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Ponies & Dragons


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Character Creation for Ponies and Dragons has Started!

Start making your characters. Everything on a normal character sheet has to be there.

Including everything you'd find on a Canterlot Application.

To have stats rolled if you aren't going to use the basic set, go to:

irc://irc.esper.net/poniesanddragons

Information about the step-by-step process in creating a character can be found here:

Name:

Sex:

Age:

Species:

Pelt Color:

Mane/Tail/Markings Color & Style:

Eye Color:

Cutie Mark:

Physique:

Origin:

Roleplay Type:

Occupation:

Motivation:

Likes: (optional)

Dislikes: (optional)

Character Summary:

Race List

  • All ponies have a Base land movement speed of 40ft when trotting on four hooves. This is reduced to 20 feet when using your hooves for any actions during a round. This base speed is reduced by 10 feet when wearing medium or heavy armor when running on four hooves, by 5 feet per round when running on two hooves, or by 20 feet when flying.
  • Earth Ponies
    • Bonus feat
    • +2 Strength, Dexterity, or Constitution
    • Cute Mark(ex): Each pony has a cutie mark that helps define them. At character creation, the player can choose any one skill, profession, knowledge, or craft. The cutie mark gives a +2 extraordinary bonus to that skill.

    [*]Pegasus Ponies,

    • +2 Dexterity, -2 Constitution
    • 60ft Flight speed ( Average Maneuverability, +0 to Fly checks )
    • Cute Mark(ex): Each pony has a cutie mark that helps define them. At character creation, the player can choose any one skill, profession, knowledge, or craft. The cutie mark gives a +2 extraordinary bonus to that skill.
    • Low Light Vision

    [*]Unicorn Ponies

    • +2 to either Wisdom, Intelligence, or Charisma ( Based on spell-casting class ), -2 Constitution
    • Ability to cast Arcane magic ( With class levels )
    • Cute Mark(ex): Each pony has a cutie mark that helps define them. At character creation, the player can choose any one skill, profession, knowledge, or craft. The cutie mark gives a +2 extraordinary bonus to that skill.
    • Magic Tricks(Sp): All unicorns can use Mage hand at will, and can cast light three times per day, as a spell like ability.

    [*]Gryphons

    • Large Size
    • +2 Strength or Constitution
    • 40ft Flight speed ( Poor Maneuverability, -4 to Fly checks )
    • Blowhard(Ex): Griffins are great at throwing their weight around, and can use their larger size to gain a +2 intimidate bonus to any smaller size creature.
    • Low-Light Vision

    [*]Hippocampi

    • +2 Wisdom, -2 Charisma
    • Earth Pony form(Ex): If a Hippocampi consumes water, they can choose to grow legs and move as if they were an earth pony. This effect lasts for 24 hours, or until the hippocampi chooses to revert back to its aquatic form.
    • Acquatic form(Ex): A hippocampi has a swim speed of 40ft, doesn't have to make swim checks when swimming, and can breathe water as long as they aren't under the effects of Earth Pony form.
    • Darkvision

Deity List

  • Princess Celestia, Princess of the Day, God of the Sun and Fertility
  • Princess Luna, Princess of the Night, God of the Moon and tides
  • Neptune, Lord of the Hippocampi, God of the sea
  • Death, Ruler of all things dead, or undead
  • Discord, God of Chaos and Chocolate Rain
  • Baron Thunderbeak, Patron Saint and Ruler of the Gryphons
  • Gaia, Goddess of Nature
  • Chancellor Puddinghead, Patron Saint of Earth Ponies, Goddess of silliness and pranks
  • Commander Hurricane, Patron saint of Pegasi and war
  • Princess Platinum, Patron Saint of Unicorns, ruler of all that is beautiful
  • Starswirl the Bearded, God of Magic and The Arcane
  • Clover the Clever, Goddess of Knowledge and History
  • Asmodeus, God of Devils, Slavery, Tyranny, Pride, and contracts
  • Demogorgon, God of Demons, Wrath, Disaster, Destruction, and Madness
  • Urgathoa, Goddess of Gluttony, Disease, and Nightmares

Alignments and Domains-

Princess Celestia, LG - Fire, Glory, Good, Healing, Sun

Starswirl the Bearded, LG - Destruction, Knowledge, Magic, Protection, Rune

Clover the Clever, LG - Healing, Knowledge, Law, Rune, Artifice

Princess Luna, CG - Chaos, Good, Liberation, Luck, Darkness

Gaia, CG - Air, Animal, Plant, Healing, Weather

Neptune, NG - Animal, Darkness, Water, Weather, Community

Chancellor Puddinghead, CN - Chaos, Luck, Community, Earth, Travel

Discord, CN - Chaos, Charm, Madness, Luck, Trickery

Baron Thunderbeak, LN - Fire, Air, Law, Nobility, Protection

Commander Hurricane, LN - Air, Law, War, Glory, Strength

Death, N - Death, Healing, Knowledge, Repose, Water

Princess Platinum, N- Magic, Protection, Nobility, Charm, Liberation

Asmodeus, LE - Evil, Fire, Law, Magic, Trickery

Demogorgon, CE - Chaos, Destruction, Evil, War, Madness

Urgagotha, NE - Death, Evil, Magic, Strength, War

Armor-

Armor follows the same rules and statistics as the equipment of the core rulebook. As pony society does not harvest anything from animals until they die from old age, leather equipment is harder to find. It is typically replaced a with metal-woven fabric known as Ironweave, which has similar weight and durability.

Shields, too, work similarly to those in any other setting. A shield is strapped to either forehoof. It may be used effectively for bashing if the user has the appropriate feats, but it does not add to AC if the user used a weapon fixed to their tail on their previous turn (as this involves throwing one's entire lower body into the swing).

Attacking-

A headbutt may not be used in the same turn as an attack by a weapon held in one's teeth. An attack with a weapon fixed to one's tail may not be used in the same turn as an attack with one's forehooves, teeth, or a head; however, attacks made with tail-tied weapons are swung with the full force of one's lower body, and are counted as two-handed with all associated properties as per the core rulebook.

Standard attacks:

Kick: 1d4, 2x, Blunt; nonlethal

Bite: 1d4, 3x, Piercing

Headbutt: 1d6, 2x, Blunt; nonlethal.

A pegasus attempting to move and shoot a ranged weapon in the same round takes a -6 penalty if they don't have the Precise Shot feat. If they have the Precise shot feat, the penalty is lowered to -3. Moving while flying and shooting is very difficult, and only pegasi with training can take a shot while flying, and moving simultaneously. Hovering and shooting doesn't incur this penalty.

Simple Pony weapons-

Hoofguards: 1d6, 2x, Blunt; nonlethal. 4 gp

Simple, weighted metal rings or oversized shoes which tack onto on one's hoof. These are often worn simply to guard one's hooves from dangerous ground, but can make a mean bucking even meaner.

Bladed Shoes: 1d4, 19-20/2x, Piercing 6gp

Short, mean-looking spikes which slip under a tacked on shoe or tie about an unshod hoof. Being easy to slide back underneath those shoes or to hide under other footwear, they are a favorite weapon of rogues and cutpurses.

Hard headgear: 1d8, 2x, Blunt; nonlethal. Earth ponies and pegasi only. 6gp

Any sort of hardened headwear can make one's headbutt much more unpleasant.

Martial Pony Weapons-

Armored Hoofguards: 1d8, 2x, Blunt; 8 gp

A reinforced set of hoofguards makes one's hooves potent weapons in their own right.

Armblades: 1d6, 19-20/2x, Slashing or Piercing; 15 gp

Blades which tie about one's forelegs, ending just above the hooves.

Weighted Helmet: 1d10, 2x, Blunt; nonlethal. Earth ponies and pegasi only. 15 gp

A reinforced helmet with thick padding, meant for subduing one's foe.

Charger's Helm: 1d8, 19-20/2x, Piercing; earth ponies and pegasi only. 25 gp

A pony making a running (not flying) charge with this helm may re-attempt their damage roll during a non-critical hit, however they must take this second result.

A sleek helmet with a jagged horn, braced for charging one's foes.

Exotic Weapons-

Destrier's Helm: 1d8, 20/3x, Piercing or Slashing; earth ponies and pegasi only. 150 gp

Being useful for parrying, this helm grants +1 dodge AC per 4 fighter levels (+1 at 4, +2 at 8, etc.)

-2 to perception checks.

Its proper use was pioneered by earth ponies; -4 to hit while flying.

Fighters of at least level 5 may pursue training in its use without spending a feat, but must have accomplished some great feat of bravery to prove their worth to those who have mastered it.

A helm with a broad and sturdy blade fixed frontward from its crest; few outside the ranks of the legendary Destriers are familiar with the fluid and unrelenting fighting style that it is meant for.

Heavy Flail: 1d10, 2x, Blunt; 130 gp

The weapon may, as a full round action, be thrown at an enemy 10' away and then returned to the wielder. Treat this as any other throwing weapon attack.

+2 to attempts to trip or disarm.

May be dropped after a failed trip attempt to avoid the user being themselves tripped.

Requires both one's tail and a single hoof to be used effectively.

Cannot be used well against adjacent opponents. Suffers a -4 penalty to attacks against adjacent opponents.

A weighted ball on a very long chain, woven into one's tail and controlled with one hoof. Its may seem clumsy, but when wielded by a trained warrior, it is as versatile as it is powerful.

Rings of Focus: 1d4, x3, Blunt; 500 gp

Can only be trained in, using a feat, by a unicorn with levels in a spell-using class.

Add one's primary casting skill modifier (Cha for sorcerers, for example) to damage.

A set of enchanted rings worn around one's horn. They are a trademark of skilled battle mages, allowing even a weary mind to channel their latent magic control into projecting a small pebble or other item at painfully high speeds.

Double-headed Waraxe: 1d10/1d8, 19-20/x2, Slashing; 140 gp

Use of a double-headed waraxe, swung by the tail as it is, is a dangerous thing; on a roll to hit of 1 or 2 on the die, the attack turns back on the wielder and must be re-rolled against their own armor class.

This weapon may be treated as two one-hooved weapons when attacking (as per the PHB rules for two-headed weapons), though the limitations of making a tail attack on other attack types still apply.

Using a double-headed waraxe requires great experience or great recklessness. Most characters must spend a feat to gain the former; barbarians possess the latter.

As risky as it may be to swing two deadly axe heads from one's tail, it is undoubtedly effective. Of course, sort of pony mad enough to lug this devilish thing into battle is typically themselves every bit as dangerous.

Paladin's Hammerhooves: 1d4, 3x, Blunt; 3000 gp

Paladins of at least level 5 who have proven their virtue and valor to their order in a particularly notable way may train in their use. Characters who are not at least 5th level Paladins in good standing will find the weapons cumbersome and unwieldy; they will be limited to half (rounding down) of their movement speed and fight with an additional -6 to hit.

If used by a well-meaning Paladin they possess the Merciful trait (+1d6, all damage nonlethal) but may not be given any other magical property which deals additional damage (except for Holy or Axiomatic) or changes its damage type (such as Shocking or Icy Burst). They are always masterwork, and count as initially +1 enchanted when determining the cost and limits of further enchantment.

Once per day, a Paladin of at least level 5 and in good standing may use the righteous power of their weapons during a running charge to slam the ground in a great clap of righteous thunder in place of another attack; all evil characters within 5' around the paladin must make a fortitude save of DC 12 plus half (rounding down) of the wearer's Paladin level and the enchantment level (not counting Merciful) of the weapon or be stunned for one round, and those within 20' (save for the Paladin) may deafened as per a thunderstone. The user must expend the energy of a thunderstone during his or her daily rituals to imbue it with this power.

These massive boots are forged of solid steel and inlaid with beautiful gold script. It seems as though they would hinder their bearer; yet, when wielded by a warrior who is pure of heart and honest of intent, they are as light as silk until the time comes to deliver a thunderous below.

Repeating Crossbow: 1d8, 19-20/2x, Piercing; 250 gp

A repeating crossbow may be swiftly re-cocked (as a free action) so long as at least one bolt remains in its 5-bolt clip. Reloading the clip requires a full round action.

Attempting to reload with an encumbered hoof makes it difficult to operate the fine mechanisms of the bow. If the user does not have at least one unarmed forehoof or is wearing medium or heavy armor, he or she must take a standard action after reloading the bow to finish securing and priming it.

Although the mechanisms of this bow may seem needlessly complex for a weapon, it can fire almost as fast as its user can find targets. It has found popularity among certain pegasus auxiliaries as a hit-and-run weapon of great utility.

Heavy Repeating Crossbow: 1d10, 19-20/2x, Piercing; 400 gp

A heavy repeating crossbow functions similarly to its lighter counterpart in most respects; however, like the heavy crossbow, it is cumbersome and difficult to use in flight. Pegasi who have moved in the same turn take a -3 penalty to hit with it.

A more powerful version of the repeating crossbow, this heavy contraption is less commonly used due to its great size; that in mind, it does fire with impressive force.

Currency-

The typical currencies associated with pathfinder will be changed to a currency with the same monetary value, with different names to accomodate the new theme of the game.

  • Copper Pieces will be referred to as bits. The smallest unit of currency. 10 bits can be exchanged for one Lunar Silver. If untrained in the perform skill, you can attempt an untrained check to earn 1d10 bits per day.
  • Silver Pieces will be referred to as Lunar Silver. The second smallest unit of currency. 10 Lunar Silver can be exchanged for 1 Celestian Gold. These coins bear the face of Princess Luna, Princess of the Moon and ruler of the night. During the Lunar New year celebration, good children are left a Lunar Silver piece under their pillows when they sleep if they have been good during the year, but receive only a bit if they have misbehaved. Ponies untrained in a craft can earn up to a silver piece per day working. Ponies trained in perform can make up to a 1d10, or a maximum 3d10 silver pieces in a day of performing in a moderately sized city. Ponies who constantly perform may also be invited to join a performing troupe and gain a regional reputation.
  • Gold Pieces will be referred to as Celestian Gold Pieces. The normal unit of currency for most adventurers. 10 Celestian gold is worth one Princess Platinum. These coins bear the face of Princess Celestia, Princess of the Sun and ruler of Equestria. It takes a week of honest work to make a Celestian Gold Piece. These are most often seen in Canterlot, where the richest of Dukes count their fortunes. Ponies trained in a craft can make half their crafting check result in gold pieces per week. Ponies who show exemplary skill in performing can make up to 1d6gp per day, and may gain the attention of nobility or come to be known in all of canterlot. Ponies who show otherworldly skill in performing can make up to 3d6gp per day, and may come to be known around the world, or may be requested to play in a different plane by extraplanar beings over time.
  • Princess Platinum, the rarest of currencies, are worth 10 Celestian gold pieces. Minted during the reign of Princess Platinum, and minted for her beauty, these are found in the oldest of treasure troves, and are no longer minted. These have become quite rare for collectors, and are worth ten times their weight in gold.

There are other currencies, specific to certain regions, with different exchange rates. However, those currencies are only accepted in those regions, so think before you trade your money to a different kind of currency.

-House Rules-

  • Starting character level is level four. Your characters are still learning about the finer points of their chosen class.
  • For hit dice, I'll have you roll your results in a chatroom with a dicebot. Reroll any 1's. Or you can choose the average roll, +1.
  • For ability scores, I'll have you roll 3d6, rerolling the lowest die, in front of me. Dropping the lowest. Or you can choose the normal set, 15,14,13,12,10,8.
  • For gaining a level in your favored class, you can choose to gain either +1 hp or +1 skill rank per level.
  • Feats are gained normally, One every other level, starting with a feat at level one, and every other level afterwards.
  • Ability score bonuses are gained once every four levels.
  • When making a skill roll, favorable conditions will give you a +2 circumstance bonus, while unfavorable conditions will penalize with a -2 penalty. Ex. A sunny day increases your chances of spotting an opponent. (+2), A dark night is obscuring your vision and making it harder to see. (-2)
  • With a starting level of four, characters will have 6,000 Celestian gold pieces to spend. No one item can exceed half of this amount.

-Character Sheets-

  • Bramble Rose - Druid 3 / Rogue 1
    • Name: Bramble Rose
      Sex: Male
      Age: Young Stallion
      Species: Unicorn
      Pelt Color: Purple
      Mane/Tail/Markings Color & Style: Silver Mane, long, straight
      Eye Color: Green
      Cutie Mark: A rose surrounded by a heart-shaped thorny vine
      Physique: Delicate, small
      Origin: Dam (unicorn) is a tenured professor of magic, Sire (earth) is a travelling gunslinger adventurer
      Occupation: Bramble takes small jobs wherever he can get the bits. Gathering rare materials for alchemists, modelling jobs, delivery jobs, landscaping and gardening positions, that sort of thing.
      Motivation: Prove himself a big, strong stallion, like his sire.
      Likes: Flowers, plants, music, dancing, being on stage
      Dislikes: Being the center of attention when *not* on a stage, being called feminine
      Bramble Rose grew up mainly in the upper-class world of his dam, and influential intellectual, who was skilled at manuevering through the politics of the city. Bramble himself mostly learned to stay quiet and stay in the background. His sire was a wandering adventurer who was home only rarely, and the few times Bramble got to travel with him was VERY exciting.
      Bramble had a good education, but followed a less common field of plant-magic, rather than the normal unicorn pursuits. He was always fascinated with plants - as his cutie mark shows - as well as the theory of aetheric sympathy, believing his skill with earth-magic is because of his father being an earth pony.
      After graduation, he went off to travel and find new plants, catalog them for the university, and confirm or deny several sketchy reports of their effects. He found himself in a dark forest, the Everfree forest, and scrambling for his life. His childhood 'adventures' with his father had not prepared him for the true dangers in the world. Luckily for Bramble, he connected with a Timber Wolf while travelling that dark forest, making that magical connection in his panic, and the Timber Wolf protected him through those first few days he was lost. He has fallen into a few adventures here and there since then, though he never seeks them out - and the Timber Wolf has remained his true friend. Though he usually leaves the Timber Wolf outside, whenever he goes into town, so as not to cause a panic.
      Alignment: Neutral Good
      Deity:
      Class: Druid 3 / Rogue 1
      STR: 07 -2
      DEX: 12 +1
      CON: 08 -1
      INT: 15 +2
      WIS: 17 +3
      CHA: 16 +3
      HP: 1d8(8) + 3d8 + con(-1*4) = 19 HP
      AC: 10 (touch: 11 ) (flathoofed: 10 )
      DR: 0/ +0
      SPELL RESIST: 0
      SPEED: 40
      INIT: +2
      FORT SAVE.....-2+0+3 = +1
      WILL SAVE.....+3+0+3 = +6
      RFLX SAFE.....+1+2+1 = +4
      BAB(melee)....-2+0+2 = +0
      BAB(ranged)...+1+0+2 = +3
      ATTACK(weapon):
      SKILLS: (8+2) + (4+2)*3 +3 = 31
      Craft(Alchemist)* 1.....(INT)+2 +3 +1.......+6
      Diplomacy* 1............(CHA)+3 +3 +1.......+7
      Disguise* 1.............(WIS)+3 +3 +1.......+7
      Handle Animal* 3........(CHA)+3 +3 +3.......+9
      Heal* 2.................(WIS)+3 +3 +2.......+8
      Knowledge(Arcana)* 3....(INT)+2 +3 +3.......+8
      Knowledge(Nature)* 3....(INT)+2 +3 +3 (+2)..+10
      Knowledge(Nobility)* 1..(INT)+2 +3 +1.......+6
      Perception* 1...........(WIS)+3 +3 +1.......+7
      Perform(Act)* 1.........(CHA)+3 +3 +1.......+7
      Perform(Dance)* 1.......(CHA)+3 +3 +1.......+7
      Perform(Sing)* 1........(CHA)+3 +3 +1.......+7
      Profession(Gardener)* 4.(WIS)+3 +3 +4 (+2)..+12
      Sense Motive* 1.........(WIS)+3 +3 +1.......+7
      Spellcraft* 3...........(INT)+3 +3 +3.......+9
      Stealth* 3..............(DEX)+1 +3 +3.......+7
      Survival* 1.............(WIS)+3 +3 +1 (+2)..+9
      ABILITIES:
      Cutie Mark: +2 to Profession: Gardening
      Magic Tricks: Mage Hand at will, Light x3 a day
      Sneak Attack +1d6
      Trapfinding: +1 to perception(traps) / disable device. Can disarm magic traps
      Nature Bond: Animal Companion
      Nature Sense: +2 to Knowledge(nature) / Survival
      Orisons: 0-level spells that are not expended when cast
      Wild Empathy: d20+druid level+charisma to improve an animal's attitude
      Woodland Stride: May move through natural undergrowth without limits or damage
      Trackless Step: Leaves no trail in natural surroundings, cannot be tracked
      FEATS:
      Elemental Affinity: Your Animal Companion has a template applied to it (Wood Template)
      + Burn a spell slot of at least level 1 when casting Summon Nature's Allies to add the wood template to your summoned creatures.
      Spell Focus(conjuration): +1 to creature's saves against being dispelled.
      SPELLS:
      0-level: 4
      * Create Water ( create 2 gallons of water )
      * Detect Magic
      * Guidance ( +1 on any attack roll, saving throw, or skill check )
      * Resistance ( +1 to saving throw )
      1-level: 2 +1
      * Entangle
      * Goodberry
      * Pass Without Trace
      2-level: 1 +1
      * Barkskin
      * Wood Shape
      GEAR
      +1 Glamoured Leaf Barding (+4 AC) (4500 bits)
      Ioun Torch (Green Flame) (75 bits)
      Cure Light Wounds x4 (1d8+1 200 bits)
      Alchemist's Lab (Portable) (75 bits)
      Healer's Kit (50 bits)
      1100 bits left over (I'll buy common gear later)
      Thorn Blossom was a larger-than-usual Timber Wolf with a dark bluish-purple flower sprouting over her left ear, living a relatively normal life. After only a single season, and a single litter of seedlings, her mate had been killed by a manticore. While she was out looking for a new mate and pack, she felt a strange pull like that of warm sunlight, but in the middle of the night. She followed the pull and found a tiny pony, no bigger than her own seedlings, threatened by a pack of three-headed snakes. Thorn Blossom drove away those snakes, and now takes care of that tiny pony like he's her own seedling. He does need *so much* looking after, the poor dear is so sickly. He never seems to grow at all! She tries to teach him to hunt, but he just doesn't seem to understand what she's getting at. He's very good at watching over the trees, though - much stronger than any Timber Wolf she'd ever met in his connection to the forest. So there's that, at least.
      Name: Thorn Blossom
      Race: Timber Wolf
      Sex: Female
      Alignment: Neutral / Neutral
      STR: 14 (+2)
      DEX: 16 (+3)
      CON: 15 (+2)
      INT: 02 (-4)
      WIS: 12 (+1)
      CHA: 06 (-2)
      HP: 3d8(+2*3) = 24 HP
      AC: 17 (touch: 13) (flatfooted: 14)
      DR:
      SPELL RESIST:
      SPEED: 25
      INIT: +3
      FORT SAVE....2+3 = +5
      WILL SAVE....1+1 = +2
      RFLX SAFE....3+3 = +6
      BAB(melee)...2+2 = +4
      BAB(ranged)..2+3 = +5
      ATTACK(bite): +4 (1d6+2 plus trip)
      ATTACK(spikes): +5 (1d6+2) (up to 4 per round, up to 3 per day)
      SKILLS:
      Perception* 1: (Wis)...+1 +1 +3 (+3)............+8
      Stealth* 1: (Dex)......+3 +1 +3.................+6
      Survival* 1: (Wis).....+1 +1 +3.(+4 Scent)......+5
      SPECIAL ABILITIES:
      Low-light vision
      Scent (+4 to survival when tracking by scent)
      Natural Armor +2 (to +4)
      Str/Dex bonus: +1
      Link
      Share Spells
      Evasion
      Bonus Tricks: 2
      Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
      Darkvision: 60 ft
      Plant: Immune to polymorphing, not subject to mind influencing effects
      Woodsense: Can sense anything within 60 feet that's touching vegetation
      TRICKS:
      Come
      Defend
      Down
      +Attack(2)
      FEATS:
      Skill Focus: Perception

    [*]Ironmane - Paladin 4

    • Name:
      Ironmane
      Sex:
      Female
      Age:
      Mare
      Species:
      Unicorn
      Pelt Color:
      Brownish-red
      Mane/Tail/Markings Color & Style:
      Iron-grey, with platinum highlights, kept short and functional.
      Eye Color:
      Deep purple
      Cutie Mark:
      A rose surrounded by a circle of thorny vine.
      Physique:
      Athletic and muscular, but not overbuilt. Tall, and a little imposing, she tries to keep her head a bit lower and her voice a bit softer than other ponies, so as not to frighten other ponies unnecessarily.
      Origin:
      Fort Shieldheart, a garrison town a few days from Canterlot.
      Roleplay Type:
      Dungeons and Ponies!
      Occupation:
      Paladin
      Motivation:
      It is the duty of the strong to protect the weak.”
      Likes:
      Gardening, good cider, good bread, warm sun, and a soft bed.
      Dislikes:
      Seeing the weak or innocent suffer, violence.
      Character Summary:
      Ironmane got her cutie mark at a very early age, one of the first in her peer-group to do so. A pair of young colts were demanding something of a foal—she doesn't remember what—and the foal, a tiny golden-maned filly, was struggling not to cry but refusing to back down. Ironmane was baffled by what she was seeing: the big ponies were being so mean, and the little one had done nothing to make them mad. It was her first glimpse of unjustified cruelty, and while it was totally outside her experience, she knew she didn't like it.
      The one of the colts pushed the filly down, laughing. In a sudden stroke of realization, Ironmane saw that what they wanted was to make the little foal cry, to take something from her. Ironmane couldn't name what it was, but she knew it didn't belong to the stallions.
      It was wrong.
      Something lit inside Ironmane, and she charged, fire in her eyes. Her cutiemark appeared in that moment, though she didn't know it: a beautiful rose, surrounded by a protective circle of thorns. The colts were much older than Ironmane, but not much bigger. In a second, one was down, and the other was staring up at a vision of righteous fury, backlit by the sun, her forehooves punching the air above him. Both bullies ran as fast as their legs could carry them, and Ironmane helped the other foal up.
      From that day on, Ironmane stood against bullies wherever she could find them. Initial successes fueled and increasingly fearlessness. As she got a bit older, she began to realize it wasn't just bullying that drove her to fight against it, but all forms of injustice. Her size and strength had always served her well in her fights against these things, and she took naturally to the way of the warrior to further her quest to defend those who could not do it themselves, and to balance the scales of the world as best she could.
      Ironmane's problem is that she tends to think she has to take on every problem. She hasn't fully realized that sometimes it's best to let some injustices go, or to pick one's battles. Largely this is because she hasn't suffered many defeats yet, and those she has suffered haven't really sunk in. It's going to be a hard lesson for the mare to learn, but she'll be the stronger for it when she does.
      STR 15 +2
      DEX 08 +1
      CON 14 +0
      INT 12 -1
      WIS 10 +1
      CHA 15 +2
      HP: 38
      BAB: +3(incl -1 from dex)
      AC: 18 10(base) -1(dex) +9(armor)
      Init: -1
      Fort: +7 Ref: +2 Will: +6
      Paladin Abilities:
      Smite Evil (Swift, sight, 2/day, no DR for target, +cha bonus to attacks and AC, +pal lvl to dmg)
      Aura of Good (Moderate)
      Detect Evil (60ft, 40min)
      Divine Grace (Cha bonus to saving throws—included)
      Lay on Hooves (Standard or swift, others or self, 4/day, 2d6. Can also damage undead)
      Aura of Courage (Immune to fear. Allies within 10 get +4 vs fear effects)
      Divine Health (Immune to all diseases, incl supernatural diseases)
      Mercy (Lay on hooves removes 'sickened')
      Channel Positive Energy (uses 2 lay on hooves, 30' radius, 2d6 heal or damage to undead
      Skills:
      Craft(Armorer).........1+1
      Diplomacy..............2+2
      Handle Animal..........1+2
      Heal...................3+0
      Profession(Gardener)...1+1 (+2 from cutie mark)
      Knowledge(Nobility)....1+1
      Knowledge(Religion)....1+1
      Sense Motive...........1+0
      Spellcraft.............1+1
      Feats:
      Radiant Charge: When you hit with a charge attack, you can expend all of your remaining uses of lay on hooves to deal extra damage equal to 1d6 per use expended + your Charisma bonus (2). This damage comes from holy power and is not subject to damage reduction energy immunities, or energy resistances.
      Charge of the Righteous: When you charge an undead creature or an evil outsider you do not take the –2 penalty for charging.
      Weapons & Equipment: 6,000 Celestian GP
      Masterworked Armored Hoofguards 308 GP/308 spent
      Masterworked Full Plate 1650 GP/1958 spent
      Masterworked Saddle Bags 100 GP/2058 spent
      Silver Holy Symbol 25 GP/2083 spent
      Healer's Kit 50 GP/2133 spent
      50 ft of Silk Rope 50/2183 spent
      2 Bloodblock Vials 50 GP/2233 spent
      2 Bodybalm Tins 50 GP/2283 spent
      2 Antiplague Vials 100 GP/2383 spent
      2 Antitoxin Vials 100 GP/2383 spent
      Smelling Salts 25 GP/2408 spent
      Waterskin 1GP/2409 spent
      Flint and Steel 1 GP/2410 spent
      410 GP Traveling expenses
      Remaining money donated to the Order and other causes.

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Seems...intruiging. How do you plan on organizing it for online play? Sorry if I sound newbish or something, but I've never played D&D online....

Well it would be primarily play-by-chat. There would have to be an IRC dicebot, to ensure accuracy and to prevent dice manipulation by the players.

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Alright.. I'm going to have to limit magic users to Unicorns, and limit cross-classing to magic classes to unicorn only ( Meaning it's possible for a unicorn to be a wizard/fighter but not a pegasus. )

Thinking of creating a penalty when crossing between unfavored classes.. Still pondering it.

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So, magic users boils down to the following base classes: Wizard, Sorcerer, Bard, Cleric, Druid. Only they may be Unicorns? Kay.

Considering Pathfinder's rules for Fly, how are you handling the balance of Pegasi, if you even think they need it?

I need to see prototypes of the three races as a whole! Or more? Will Gryphons be playable? What does Two-Handed Weapon/Fighting/etc change to?

Inquiring minds want to know! I will help get this rolling in any way that I can. PM me, e-mail me, send me messages via owl. I wanna play Pathfinder so so badly.

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So, magic users boils down to the following base classes: Wizard, Sorcerer, Bard, Cleric, Druid. Only they may be Unicorns? Kay.

Considering Pathfinder's rules for Fly, how are you handling the balance of Pegasi, if you even think they need it?

I need to see prototypes of the three races as a whole! Or more? Will Gryphons be playable? What does Two-Handed Weapon/Fighting/etc change to?

Inquiring minds want to know! I will help get this rolling in any way that I can. PM me, e-mail me, send me messages via owl. I wanna play Pathfinder so so badly.

As far as Fly balancing is concerned, I think that having to use skillpoints on fly balances out unicorns being able to cast magic. But that leaves earth ponies on the high and dry as far as skills are concerned, and makes people less likely to play them.

I think Earth ponies are hardier, and stronger, than pegasi, so I think a +2 Racial bonus to Strength or Dexterity and constitution, along with a bonus feat would balance them out. Pegasi are Agile, but fragile, so I think a Dex+2 Con-2 would be appropriate. And unicorns are the same, but smarter than the average pony, so +2 ( to their base spellcasting ability score ) and Con-2 would be appropriate.

Gryphons would be like pegasi, but without the Fragility that pegasi have. Instead of being medium sized they'd be large ( Meaning they'd be easier to hit. ) They would have lower maneuverability, ( Poor, as opposed to a Pegasi's Average ) meaning they take a -4 penalty on fly checks when attempting a flight maneuver. But in return they're stronger than a pegasi, and get a +2 bonus to either Strength or Constitution.

That's just the basic stuff I've decided upon so far. If you have any questions, or concerns, let me know and I'll address them.

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Hmmm. My thoughts:

On Unicorns: The three scores for spellcasting are Int, Wis and Cha. You get to pick with to get a bonus to, upon character creation, depending on which class you're playing. For balance, a hit to Con. Nice. Risky for Paladins though, assuming Paladins are in the "caster" family. Me like.

On Dirt Poni-I mean Earth Ponies: They're the most varied in the show. Maybe getting to pick a +2 to any one score upon creation would be better. Earth Ponies, from an RPG standpoint, feel like humans to me. So hells yeah, a bonus feat. And, uhm, my books are far away in another room, so whatever else Humans get in Pathfinder.

On Pegasi: Some kind of inherent bonus to the Fly skill? But then, that doesn't explain Fluttershy. Also, their ability to hack weather. You may need to invent a skill or two.

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Unicorns would be magic users as noted above. Pegasi would seem to be rogues and rangers and monks. That would leave Earth ponies as Paladins, fighters, and barbarians. Out of the basic classes, am I missing any?

On Dirt Poni-I mean Earth Ponies: They're the most varied in the show. Maybe getting to pick a +2 to any one score upon creation would be better. Earth Ponies, from an RPG standpoint, feel like humans to me. So hells yeah, a bonus feat. And, uhm, my books are far away in another room, so whatever else Humans get in Pathfinder.

I do like the bonus feat for earth ponies. Gives them the diverse feel of humans, along with the +2 to any stat. I would say maybe include clerics with Earth ponies, since they aren't technically using magic, but more of a conduit for their deity.

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Same thing for Paladins, no? Also, isn't "deity" Princess Celestia/Princess Luna/Discord?

...

SUDDENLY CLERICS OF DISCORD! OH MY STARS, I WANT TO PLAY ONE.

I think that allowing earth ponies and pegasi to be clerics and paladins would be acceptable, they aren't normally magical beings, but their power comes from their divinity. However, I'll have to redistribute domains between Discord, Celestia, Luna, and a few others I might create just to fill in the holes.

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So, let's get things straight.

Barbarian, Bard, Cleric, Druid, Fighter, Paladin, Ranger, Rogue, Sorcerer, Wizard. Those are the base ten. We'll discuss alternate classes and prestiges later, as they are at the discretion of our gracious DM.

Earth Ponies can be all of them, save Sorcerer and Wizard and any prestige classes requiring those. I'd like to think about Pros and Cons for Bard, because yes they are a caster class but on the other hand, Pinkie Pie.

Pegasi can be all of them, etc etc etc. See above. There should be some favored classes in there, based on being lighter. Limit classes, limit the weapons available to them ala Halfling.

Unicorns can be all of them, but are built to specialize in Sorcerer/Wizard. Favored classes and all that.

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Add Alchemist, Cavalier, Inquisitor, Oracle, Summoner, and Witch to that available classes list. All of the above are available to anypony, except for Summoner and Witch, which are Unicorn only. Oracles are born with divine magic powers, so they're exempt from the ruling that limits spell-casting to other ponies.

So we'll just say this.. Just to keep everything uniform.

If a class uses Divine spell-casting, It's available for play on any race based on the fact that the magical powers are granted from divine sources, Be it gods, nature, or birth.

This means that Druids( who are given power through nature ), Clerics ( Through their deity ), Paladins( Also through diety ), and Oracles( Blessed by their god at birth ), who all gain their spells through divine powers, can be Unicorns, Pegasi, or Earth ponies. This also includes Alchemists, who brew their magical effects. ( Zecora would most likely be an alchemist, because she has no magic herself but brews potions that have magical effects. )

Bam. I hath spoken.

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Add Alchemist, Cavalier, Inquisitor, Oracle, Summoner, and Witch to that available classes list.

Yay!

All of the above are available to anypony, except for Summoner and Witch, which are Unicorn only. Oracles are born with divine magic powers, so they're exempt from the ruling that limits spell-casting to other ponies.

So we'll just say this.. Just to keep everything uniform.

If a class uses Divine spell-casting, It's available for play on any race based on the fact that the magical powers are granted from divine sources, Be it gods, nature, or birth.

This means that Druids( who are given power through nature ), Clerics ( Through their deity ), Paladins( Also through diety ), and Oracles( Blessed by their god at birth ), who all gain their spells through divine powers, can be Unicorns, Pegasi, or Earth ponies. This also includes Alchemists, who brew their magical effects. ( Zecora would most likely be an alchemist, because she has no magic herself but brews potions that have magical effects. )

Bam. I hath spoken.

HAIL THE DM!

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Deity List

  • Princess Celestia, Princess of the Day, God of the Sun and Fertility
  • Princess Luna, Princess of the Night, God of the Moon and tides
  • Neptune, Lord of the Hippocampi, God of the sea
  • Death, Ruler of all things dead, or undead
  • Discord, God of Chaos and Chocolate Rain
  • Baron Thunderbeak, Patron Saint and Ruler of the Gryphons
  • Gaia, Goddess of Nature
  • Chancellor Puddinghead, Patron Saint of Earth Ponies, Goddess of silliness and pranks
  • Commander Hurricane, Patron saint of Pegasi and war
  • Princess Platinum, Patron Saint of Unicorns, ruler of all that is beautiful
  • Starswirl the Bearded, God of Magic and The Arcane
  • Clover the Clever, Goddess of Knowledge and History
  • Asmodeus, God of Devils, Slavery, Tyranny, Pride, and contracts
  • Demogorgon, God of Demons, Wrath, Disaster, Destruction, and Madness
  • Urgathoa, Goddess of Gluttony, Disease, and Nightmares

Alignments and Domains-

Princess Celestia, LG - Fire, Glory, Good, Healing, Sun

Starswirl the Bearded, LG - Destruction, Knowledge, Magic, Protection, Rune

Clover the Clever, LG - Healing, Knowledge, Law, Rune, Strength

Princess Luna, CG - Chaos, Good, Liberation, Luck, Travel

Gaia, CG - Air, Animal, Plant, Water, Weather

Neptune, NG - Animal, Plant, Water, Weather, Community

Chancellor Puddinghead, CN - Chaos, Luck, Community, Earth, Travel

Discord, CN - Chaos, Charm, Knowledge, Luck, Trickery

Baron Thunderbeak, LN - Fire, Air, Law, Nobility, Protection

Commander Hurricane, LN - Air, Law, War, Glory, Strength

Death, N - Death, Healing, Knowledge, Repose, Water

Princess Platinum, N- Magic, Protection, Nobility, Charm, Liberation

Asmodeus, LE - Evil, Fire, Law, Magic, Trickery

Demogorgon, CE - Chaos, Destruction, Evil, War, Weather

Urgagotha, NE - Death, Evil, Magic, Strength, War

( Can someone go through this list and make sure that I hit all the domains at least once? I was sort of winging it. )

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Darkness, Artifice and Madness aren't among the domains. That's it. Also, Discord DOESN'T have Madness as a domain? Madness!

One thing I LOVE YOU FOR: You used ponies we meet in today's new episode as dieties! Yay! On that note, shouldn't Commander Hurricane have weather as well? Just sayin'.

I want to see a Cleric of Discord SO SO SO badly. I bet his churches throw the wildest parties.

Edit: Oh! While I still have my big heavy manual on my back, what about favored weapons?

Edit: Oh dear God, Trickery Domain gives Stealth as a favored skill. Rogue/Cleric. *drool*

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Neat. I only know 3.5e not Pathfinder (I've heard it's not all that) but this does sound interesting.

...never actually played D&D though. Unless you count NWN and P:T.

Pathfinder was designed to be a... 3.75? A bunch of logical improvements, very interchangeable, etc etc. It's my favorite system at this point. And you should be fine! I think NWN was built off of 3.5. I think. Somepony confirm.

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Neat. I only know 3.5e not Pathfinder (I've heard it's not all that) but this does sound interesting.

...never actually played D&D though. Unless you count NWN and P:T.

Nothing like expanding your horizons. I've played MaidRPG before, you should really think about giving pathfinder a shot. I think its better than Maid's D6 based system.

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NWN2 was 3.5 yeah. NWN 1 was 3rd.

I've heard good things and bad things about PF. Some say that it made a lot of changes that needed to be made. Others claimed that it made a lot of pointless nerfs while making casters (the main source of unbalance) even more powerful. What are your thoughts on it compared to 3.5?

It didn't make spell-casters MORE powerful, it just gave spell-casters more options in building their characters. And as far as making other classes weaker? That's false as well. They've added more critical based feats for melee focused characters, among other things. It's hard to make an overpowered class more powerful on purpose. But from what I can tell the power level is about the same.

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