by one step (max friendly).  Enemy humanoids who see a radiant unicorn, but have not yet been engaged, are subject to this ability, however attacking them will break the effect.
  • Unicorn Pony Class Substitution (Level 4): See specific class entry below.
    • Warlock: Instead of Deceive Magical Item the pony receives Befriend Magical Item: A unicorn may spend 10 minutes studying a magical item, during which time they must make a use magic device check.  If they succeed in using the device during this time, the item is becomes their friend.  Later uses of the item require no further UMD checks.  Should the item be lost or stolen, however, the unicorn will suffer a -2 saddness penalty to all skill checks for 24 hours.
    • Wizard: In addition the pony receives Multi-tasking: A High unicorn may now use their mage hand spell-like ability without concentration.  The duration can be indefinite, although most unicorns don't see a pressing need to levitate a five pound object near them at all times.
  • Unicorn Pony Class Substitution (Level 5): See specific class entry below.
    • Warlock: Eldrich Blast +3d6 is retained and in addition the pony also receives Utterlove Invocation: The unicorn can transform their eldrich blast into a beam of healing energy.  The beam heals for the same damage that the eldrich blast would have dealt.  This is a positive energy effect.
    • Wizard: Instead of a bonus feat, the pony receives Bonus Spell Slot: The high unicorn receives one extra spell per day for the highest level spell they can cast.


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Cutie Marks

Cutie marks are small iconographic tattoos located on the hind haunch of a pony.  In the immortalized words of Scootaloo, "Ugh! These namby-pamby stories aren't getting us any closer to our cutie marks! They're all about finding who you really are and boring stuff like that."  Attaining a cutie mark is a rite of passage for all ponies, and they symbolize your pony's life calling.  The actual effect of a cutie mark, however, is fairly small.


Overview:

Cutie marks cannot be be purchased, only earned.  It is very difficult to predict the circumstances in which one will receive it, but some stories suggest that doing an activity which one pony truly enjoys is the best way to go about earning a cutie mark.  Cutie marks come in three general categories: Commodity marks, recognition marks, and symbolic marks.


Commodity Marks:

Many ponies, especially earth ponies, find that their true calling in life is tied to the production of a specific commodity.  Commodity marks all provide a +2 bonus for the profession skill associated with the production of that commodity.  Examples include:
  • Raw food goods: Apple, grain, carrots, oranges, etc.
  • Baked/Cooked food goods: pies, tarts, muffins, candy canes, etc
  • clothing: thread spool, cloth bundle, dye vials, dresses
  • Accessories: boots, hats, fans, etc
  • Pegasus products: snowflakes, rain clouds, lightning and thunder
  • Academic: books, quills, equations, ink.

Recognition Marks:

Other times, by performing an extraordinary feat, a pony will earn a recognition mark, commemorating their performance.  These marks grant a +2 bonus to diplomacy, intimidate, or bluff checks with ponies who would be impressed by the feat which the mark signifies.  These cutie marks are particularly rare.  Some examples include:

  • Rainbow colored lightning bolt: signifying the performance of a sonic rainboom
  • Golden Notes: winning a musical contest
  • Brain: winning a quizbowl

Symbolic Marks:

If not a commodity mark, most other ponies receive symbolic marks.  As it sounds, these marks simply symbolize the primary talent of the pony and grant a +2 bonus to the closest associated skill.  Examples include:

  • Magic star: +2 to spellcraft
  • Bunch of bubbles: +2 to swim
  • Cluster of gems: +2 to appraise
  • Musical instrument: +2 to perform (music)
  • Squinty eyes: +2 to spot
« Last Edit: July 02, 2011, 01:31:30 PM by Tleilaxu_Ghola » Logged
DonQuixote
Barbary Macaque at the Rock of Gibraltar
***
Posts: 153


What is sickness to the body of a knight errant?


« Reply #2 on: June 25, 2011, 02:24:18 AM »

Haven't actually looked anything over in detail yet, that's for tomorrow when I'm actually awake.

However, for now:

Logged

“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”
Tleilaxu_Ghola
Barbary Macaque at the Rock of Gibraltar
***
Posts: 167


Wanted for consipracy to kill Pun-Pun


« Reply #3 on: June 25, 2011, 08:02:28 PM »

Pinky Pie:

Build Format
<Level #>. Class: FeatxN, <Special Ability>xN

1. Chaos Paladin: Mounted Combat, Ride By Attack, <Aura of Good>, <Detect Evil>, <Smite Evil 1/day>
2. Earth Pony: <Chosen Class: Paladin>, <Physical Attribute Bonus: +2 STR>, <Cutie Mark: 3 balloons, +2 Perform (party)>
3. Chaos Paladin: Spirited Charge, <Divine Grace>, <Lay on Hands>
4. Earth Pony: <Quirk: Prescient Sense I>
5. Chaos Paladin: <Aura of Courage>
6. Earth Pony: Trample,  <Physical Attribute Bonus: +2 STR>
7. Chaos Paladin: <Supporting Friend>
8. Earth Pony: <Quirk: Prescient Sense II>
9. Chaos Paladin: Power Attack <Pony Rider>, <Smite Evil 2/day>
10. Earth Pony: <Quirk: For Pony Justice!>
11. Chaos Paladin: <Remove Disease 1/week>
12. Earth Pony: Leap Attack, <Physical Attribute Bonus: +2 STR>


Brief discussion:

Much like centaurs, ponies can perform mounted attacks. Pinky makes good use of that as her main schtick early on in the build. If charging isn't possible, Pinkie goes for a "glomp", aka Trample.  By my reading, Pinkie is eligible to make a hoof attack if the target is successfully knocked prone.  Also, if I read this correctly, Pinkie can perform ride-by glompings, as an overrun is specifically stated to be a std action which can be performed during a move.  Later in the build we add power attack and leap attack to keep the charge attack a potent option.  Outside of combat, pinkie actually has a decent skills set thanks to the innate Ranger class skill list and 7+int skills that Earth ponies get.  I would focus on charisma as skill genre, since that works well with Pinkie's <Divine Grace> and <Supporting Friend> ability.


Rainbow Dash



1. Scout: Flyby Attack, <Skirmish +1d6>, <Trapfinding>
2. Pegasus Pony: <Chosen Class: Scout>, <Flying Speed +20 feet>, <Cutie Mark: Rainboom sign, +2 diplomacy>
3. Scout: Weapon Finesse, <Battle Fortitude +1>, <Skirmish +1d6/+1 AC>
4. Pegasus Pony: <Flying Speed +40 feet>, <Quirk: Incredible Flier>
5. Scout: <Evasion>, <Skirmish +2d6/+1 AC>, <Need For Speed>, <Fast Movement +10 ft>
6. Pegasus Pony: Travel Domain Devotion
7. Scout: <Skirmish +2d6/+2 AC>, <Risky Move>
8. Pegasus Pony: <Quirk: Pegasus Vortex>,
9. Scout: Travel Domain Devotion, <Skirmish, +3d6/+2 AC>, <Evasion>
10. Pegasus Pony: <Quirk: Sonic Rainboom>
11. Scout: <Battle Fortitude +1>, <Skirmish +3d6/+3>, <Flawless Stride>
12. Pegasus Pony: Acrobatic Strike, <Flying Speed: +60>

Rainbow dash can move REALLY fucking fast.  Her flying speed is [10+60+10]x2 = 160 feet.  On a double move dive, she can move 640 feet per round, which is sufficient to create a sonic rainboom.  In more constrained spaces, Rainbow Dash relies on tumble and flyby attack to pick away at her opponents.  Twice per day, Rainbow Dash can move her full prodigious movespeed as a swift action thanks to Travel Domain Devotion.  Due to her ability to put good distance between herself and her foe, Risky Move is often a safe bet for her (Allows her to add up to +6d6 skirmish damage to her attack).  For outdoors combat, where Rainbow Dash has plenty of room to move, she can be absolutely devastating through continued application of rainbooms. In somewhat closer quarters, the pegasus vortex ability gives Rainbow Dash a unique twist and ability to tie up enemy casters.  Scout skills coupled with rogue skills provided by the Pegasus class make for excellent skill options here.
« Last Edit: July 08, 2011, 10:30:09 PM by Tleilaxu_Ghola » Logged
DonQuixote
Barbary Macaque at the Rock of Gibraltar
***
Posts: 153


What is sickness to the body of a knight errant?


« Reply #4 on: June 27, 2011, 10:07:26 AM »

Well, having looked things over, it looks pretty playable.  Aside from a few typos--you forgot to change some class and pony names when copy-pasting--it looks like you've successfully figured out a way to advance the ponies such that they aren't overpowered at first level, but are sufficiently pony-tastic at higher levels.

A few notes:

  • Divine magic, anyone?  Unicorns seems to be focused on arcane magic, receiving only the possibility of Charisma or Intelligence boosts.  Similarly, their alternate class features only give options for wizards and warlocks.  Might want to look into that.
  • Some of the alternate class features feel like they should be general abilities.  I'm looking specifically at the wizard feature that gives you free mage hand.  Every unicorn in the show has that, not just wizardly ones.  I would suggest copying the "Far Hand" ability from binding Ronove and give it instead of the first "Expansive Charm/Intellect"--especially since stat increases are pretty powerful for a required level.
  • There should be a few more alternate class features.  I'm not telling you to hunt down every base class in printed 3.5 material, but, at the very least, all of the core classes should be addressed.
  • The Earth Pony "Powerful Bucking" quirk specifies a "buck attack," which is never defined.  Additionally, your wording here is slightly confusing--I'm not quite sure what you mean by "0.5 Strength mod" and "1 Strength mod."  I think you're trying to say that they get a bonus on damage rolls equal to 1/2 their Strength modifier, or their full Strength modifier for ponies that buck with a two-hoofed attack.
  • I feel like there should be a more elegant way of handling the "Prescient Sense" quirks.  As it is now, the DM has to roll a lot of dice, which will, unfortunately, let the players know that something is about to happen.
  • The "Pony Companion" quirk specifies that the pony is restricted in its options.  However, you never define these restrictions, nor are we ever given the Cute template that is applied to these companions.
  • "Weak Flier" tells you that you can no longer take aerial combat quirks, but no quirk is ever specified to be an aerial combat quirk.  Also, unless I'm mistaken, this quirk prevents you from taking any other pegasus quirks, since most have to do with flying.
  • "Sonic Rainboom" uses the term "chromatic damage."  What is this?
  • "Weather Manipulator II" is unclear.  Call Lightning is a spell with a duration, not just a single round of hitting things with lighting.  Are you using the spell as a spell-like ability, or are you getting the effect of one bolt?  A full-round action seems a little much for the latter, but the phrasing tends to imply that it is the case.
  • What is this "high" and "common" business with unicorns?  It makes for confusing stuff, and seems a little unnecessary.
  • "Pragmatic Magic" seems a bit much.
  • Dear God, "Organized Tactician" is overpowered.  I see the sort of thing you're aiming for, but I can figure out a way to grant allies a +10 competence bonus at level ten.


I would say that you're definitely going places with this, it just needs a little polish.  I'm also interested to see the setting for this stuff, since I can't figure how to justify Fireballs across Equestria.
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« Reply #5 on: June 27, 2011, 07:25:44 PM »

@DonQuixote,

Thank you for the feedback!  You make good points.  I'll be addressing them all hopefully later this evening.  I will say two things in the meantime:

1. High unicorns = Twilight Sparkle; Common Unicorns = Rarity.  There's such a huge difference between the two's capabilities that I decided to break them into subspecies.  Common unicorns are warlocks, in effect, and high unicorns are wizards. The two sub species have different racial ability modifiers and have access to different quirks.  This could be greatly clarified in the actual write up, I admit.

2. As for more alternative class features...  I ... well, the big thing is that it's hard to make them, since the alt. features need to sync up at the same level.  I could make different level progressions for all the different classes, but that's even more work.  I can't even say that I like how they've all turned out.  More often than not I ended up retaining what the class feature had and then just tacking on more abilities, which just makes the Pony level a clear choice towards more power, rather than any sort of choice at all.  Ideally, the pony levels would add significant crunch without... overly crunching things up.  I wish there were a way to make it so you could opt into pony crunch at the expense of benefits one would otherwise obtain.  Then the concern is that the pony levels are too disruptive and no one would want to take them.

If anyone has ideas of how to allow for generalized substitution of class abilities for pony abilities, I'm all ears.  The only thing I could think of was to make a very short list of similar classes and "hardcode" the pony flavor into each one.
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« Reply #6 on: June 27, 2011, 08:29:39 PM »

I shall respond to these two points, because I have seen them!

1. I feel like this distinction is already accounted for in class choice--which is really part of the process of discovering yourself.  Rarity is a warlock, Twilight is a wizard--but they're both unicorns.  A human wizard and a human warlock will have the same sort of power differential here.  I'm not sure why you need to make a distinction--if anything, it clamps down on creative character design by not letting you reach a halfway point.  Open the quirks to all, and let the stat bonuses be chosen.

2. It might be better, then, to do away with alternate class features and just grant abilities at those pony levels.  You already have multiclass advancement.  This means that you don't have to actually "replace" the level like you've stated in your ruling--which is, to me, rather confusing.  Instead, the levels would just be normal levels, like paragon classes.  The next level, you'd take a level in the original class and get the ability that would have been replaced.  This additionally means that non-core classes don't get screwed over by losing abilities at these levels--which is especially important, since some of these pony levels would fall at times at which you might be taking prestige class levels.

Alternatively, you could just have the race grant additional bonuses at certain levels of hit dice, in the same way that the RoD Dragonborn's wings advance.
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« Reply #7 on: June 27, 2011, 10:42:45 PM »

Skip to the break for the TL;DR.  Before the break, I reflect on matters at hand:

Observations (1):

1. Pure casters rely on the potency of their spells to remain combat relevant.  The only way to ensure spell potency at a given level N is often to have accumulated N caster levels.  And of course the only way this can happen is if one has never missed a caster level.  It is extremely rare for an ability to scale with level long enough to offset a lost caster level.  Frequently dropped caster levels occur in builds only because the ability one gets in exchange is so overpowered that, on its own merit, it continues to offer significant power up until level 20 (where most builds terminate).

2. Non-caster builds often involve extensive class dipping because, quite opposite of pure casters, their source of combat relevancy is tied more to base attack, feats, and class abilities which scale with number of attacks.  In fact, the majority of the "successful" optimized melee/archery builds I've seen all revolve around accumulating both as many attacks as possible and as many modifiers to those attacks as possible.


Intermediate conclusions (1)

1. Pony levels must advance caster levels, or else no pure caster will ever desire them.
2. Pony levels must advance number of attacks, attack bonus, and possibly attack modifiers (like sneak attack)


Observations (2)

1. Pure caster classes are often "bald" -- they are devoid of special class abilities, whilst melee classes are filled with them.

Intermediate conclusions (2)

1. Offering specials class abilities AND caster levels will be overpowered for caster classes.  Offering specials for a melee class isn't necessarily going to be overpowered, however it would be best if the class abilities jived with the rest of the build.  This "jive-factor" is sort of hard to describe in a general sense.  I can offer an anecdotal description.  Suppose we have a rogue pony.  The most common rogue optimization route is to dual wield and maximize sneak attack dice.  The only legitimate excuse for not advancing sneak attack dice is possibly to improve the chance of landing a sneak attack.  Thus you may see short excursions into classes which offer stealth improvements or flanking improvements, the two easiest ways to ensure sneak attack dice will be useful.  Therefore, if you want everypony to have some pony traits and you seek to offer them as class specials, the rogue will tell you that they had better either be really useful or they had better help improve his schtick.  This logic also extends to scouts and ninjas for obvious reasons.  For fighters, paladins, rangers, and their ilk -- this can be less true.  Commonly these builds are seeking a full BAB progression, bonus feats, and class abilities which will either grant more attacks or damage modifiers.  One could then satisfy this crowd by offering specials which cater to these things, and that's easy enough, but a lot of these "desirable" abilities are bland and don't really offer much in the way of pony flavor.

Observation (3)

1. Warlocks appear to fit the flavor (mechanically) for non-magic focused unicorns.  Warlocks, however, are strange class.  Warlock progression is defined in class specials (which I think is really dumb).  This means that, like casters, they're tied to a progression of their class, however, unlike casters you can't offer a generic +Caster level and have it be attractive to a warlock.


Conclusion (3)

1. It really is dumb how they haven't defined a class-independent warlock progression.  It's quite simple, really.  For levels 1-11, which is where this pony class is defined, you get +1d6 Eldritch blast damage every other level.  New invocations are learned at some pseudo regular schedule (approximately 1 every other level).  New levels of invocations are provided at 1, 1+5 = 6, 6+5 = 11, 11+5 = 16.  Thus, one could construct a table describing the warlock "caster level progression".  The same could also be said for scout's skirmish, ninja's sudden strike, and rogue's sneak attack.  For all four of these classes, the intervening class special abilities are fairly sparse.

============================================================================
============================================================================


Based on the above discussion, I can distill things down to a few objectives:

1. Each pony level should advance the class in a generalized fashion.  In the above I concluded that a generalized class progression could be distilled for many classes: Warlock, Rogue, Ninja, Scout.  I also think it is possible to construct such a progression for Monk, though I have not yet discussed it.  Cleric, Wizard, Sorcerer and to some extent druid can all be distilled down to a caster level progression with flavor added in at some levels.  Ranger and Paladin sort of have an interesting start up, but after fifth level they are more or less a formulaic progression.  Bard ... I hate bards.  Lets not talk about them.

2. Beyond the general progression, pony levels will offer pony flavor abilities which will compete with special class abilities. For the unicorn class, unfortunately, these flavor additives will either need to be weak or very strong and be tied to a loss of caster level, for reasons discussed before the break.




So, with that said, I'll work on writing up these generalized progressions.  Then I should be able to just say, "For your chosen class, each pony level progresses you along the general progression provided for your class. In addition, each pony level offers X,Y,Z abilities."  This way, the pony class may delay the acquisition of key special class abilities you may want, but that will be the trade off.

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« Reply #8 on: June 27, 2011, 11:23:04 PM »

Below are tables defining generalized progressions for select classes.

Wizard, Sorcerer, Cleric:

Level-|-Caster Level / Spells Known-|
01+1 level of existing spell casting class
02+1 level of existing spell casting class
03+1 level of existing spell casting class
04+1 level of existing spell casting class
05+1 level of existing spell casting class
06+1 level of existing spell casting class
07+1 level of existing spell casting class
08+1 level of existing spell casting class
09+1 level of existing spell casting class
10+1 level of existing spell casting class
11+1 level of existing spell casting class
12+1 level of existing spell casting class



Scout General Progression:

Level-|-Skirmish-|
01+1d6/+0AC
02+1d6/+0AC
03+1d6/+1AC
04+1d6/+1AC
05+2d6/+1AC
06+2d6/+1AC
07+2d6/+2AC
08+2d6/+2AC
09+3d6/+2AC
10+3d6/+2AC
11+3d6/+3AC
12+3d6/+3AC

Warlock General Progression:

Level-|-Eldritch Blast-|-Invocations Known-|-Max Invocation Level-|
011d61Least
021d62Least
032d62Least
042d63Least
053d63Least
063d64Lesser
074d64Lesser
084d65Lesser
095d65Lesser
105d66Lesser
116d67Greater
126d67Greater

Rogue General Progression:

Level-|-Sneak Attack-|
011d6
021d6
032d6
042d6
053d6
063d6
074d6
084d6
095d6
105d6
116d6
126d6

Barbarian General Progression:

Level-|-Rage/Day-|-DR
0110/-
0210/-
0310/-
0420/-
0520/-
0620/-
0721/-
0831/-
0931/-
1032/-
1132/-
1242/-

Monk General Progression:

Level-|-Unarmed Damage-|-AC Bonus-|-Flurry of Blows-|-Speed Bonus
011d60-2/-20
021d60-1/-10
031d600/010
041d80+1/+110
051d81+2/+220
061d81+3/+320
071d81+4/+420
081d101+5/+5/+030
091d102+6/+6/+130
101d102+7/+7/+230
111d102+8/+8/+8/+340
122d62+9/+9/+9/+440

Paladin General Progression:

Level-|-Mount Level*-|-Caster Level / Spells Known-|
010+1 level of existing spell casting class
020+1 level of existing spell casting class
030+1 level of existing spell casting class
040+1 level of existing spell casting class
055+1 level of existing spell casting class
066+1 level of existing spell casting class
077+1 level of existing spell casting class
088+1 level of existing spell casting class
099+1 level of existing spell casting class
1010+1 level of existing spell casting class
1111+1 level of existing spell casting class
1212+1 level of existing spell casting class

*This column gives your effective paladin level for determining the special mount progression

Ranger General Progression:

Level-|-Animal Companion Level*-|-Caster Level / Spells Known-|
010+1 level of existing spell casting class
020+1 level of existing spell casting class
030+1 level of existing spell casting class
044+1 level of existing spell casting class
055+1 level of existing spell casting class
066+1 level of existing spell casting class
077+1 level of existing spell casting class
088+1 level of existing spell casting class
099+1 level of existing spell casting class
1010+1 level of existing spell casting class
1111+1 level of existing spell casting class
1212+1 level of existing spell casting class

*This column gives your effective ranger level for determining the animal companion progression








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« Reply #9 on: June 28, 2011, 12:05:24 AM »

See O.P.  It now holds the original contents of this post.
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« Reply #10 on: June 28, 2011, 01:02:27 AM »

Alrighty, now that I've completely re-structured everything, I feel like I can address these comments.


A few notes:

  • Divine magic, anyone?  Unicorns seems to be focused on arcane magic, receiving only the possibility of Charisma or Intelligence boosts.  Similarly, their alternate class features only give options for wizards and warlocks.  Might want to look into that.
I don't see how divine magic fits into Equestria.  Maybe they worship Princess Celestia?  It's an idea.  I added healing to the warlock class via the Utterlove invocation (which is quite potent).  The only remaining need for divine magic is restoration/resurrection.  That may be solved via special magic items/locations in the campaign.  Up to you.  Certainly, the unicorn mental attribute bonus could be extended to wisdom and then divine classes would have reason to want pony classes.

Quote
  • Some of the alternate class features feel like they should be general abilities.  I'm looking specifically at the wizard feature that gives you free mage hand.  Every unicorn in the show has that, not just wizardly ones.  I would suggest copying the "Far Hand" ability from binding Ronove and give it instead of the first "Expansive Charm/Intellect"--especially since stat increases are pretty powerful for a required level.
Indeed all unicorns do have mage hand as a spell like ability.  However, that mage option you refer to allows them to use mage hand without concentration.  It's a small perk.  Concern about mental stat bonuses is noted however.  I have removed the intrinsic mental stat bonus to unicorns.  Now they must all be acquired with unicorn levels.

Quote
  • There should be a few more alternate class features.  I'm not telling you to hunt down every base class in printed 3.5 material, but, at the very least, all of the core classes should be addressed.
Since I've restructured, there is better class support.  Moving to the class options model allows more easy drop in reflavoring of abilities.  I'll add more when I think of them.

Quote
  • The Earth Pony "Powerful Bucking" quirk specifies a "buck attack," which is never defined.  Additionally, your wording here is slightly confusing--I'm not quite sure what you mean by "0.5 Strength mod" and "1 Strength mod."  I think you're trying to say that they get a bonus on damage rolls equal to 1/2 their Strength modifier, or their full Strength modifier for ponies that buck with a two-hoofed attack.
Normally you get [W]+STR for every 1 handed attack and [W]+1.5xSTR for every two handed attack.  A "buck" is hooved attack, of which one may use either two hooves or one hoof.  Powerful bucking alters single-hoofed bucking to [W]+1.5xSTR and two-hooved bucks to [W]+2.5xSTR.  I'll rewrite that to be more clear.

Quote
  • I feel like there should be a more elegant way of handling the "Prescient Sense" quirks.  As it is now, the DM has to roll a lot of dice, which will, unfortunately, let the players know that something is about to happen.
That's what the DM screen is for.  This is obviously aimed at Pinky Pie's twitching.  I don't really know how else to implement some sort of "danger sense".  The probability might be changed to "infrequently warned of future danger" for the first level and then "frequently warned of future danger" in the second level.

Quote
  • The "Pony Companion" quirk specifies that the pony is restricted in its options.  However, you never define these restrictions, nor are we ever given the Cute template that is applied to these companions.
No, that's meant to mean that you can't select pony as an animal companion.  Ie: pony is restricted.  The "Cute" template is cosmetic only, it literally just makes your animal companion more cute.  I am considering making this a required class option for Rangers in the campaign, since its so non-invasive.  Certainly the first part should be required -- it'd be like having a slave otherwise and that's obviously not going to fly in the PG world of Equestria.

Quote
  • "Weak Flier" tells you that you can no longer take aerial combat quirks, but no quirk is ever specified to be an aerial combat quirk.  Also, unless I'm mistaken, this quirk prevents you from taking any other pegasus quirks, since most have to do with flying.
This is true.  I need to specify those.  Not all are "aerial combat" quirks.

Quote
  • "Sonic Rainboom" uses the term "chromatic damage."  What is this?
A made up damage type, much like "arcane".  Basically, you can be sure that few people have resistance to "chromatic" damage.

Quote
  • "Weather Manipulator II" is unclear.  Call Lightning is a spell with a duration, not just a single round of hitting things with lighting.  Are you using the spell as a spell-like ability, or are you getting the effect of one bolt?  A full-round action seems a little much for the latter, but the phrasing tends to imply that it is the case.
These just give you Call Lightning as a spell like ability to be used.  Full Round action is the usual cast time for that spell.  See here

Quote
  • What is this "high" and "common" business with unicorns?  It makes for confusing stuff, and seems a little unnecessary.
Originally it was to handle the two different racial attribute bonuses.  I agree with your sentiment and have thus removed it.

Quote
  • "Pragmatic Magic" seems a bit much.
Really?  If I had a nickel for every time someone used a craft or profession skill in a campaign I swear I'd have... about two nickels.  Maybe this will change that.

Quote
  • Dear God, "Organized Tactician" is overpowered.  I see the sort of thing you're aiming for, but I can figure out a way to grant allies a +10 competence bonus at level ten.
Quite right.  I've put a cap on it.



Quote
I would say that you're definitely going places with this, it just needs a little polish.  I'm also interested to see the setting for this stuff, since I can't figure how to justify Fireballs across Equestria.
While we've not seen any fireballs from unicorns in the show, we have seen telekenesis, sleep spells, suggestion spells, polymorph-like spells, and a number of others in the wizard repertoire.  Dragons still breathe fire, hydras and manticores exist.  Humanoid-dog things lurk beneath the surface of the earth.  There are dark and scary forests filled with dangerous plants.  Beneath the veneer of Equestria it's actually not far from the usual D&D setting.

Anyways, thank you for your comments.  I hope you will enjoy the re-worked classes.[/list]
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« Reply #11 on: July 02, 2011, 01:04:56 PM »

Working on the campaign setting now.  Here's what I've got so far.  Much of this is based off of a fanfic by nukeiffum which can be found here.

Excerpts from Current Literature

Century after century, the census reports that Equestria's population remains nearly static [2].  With an apparent abundance of food and space, what limits the growth of the pony population?  Many of the theories to date attempt to model the phenomenon by invoking social or cultural limitations to reproductive drive [42].  These theories however fail to explain recently surveyed [53] attitudes towards foal-bearing and the reported occurance rate sexually transmitted infection[15].  Recent data, vide infra, suggests an external force is modulating population growth at physiological level.
-Canton Scrollsworth, abstract in Equestrian Journal of Biosociology, circa 1267 CR

Fossil records indicate that the three extant pony races have existed, more or less physically unaltered, for well over 50,000 years [18] and ruins suggest that rudimentary civilizations have existed for at least 10,000 years [19].  However, written records of pony history even just back to the early years of Celestia's thousand year reign are sparse.  What is known of the few centuries prior to the Princess Luna's imprisonment on the moon stem primarily from the recent (relatively speaking) recovery of the Library of Gnosis.  The LoG also provides some hints about the culture of Equestria prior to Celestia's rule, but they almost raise more questions than they answer.  Written history from the time before Celestia's reign are mysteriously absent, save a small corpus of stone engraved writings found in ruins.  A presentation of the current scholarly consensus of Equestria's history is presented as a timeline later in this document.  For the detail oriented reader, excellent reviews and contextual analysis of the LoG documents are given in references [1,3,6-9].  A review of the ruin writings may be found in reference [4].

Known history can be crudely broken into five time periods: Pre-Ascension Era, Equestrian Expansion, The Reign of the Two Sisters, Celestia's Thousand Year Reign, and the current era, which is referred to as The Second Reign.  What is known of the Pre-Ascension era is limited to a document called the Preparation Accounts, which detail the Old Kingdom's monarchy and their preparations for the Ascension of the Regal Sisters.  The Preparation Accounts were found in the Library of Gnosis, along with numerous other writings detailing the the astronomical, mathematical, and economic knowledge of the time.  While these other documents do give a point of reference on how far we have come over the centuries, it has taken scholars a great deal of contextual analysis to tease out any details of the Old Kingdom's culture from them.  From this type of analysis, for instance, it is known that one of the primary motivations for the Ascension plot was to rid the Old Kingdom of predators.  The fear of predators appears to have shaped a number of aspects in equine culture, the most significant of which is the near ubiquity of adherence to a religion which we only know as "worship of the Goddess".  Goddess worship is mentioned a number of times in the Preparation Accounts, but here it appears only as a vehicle for collecting magical energy to power the Ascension.  According to the account the collection of energy through Goddess worship lasted centuries, perhaps even millenia.  Contextual analysis reveals that the population at large did not fully comprehend the real nature of the religion's purpose, but it is clear that it also brought some measure of comfort to the population following predation.  Apart from this, however, details on Goddess worship are scant at best and even more odd is that no temple ruins to the goddess have been located.  The best that can be said is that the religion was completely extinguished in the years following the Ascension in favor of worshipping the Regal Sisters.

Following the Ascension, Equine armies of the Old Kingdom, aided by the Regal Sisters' power, conquered and secured the borders of what is now known to be Equestria.  This period is normally thought to have taken a mere fifty years [15-16], although some contend that conflicts with Ancient Predators continued for as long as two hundred years [10].  During this time what was left of the Old Kingdom's monarchy that produced the Regal Sisters dissolved in favor of Celestia's governance.  The remnants of the monarchy is still visible today in the noble lineage of the court in Canterlot, but their powers are significantly reduced.  Most of the evidence from this time stems from recovered warpony artifacts.  Scholarly activity appears to have been suppressed either due to the need for military power or resource collection, so most accounts of this time are second hand produced many years aftewards.  It is also known that during this time Equestria's population expanded very rapidly, which is evident from the mass graves that mark the death of this Conquest Boom generation.  Although the Ancient Predators were driven out in the Expansion, one of the most difficult challenges facing ponydom throughout this time was coming to grips with the consequences of the Regal Sisters acquiring total control of the weather and seasons.  By all accounts this time was one of high mortality and starvation while the Sisters themselves came to grips with managing the physical aspects of the world.  During this time, traditions of the Winter Wrap-up and the Running of the Leaves were started, although they took some time to be developed.  Scholarly writings in the few centuries after the Expansion tend to focus on principles of maintaining balance with nature -- which continues even to this day.

Four hundred and seventy four years of relatively peaceful development in Equestria under both Sisters followed their Ascension and the Expansion Era (depending on how you define the end of the latter era).  The sisters' dual reign ended abruptly with a falling out between the two sisters, the story of which is well known, and resulted in Celestia banishing her then crazed sister Luna to the Moon.  Thus began the Thousand Year Reign of Celestia.  Years since have used this moment as a reference; this review is being written in the Twelve hundredth and fifty eighth year of Celestia's Reign (abbreviated 1258 CR).  Despite the return of Luna, now 258 years ago, the practice of recording years in CR has remained.


-Preface to "Introduction to Modern Culture", circa 1258 CR

Time Line

BA = Before Ascension
AA = After Ascension
CR = Celestia's Reign

  • 77 BA: Gnosis creates the Summer Triangle Project.
  • 75 BA: Vega, mother to Midnight Star, is born and impressed into the Summer Triangle Project.
  • 45 BA: Summer Triangle creates Shard of Numar.  The artifact fails to meet specifications Gnosis desired.
  • 20 BA: Regal Sisters, Celestia and Luna are born.
  • 19 BA: Vega dies, Midnight Star is born.  Summer Triangle goes underground, Shard of Numar disappears.
  • 5 BA: Shard of Numar resurfaces and is transformed into the Elements of Harmony during Midnight Star's Awakening.  The Elements are embedded in five pony friends of Midnight Star.  Midnight Star and her five friends are referred to as the Six.
  • Ascension of the Regal Sisters.
  • 1 AA: The Six are slain in battle with the Ancient Predators.  The elements of Harmony are collected from their bodies by Celestia.
  • 50 AA: Military conquest of Equestria largely complete.
  • 60 AA: Dissolution of the Old Kingdom's institutions is underway.
  • 100 AA: Seasons begin to stabilize in Equestria.  Celestia and Luna establish a largely communal libertarian society.  Regal sisters assume religious authority.
  • ~500 AA: Luna is banished to the moon.  Celestia's reign begins.  Elements of Harmony are stored in the Everfree Forest.
  • 200-250 CR: City wars begin and ultimately are suppressed.  Celestia establishes a stronger central authority as a result.
  • 260 CR: A Federal Constitution and Equine bill of rights is drafted.
  • 500 CR: Rural revolts against federal taxes.
  • 700 CR: Red Dragon terrorizes Equestria.  The dragon is eventually slain.
  • 800 CR: Canterlot loses its crown as the largest city to Manehatten.
  • 850-950 CR: Industrialization begins after discovery of unicorns with metal seeking magic.
  • 983 CR: Midnight Star and the rest of the Six is believed to have been reincarnated in Ponyville.
  • 1000 CR: Return of Nightmare Moon.  The reincarnated Six defeat her and Luna is returned.
  • 1059 CR: The last of the Reincarnated Six, Pinkie Pie, dies.  Elements of Harmony are returned to Celestia.
  • 1200 CR: First Aircraft is invented.  Ponies begin survey of Everfree forest from above.
  • 1220 CR: Contact with world outside of Equestria is established.
  • 1230-50 CR: Trade flows along airship lines are established.  Wealth in Equestria increases dramatically.  Regal Sisters establish the Trade Commission, headquartered in Canterlot.
  • 1269  CR: Manehatten stock exchange established.
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« Reply #12 on: July 02, 2011, 04:45:04 PM »

O.P. has been updated with the second revision.  Old stuff is stored in the cutie mark post in a spoiler.

========================================================


The Physical World of Equestria

Description:

Equestria is a medium sized land-locked country, approximately the size of Germany, surrounded by mountain ranges on all sides.  There are a few passes in the mountains that lead out of Equestria, but these are buried deep in forest.  The terrain within Equestria contains plains, temperate forests, desert, and mountain ranges.  The most ancient towns and cities are situated in mountain valleys, but some of the newer (and larger) cities are on the planes.  The desert areas are, for the most part, unpopulated, except at the fringes.

Inhabitants:

Present-day Equestria is populated largely by herbivorous creatures, the largest of which include: Equines and Bovines.  Equines are the dominant population by many measures.  There are three equine species: Earth Pony, Pegasus Pony, and Unicorn pony.  Some carnivorous creatures exist, but are limited in range to the eastern borderland forest known as the Everfree forest.  Within the Everfree forest, there are a veritable zoo of creatures.  This account focuses primarily on the pony controlled region of Equestria, however, and within this domain only herbivores are present (with few domesticated exceptions).

Pony Population Centers:

Canterlot, the governmental seat of Celestia's rule, houses nearly a hundred thousand ponies.  More populous cities, such as Manehatten, Fillydelphia, Coltimore, and Trottingham exist.  The majority of the pony population, however, exist in rural villages with a few hundred to several thousand ponies in each.  These villages are dotted throughout mountain valleys and the central plains region.

Pony Politics:

Ostensibly Equestria is a Monarchy with Celestia and Luna as its co-rulers.  In reality, the Regal Sisters devote most of their time to maintenance of Equestria's physical properties (see Management of Equestria), than they spend on organization of social structure.  Thus most ponies would say that they live in a democracy, where the majority of governmental activity starts and ends at the city level.  Outsiders to Equestria refer to the country as a libertarian monarchy.  There are some federal level laws, saliently the pony bill of rights and laws governing inter-city interactions and trade.  To handle inter-city relations and manage disputes, Canterlot has designated certain cities to be county seats and has placed courts there to handle such matters.  Throughout the centuries the role of canterlot has waxed and waned, but by most standards it has always played a minimal governmental role.  There is a minimal federal tax to support the maintenance of roads, county courts, public education, and the royal army.  Nowadays, however, the majority of Federal funding comes from heavy taxation of export revenue.  Canterlot controls the sole Zeppelin port, which is the only high volume means of moving goods into or out of Equestria.  The level of taxation on exports is no small source of friction between royalty and business ponies.  The population at large, however, is largely oblivious of these issues, as export trade has only been in existence for less than a half century.  It is unknown how much wealth the Royalty have benefited from taxation and for what purpose they are using these funds.  Some economic estimates place the Royal revenue at several billion bits per year.

Management of Equestria:

A consequence of Celestia and Luna's ascension was the complete relegation of the physical properties of Equestria to their management.  Everything from the rise and fall of the sun, to weather, gravity, atmospheric composition, etc came under the sisters' direct management.  Fortunately for Equestria, this was foreseen and thus the Royal sisters were mostly prepared and equipped to handle the basics.  Unfortunately, it took several centuries to iron out the details.  In the meantime the Expansion Era was fraught with many ecological mis-managements.  Nowadays, however, Equestria's ecology is highly stable and well managed, thanks to an efficiently distributed workload.  Pegasi control weather, earth ponies are predominantly responsible for land maintenance, and unicorns assist in various ways.  This tightly controlled management of Equestria is both its great strength and political weakness.  Should harm ever come to the Regal Sisters it is unknown what manner of chaos Equestria will be thrust into.  On the other hand, the absolute power of the Regal Sisters has allowed them to create a near perfect defense of Equestria.  A few invasions were attempted after the Ascension and Expansion, but thus far all have been met with utter and complete disaster.   Celestia has been known to employ localized depressurization, oxygen depletion, and mountain creation to destroy or block armies.  Furthermore, the high predictability of weather and land management allows Equestria to have extremely stable and market responsive agricultural output.  In the recent era of trade with outside nations via zepplin lines, Equestria, under the guidance of Finance Minister Hoofshire Bathaway, has developed a reputation for a shrewd commodity and export driven economy.
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Amechra
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Thread Necromancy a Specialty


« Reply #13 on: July 02, 2011, 05:37:31 PM »

I have to say, this looks interesting; I might as well look into MLP...
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Fighter: "I can kill a guy in one turn."
Cleric: "I can kill a guy in half a turn."
Wizard: "I can kill a guy before my turn."
Bard: "I can get three idiots to kill guys for me."

On a strange note, would anyone be put out if we had a post about people or events we can spare a thought for, or if its within their creed, a prayer for? Just a random thought, but ... hells I wouldn't have known about either Archangels daughter or Saeomons niece if I didn't happen to be on these threads.
Sounds fine to me.
probably over on "Off-topic".
might want to put a little disclaimer in the first post.

This is the Min/Max board. We should be able to figure out a way to optimize the POWER OF PRAYER(TM) that doesn't involve "Pazuzu, Pazuzu, Pazuzu".

My final project for my film independent study course. It could do with a watching and critiquing
Tleilaxu_Ghola
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Wanted for consipracy to kill Pun-Pun


« Reply #14 on: July 02, 2011, 08:03:15 PM »

I have to say, this looks interesting; I might as well look into MLP...
Hold on.  I don't want to be held responsible for your assimilation.
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Amechra
Man in Gorilla Suit
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Posts: 2328


Thread Necromancy a Specialty


« Reply #15 on: July 02, 2011, 08:07:45 PM »

Don't worry, I would just be watching so as to add it to my personal anti-psion barrier.

Heh, the mood whiplash mind readers get near me isn't even funny...
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Fighter: "I can kill a guy in one turn."
Cleric: "I can kill a guy in half a turn."
Wizard: "I can kill a guy before my turn."
Bard: "I can get three idiots to kill guys for me."

On a strange note, would anyone be put out if we had a post about people or events we can spare a thought for, or if its within their creed, a prayer for? Just a random thought, but ... hells I wouldn't have known about either Archangels daughter or Saeomons niece if I didn't happen to be on these threads.
Sounds fine to me.
probably over on "Off-topic".
might want to put a little disclaimer in the first post.

This is the Min/Max board. We should be able to figure out a way to optimize the POWER OF PRAYER(TM) that doesn't involve "Pazuzu, Pazuzu, Pazuzu".

My final project for my film independent study course. It could do with a watching and critiquing
DonQuixote
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What is sickness to the body of a knight errant?


« Reply #16 on: July 03, 2011, 02:31:10 AM »

I have to say, this looks interesting; I might as well look into MLP...


Looking at the revamped material, it looks pretty good.  I also have to let out a "meep" of embarrassment, as I hadn't noticed the Mage Hand spell-like ability on my first read-through.

On to the Twitchy Tail quirk, I actually just figured out a possible way to handle it.  You see, Pinkie Pie's sense of danger is based on specific ticks.  She knows that, when her tail twitches, something is going to fall.  However, if her nose flared, then her tail twitched, then her legs flapped in the air, she might not know what was about to happen.

So!  Let the pony know a certain number of "danger signs," equal to X + Int modifier, where X is a number that I am not yet sure of.  These would have to be things like "something is going to fall," or "a door is about to open" or things like that--no "my tail just twitched, so the BBEG is about to kidnap a small child in a village we've never heard of."  Whenever one of those things is about to come up, the character is treated as having cast augury, with the exception that they are only informed if the result of the augury is "woe."

Pegasus ponies still don't have clearly defined aerial combat quirks, but I suspect that you're working on that as I type, so I won't press it.

The Rainbow Dash build looks good, but I'm not sure about Pinkie Pie.  The thing is, Pinkie Pie is pretty much exactly what you would end up if you took magic away from bards.  I would say that she was close to my Quixotic Knight, but that would probably be pointlessly self-promoting.  The thing is, I'm not exactly sure how she's a paladin.  Applejack?  Certainly a paladin.  But I'm just not seeing it with Pinkie Pie.

Overall, though, looks good!  I might have to force my group to play a Ponies campaign.
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“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”
Tleilaxu_Ghola
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Wanted for consipracy to kill Pun-Pun


« Reply #17 on: July 03, 2011, 11:30:25 AM »

  • I added the Aerial Quirk tags.
  • Old builds are old now.  I have yet to rework them so they follow the new progressions.  Pinkie pie is indeed hard to build, but if you make her a paladin of freedom (ie: she's chaotic good), then it sort of works.  Sort of.  In my defense, I can't think of anyone more chaotic, yet good at heart, than Pinkie Pie.  One either needs to suspend disbelief and allow Gummy to become a pseudo-dragon or else we need to let her have a toothless alligator as her special rider.
  • Your idea for Twitchy Tail is vastly superior to mine and closer to the source.  I'll gladly rip that.
  • Oh, and after writing up more campaign material, I think I'll need to incorporate divine magic now.  I'll offer unicorn support for the cleric class when I get some time.
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Tleilaxu_Ghola
Barbary Macaque at the Rock of Gibraltar
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Wanted for consipracy to kill Pun-Pun


« Reply #18 on: July 04, 2011, 12:33:43 AM »


Princess Celestia: A Profile


Origin:

Celestia's Ascension to god-hood has little to do with any single action on her part.  Centuries before Celestia's birth, the monarchy of the Old Kingdom, beleaguered by invasions from the Ancient Predator kingdoms and suffering from a great famine, sought a way to unify their people and defeat their enemies.  It was under these conditions that King Eomer Hoofton II secretly sought the help of Gnosis, a powerful unicorn with an unscrupulous reputation.  Numerous councils were held and ultimately Gnosis presented a bold plan: they would create a god.  To transform a mortal into a god, a great deal of magical energy would be needed.  Initially, Gnosis proposed mass ritual suicide to harvest the necessary energy, but of course this was not approved.  In the end, the monarchy approved a long-term plan to siphon energy from the population via a ritual prayer in the Elder Tongue that Gnosis had devised.  The prayer would steal energy from whomever spoke it and transmit that energy to a collecting device.  In order to encourage the long-term use of such a prayer it was also designed to bring tangible relief and serenity to those who uttered it.  The monarchy provided the necessary social engineering and ministrations to construct a religion around the ritual prayer.  For the next few centuries the religion gained widespread use and the collecting device, a large subterranean crystal hidden beneath Canterlot's court, was filled to capacity.  Gnosis managed to sustain himself, as a part of his bargain for helping the monarchy, by extracting some essence from the collection crystal.  Meanwhile the monarchy bred themselves in order to create a mortal with characteristics that would be able to handle the Ascension ritual.  Celestia and later her sister Luna were the first candidates in the eyes of Gnosis who he felt could survive the ritual.  Thus it came to pass that, after several decades of preparation, Celestia and Luna underwent the Rite of Ascension and were granted their god-like powers.  In an unforeseen consequence of the rite the collecting crystal was destroyed and with its destruction Gnosis reportedly died.

The Ritual of Ascension:

Celestia and Luna may appear to have strange powers compared to standard gods in a D&D setting.  This is because the Ritual of Ascension, as Gnosis conceived it, was not just a straightforward "You become a god" spell.

In mechanical terms the Ritual of Ascension did several things.  First it created a small Outer Plane (see for example Astral Seed. Celestia and Luna were then granted divine rank sufficient to make the entire outer plane their godly realm by transferring the cumulated energy stored in the crystal to the Sisters.  Finally, the properties of this Outer Plane, namely the Sisters' godly control over it, were merged with the Material plane via wide-spread permanent planar breaches, cast via Alter Reality repeatedly.  At the time it was thought that continued breaches linking the outer realm with the material plane would allow Celestia and Luna to ultimately control an arbitrary sized section of land on the material plane, but the intercession of the existing pantheon prevented this.  It may seem remarkable that the plan was ever permitted to begin by the pantheon.  For this, we have the bickering indecision of the pantheon to thank.  It was only until the growth of Equestria was deemed too great that the pantheon decided to step in.  Since that time, Celestia and Luna have entered the pantheon, albeit at very low rank and low influence.  One of the great strengths of Celestia that goes unknown to the population at large has been her ability to make alliances and deals with other gods in order to prevent any further intervention on their part. See godly politics section.

Notable results:
  • Celestia/Luna's godly control of a portion of the material plane is actually tied to a small outer plane via wide-spread planar breaches connecting the material plane to that world.  This has a few odd consequences. If one passes through the final breach boundary on the way out Equestria there is a noticeable "boundary" condition effect.  The gravity and atmospheric pressure is mostly equalized, but not quite, and the difference is perceptible.
  • The topology of the breach is not perfectly spherical.  In fact, near the edges it is porous.  The exact topology is a closely guarded state secret, as it has obvious military consequences.
  • Celestia's divine rank is actually fairly low, although she permits speculation to the contrary among mortals.  Even the most powerful gods of the pantheon do not exert the same extent of direct control over the material plane as she does.
  • The precarious nature of Celestia's position in the pantheon is well known in some circles, but within Equestria is nearly unknown.  In fact acknowledgement of other gods within Equestria is one of the few activities that Celestia has been known to suppress.
Godly Politics:

The pantheon of gods consists of three main powerful factions: those concerned with magic, those concerned with life, and those concerned with death.  Other factions do exist, but they are not powerful enough to cause trouble or even to care. It is Equestria's strong magical and vitality that has allowed Celestia to make continued and long-lasting ties with gods of the former two groups.  While the creation of new gods in the pantheon is rare it is not generally prevented, unless the existing pantheon feels threatened by the new entry.  The creation of Equestria involved many new lives, much magic, and much death.  Thus numerous gods in the pantheon saw it as a positive development -- and frankly it was a fairly novel occurrence that piqued many a curiosity.  Now centuries later some of the pantheon are unhappy with how blatantly utopian Equestria has become, particularly gods of death.  Fortunately for Equestria and Celestia, she has managed to maintain at least a quorum of support.  Because gods are immortal they still consider Equestria to be experimental.


Personality:

Celestia was born into a position of high demands and high stress.  Unlike her sister, she has excelled in this environment.  Celestia is usually seen to be "serene", but this is more or less a mask she wears.  The following list describes her traits:

  • Impatient: Celestia is ostensibly a forgiving and just ruler, but she has a sometimes unsubtle way of getting her way and getting it quickly.  A favorite tactic of hers is to handle dalliance by circuitous promotion and delegation.  If one delays in carrying out an order for the Princess, one may soon find another pony just as smart and capable having already done the task and now occupying your job.  If the pony doing her bidding cannot thus be replaced, but is not performing to Celestia's standards, that pony may find themselves seeing the less serene side of the Princess.
  • Didactic: Celestia has a genuine interest in teaching others.  She personally oversees a number of higher learning institutions, the most famous of which is housed in Canterlot.  A shrewd way of looking at this particular trait is to say that Celestia wants a large pool of competent minions.
  • Visionary: There are many revolutionary concepts in politics, magic, and strategy that Celestia can claim responsibility for.
  • Open Minded: Apart from maintaining her position as god of Equestria, Celestia is fairly open to new developments or other ideas presented to her.  There are very few cultural practices, devices, or actions that Celestia forbids, so long as they do not infringe on her ideals (which are now codified in the pony bill of rights).
  • Zero Tolerance: This may seem an oxymoron when coupled with "open minded", but it works, so long as you accept that Celestia can be open minded within a fairly general boundary.  Outside the boundary, however, Celestia has been known to be downright brutal.  Sub-Cultures which don't align with ideas like, "All gender orientations are treated equal", quickly find themselves restructured.  Celestia's most common trick is to use cultural dilution, either by moving a large population of approved cultural adherents in or by dispersing the unapproved culture with relocation programs.  The latter is more rare.  In some extreme cases, ponies are exiled outside of Equestria.  It is Celestia's policy to avoid killing anypony at all costs.
  • Loving: Few see this side of Celestia, but she genuinely loves her sister, Luna.  Sisterly love... It is unknown who else Celestia really holds dear.  So many other ponies are expendable to her and she is known to dislike much of the royal court and bourgeoisie, despite using them for various tasks.  Twilight Sparkle, when she was alive, may have been an object of true affection for her, given her relation to Midnight Star, whom she loved as much as Luna.  Apart from this, Celestia espouses a policy encouraging love and friendship between all ponies.
  • Troll: Trollestia is one personality that Celestia loves to indulge, often in the name of instruction.  Given her position, she finds endless amusement from how often she can get people to think she is serious, when in actuality she is joking around.  Much lulz were had, although most ponies don't get it, which of course makes Celestia only enjoy it more.
« Last Edit: July 09, 2011, 02:41:15 AM by Tleilaxu_Ghola » Logged
braininthejar
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Posts: 152


« Reply #19 on: July 04, 2011, 10:05:15 PM »

Ok... it looks like everything can be done within the rules... with a possible exception of Fluttershy intimidating a dragon  

I am totally making that into a realm in the higher planes  Big Grin

So, here is a couple of things from me: (forgive me if I overcomplicate some things. I am like that)

1 Dextrous mouth: all ponies are well adapted to not having prehensile limbs - they can handle a single one-handed item with no penalties.
2 With pegasi moving as fast as they do, some rules are needed for collission damage (not that pegasi suffer much from that - their cloudwalking ability seems to work with that too - the only reason why Dash is still alive). Also, medium and heavy armor should restrict special flying maneuvers.
3 Missing pegasi abilities:
* soft landing: falling into a cloud or anything similar (even a large swarm of insects) prevents all falling damage as long as the pony is conscious.
* flying chariot: any vehicle pulled by pegasi is made magically light and will follow them in the air, as long as they are strong enough to pull it on the ground.
3 The problem of magic. Notice that canon MLP FiM universe has got right what D&D didn't - the classes are pretty much balanced. Giving unicorns access to standard spellcasting classes will ruin that (notice that they already have an advantage over normal wizards - they cast all their spells like spell-like abilities - no gestures/words/components required) Since you are already doing so much work on this, why not go a step further and desing custom caster classes for them?

(I will make a complete idea for that when I am home from work tomorrow but in short - "ordinary" unicorn - mage hand + 1 spelllike ability, with a chance to improve either or add a new spell like ability at higher levels, HD D6 ; "magic cutie mark unicorn" HD D4, limited access to skills, -2STR and a D4 HD but an ability to cast extra spells)

4 Cutie mark. They are quite important in the series and also have a big impact on the characters' psychology. I think they should have a larger effect, with a suitable weakness to balance it.

Cutie mark bonus: +4 to one chosen skill, or +2 to all tests (except initiative and attack rolls) related to a certain field, or magic cutie mark (unicorn only)
I am my mark: Much like a true name for many mystical creatures, a pony is defined by her cutie mark. Being unable to live up to its meaning causes emotional suffering and may result in nervous breakdowns. Whenever a pony suffers a critical failure on any roll augmented by her mark, she suffers a -2 morale penalty on all rolls until the end of the encounter. A major failure (such as failing the adventure objective) connected to the mark causes the pony to suffer a -4 morale penalty on all rolls, unless she can see a direct opportunity to restore her confidence (if she fails to, the penalty will remain until the next occassion) For magic-focused unicorns, the skills are spellcraft and any two knowledges.

Examples:
Rarity (mark - fashion - disastrous fashion show)
Fluttershy (mark - wild empathy - failure to befriend the palace garden animals)
Pinky Pie (mark - parties - whole group rejected her invitation)
Rainbow Dash (mark - sky racing - going to the contest with sonic rainboom not mastered)
Applejack (mark - orchard - no breakdown per se, but illustrates how strong a mark can influence a pony)

EDIT: Sorry, too much work today, can't add anything.
« Last Edit: July 05, 2011, 04:22:03 PM by braininthejar » Logged
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