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Starburst

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True. But consider that unless we take liberties with the "sticky hooves" idea, most weapons would have to either be carried in the character's mouth or be fixed to their hoof or foreleg in some way.

What other two-handers (or hoofers) do you think might work?

Sticky hooves or pony thumbs sounds fine to me. It makes it a lot easier too. Because I can just write up a two hooves / four hooves movement speed for combat / non-combat situations.

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Ho'kay, so...

Spoilered for size, here's what I have so far:

Racial Advantages

All earth ponies treat attacks made with their hooves as though they had the two-weapon fighting feat. Taking the two-weapon fighting feat allows them to use a headbutt or mouth-held weapon attack and a hoof attack in the same way. Their naturally tough bodies also gain +1 to HP gained per level.

Pegasi may attempt a flying charge. They must move at least 20 feet when doing so, and take -4 to their AC until the start of their next turn; however, they may move up to twice their fly speed, add +4 to their to-hit roll on one attack at the end of their charge, and may choose to re-roll the damage done by the attack (though they must accept the second result). Characters and environmental hazards may be dodged with a flying skill check of DC 10 + 1 for every 10 feet (rounding up) of movement being attempted. Failing this check stops the character's charge just shy of the obstruction being unsuccessfully dodged, and if failed by more than 4 or by a natural 1 on the die, leaves the character prone and stunned until the start of their next turn.

Unicorns may choose one spell up to level two which their class is capable of casting as a favored spell. This spell must relate in some way to their cutie mark. They may cast this three additional times per day (or, once per day if they would not yet otherwise be able to cast it) and add +2 to the DC of checks made to resist it.

Combat and Equipment

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 headbutt; 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, B; nonlethal

Headbutt: 1d6, 2x, B; nonlethal. Earth ponies and pegasi only.

Simple Weapons:

Hoofguards: 1d6, 2x, B; nonlethal.

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, 18-20/2x, P

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.

Crossbow, light.: 1d8, 19-20/2x, P, range increment 80'

A lever-drawn crossbow which ties around one's foreleg. As per core rule book.

Crossbow, heavy: 1d10, 19-20/2x, P, range increment 120'

Very cumbersome to use in mid-air, pegasi who have moved in the same turn take -3 to hit.

An awkward but effective crank-drawn crossbow. As per core rule book.

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

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

Sling: 1d4, 2x, B; range increment 50'

A sling may be used to throw small, round items no larger than a potion bottle at a to-hit penalty of -4.

A strip of durable cloth, used to hurl stones. While considered by most to be a pastime for rambunctious foals, it is easily weaponised.

Cudgel: 1d6, 2x, B

A name given to any crude club, stick, or sturdy enough to whoop one's enemies with. It is held in one's teeth or tied about one's tail.

Axe: 1d6, 3x, S

A typical woodspony's axe, with as much care as it usually demands, may of course be even more dangerous to a foe in times of crisis.

Martial Weapons:

Armored Hoofguards: 2d4, 2x, B; nonlethal.

Add +1 to the AC value of one's armor.

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

Bladed Hoofguards: 1d8, 19-20/2x, S

Lightly armored hoofguards encircled with keen blades.

Heavy Helmet: 1d10, 19-20/2x, B; nonlethal. earth ponies and pegasi only.

-2 to perception. +2 to AC value of one's armor.

A sturdy helmet, good for absorbing a blow or dealing one.

Charger's Helm: 1d10, 3x, P; earth ponies and pegasi only.

-2 to perception. Running (not flying) charges with this weapon deal double damage.

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

Shouldered Spear: 1d8, 18-20/2x, P

A weapon with +5' reach. Attacks with the hoof of the leg on which it is mounted provoke attacks of opportunity. Running (not flying) charges with this weapon deal double damage.

A clumsy but useful weapon, the spear is a staple of the grand armored charges of antiquity.

Light Spear: 1d6, 18-20/2x, P

The light spear is a weapon suitable for pony monks. They may use it in their flurry of blows.

Much less cumbersome than its larger counterpart, the light spear is a common sight in the holdfasts of frontiersponies in dangerous lands. It may be held in one's teeth or fixed to one's tail.

Double-blade: 1d6/1d6, 19-20/2x, S

If held in one's teeth, the double-blade may be treated as two one-hooved weapons.

A pair of keen blades fixed to either end of a cloth-wrapped handle. It is gripped between the teeth or tied to one's tail.

War Axe: 1d12, 3x, S

This large axe is symbolic of the reckless and the vicious alike. It requires a full swing to be of danger to anyone other than the user, so its handle is typically hung from one's tail.

Longbow: 1d8, 3x, P, range increment 100'

Very cumbersome to use in mid-air, pegasi who have moved in the same turn take -3 to hit.

The longbow may have the Composite property, as per the Pathfinder CRB.

Strapped to and braced against one's forehoof, it is less powerful than a crossbow but may be fired more rapidly by a skilled archer.

Shortbow: 1d6, 3x, P, range increment 60'

The shortbow may have the Composite property, as per the Pathfinder CRB.

Iconic of the daring pegasus skirmishers of antiquity, the shortbow is much more wieldy while flying than its larger cousin.

Pilum (plural pila): 1d8, 2x, P, range increment 25'

A foe using a shield who is successfully hit with a pilum must spend a standard action prying it out of that shield; until it is removed, that foe gains no AC benefit it.

A steel-tipped throwing spear with a shaft of soft iron or hollow lead. It bends on impact, preventing it from being thrown back and encumbering its unfortunate target.

Exotic Weapons:

Destrier's Helm: 1d8, 20/3x, P or S; earth ponies and pegasi only.

Being useful for parrying, this helm grants +1 dodge AC per 4 fighter levels (+1 at 5, +2 at 9, etc.)

-2 to perception.

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, B

The weapon may be 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.

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, 3x, P

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: 1d10/1d10, 3x, P

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, though the limitations of making a tail attack 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, 20/3x, B;

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.

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.

Bolas: 1d4, 2x, B; nonlethal

An attacker may use these to make a ranged trip attack against an opponent up to 30 feet away, plus five feet times the attacker's dexterity modifier. The attacker cannot be tripped by failing a ranged trip attack.

A trio of wooden balls, joined together by sturdy silken rope. It is said that carnivorous folk beyond Equestria use such weapons to bring down live prey. Whether or not the user's intent is so barbaric, they are a useful, if not difficult, tool to master.

Repeating Crossbow: 1d8, 19-20/2x, P;

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 armor-shod hoof makes it difficult to operate the fine mechanisms of the bow. If the user does not have at least one unarmed forehoof, 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, P;

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.

Quarterstaff: 1d6/1d6, 2x, B;

A quarterstaff may be wielded as if it were two weapons or a single two-hooved weapon (though it is not held in one's tail); all relevant penalties and benefits apply to either.

The quarterstaff is a weapon suitable for pony monks. They may use it in their Flurry of Blows, and gain +2 to trip attempts with it.

For a pony to make effective use of a quarterstaff requires superb balance and coordination; spun on the hooves of a skilled user, however, it is a vicious and constantly moving threat in battle.

Armor

Armor follows the same rules and statistics as the equipment of the core rulebook. Because pony society does not generally use leather, hide, or other animal products, leather equipment is replaced with metal-woven fabric (or, to slap a shorter and catchier name on it, Ironweave).

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).

Movement

A pony moving at a brisk trot in combat on four hooves has a movement speed of 40'. If using their hooves for any standard action during the same turn, this movement speed is reduced to 20'. Pegasus ponies have the same land movement speed as others, and may fly up to 60' per turn while still performing other standard actions normally. Rules for running (or flying flat-out) and other movement speed modifiers are otherwise handled as per the core rulebook.

I feel like this whole system might lend itself to a setting in Equestria's past. Since the era before the schism between Celestia and Luna is so vaguely addressed, there's a -lot- of room for writing in our own fluff and building up something interesting.

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Ho'kay, so...

Spoilered for size, here's what I have so far:

Racial Advantages

I can't approve anything in here. Being able to cast arcane magic and getting a +2 to spellcastic attribute is more than enough to make unicorns powerful. They don't need any new mechanics. In order to balance earth ponies I gave them an extra feat and a +2 to Strength, Dexterity, or Constitution. If you put that two points in constitution that's one bonus HP per level. Maneuvers like charge work the same flying as they do on land.

Combat and Equipment

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 headbutt; 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:

Unarmed strikes from medium sized creatures do 1d3 damage. If anything unicorn headbutts would do more damage based on the fact that they have a gigantic horn on their heads.

Simple Weapons:

Hoofguards: 1d6, 2x, B; nonlethal.

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, 18-20/2x, P

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.

Pegasi who have moved in the same turn take -3 to hit.

Hard headgear: 1d6, 2x, B; nonlethal. Earth ponies and pegasi only.

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

Sling: 1d4, 2x, B; range increment 50'

A sling may be used to throw small, round items no larger than a potion bottle at a to-hit penalty of -4.

A strip of durable cloth, used to hurl stones. While considered by most to be a pastime for rambunctious foals, it is easily weaponised.

Cudgel: 1d6, 2x, B

A name given to any crude club, stick, or sturdy enough to whoop one's enemies with. It is held in one's teeth or tied about one's tail.

Axe: 1d6, 3x, S

A typical woodspony's axe, with as much care as it usually demands, may of course be even more dangerous to a foe in times of crisis.

Martial Weapons:

These are practically armor spikes. If you want to use them use armor spikes.

Armored Hoofguards: 2d4, 2x, B; nonlethal.

Add +1 to the AC value of one's armor.

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

Bladed Hoofguards: 1d8, 19-20/2x, S

Lightly armored hoofguards encircled with keen blades.

We aren't giving anymore armor bonuses, alright? It would already make the ponies hard enough to hit in the first place. Any set of armor comes with a helmet that is included in its armor class. The game is balanced with this in mind.

Heavy Helmet: 1d10, 19-20/2x, B; nonlethal. earth ponies and pegasi only.

-2 to perception. +2 to AC value of one's armor.

A sturdy helmet, good for absorbing a blow or dealing one.

Spears don't do double damage during a charge, they do double damage when BRACED against a charge, meaning the enemy has to be the charging person for the damage to be doubled. Spears that do double damage during a charge are too powerful.

This is a Siangham, it doesn't need to be here.

Light Spear: 1d6, 18-20/2x, P

The light spear is a weapon suitable for pony monks. They may use it in their flurry of blows.

Much less cumbersome than its larger counterpart, the light spear is a common sight in the holdfasts of frontiersponies in dangerous lands. It may be held in one's teeth or fixed to one's tail.

Double-blade: 1d6/1d6, 19-20/2x, S

If held in one's teeth, the double-blade may be treated as two one-hooved weapons.

A pair of keen blades fixed to either end of a cloth-wrapped handle. It is gripped between the teeth or tied to one's tail.

This is a greataxe. Also pointless. Don't retype entries that are already present in the PHB.

War Axe: 1d12, 3x, S

This large axe is symbolic of the reckless and the vicious alike. It requires a full swing to be of danger to anyone other than the user, so its handle is typically hung from one's tail.

A pilum sticking out of a shield would not prevent a character from maneuvering the shield. Shields are a deflection bonus.

Pilum (plural pila): 1d8, 2x, P, range increment 25'

A foe using a shield who is successfully hit with a pilum must spend a standard action prying it out of that shield; until it is removed, that foe gains no AC benefit it.

A steel-tipped throwing spear with a shaft of soft iron or hollow lead. It bends on impact, preventing it from being thrown back and encumbering its unfortunate target.

Exotic Weapons:

Destrier's Helm: 1d8, 20/3x, P or S; earth ponies and pegasi only.

Being useful for parrying, this helm grants +1 dodge AC per 4 fighter levels (+1 at 5, +2 at 9, etc.)

-2 to perception.

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, B

The weapon may be 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.

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, 3x, P

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: 1d10/1d10, 3x, P

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, though the limitations of making a tail attack 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, 20/3x, B;

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. Requires a thunderstone to charge the effect.

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.

Bolas: 1d4, 2x, B; nonlethal

An attacker may use these to make a ranged trip attack against an opponent up to 30 feet away, plus five feet times the attacker's dexterity modifier. The attacker cannot be tripped by failing a ranged trip attack.

A trio of wooden balls, joined together by sturdy silken rope. It is said that carnivorous folk beyond Equestria use such weapons to bring down live prey. Whether or not the user's intent is so barbaric, they are a useful, if not difficult, tool to master.

Repeating Crossbow: 1d8, 19-20/2x, P;

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 armor-shod hoof makes it difficult to operate the fine mechanisms of the bow. If the user does not have at least one unarmed forehoof, 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, P;

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.

Quarterstaff: 1d6/1d6, 2x, B;

A quarterstaff may be wielded as if it were two weapons or a single two-hooved weapon (though it is not held in one's tail); all relevant penalties and benefits apply to either.

The quarterstaff is a weapon suitable for pony monks. They may use it in their Flurry of Blows, and gain +2 to trip attempts with it.

For a pony to make effective use of a quarterstaff requires superb balance and coordination; spun on the hooves of a skilled user, however, it is a vicious and constantly moving threat in battle.

Armor

Armor follows the same rules and statistics as the equipment of the core rulebook. Because pony society does not generally use leather, hide, or other animal products. 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 with metal-woven fabric (or, to slap a shorter and catchier name on it, Ironweave).

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).

Movement

I like this particuarly:

A pony moving at a brisk trot in combat on four hooves has a movement speed of 40'. If using their hooves for any standard action during the same turn, this movement speed is reduced to 20'. Pegasus ponies have the same land movement speed as others, and may fly up to 60' per turn while still performing other standard actions normally. Rules for running (or flying flat-out) and other movement speed modifiers are otherwise handled as per the core rulebook.

This would be fine if I hadn't already spent hours writing up a deities and domains chart.

I feel like this whole system might lend itself to a setting in Equestria's past. Since the era before the schism between Celestia and Luna is so vaguely addressed, there's a -lot- of room for writing in our own fluff and building up something interesting.

My thoughts are bolded.

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Man, there is so much great creativity going into this! Has it been decided whether to do post or chat? It sounds to me like chat is winning the day.

Also, love the tail-as-slot-for-two-handed-weapons idea. Simple and elegant.

I really like the idea of the setting being sometime in Equestria's past. A legendary feel to the campaign would be awesome, and feels like...well, like the sort of D&D game ponies would play.

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Armor

Armor follows the same rules and statistics as the equipment of the core rulebook. Because pony society does not generally use leather, hide, or other animal products. 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 with metal-woven fabric (or, to slap a shorter and catchier name on it, Ironweave).

Fair 'nuff. (Fair fluff? : P)

This would be fine if I hadn't already spent hours writing up a deities and domains chart.

I feel like this whole system might lend itself to a setting in Equestria's past. Since the era before the schism between Celestia and Luna is so vaguely addressed, there's a -lot- of room for writing in our own fluff and building up something interesting.

No reason we can't use it. It seems like it would fit right into the near-schism era setting. Have you spotted something irreconcilable?

These are practically armor spikes. If you want to use them use armor spikes.

Armored Hoofguards: 2d4, 2x, B; nonlethal.

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

True, but they fill the role of a one-hooved martial bashing weapon which would fit a professional soldier in the setting. AC bonus removed, anyway.

We aren't giving anymore armor bonuses, alright? It would already make the ponies hard enough to hit in the first place. Any set of armor comes with a helmet that is included in its armor class. The game is balanced with this in mind.

Heavy Helmet: 1d10, 19-20/2x, B; nonlethal. earth ponies and pegasi only.

A sturdy helmet, good for absorbing a blow or dealing one.

AC bonus removed. Kept for variety of headbutt-type attacks.

Spears don't do double damage during a charge, they do double damage when BRACED against a charge, meaning the enemy has to be the charging person for the damage to be doubled. Spears that do double damage during a charge are too powerful.

This one is meant more to replace the lance than the spear. Lances gain double charge damage for mounted characters due to speed and momentum. Do you have any suggestions for reconciling the differences, or should we just make it a reach weapon and leave it be?

This is a Siangham, it doesn't need to be here.

Light Spear: 1d6, 19-20/2x, P

Much less cumbersome than its larger counterpart, the light spear is a common sight in the holdfasts of frontiersponies in dangerous lands. It may be held in one's teeth or fixed to one's tail.

Monk property removed. Kept for the sake of a tail-wielded piercing option outside of the exotic weapons category.

This is a greataxe. Also pointless. Don't retype entries that are already present in the PHB.

War Axe: 1d12, 3x, S

This large axe is symbolic of the reckless and the vicious alike. It requires a full swing to be of danger to anyone other than the user, so its handle is typically hung from one's tail.

Redundancy noted. I wrote it as the initial example of a tail-wielded weapon. I'll cut it if you prefer.

A pilum sticking out of a shield would not prevent a character from maneuvering the shield. Shields are a deflection bonus.

Pilum (plural pila): 1d8, 2x, P, range increment 20'

A foe using a shield who is successfully hit with a pilum must either spend a standard action prying it out of that shield or drop the shield itself; until the pilum is removed, that foe gains no AC benefit from the shield.

A steel-tipped throwing spear with a shaft of soft iron or hollow lead. It bends on impact, preventing it from being thrown back and encumbering its unfortunate target.

I'm afraid I disagree strongly on this one. Even if the spear doesn't penetrate through to the wielder, the mere presence of it sticking through the shield would make trying to block or deflect with said shield a significant hazard to his or her health. The specifics of it are drawn from the APG, so it's at the very least balanced. Here's the wiki article on its real-world counterpart: http://en.wikipedia.org/wiki/Pilum

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This is a Siangham, it doesn't need to be here.

Light Spear: 1d6, 19-20/2x, P

Much less cumbersome than its larger counterpart, the light spear is a common sight in the holdfasts of frontiersponies in dangerous lands. It may be held in one's teeth or fixed to one's tail.

Monk property removed. Kept for the sake of a tail-wielded piercing option outside of the exotic weapons category.

No no no. You don't get it. This weapon is a SIANGHAM. Its already in the PHB. If you want a spear that you can use without a proficiency, then you'd use the Short Spear. Which is also in the PHB.

A pilum sticking out of a shield would not prevent a character from maneuvering the shield. Shields are a deflection bonus.

Pilum (plural pila): 1d8, 2x, P, range increment 20'

A foe using a shield who is successfully hit with a pilum must either spend a standard action prying it out of that shield or drop the shield itself; until the pilum is removed, that foe gains no AC benefit from the shield.

A steel-tipped throwing spear with a shaft of soft iron or hollow lead. It bends on impact, preventing it from being thrown back and encumbering its unfortunate target.

I'm afraid I disagree strongly on this one. Even if the spear doesn't penetrate through to the wielder, the mere presence of it sticking through the shield would make trying to block or deflect with said shield a significant hazard to his or her health. The specifics of it are drawn from the APG, so it's at the very least balanced. Here's the wiki article on its real-world counterpart: http://en.wikipedia.org/wiki/Pilum

If its in the Advanced PHB, why did you post it here in the first place? This is for new stuff. Not stuff that already exists in a sourcebook. Stuff in the sourcebooks is already play-tested to check for balance issues.

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M'kay.. This is a consolidation of the thread thus-far. Redundant weapon entries are left in because of some subtle difference or to highlight something (ex. the in-flight to hit penalty for using certain bows as opposed to others). Some are added as specifically pony-flavored versions of PHB equipment for the sake of RP depth. I've also added slightly to the Armor section describing reduced move speed due to armor: "The penalty to movement speed for ponies clad in medium or heavy armor is -10 ' per turn while on four hooves, -5' per turn while on two hooves, and -20' per turn while flying."

Racial Advantages

Earth Ponies

+2 Racial Bonus to Strength, Dexterity, or Constitution, Bonus feat

All earth ponies treat attacks made with their hooves as though they had the two-weapon fighting feat. Taking the two-weapon fighting feat allows them to use a headbutt or mouth-held weapon attack and a hoof attack in the same way. Their naturally tough bodies also gain +1 to HP gained per level.

Pegasus Ponies

+2 Dexterity, -2 Constitution, 60ft Flight speed

Pegasi may attempt a flying charge. They must move at least 20 feet when doing so, and take -4 to their AC until the start of their next turn; however, they may move up to twice their fly speed, add +4 to their to-hit roll on one attack at the end of their charge, and may choose to re-roll the damage done by the attack (though they must accept the second result). Characters and environmental hazards may be dodged with a flying skill check of DC 10 + 1 for every 10 feet (rounding up) of movement being attempted. Failing this check stops the character's charge just shy of the obstruction being unsuccessfully dodged, and if failed by more than 4 or by a natural 1 on the die, leaves the character prone and stunned until the start of their next turn.

Unicorn Ponies

+2 to Wisdom, Intelligence, or Charisma, -2 Constitution, ability to cast Arcane magic (With class levels)

Unicorns may choose one spell up to level two which their starting class is capable of casting as a favored spell. This spell must relate in some way to their cutie mark or natural talents. They may cast this spell three additional times per day (or once per day, if they would not yet otherwise be able to cast it) and add +2 to the DC of checks made to resist it.

Other Races

Gryphons

Large Size, +2 Strength or Constitution, 40ft Flight speed (Poor Maneuverability, -4 to Fly checks)

Hippocampi

Water-Breathing, +2 Wisdom, -2 Charisma, Can move on land like an Earth pony as long as they imbibe water once a day.

Deities

  • 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

By Alignment and Domain:

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

Combat and Equipment

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).

The penalty to movement speed for ponies clad in medium or heavy armor is -10 ' per turn while on four hooves, -5' per turn while on two hooves, and -20' per turn while flying.

Movement

A pony moving at a brisk trot in combat on four hooves has a base movement speed of 40'. If using their hooves for any standard action during the same turn, this movement speed is reduced to 20'. Pegasus ponies have the same land movement speed as others, and may fly up to 60' per turn while still performing other standard actions normally. Rules for running (or flying flat-out) and other movement speed modifiers are otherwise handled as per the core rulebook.

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, B; nonlethal

Bite: 1d4, 3x, P

Headbutt: 1d6, 2x, B; nonlethal. Earth ponies and pegasi only.

Simple Weapons:

Hoofguards: 1d6, 2x, B; nonlethal.

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, 18-20/2x, P

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.

Crossbow, light.: 1d8, 19-20/2x, P, range increment 80'

A lever-drawn crossbow which ties around one's foreleg. As per core rule book.

Crossbow, heavy: 1d10, 19-20/2x, P, range increment 120'

Very cumbersome to use in mid-air, pegasi who have moved in the same turn take -3 to hit.

An awkward but effective crank-drawn crossbow. As per core rule book.

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

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

Sling: 1d4, 2x, B; range increment 50'

A sling may be used to throw small, round items no larger than a potion bottle at a to-hit penalty of -4.

A strip of durable cloth, used to hurl stones. While considered by most to be a pastime for rambunctious foals, it is easily weaponised.

Cudgel: 1d6, 2x, B

A name given to any crude club, stick, or sturdy enough to whoop one's enemies with. It is held in one's teeth or tied about one's tail.

Axe: 1d6, 3x, S

A typical woodspony's axe, with as much care as it usually demands, may of course be even more dangerous to a foe in times of crisis.

Martial Weapons:

Armored Hoofguards: 1d8, 2x, B;

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

Armblades: 1d6, 19-20/2x, S or P

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

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

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

Charger's Helm: 1d10, 19-20/2x, P; earth ponies and pegasi only.

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

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

Double-blade: 1d6/1d6, 19-20/2x, S

The double-blade may be treated as two one-handed weapons, as per the PHB rules for two-headed weapons.

A pair of keen blades fixed to either end of a cloth-wrapped handle. It is gripped between the teeth or tied to one's tail.

Longbow: 1d8, 3x, P, range increment 100'

Very cumbersome to use in mid-air, pegasi who have moved in the same turn take -3 to hit.

The longbow may have the Composite property, as per the Pathfinder CRB.

Strapped to and braced against one's forehoof, it is less powerful than a crossbow but may be fired more rapidly by a skilled archer.

Shortbow: 1d6, 3x, P, range increment 60'

The shortbow may have the Composite property, as per the Pathfinder CRB.

Iconic of the daring pegasus skirmishers of antiquity, the shortbow is much more wieldy while flying than its larger cousin.

Exotic Weapons:

Destrier's Helm: 1d8, 20/3x, P or S; earth ponies and pegasi only.

Being useful for parrying, this helm grants +1 dodge AC per 4 fighter levels (+1 at 5, +2 at 9, etc.)

-2 to perception.

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, B

The weapon may be 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.

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, 3x, P

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: 1d12/1d12, 19-20/3x, P

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, B;

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.

Bolas: 1d4, 2x, B; nonlethal

An attacker may use these to make a ranged trip attack against an opponent up to 30 feet away, plus five feet times the attacker's dexterity modifier. The attacker cannot be tripped by failing a ranged trip attack.

A trio of wooden balls, joined together by sturdy silken rope. It is said that carnivorous folk beyond Equestria use such weapons to bring down live prey. Whether or not the user's intent is so barbaric, they are a useful, if not difficult, tool to master.

Repeating Crossbow: 1d8, 19-20/2x, P;

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, P;

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.

Quarterstaff: 1d6/1d6, 2x, B;

A quarterstaff may be wielded as if it were two weapons or a single tail-bound weapon (though it is not held in one's tail, but both hooves); all relevant penalties and benefits apply to either.

The quarterstaff is a weapon suitable for pony monks. They may use it in their Flurry of Blows, and gain +2 to trip and disarm attempts with it.

For a pony to make effective use of a quarterstaff requires superb balance and coordination; spun on the hooves of a skilled user, however, it is a vicious and constantly moving threat in battle.

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I rejected all material that I didn't specifically say about each of the races. Reread my posts. No bonus anything for unicorns, they have the ability to cast arcane spells, its powerful enough already. Pegasi have 60ft movement speeds with Average Maneuverability, Griffons have 40ft movement speeds with Poor maneuverability. Earth ponies already get an un-penalized +2 to any of the base STR, DEX, CON. That's without any negatives to balance. They also get a Bonus feat. By giving them pseudo-Two weapon fighting, and a bonus hp per level, you're making them overpowered. Consider balancing when writing. They already have a bonus feat, they can take Two weapon fighting with. They also have a +2 to STR, DEX, or CON they could use to gain more HP. They don't need to be changed. They're already more powerful than the base humans.

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Racial Advantages

Earth Ponies

+2 Racial Bonus to Strength, Dexterity, or Constitution, Bonus feat

Pegasus Ponies

+2 Dexterity, -2 Constitution, 60ft Flight speed

Unicorn Ponies

+2 to Wisdom, Intelligence, or Charisma, -2 Constitution, ability to cast Arcane magic (With class levels)

Non-Pony Races

Gryphons

Large Size, +2 Strength or Constitution, 40ft Flight speed (Poor Maneuverability, -4 to Fly checks)

Hippocampi

Water-Breathing, +2 Wisdom, -2 Charisma, Can move on land like an Earth pony as long as they imbibe water once a day.

Deities


  • 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

By Alignment and Domain:

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

Combat and Equipment

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).

The penalty to movement speed for ponies clad in medium or heavy armor is -10 ' per turn while on four hooves, -5' per turn while on two hooves, and -20' per turn while flying.

Movement

A pony moving at a brisk trot in combat on four hooves has a base movement speed of 40'. If using their hooves for any standard action during the same turn, this movement speed is reduced to 20'. Pegasus ponies have the same land movement speed as others, and may fly up to 60' per turn while still performing other standard actions normally. Rules for running (or flying flat-out) and other movement speed modifiers are otherwise handled as per the core rulebook.

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, B; nonlethal

Bite: 1d4, 3x, P

Headbutt: 1d6, 2x, B; nonlethal. Earth ponies and pegasi only.

Simple Weapons:

Hoofguards: 1d6, 2x, B; nonlethal.

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, 18-20/2x, P

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.

Crossbow, light.: 1d8, 19-20/2x, P, range increment 80'

A lever-drawn crossbow which ties around one's foreleg. As per core rule book.

Crossbow, heavy: 1d10, 19-20/2x, P, range increment 120'

Very cumbersome to use in mid-air, pegasi who have moved in the same turn take -3 to hit.

An awkward but effective crank-drawn crossbow. As per core rule book.

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

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

Sling: 1d4, 2x, B; range increment 50'

A sling may be used to throw small, round items no larger than a potion bottle at a to-hit penalty of -4.

A strip of durable cloth, used to hurl stones. While considered by most to be a pastime for rambunctious foals, it is easily weaponised.

Cudgel: 1d6, 2x, B

A name given to any crude club, stick, or sturdy enough to whoop one's enemies with. It is held in one's teeth or tied about one's tail.

Axe: 1d6, 3x, S

A typical woodspony's axe, with as much care as it usually demands, may of course be even more dangerous to a foe in times of crisis.

Martial Weapons:

Armored Hoofguards: 1d8, 2x, B;

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

Armblades: 1d6, 19-20/2x, S or P

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

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

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

Charger's Helm: 1d10, 19-20/2x, P; earth ponies and pegasi only.

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

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

Double-blade: 1d6/1d6, 19-20/2x, S

The double-blade may be treated as two one-handed weapons, as per the PHB rules for two-headed weapons.

A pair of keen blades fixed to either end of a cloth-wrapped handle. It is gripped between the teeth or tied to one's tail.

Longbow: 1d8, 3x, P, range increment 100'

Very cumbersome to use in mid-air, pegasi who have moved in the same turn take -3 to hit.

The longbow may have the Composite property, as per the Pathfinder CRB.

Strapped to and braced against one's forehoof, it is less powerful than a crossbow but may be fired more rapidly by a skilled archer.

Shortbow: 1d6, 3x, P, range increment 60'

The shortbow may have the Composite property, as per the Pathfinder CRB.

Iconic of the daring pegasus skirmishers of antiquity, the shortbow is much more wieldy while flying than its larger cousin.

Exotic Weapons:

Destrier's Helm: 1d8, 20/3x, P or S; earth ponies and pegasi only.

Being useful for parrying, this helm grants +1 dodge AC per 4 fighter levels (+1 at 5, +2 at 9, etc.)

-2 to perception.

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, B

The weapon may be 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.

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, 3x, P

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: 1d12/1d12, 19-20/3x, P

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, B;

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.

Bolas: 1d4, 2x, B; nonlethal

An attacker may use these to make a ranged trip attack against an opponent up to 30 feet away, plus five feet times the attacker's dexterity modifier. The attacker cannot be tripped by failing a ranged trip attack.

A trio of wooden balls, joined together by sturdy silken rope. It is said that carnivorous folk beyond Equestria use such weapons to bring down live prey. Whether or not the user's intent is so barbaric, they are a useful, if not difficult, tool to master.

Repeating Crossbow: 1d8, 19-20/2x, P;

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, P;

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.

Quarterstaff: 1d6/1d6, 2x, B;

A quarterstaff may be wielded as if it were two weapons or a single tail-bound weapon (though it is not held in one's tail, but both hooves); all relevant penalties and benefits apply to either.

The quarterstaff is a weapon suitable for pony monks. They may use it in their Flurry of Blows, and gain +2 to trip and disarm attempts with it.

For a pony to make effective use of a quarterstaff requires superb balance and coordination; spun on the hooves of a skilled user, however, it is a vicious and constantly moving threat in battle.

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If I might add some thoughts on racial abilities? They're looking kinda bland to me.

For all ponies: Cute Mark(ex): Each pony has a cutie mark that helps define them. At character creation, the player can choose any one skill. The cutie mark gives a +2 (or maybe higher?) racial bonus to that skill. (I admit I took this idea from another pathfinder ponies thing I saw).

i.e.:

Twilight: +2 Spellcraft

Applejack: +2 Profession: Farmer

Fluttershy: +2 Handle Animal

etc. etc.

Also, all unicorns should have magic, even if they don't choose a spellcasting class. So I'd recommend somthing like:

Magic Tricks(Sp): All unicorns can use Mage Hand at-will, with a caster level of 1, or at the caster level of their highest spellcasting class. Additionally, they may choose up to two level-0 spells at character creation that they may use 3/day, at the same caster level as Mage Hand.

Also maybe Griffins get a bonus to intimidate or something? Again, they seem a bit bland.

Thoughts?

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