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Ponies & Dragons: Rules and Inquiries


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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
    • Cutie 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.

    [*]Mecha Ponies

    • +2 Intelligence, or Wisdom
    • Cutie 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.
    • Cutie Mark+(ex): Mecha ponies can Distribute points into the Craft(Gunsmith) and Profession(Mechanic) skills
    • Mechanical Prowess- Mecha ponies are talented at Mechanics, and even the smallest of them know how to use or repair basic objects. Profession Mechanic checks can be made untrained at a bonus equal to half the class level of the pony using it.
    • Gadgets- Mecha ponies maintain a variety of small machines as hobbies, such as steam-wings, and other miscellaneous items. Steam wings operate for 10 seconds per class level per day, plus an amount of time based on stability. For each point of Profession(Mechanics) a pony has, he gains a bonus on his stablization check. For each round beyond the initial 10 seconds per level a Mecha pony must roll against DC5+2 per additional round. DC7 on round 2, DC9 on round 3, etc. For each success the Mecha pony experiences the wings function, when the check fails the pony plummets to the ground and the wings fail, suffering fall damage based on effectiveness of emergency fall system. Emergency fail systems consist of a Tumble check using Profession(Mechanics) as a modifier. A 20 on the result negates fall damage and the parachute deploys, causing the pony to gently float to the ground. A 10 results in The parachute half-deploying, and 1/5th fall damage is taken. A failure results in the emergency systems not activating, which causes the pony to crash into the ground, taking 100% fall damage for their height.

    [*]Pegasus Ponies,

    • +2 Dexterity, -2 Constitution
    • 60ft Flight speed ( Average Maneuverability, +0 to Fly checks )
    • Cutie 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

    [*]Bat Ponies,

    • +2 Constitution, -2 Charisma
    • 30ft Flight speed ( Clumsy Maneuverability )
    • Cutie 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.
    • Cutie Mark+(ex): Bat ponies can distribute points into Craft(Gunsmith) as well as Profession(Mechanic)
    • Bat ponies have very sensitive eyes, and take a -4 penalty when operating in daylight without a blindfold. When using a blindfold they have effective Blindsense 30ft from Echolocation.

    [*]Unicorn Ponies

    • +2 to either Wisdom, Intelligence, or Charisma ( Based on spell-casting class ), -2 Constitution
    • Ability to cast Arcane magic ( With class levels )
    • Cutie 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.

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  • Bramble Rose - Druid 3 / Rogue 1

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

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

Masterwork Saddlebags (50 gp)

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

Butterfly Net ( 5 gp )

Bottle x10 ( 2 gp )

Scroll Case ( 1 )

Candles x10 ( 10 bits )

Chalk x5 ( 5 bits )

Charcoal x5 ( 5 bits )

Compass ( 10 gp )

Fishhook x2 ( 2 bits )

Flask x10 ( 30 sp )

Flint & Steel ( 1 gp )

Dice ( 10 gp )

Magnet ( 5 sp )

Magnifying Glass ( 100 gp )

Steel Mirror ( 10 gp )

Silk Rope ( 10 gp )

MW Alltool ( 50 gp )

1 pouch flour ( 1 bit )

Alchemist's Kit ( 25 gp )

Healer's Kit ( 50 gp )

- Antitoxin ( 50 gp )

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

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

Covered Wagon ( 50 gp )

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

Portable Alchemy Lab ( 75 gp )

Transistor Radio ( 50 gp ) ( 5 lbs )

http://www.andynortn...tage-radios.jpg

Bedroll ( 1 sp )

Trail Rations x4 ( 20 sp )

Barrel of Water ( ?? )

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  • 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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  • Curtain Call - Rogue 4

Name: Curtain Call

Sex: Male

Age: Stallion

Species: Earth Pony

Pelt Color: A dull grey

Mane/Tail/Markings Color & Style: Violet mane.

Eye Color: Lime green

Cutie Mark: Comedy (white) and Tragedy (black) masks.

Physique: Slightly thin. A runner's build. A below average height.

Origin: His family never called one place home except the wagon stage they

shacked in for the night.

Roleplay Type: Ponies & Dragons!

Occupation: Thief for hire.

Motivation: Trolling. Buying back his parents' freedom. But mostly trolling.

Likes: (optional) "The looks on their faces!". Puns. Good cider. Oh, and hats.

Dislikes: (optional) The hurmorless. High horses. Friendly competition. If

he's not winning, he's not cheating hard enough.

Character Summary: Curtain Call is good at lying. From the little ones, like "You have a spot on your shirt",

to "No officer, my parents are good and upstanding citizens! Just harmless street

performers them!". Spinning a good yarn just comes natural. Ma and Pa, good and upstanding

citizens that they were, decided to nuture these gifts the only way they knew how:

by putting him to work at their little traveling variety show in which audience

members had their pockets picked clean of anything and everything shiny and valuable.

Ma and Pa explained that they were doing those ignorant pony-folk a favor. Anypony

who let their precious collectables be lifted so easily deserved to lose them. And

next time, well, they would be that much wiser. Spreading wisdom and common sense,

that's what mom and pop did. And lined their own pockets for their trouble. Did little

Curtain Call like it? "I guess". No real choice in the matter. And despite being

constantly on the move (on the run) in that little stagecoach, he had a good life.

The three always ate together. Slept together. Shared jokes and sang songs around the

campfire together. Often times, more than one of them would wake up in the morning,

put on their silly costume hats and end up with a face full of sneezing powder. Ma

and Pa, despite being money-grubbing little weasels, loved their son. And he loved

them.

They're cornered one day.

The day starts out fine. There's juggling and puppets and bad puns galore and Curtain

Call sticking his hooves into the napsacks of the unwitting. But a problem arises, when

unwitting napsack du jour belongs to a member of the local thieves guild. Never lie to

a liar, Curtain Call learns quickly, and the whole family is now in deep manure. Oh,

Ma and Pa are no strangers to adventure and they did indeed teach little Curtains a

thing or two about stabbing the unfriendly, but alas. Ma and Pa and Curtain Call are

taken before the big boss Stallion whose first order of business is to toss the eldest

two captees into a holding cell and the youngest into the dirt.

"Want to see your folks again, foal? Thought so. I guess you work for us now. I better

start seeing the bits roll in, and quick. Now get out of here before these two get the

business end of a rusty shiv."

Curtain Call is alone now, for the first time. Travelling with Ma and Pa lent no time

for friends. There was no more family to call. To tattle to local authorities would both

risk his parents' life and probably put himself in trouble, what with the thievery and all.

So it's back to what he's good at. There's a problem though. His treasure has been

taken from him and now taking treasures from others leaves a bad taste in his mouth

he just can't put his hoof on.

Despite reluctance, Curtain Call is a big earner. He wins every big score and pockets

every bit, giving absolutely everything to the Guild, often leaving himself going to

bed hungry. But it's worth it, he tells himself before sleep. He loves his parents, and

they're counting on him.

This is what he tells himself every day now, since one day, bringing in his latest sack

of loot, he overhears his parents. They're not crying for help, or crying in anguish.

In fact, they're laughing and making merry with their captor. The plan is working better

than they could have dreamed, they say. The dept they owed has been paid off ages ago but

profits have through the roof. Best to let the idiot keep working for a while longer.

He's alone again, having skipped town completely. He continues to steal for a living.

He tells himself that his parents love him, that the money is for them. Curtain Call is

good at lying.

Alignment: Chaotic Neutral

Deity: Discord

Class: Rogue 4

STR: 09 -1

DEX: 16 +3

CON: 10 +0

INT: 13 +1

WIS: 12 +1

CHA: 12 +1

HP: 32

AC: 9=5(Armor Bonus)+1(Shield Bonus)+3(Dex)

DR: 0/ +0

SPELL RESIST: 0

SPEED: 40

INIT: +3

Fort Save.....1=1(Base)+0(Con)

Reflex Save...7=4(Base)+3(Dex)

Will Save.....2=1(Base)+1(Wis)

Base Attack Bonus 3

Acrobatics 4...........(Dex)+3=7

Bluff 4................(Cha)+1 (+2 from Cutie Mark)=7

Climb 4................(Str)-1=3

Disable Device 4.......(Dex)+3=7

Disguise 4.............(Cha)+1=5

Perception 4...........(Wis)+1=5

Escape Artist 4........(Dex)+3=7

Slight of Hand 4.......(Dex)+3=7

Stealth 4..............(Dex)+3=7

Diplomacy 4............(Cha)+1=5

ABILITIES:

Cutie Mark: +2 to Skill check: Bluff

Rogue Talent: Fast Stealth

Rogue Talent: Two Weapon Defense

Trapfinding

Evasion

Sneak Attack +2D6

Trap Sense

Uncanny Dodge

FEATS:

Dodge

Weapon Finesse

Two Weapon Fighting

SPELLS:

GEAR

Two Masterwork Armblades. 630 CG

Masterwork Chain Shirt 250 CG

Caltrops (10) 10 CG

Masterwork Thieves Tools 100 CG

Disguise Kit 50 CG

Climber's Kit 80 CG

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Name: Tornado Ali

Sex: Female

Age: Young Mare

Species: Pegasus

Pelt Color: Cornflower Blue

Mane/Tail/Markings Color & Style: White, long, braided mane and tail.

Eye Color: Dark blue

Cutie Mark: Simplistic hurricane design.

Physique: Solid, athletic.

Origin: Lived in Cloudsdale her whole life. Both parents are pegasi. Her mother is a seamstress for the Wonderbolts and her father is a high-ranking official in Weather Patrol.

Roleplay Type: Ponies & Dragons

Occupation: Former cleric at the Cloudsdale Monastery. Currently moonlighting in Weather Patrol.

Motivation: To get away from the Monastery life. She wants to follow her own path and might as well use the “gifts” given to her.

Likes: Partying and having fun with ponies her own age.

Dislikes: The voice inside her head, not having any true passions of her own. She hates that she has very little control over her own life.

Character Summary: Tornado Ali’s parents had a real sense of humor when she was brought into this world. Her father, the weather geek that he was, got a huge kick out of throwing “Tornado” in front of the name her mother wanted to give her, Alison. Get it? Har har. Ali still doesn’t find it amusing.

When Ali was a filly, she started having vivid dreams. One dream occurred more often than others - Commander Hurricane would come to her and tell her she was the chosen one; she must follow in his footsteps and bring glory back to the Pegasi. After a few months of these dreams, she awoke one morning to see her cutie mark had appeared, a symbol of a hurricane. She was confused; these were just dreams, weren't they? And wasn't her cutie mark supposed to appear after she discovered a true talent?

In the weeks that followed, the dreams came more rapidly and strange things started to happen – she could do some magic, almost like a unicorn. Her parents caught her one day while she was playing with it in her bedroom and immediately took her to a doctor to sort things out. She had kept these dreams to herself until that moment, and as they were about to put her through a full battery of tests, she explained everything. The doctor had to hold back his laughter, and in the moment before he could call the Psych Ward, her cutie mark began to glow.

Instead of the Psych Ward, they shipped her off to the Cloudsdale Monastery, where Commander Hurricane is worshipped Shaolin-style; meditation and training to fight, true to the war domain. The other ponies at the Monastery never questioned her story, which she refused to tell in her own words, so the doctor recited it.

For years, she was forced to stay at the Monastery. She spent the rest of her childhood and adolescence there, where she would dully relate her dreams to the higher priests. The other ponies treated her like an avatar and would sometimes be scolded for treating her with more reverence than their patron saint. Along with her job as messenger, it became clear that her physical prowess and increased magical affinity were far and above the other clerics at the Monastery, most of whom had to train and pray very hard for their talents, whereas hers came naturally.

And she was miserable.

Her life was hijacked and she was never given the chance to develop her own interests, since there was little outside stimuli in the Monastery. One day, a group of university students, similar to her own age, were touring the Monastery. She snuck along in the back of the herd and pulled a few aside, begging for some company. This turned into a party in her chambers, and things got a little out of hand. She discovered she had very strong attractions to stallions, and when some of the elder residents came to investigate the racket, she was caught red-lipped canoodling with one of them. Despite her importance to the Monastery, they kicked her out on a forced sabbatical, hopefully to give her a chance to grow up and realize her true place at the Monastery – and to learn some respect.

She went home and explained her unhappiness to her father, who was disappointed, but understood. He now lets her help out with Weather Patrol to earn some money, but her real quest is to discover who she is outside of her role with Commander Hurricane.

Alignment: True Neutral

Deity: Commander Hurricane

Class: Cleric 4

STR: 11 +0

DEX: 16 +3

CON: 10 +0

INT: 12 +1

WIS: 16 +3

CHA: 10 +0

HP: 15

AC: 17 = 10 + 4(Armor Bonus)+3(Dex)

DR: 0/ +0

SPELL RESIST: 0

SPEED: 60 flying / 40 land

INIT: +3

Fort Save: 4=4(Base)+0(Con)

Reflex Save: 4=1(Base)+3(Dex)

Will Save: 7=4(Base)+3(Wis)

Base Attack Bonus 3

SKILLS:

Fly..................................8 = 3+2+3

Heal...............................12 = 3+4+3 (+2 from cutie mark)

Knowledge (Religion)........6 = 1+2+3

Perception.......................5 = 3+2

Stealth............................5 = 3+2

ABILITIES:

Cutie Mark: +2 to Skill check: Heal

Channel Energy 2d6

Spontaneous Casting (Good)

Lightning Arc (Air Domain)

Strength Surge (Strength Domain)

Low Light Vision

FEATS:

Combat Casting

Weapon Finesse

FIRST DAY’S SPELLS:

Detect Magic

Guidance

Light

Virtue

Obscuring Mist (Air Domain)

Comprehending Languages

Divine Favor

Cure Light Wounds

Detect Evil

Bull’s Strength (Strength Domain)

Cure Moderate Wounds

Enthrall

Shatter

GEAR:

Hoofguards 4 CG

Hard Headgear 6 CG

Masterwork Chain Shirt 250 CG

Holy Symbol, Silver 25 CG

Healer’s Kit 50 CG

Rope x2 2 CG

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I just keep bugging you about rules!

Those simple bladed shoes. It's still a slight of hand (hoof?) check to keep the pointy end concealed? Do they offer the same +2 to concealment that a dagger would?

For some reason, I'm planning out level 6 and that means a Rogue Talent. It could be Deft Palm.

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I'll allow feats that come from Ultimate Magic and Ultimate combat now that I have physical copies of those two books. However, if you take a feat you don't instantly learn the skill, you have a "feat" until you find someone to teach you that "feat".

Meaning at level 5 you get any bonuses, extra hp, etc. If you get a "feat" at a level, you have a blank place until you're able to get back to town and find someone willing or able to train you in said skill.

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  • 1 month later...

I'm going to deny doing so, essentially that would mean you forgetting something that you already know. A less likely situation would be that the character no longer believes that something can help him and that something else will do so more.. but you still already know it so it makes little sense.

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Sure, here you go!

6, 2, 3, 3 ( 12 )

2, 2, 5, 6 ( 13 )

1, 4, 2, 5 ( 11 )

3, 1, 1, 3 ( 7 )

3, 4, 5, 1 ( 12 )

1, 1, 1, 1 ( This is something I seriously rolled, but I'm not THAT mean. )

1, 1, 6, 3 ( 10 )

You can replace this one down here with any of those up there.. I feel bad that your scores came out so low, so enjoy some GM Humility.

My dice suck today.

5, 5, 6, 4 ( 16 )

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