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Earth PonyType: Magical Beast, treated as Humanoid for the purposes of Mind-Affecting spells and abilities.+2 Constitution, -2 Dexterity.Small Quadruped: As a Small creature, an Earth Pony gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use. Her lifting and carrying limits are the same as those of a Medium character.Earth Pony base land speed is 30 feet.+2 racial bonus on Climb, Jump, Listen, and Swim checks.Stability: An Earth Pony gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).1 extra feat at 1st level.Automatic Languages: Common and Equine.Even though they lack hands, Earth Ponies are able to use a combination of their hooves and mouths in order to manipulate items and use equipment in the way that humanoids can. Just accept it and move on.Favored Class: Any. When determining whether a multiclass Earth Pony takes an experience point penalty, his or her highest-level class does not count.Unicorn PonyType: Magical Beast, treated as Humanoid for the purposes of Mind-Affecting spells and abilities.+2 Intelligence, +2 Charisma, -2 Strength, -2 DexteritySmall Quadruped: As a Small creature, an Earth Pony gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use. Her lifting and carrying limits are the same as those of a Medium character.Unicorn Pony base land speed is 30 feet.+2 racial bonus on Climb, Jump, Listen, and Swim checks.Stability: A Unicorn Pony gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).1 extra feat at 1st level.Arcane Ability: Unicorn Ponies with Intelligence or Charisma scores of 10 or higher can cast cantrips as a racial ability. They may choose one 0-level spell per +1 modifier on Charisma or Intelligence (whichever is higher) and cast that spell at-will. They are always treated as a level 1 caster for these spells and are subject to arcane spell failure, but do not need to prepare them. These spells are handled separately from any other spell-casting the Unicorn Pony may be capable of.Increased Caster Level: Unicorn Ponies are considered to have +1 caster level for purposes such as spell range, duration, and damage. They do not gain any other benefits of caster level, such as class features of spells know, earlier than other races.Empowered Magic: One per day, a Unicorn Pony can apply the Empower Spell feat to any spell as it is being cast without incurring the normal spell slot penalty. This must be declared before casting the spell and is lost if the spell cannot be completed for any reason.Automatic Languages: Common and Equine.Even though they lack hands, Unicorn Ponies are able to use a combination of their hooves and mouths in order to manipulate items and use equipment in the way that humanoids can. Just accept it and move on.Favored Class: Wizard or Sorcerer. As soon as a level in either is taken, the player must decide which will permanently be considered favored.+1 Level AdjustmentSome stats inspired by the High Elves of the original d20 Warcraft systemPegasus PonyType: Magical Beast, treated as Humanoid for the purposes of Mind-Affecting spells and abilities.+2 Dexterity, -2 Strength.Small Quadruped: As a Small creature, an Earth Pony gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use. Her lifting and carrying limits are the same as those of a Medium character.Pegasus Pony base land speed is 30 feet.+2 racial bonus on Climb, Jump, Listen, and Swim checks.Stability: A Pegasus Pony gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).1 extra feat at 1st level.Gliding: A Pegasus Pony can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Pegasus Ponies glide at a speed of 40 feet (average maneuverability). Even if her maneuverability improves, she can't hover while gliding. A Pegasus Pony can't glide while carrying a medium or heavy load. If a Pegasus Pony becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The Pegasus Pony descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.Flight: When a Pegasus Pony reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A Pegasus Pony can't fly while carrying a medium or heavy load or while fatigued or exhausted. Pegasus Ponies can safely fly for a number of rounds equal to double their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. They are likewise fatigued after spending a total of more than 10 minutes per day flying. Because Pegasus Ponies can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued). When they reach 10 Hit Dice, Pegasus Ponies have enough stamina and prowess to fly for longer periods. They can fly at a speed of 60 feet (average maneuverability), and flying requires no more exertion than walking or running. A Pegasus Pony with flight can make a dive attack. A dive attack works like a charge, but the creature must move a minimum of 30 feet and descend at least 10 feet. A Pegasus Pony can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A Pegasus Pony with flight can use the run action while flying, provided she flies in a straight line. While using the run action and flying, the Pegasus Pony leaves a brightly colored trail behind them, the exact appearance of which depends on the individual Pegasus.Wing Buffet: A Pegasus Pony has two wing attacks as secondary natural weapons (damage 1d6 for a Medium creature) and may make a special bull-rush attack with a range of 25ft, +5ft per two character levels once per two rounds. This is a ranged attack which must be made with the Pegasus Pony's wings, and the Pegasus Pony does not move with his target, but otherwise functions as a normal bull rush.Shielding Wing: The Pegasus Pony may encase themselves in their own wings, gaining a +4 shield bonus to AC when they take the total defense action, +1 per three character levels.Cloudwalking: A Pegasus Pony can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will. They may also otherwise interact with clouds as though they are made of a solid material, at DM discretion.Automatic Languages: Common and Equine.Even though they lack hands, Pegasus Ponies are able to use a combination of their hooves and mouths in order to manipulate items and use equipment in the way that humanoids can. Just accept it and move on.Favored Class: Any. When determining whether a multiclass Pegasus Pony takes an experience point penalty, his or her highest-level class does not count.+1 Level AdjustmentInspired by and adapted from zenanarchist's Winged template:http://www.giantitp.com/forums/showthread.php?t=161005Common Pony* +4 Strength, +2 Constitution, +4 Charisma.* Medium: As Medium creatures, ponies have no special bonuses or penalties due to their size.* Pony base land speed is 50 feet.* Equine: Ponies cannot wear most armour intended for humanoid characters, nor can they wield two-handed weapons. Certain magic items such as rings are also limited as is appropriate to the character's frame. They may wield a one-handed weapon in their mouth at a -2 penalty, and take penalties on many other actions as appropriate.* Ungulate: Ponies may make unarmed attacks without provoking an Attack of Opportunity, dealing 1d6 damage. A pony may also use a full-round action to kick with her back legs, dealing 1d10 damage with double her strength modifier bonus to damage.* Quadruped: A pony gains a +6 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, or otherwise not standing firmly on the ground). Their carrying capacities are twice those of bipedal characters.* Enchanted: +2 racial bonus on saving throws against spells and spell-like effects. Ponies gain +4 on all Handle Animal checks.* Automatic Languages: Common. Bonus Languages: Elven, Sylvan, Draconic.* Favored Class: Fighter. A multiclass ponys fighter class does not count when determining whether she takes an experience point penalty for multiclassingPegasus Pony* +2 Strength, +4 Charisma.* Medium: As Medium creatures, ponies have no special bonuses or penalties due to their size.* Pony base land speed is 40 feet. They also have a Flight Speed of 60 feet (poor).* Equine: Ponies cannot wear most armour intended for humanoid characters, nor can they wield two-handed weapons. Certain magic items such as rings are also limited as is appropriate to the character's frame. They may wield a one-handed weapon in their mouth at a -2 penalty, and take penalties on many other actions as appropriate. Pegasus ponies are even more limited in their armour choices, being unable to use most barding intended for other ponies.* Ungulate: Ponies may make unarmed attacks without provoking an Attack of Opportunity, dealing 1d6 damage. A pony may also use a full-round action to kick with her back legs, dealing 1d10 damage with double her strength modifier bonus to damage.* Quadruped: A pony gains a +6 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, or otherwise not standing firmly on the ground). Their carrying capacities are twice those of bipedal characters.* Enchanted: +2 racial bonus on saving throws against spells and spell-like effects. Ponies gain +4 on all Handle Animal checks.* Automatic Languages: Common. Bonus Languages: Elven, Sylvan, Draconic.* Favored Class: Fighter. A multiclass pegasus ponys fighter class does not count when determining whether she takes an experience point penalty for multiclassingUnicorn Pony* +2 Strength, +2 Intelligence, +4 Charisma.* Medium: As Medium creatures, ponies have no special bonuses or penalties due to their size.* Pony base land speed is 50 feet.* Equine: Unicorn Ponies cannot wear most armour intended for humanoid characters. Certain magic items such as rings are also limited as is appropriate to the character's frame. Unicorn Ponies may use their Unicorn Powers to wield weapons without penalty.* Ungulate: Ponies may make unarmed attacks without provoking an Attack of Opportunity, dealing 1d6 damage. A pony may also use a full-round action to kick with her back legs, dealing 1d10 damage with double her strength modifier bonus to damage.* Quadruped: A pony gains a +6 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, or otherwise not standing firmly on the ground). Their carrying capacities are twice those of bipedal characters.* Enchanted: +2 racial bonus on saving throws against spells and spell-like effects. Ponies gain +4 on all Handle Animal checks.* Unicorn Powers: Unicorn Ponies may use Mage Hand as the spell at will, with the carrying capacity altered to 10lbs per character level, and may use this ability to wield weapons and use tools. This is a spell-like ability. At level 10, Unicorn Ponies may use Telekinesis as a spell-like ability once per day.* Magical: Unicorn Ponies have SR 10 + their charisma bonus and gain +1 caster level to all spells with the Force descriptor.* Automatic Languages: Common. Bonus Languages: Elven, Sylvan, Draconic.* Favored Class: Sorcerer. A multiclass unicorn ponys sorcerer class does not count when determining whether she takes an experience point penalty for multiclassing* Level Adjustment: +1DnD 3rd Ed - My Little Poniesby *HeliotrophEquestrians (Little Ponies)Equestrians, also known as 'little ponies,' are magical race of miniature equines. They dwell in distant, hard-to-reach lands and rarely have contact with other sentient beings. They are, almost without exception, good-natured, gentle, fun-loving creatures who only desire to live together in harmony. They have a bond with the natural world that is arguably deeper than the one enjoyed by elves, managing the local weather, ecosystem, and seasons like a human would tend to a garden. There are three known equestrian sub-racesearth ponies, pegasus ponies, and unicorn ponies. There is also a much rarer offshoot race of unicorn pegasus ponies, who wield power equal to demigods.PersonalityEquestrians vary in behavior almost as much as humans but tend to be friendly and kind-hearted (almost to the point of naivety). They are very gregarious; only a few eccentrics live by themselves or far away from a settlement. Equestrians are industrious and hardworkingparticularly earth poniesand take great pride in their craft. This is part due to their cutie marks (see below) which tend to focus them on their professionsometimes to the point of obsession. Though peaceful, they are not timid and will fight with surprising ferocity and effectiveness if pushed hard enough. Equestrians are herbivorous, though they consume (and greatly enjoy) some animal products such as milk, butter, cheese, cream and eggs; they never eat meat.Physical DescriptionIt would be easy to mistake an equestrian for an ordinary pony foal. Up close, however, it quickly becomes clear they are no mere animals. Their eyes are much larger and more expressive than an ordinary pony, their muzzle and forehead shorter. Their hooves are soft and almost continuous with their lower legs (most wear horseshoes).Most distinctive of all is an equestrian's 'cutie mark'a tattoo-like sigil that forms on the flank of every little pony when he or she is said to discover his or her special talent. A cutie mark could be as something as abstract as a musical note or as simple as an apple; whatever its appearance, a cutie mark symbolizes the talent, profession, or calling of an equestrian. Unicorn ponies sport a small horn on their foreheads while pegasus ponies have a set of small but functional feathered wings on their flanks.The color of their coats, manes, and eyes vary wildly, with some individuals having drab patterns of gray and brown that could be found on an ordinary draft horse and others having rainbow-colored manes with sky-blue coats or glittering white coats with shocking pink eyes. Equestrians usually style their mane, some taking great pride in its appearance. They rarely wear anything more than a hat or scarf for everyday purposes though they don more elaborate raiment for special occasions or to protect themselves from the elements. Earth ponies can live to be over 100 years old while pegasus ponies rarely reach 80 years of age. Unicorn ponies are the longest lived of the three sub-races, some celebrating their 150th birthday.RelationsEquestrians get along best with halflings. Not only do the two races share many values and cultural norms but they find each others' small size comforting in a world of (from their perspective) giants. Indeed, some have gone as far to suggest that equestrians and halflings were created by the same god or pantheon of godsa fanciful but almost certainly apocryphal tale. Gnomes are also welcome among equestrians, who appreciate their craftsmanship and wicked sense of humor. Dwarves find equestrians, with their fun-loving and sometimes irreverent behavior, annoying at best and exasperating at worst. Equestrians, in turn, regard dwarves as mean old stick-in-the-mud grumpy pants who don't know how to smile. Elves, on the other hand, are held in wonder by little ponies. Oddly enough, elves feel about the same way about equestrians, leading to awkward, comical meetings between the two races where both parties act in an exaggeratedly respectful and polite manner. They are wary and fearful of half-orcs, who usually regard equestrians with scorn. Equestrians tend to be cautious around humans due to their unpredictable behavior and varying alignment, but will not treat them with outright hostility unless given a reason.AlignmentEquestrians are basically helpful, friendly, and trusting in nature. They strive to live in harmony with each other and the world around them. Thus nearly all equestrians are good in alignment. While they value individual freedoms and creative self-expression, they also recognize the need for a strong, supportive community and rules governing behavior. Thus they tend to stand in the middle of the law/chaos axis with much individual variation.Equestrian LandsEquestrian lands are ruled by royal families who are or descended from unicorn pegasus ponies. Their capitals are magnificent castles seemingly pulled from a fairy tale. Equestrian monarchs tend to rule with a very light hoof, leaving most day-to-day governance to individual communities. With the exception of pegasus ponies, equestrians prefer to dwell in flat regionsgrasslands, steppes, light woodlands. Although they can subsist off grass alone, equestrians prefer a much more varied diet and will establish sprawling farms and orchards wherever they settle. Because they can manipulate the weather and directly manage local ecosystems, their farms are incredibly bountiful; little ponies almost never lack for food. They will often trade surplus crops for metal, jewels, and finished goods.ReligionEquestrians are not a religious race. Although they revere their pegasus unicorn rulers, they do not actually worship them. They do, in a subtle way, worship nature itself, tending to and feeding wild animals and ensuring all plants in their lands receive adequate water and sun.LanguageLittle ponies speak Equestrianan expressive and subtle series of whinnies, snorts, and neighs that other races find fiendishly difficult to comprehend and speak. Conversely, Equestrians have no problems learning and speaking the languages of other races. They can also communicate with all animals on a very basic level in the same way gnomes can converse with burrowing mammals.NamesEquestrians are given names at birth by their parents. They may acquire nicknames later in life but otherwise keep their names for life. Their names tend to reflect their personality, appearance, or even profession (it is unknown how their parents are able to predict this). Little ponies do not have family names. In the rare instances when they want to refer to their heritage, they add the settlement where they reside or were born to their title, i.e. 'Princess Celestia of Equestria.' Equestrian names sound very fanciful when translated into common.Male Names: Big Macintosh, Bluegrass, Caramel, Evening Star, Cool Star, Flash Bulb, Sunburst, Chocolate Sun, Elle Cuisine, Papermoon, Oatis, Pokey PierceFemale Names: Tranquil Blossom, Apple Cobbler, Twilight Sparkle, Cherries Jubilee, Starlight, Rarity, Ginger Gold, Derpy Hooves, Pinky Pie, Purple Haze, Firefly, Thunder Cracker, Riverdance, Applejack, Wish Wings, Diamond Wings, Lyra, Strawberry Lime, Fluttershy,Pumpkin Tart, Parasol, Rainbow DashAdventurersEquestrians are afraid to leave their lands, regarding places where the weather, animals, and plants aren't carefully managed as dangerous and 'unnatural.' However, some possess an inborn curiosity that drives them to leave the comfort of their kingdoms and see the world. Sadly, many of these little ponies are unprepared for dangers beyond their homes and never return. Those who manage to survive in the world often have difficulty adjusting to life back in their communities. Nevertheless, successful adventurer ponies are stuff of legend in their homelands and are looked to for advice when dealing with external threats.Equestrian Racial TraitsEach equestrian sub-race has different abilities and modifiers as listed below.Earth Ponies TraitsEarth ponies most closely resemble mundane ponies. Although they lack the flashier supernatural powers of their unicorn and pegasus pony counterparts, they are remarkably sturdy and resourceful creatures. Their link with the natural world is the strongest of the three sub-races, thus many become farmers, herbalists, forest wardens, beekeepers, cooks, and brewers. Ability Score Adjustment. +2 Constitution, -2 Dexterity. Earth ponies are hardy but somewhat ungainly. Small: As a Small creature, an earth pony gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use. Speed: Earth Pony base speed is 40 ft Quadruped: Because they are quadruped, earth ponies can carry as much as a Medium-sized creature of the same strength score. Furthermore, they receive a +4 bonus to grapple checks when defending and when resisting trip attempts and bull rushes. No Fine Manipulators: Although earth ponies can hold objects in their mouths with surprising deftness and gently grip things with their front hooves, their lack of true hands can be limiting. They receive a -2 racial penalty to the following skill checks: alchemy, climb, craft, disable device, open lock, perform (any musical instrument requiring hands), ride, and use rope. They may only wield a weapon in their mouth and receive a -2 penalty when attacking with weapons; their mouth counts as a single hand and thus they cannot wield weapons that require two hands. They cannot speak intelligibly or cast spells with a verbal component while holding something in their mouth. Natural Attack: Earth ponies' unarmed attacks deal 1d4 damage; they receive Improved Unarmed Combat as a free feat at first level. Because they can also attack with a weapon held in their mouths, earth ponies are considered to have three hands and may take multiweapon fighting. Endurance: Earth ponies receive Endurance as a free feat at first level. Nature Link: Earth ponies receive a +2 racial bonus to Handle Animal and Knowledge: Nature. Automatic Languages: Equestrian. Bonus Languages: Common, Elven, Dwarven, and Gnome. They may also learn a special 'animal' language that lets them communicate with all Animal type creatures on a basic level, conveying simple concepts such as 'friend,' 'food,' 'danger,' 'run,' and so forth. Favored Class: Druid Level Adjustment: +0Pegasus Pony TraitsThese remarkable creatures are born and live in the sky, dwelling in magnificent palatial homes built from the very clouds themselves. Despite this they are not aloof and freely associate with their earthbound cousins, with whom they share a symbiotic relation. Pegasus ponies ensure that equestrian fields and orchards receive adequate rain and sun and in turn receive a share of the harvest from the ponies below. They also minimize the severity of dangerous or destructive weather patterns. Ability Score Adjustment. +2 Dexterity, -2 Constitution, -2 Strength. Pegaus ponies are fast and nimble but relatively fragile. Small: As a Small creature, a pegasus pony gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use. Speed: Pegasus Pony base speed is 40 ft. They have a flight speed of 60 ft with Average maneuverability. Quadruped: Because they are quadruped, pegasus ponies can carry as much as a Medium-sized creature of the same strength score. Furthermore, they receive a +4 bonus to grapple checks when defending and when resisting trip attempts and bull rushes. No Fine Manipulators: Although pegasus ponies can hold objects in their mouths with surprising deftness and gently grip things with their front hooves, their lack of true hands can be limiting. They receive a -2 racial penalty to the following skill checks: alchemy, climb, craft, disable device, open lock, perform (any musical instrument designed to use hands), ride, and use rope. They may only wield a weapon in their mouth and receive a -2 penalty when attacking with such weapons; their mouth counts as a single hand, thus they cannot use weapons that require more than one hand. They cannot speak intelligibly or cast spells with a verbal component while holding something in their mouth. Natural Attack: Earth ponies' unarmed attacks deal 1d4 damage; they receive Improved Unarmed Combat as a free feat at first level. Because they can also attack with a weapon held in their mouths, pegasus ponies are considered to have three hands and may take multiweapon fighting. Weather Manipulation: Pegasus ponies may purchase ranks in the Weather Manipulation skill; it is always considered a class skill for them. Cloud Walking: Pegasus ponies may treat clouds as solid objects, walking upon them or even sleeping on them. They only pass through clouds if they choose to do so. Automatic Languages: Equestrian. Bonus Languages: Common, Elven, Dwarven, and Gnome. They may also learn a special 'animal' language that lets them communicate with all Animal type creatures on a basic level, conveying simple concepts such as 'friend,' 'food,' 'danger,' 'run,' and so forth. Favored Class: Rogue Level Adjustment: +1Unicorn Pony TraitsWhile all equestrians are inherently magical, unicorn ponies are particularly talented with magic. In fact, all unicorn ponies can cast simple spells regardless of their class and many become powerful sorcerers or wizards. Because of their telekinetic powers they also excel in crafts or professions that require a deft hand (so to speak), such as jewelry, clock making, tailoring, alchemy, and engraving. Ability Score Adjustment. +2 Intelligence, -2 Strength. Unicorn ponies are very bright but relatively weak. Small: As a Small creature, a unicorn pony gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use. Speed: Unicorn pony base speed is 40 ft. Quadruped: Because they are quadruped, unicorn ponies can carry as much as a Medium-sized creature of the same strength score. Furthermore, they receive a +4 bonus to grapple checks when defending and when resisting trip attempts and bull rushes. No Fine Manipulators: Although unicorn ponies can hold objects in their mouths with surprising deftness and gently grip things with their front hooves, their lack of true hands can be limiting. They receive a -2 racial penalty to the following skill checks: alchemy, climb, craft, disable device, open lock, perform (any musical instrument designed to use hands), ride, and use rope. They may only wield a weapon in their mouth and receive a -2 penalty when attacking with such weapons; their mouth counts as a single hand, thus they cannot use weapons that require more than one hand. They cannot speak intelligibly or cast spells with a verbal component while holding something in their mouth. Natural Attack: Unicorn ponies' unarmed attacks deal 1d4 damage; they receive Improved Unarmed Combat as a free feat at first level. Because they can also attack with a weapon held in their mouths, unicorn ponies are considered to have three hands and may take multiweapon fighting. Unicorn Magic: All unicorn ponies may cast Mage Hand at will as a spell-like ability as a sorcerer with the caster level equal to the unicorn's character level. As long as a unicorn can access his Mage Hand spell-like ability he may ignore all the penalties to skill checks (but not attack rolls) listed in the No Fine Manipulators traits (see above). Furthermore, at first level a unicorn pony may pick three spells from the following list and cast them once per day as a spell-like ability as a sorcerer with the caster level equal to the unicorn's character level: Light (the targeted object is automatically the unicorn's horn), Dancing Lights, Mending, Detect Magic, Detect Gems, Purify Food and Drink, Know Direction, Flare, and Cure Minor Wounds. A unicorn pony may pick the same spell twice or even three times, allowing him to cast that spell twice or three times a day, respectively. All unicorn magic spell-like abilities are charisma based. Automatic Languages: Equestrian. Bonus Languages: Common, Elven, Dwarven, and Gnome. They may also learn a special 'animal' language that lets them communicate with all Animal type creatures on a basic level, conveying simple concepts such as 'friend,' 'food,' 'danger,' 'run,' and so forth. Favored Class: Wizard or Sorcerer Level Adjustment: +0New Feats:Practiced Flyer [General]Prerequisites: Dex 13, Pegasus Pony, Character Level 3rdBenefit: Your flight speed is raised by 30 ft or your maneuverability class improves one level. You pick one of these two benefits when you take this feat and may not change it.Normal: A pegasus' flight speed is 60 ft with Average maneuverability.Special: You can gain Practiced Flyer multiple times. Each time you take it you may improve your flight speed or maneuverability class to a maximum of 120 ft with Good maneuverability.Sonic Rainboom [General]Prerequisites: Dex 17, Pegasus Pony, Practiced Flyer, Flight speed of 120 ft, Character Level 6thBenefit: Once per day you may initiate a Sonic Rainboom by flying at maximum speed in a straight line for three rounds. At the end of the third round you emit a massive, rainbow-colored sonic blast. In addition to looking very impressive, the blast will do 6d6 sonic damage (DC 15 Reflex for half damage) to all creatures within a 30 ft radius of you who are not you or in physical contact with you.Improved Unicorn Magic [General]Prerequisites: Cha 13, Unicorn Pony, Character Level 3rdBenefit: You may pick one 1st level spell from the wizard/sorcerer list and cast it once per day as a spell-like ability as a sorcerer with a caster level equal to your character level. This spell-like ability is charisma based.Special: You can take Improved Unicorn Magic multiple times. Each time you take it you may pick another 1st level wizard/sorcerer spell (or one you already have) and cast it once per day as a spell-like ability. You may purchase this feat with wizard metamagic bonus feats even though this is a general feat.Winking Out [General]Prerequisites: Int 15, Unicorn Pony, Improved Unicorn Magic, Character Level 6thBenefit: Once per day you may cast dimension door as a spell-like ability as a sorcerer with a caster level equal to your character level. This spell-like ability is charisma based.Wild Charge [Combat]Prerequisites: Earth pony, Multiweapon Fighting, Character Level 3rdBenefit: You may attack with both your natural attacks on a charge attack, though you still cannot use iterative attacks on a charge. You cannot use this feat when attacking with a held weapon.Spirited Charge [Combat]Prerequisite: Earth pony, Multiweapon Fighting, Wild Charge, Character Level 8thBenefit: You may make a full attack when charging.Bucking Bronco [Combat]Prerequisite: Dex 13, EquestrianBenefit: You receive a +4 bonus to grapple checks when you are the defender or trying to escape grapple. This bonus stacks with your bonus for being a quadruped.New SkillsWeather Manipulation (Wis; Trained only)This skill is used to change local weather patterns by moving or shaping clouds. Only pegasus ponies can take ranks in this skill; it is always considered a class skill for them.Check: You can move, condense, disperse, seed, or stabilize clouds (see below).Move clouds: You move a 5 x 5 x 5 ft section of cloud any direction. Clouds are considered weightless but you may only move a single 5 x 5 x 5 ft section at a time. The DC for this check is 5.Condense clouds: You attempt to draw in surrounding moisture to form a cloud. Success forms a 5 x 5 x 5 cube of cloud. This is a full round action. The DC for this check depends on the environment:Landscape DCWatery (oceans, lakes, rivers) 10Lush (jungles, bogs) 15Verdant (heavy forests, grasslands) 17Fertile (regular forests, brushlands) 20Barely Arable (scrublands) 22Desolate (sandy plains, rocky) 25Desert (sandy wastes, rocky badlands) 27Wastelands (salt flats, lava flows) 30Disperse clouds: You break up clouds. A successful check removes a 5 x 5 x 5 cube of cloud. The DC for this check is 10.Seed Clouds: You take an existing cloud and try to seed it so it will rain. A successful check seeds a 5 x 5 x cube of cloud. The DC for this check depends on the environment (see above). Each 5 x 5 x 5 seeded cloud will produce approximately 1 inch of water in a 5 x 5 ft square over the course of an hour. A seeded cloud may produce snow or hail if it is cold. This action takes a minute.Stabilize Clouds: You take an existing cloud and magically shape it into a desired form. Stabilized clouds will still float in the air and are immaterial to other creatures and objects but will retain their shape as though they were made from stone. Stabilized clouds last for week, though they may last indefinitely if maintained. The DC for this check depends on what you want to make out of the clouds.Object DCSimple geometric shapes or planes 10Curved shapes or simple structures like 15a cloud hut __Simple, functional shapes like a lever or door 17Intricate or multi-part shapes like a statue or a house 20Large, complex shapes like a windmill or palace 25Extremely complex shapes made from many smallpieces, like clockwork 30Special: By adding +10 to the DC the shaped cloud becomes permanent and acquires the consistency of soft wood (it still floats in the air), allowing it to support other objects and other creatures.Restriction: Only the Equestrian sub-race pegasus ponies can use this skill.New SpellsDetect GemsDivination [Earth]Level: Sor/Wiz 0Components: V, S, MCasting Time: 1 standard actionRange: 60 ft.Area: Cone-shaped emanationDuration: Concentration, up to 10 minutes/level (D)Saving Throw:NoneSpell Resistance: NoThis spell detects all manner of valuable gemstonesboth uncut and cut.Detected gems appear to glow with a gentle blue light through any barrier when subjected to this spell. Pearls, amber, and other organic gems are not considered gems for the purposes of this spell (this includes jet and coal). It cannot detect valuable or useful metals such as gold, silver, or iron.The amount of information revealed depends upon how long you study a particular area.1st Round: The presence or absence of gems.2nd Round: The number of gems and the location of each. Detected gems begin to glow at this point.3rd Round: Identity and relative quality (ornamental, semi-precious, etc.) of one particular gem examined by you.This spell can penetrate any thickness of solid earth, rock, and wood, though it is blocked by lead an inch or greater in thickness. It can be fooled by spells such as nondetection.The material component of this spell is a small stick or twig with two smaller branches forming a 'Y' shape.