Jump to content
Banner by ~ Ice Princess Silky

planning Ponyfinder: Age of Adventure (Updated) [Full]


GreyScholar

Recommended Posts

Ponyfinder - Age of Adventure

img-2058168-1-img-2058168-1-2rwus7k.jpg

Equestria is a land of magic, joined by the allied Crystal Empire in more recent history, a nation built upon the principles of Harmony, Unity, and Friendship. Where ponies and other races may join together for a common cause, bringing about grand cities and close-knit towns. Where ponies may discover their destiny and pursue their dreams, show by a cutiemark that guides their lives. Following the three Divine Lights that are the holy sisters Celestia and Luna, joined by the crystal princess Cadance.

Yet this land is also a place of danger and uncertainty, with a long past where legends and folklore can prove true with the appearance of many threats long forgotten. Also, not all believe in the ideals taught by the Divine Lights, that of Harmony and Friendship, selfishly following their own path without concern for others. With power to be gained and ancient secrets discovered not all is as it seems. Celestia’s divine Light hiding many things over the millennium she ruled alone as well as time before with her beloved sister. The Times of Discord, that of Eternal Night’s Fall, the Tyranny of the Shadow King, this and more that have revealed themselves to but a few.

Now, with such examples as the Paragons of Harmony and heroes older still record in lore, adventurers and others have come forth in to find adventure and fortune. To gain fame or infamy, uncover knowledge and lost artifacts of the past, to fight monsters and villains that others would tremble in fear at.

Will you follow the call? That of adventure in an age where friendship is taught yet darkness and regrets can be found, of dangers and monsters, secrets and mysteries. So much can be found for the curious and strong of heart, the timid and the brash, the elegant and the hardworking.


Updated Character List
Team A - DM: 
---------------------------------
Daawnily: Changling - @Spell Shock - Silver Robed Wizard (Character Sheet)
Lunar Novel: Kirin - @strideralchemy - Druid (Character Sheet)
Skysplinter: Pegasus -  - Wild Experimenter (Character Sheet)
 Earth Pony - @The Jar - Relentless Inspector Sleuth/Brawler (Character Sheet)
Gazsi Softpaw: Purrsian - @OmegaPony - Archaeologist (Character Sheet)

Team B - DM: 
---------------------------------
Iron Smith: Unicorn - @Big_Macincheese - Oathbound Paladin of Honesty (Character Sheet)
Scroll Seeker: Unicorn - @Brosparkles - Magus (Character Sheet)
Skydancer: Pegasus - @Midnight_Aurora - Velocity Master (Character Sheet))
Rusty Malt: Diamond Dog - @CobraCommando - Skald
 
Status Unknown - Team A
Citrine Promise: Crystal Pony - @Archem – Pious Sentinel
-------------------------------------------------------------------------------------

I will be adding rules and information on the roleplay as time goes on.

RULES:
1. Only the races shown below are allowed, though I may be editing or adding to these races later
2. Only the rules/information given below (taken from the Ponyfinder Campaign Setting), official Pathfinder resources, and 3rd party resources though only with approval. Apart from what is below all else can be found on d20pfsrd.
3. Alignment will be handled as shown here.
4. Additional clases that will be allowed, the Multiclass Archetypes (hybrid classes).
5. We will be using 30 points with the buy system, with no base stat higher then 18 and no base stat lower then 6 (before adding racial bonuses and level ability bonus)
7. Standard equipment and gold (10,500 gp), the players' characters with be starting at 5th level.
8. You can buy no item for more then half your starting gold, recommend that you try to balance purchases between weapons, armour, magic gear, and other items though differences because of class.
9. Players will need to use an Editable Pathfinder Character Sheet, as provided by Jaith Adymn though with a few edits, here.
10. Characters of evil alignment will not be allowed, also certain classes may well have negative stigmatism attached to them such as necromancers and witches.
11. The use of dark magic is strictly forbidden by Equestran law with few being allowed to even study it. Dark magic counts all magic with the evil descriptor as well as potentially other spells, if you're uncertain ask. Use of dark magic will slowly corrupt and turn evil a character, no matter how good a pony's intentions were.
12. These rules may be added to at anytime but before the beginning of a session.

Notice: The Deities section is mostly finished, though I may add more later. I may also be looking into removing Changlings from their status as a Ponykind race, as I do not consider them ponies.

Races that will not being allowed from the Ponyfinder Campaign Setting are currently as follows: Chaos Hunter, Leather Wings (or as they are know among fans 'Bat Ponies'), Phoenix Wolves, Sun Cats.

Guide to Play By Post Roleplaying

Your Character:
Play By Posts are slower than Tabletop games. Because of that, characters get more spotlight time. Through the ability to show internal monologue, describe expressions or mannerisms in detail, and generally convey more about a character than you can normally, a PBP is an opportunity to really delve deep into roleplay. That means you should be ready to do that.
More importantly, you should be ready to do that from the very beginning. Use internal monologue to show your fellow players what your character is about. Don’t worry about revealing things prematurely or before they ask. Think of it like a novel. It’s ok for the reader to know things that the characters don’t.

Character Builds:
Not all PBP games use maps. Because of that, builds which rely heavily on tactical movement or precision placement of AoE effects can be very frustrating to play.
On the other hand, multi-attack builds won’t bore your fellow players to death as you go into your third minute of dice rolling to figure out your attacks and damage.
Basically, characters that require a lot of bookkeeping are a perfect fit for PBP games, and characters that practically require minis and a battlemat are going to be a pain in the neck.

Character Interactions:
To give is to get. Don’t expect anyone to care about your character until you care about theirs. Strike up conversation. Ask other characters about themselves. Discuss the party goals in character. PBP games tend to have quite a bit of “down time”. That can mean that everyone sits around waiting for the GM to update, or it can mean time to chat with other party members. Sometimes the best parts of a PBP game are the dialogues people get into. In a Tabletop game it might be normal to bypass a lot of mundane things to get to the plot, but in a PBP game, you can take the two weeks that the GM is on vacation and turn it into “party talk around the fire”. It can be really fun, but it takes being a proactive gamer rather than a reactive gamer.

The Posting Commandments:
Thou Shall Avoid Walls Of Text
Thou Shall Not Hog The Spotlight
Thou Shall Not Assume The Actions Of Others
Thou Shall Not Assume Outcomes Of Actions
Thou Shall Not Derail Gameplay

That’s it.
Basically, the trick to a good post is to be descriptive without being verbose, and to leave the outcome of any stated actions open-ended. Wait for the GM to give you the results. Then you can post again describing the results if you want.
It’s not good to say-
Minmaximus fires his bow, driving his arrow deep into the beast’s face.
-because, Minmaximus might actually miss, or the beast might have DR you didn’t know about, or deflect arrows, or any number of other things that might change the results of the action.
Instead, break it into two posts. One for intention (which also includes any necessary rolls), and one for describing the results (the GM might do this for you, but you can still describe your character’s response to those results if you like)
Doing this tends to keep your posts shorter, which is nice, and gives you the chance to post more often, which is also nice.
When in doubt, take it to OOC

Thoughts
So that’s what my internal monologue looks like thought Psioney.
It’s that simple. Show the group what your character is thinking with simple Italics.

Telepathy
Can you hear me now? Psioney whispered directly into Minmaximus’ mind.
Sometimes characters can brain-talk. So, combine internal monologue with bold-speech. Taa Daa!

Inhuman Speech
Speaking in your pathetic language is so utterly demeaning” the aboleth gurgled, it’s voice echoing from the depths and filling the chamber.
Some things just talk weird. Parenthesis means out loud, but all italics means in my head. Gha! Brain cramp!

Languages
The paizo boards can make all kinds of symbols in all kinds of languages. This can be used for fun language presentation:
The massive orc stood with rage on his face and an axe in his hand. “Jeg skal drepe deg hvor du star.
Orcish:

I will kill you where you stand.


-or-
The angel spoke and all who heard it wept. “आप अच्छी तरह से मनुष्यों किया है. स्वर्ग आप एक ऋण बकाया है.
Celestial:

You have done well mortals. Heaven owes you a debt.


All that took was Google translate and copy-paste.

Wha’ d’ ye mean ah got an accent? Ye’re th’ one wit’ the accent!” the dwarf said drunkenly.
Beardy, if your accent were any thicker it could give your skull lessons.” the human said sarcastically.
That’s mean. Whyyoualwayssomean?” the gnome said quickly.
Hows ‘bout you lot all shut your damn mouths.” the orc said with a glare.
I invite you to enforce your request with action, greenling.” smiled the elf.
I can never tell if these discussions are social posturing or mating rituals.” droned the warforged.
Dialects are fun. Use them.

 

Edited by EquestrianScholar
  • Brohoof 1
Link to comment
Share on other sites

(edited)

 

 

Ponyfinder Races

 

Ponykind

Ponies are a race whose time has come and left. According to their legend and lore, they once oversaw nature, guiding and protecting it much like contemporary druids: controlling the weather, overseeing animal migrations, and protecting the lands they called home. They have surrendered much of these tasks over time, but their spirit is not yet faded. Most ponykind live in isolated communities, far from civilization, but growing numbers have migrated to join multiracial cities, where they trade, craft, and make their livings.

 

Ponykind Racial Traits:

Type: Fey (ponykind)

Ability Scores: +2 Constitution, +2 Wisdom, -2 Dexterity

Medium: Ponies are medium size and gain no bonuses or penalties due to their size.

Fast Speed: Ponies have a base speed of 40 feet, and a bipedal speed of 20 feet.

Low-Light Vision: Ponies see twice as far as humans in conditions of dim light.

Earth-Bound: Ponies gain a +2 racial bonus on saving throws against poison, spells, and spelllike abilities, as well as Endurance as a bonus feat at 1st level.

Unique Destiny: Ponies select one extra feat at

1st level.

Fingerless: See fingerless rules.

Quadruped: Due to being four-legged, ponykind receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.

Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.

 

Physical Description

Ponies are four-legged creatures with strong equine features. Their fur comes in a wide variety of hues, sometimes dappled or spotted with lighter or darker variations. Though any shade from the rainbow is possible, multiple shades tend to complement one another. They stand about four feet tall from hooves to head, and are about four

feet long from front to base of the tail. All ponykind are born with a cutiemark on their flanks.

This symbol is of high importance to the pony, signifying their destiny or talent, and driving them to excel at it. This mark develops entirely on its own, without outside magic or ritual.

There are other varieties of ponies: pegasi, Crystal ponies, and unicorns, just to start. The first is recognizable by the wings on their back, and the last by the horn on their head. All are ponies, however, and can even form families together. Children of such cross-couplings are born one way or the other, earth-bound pony, pegasus, or unicorn, not a combination.

Unlike normal horses, ponies are capable of limited bipedal stance and movement, much like a human could go around on all fours. This is not a comfortable mode of transport, but proves quite useful when reaching for something higher, sitting on a chair, or even offering to shake hands (hooves).

It also makes climbing less a daunting task for them than a true equine.

 

Society

Ponies are known for their attention to detail in their chosen craft. While the tastes of any given pony are very personal, they tend to fixate with their chosen craft. Pony society is largely matriarchal.

This varies from community to community, but its core underpinnings are hard to miss with its predominantly female pantheon and tendency to elect females for leadership positions. Males are not seen as lesser, but are rarely chosen to be at the head of decision-making bodies. Martial forces are the most common place for a stallion to acquire such power.

 

Relations

Until recently, ponies have avoided most civilized races, choosing to stay isolated in the wilderness of the world. With society spreading outwards, and the temptations of city life growing with it, younger members of the species have been migrating slowly into the larger cities to seek their fortune.

As a result, more ponies are born in cities, and few leave afterwards. By and large, ponies are good citizens, paying taxes and not causing waves in their communities, if no one minds their eccentricities.

 

Alignment

Ponies are drawn towards community and cooperation, lending them to a lawful good alignment, but this is far from mandatory. While most ponykind are well-behaved, a not insignificant number carry their focus to unhealthy extremes, and can become quite troublesome to their fellows. Their pride in their destiny can lead to hubris, stubborn streaks, vanity, and selfishness about their goals.

 

Adventurers

While many ponies are content to live quiet lives of productivity, the burning urge to make names for themselves, become rich and famous, or do battle against ancient evils drives some of their members into lives of adventure. Pony adventurers run the gamut from martial to arcane, usually following the guidance provided by their mark. Loyal to their friends, any adventuring group that accepts a pony is likely to have a companion for life.

 

 

Fingerless Rules

Hand and ring slot magic items automatically adjust to fit, becoming anklets that otherwise function normally.

Any worn magical foot slot items (boots, shoes, etc.) adapt to cover all four hooves.

They may use horseshoe items, but doing so occupies the foot slot, preventing boots, shoes, and other such things.

Ponies may wield/use items with their mouth as if their primary hand.

Touch attacks can be made with hooves or horn. There is no mechanical benefit to this and it resolves exactly the same as a humanoid touch with a finger.

Unarmed attacks from ponies can come in the form of teeth, slams, or hooves. They do normal damage for an unarmed adventurer of medium size and are resolved entirely as unarmed, not natural, attacks.

Somatic components are handled with hoof and horn.

----------------------------------------------------------------------------------------------

 

Pegasus

You were born with wings and were destined to take to the skies. You gain the following abilities:

Alternate Race Traits

Flight Pegasi have a fly speed of 30 feet with clumsy maneuverability.

Cloud Walker: May treat fog, or any cloud, as solid.

Replace attribute modifiers with: +2 Dexterity, +2 Wisdom, and -2 Strength

Fly becomes a class skill.

Pegasi cannot fly in medium or heavy armor.

These racial traits replace the normal pony attribute modifiers and the Earth-Bound trait.

 

Unicorn

You have a horn in the center of your forehead that holds great magic. You have a few tricks up your sleeve as a result.

Alternate Race Traits

Unicorns with Intelligence scores of 11 or greater gain the following spell-like abilities (caster level is equal to character level): Unseen Servant 2/day Light 3/day (must target horn) +2 to Concentration checks when casting defensively

Replace attribute modifiers with: +2 Constitution, +2 Intelligence, and -2 Dexterity

These racial traits replace the normal pony attribute modifiers and the Earth-Bound trait.

 

Clockwork

Alternate Race Traits

Long ago, a group of ponies no one now remembers, brought the wrath of the divine down on themselves. When the smoke cleared, their leader had been killed outright for their folly.

But, while dying, she had woven one last enchantment to protect her fellows. Their bodies had been altered along with their destinies. One and all, their mark had become a metallic gear emblazoned on equally metal hides. Their insides clicked and whirred softly, betraying their new mechanical nature.

Though they yet lived, they were machines. Their salvation was as much a curse. Though psychologically still ponies, and able to form romances with other ponies, clockwork soon discovered that all interbreeding was impossible. Clockwork appeared, to their horror, to be a new separate species. It wasn’t until the longest day of the following year the Queen granted them a reprieve. For that day, should they spend the hour at dawn and the hour at sunset singing Her praises, the clockwork would be made flesh again, and could foal once again with their beloved, whatever the race. Still, all ponies conceived would carry their parents’ curse forward, born clockwork.

Despite being comprised of gears and springs, clockwork do grow, age, and die like other ponies.

Over time, old parts fall free and new parts grow into their place. It is considered taboo to sell one’s old parts, but they do make for sentimental gifts to friends and family, especially when worked into something larger. The largest example of this is the clocktower of Bit N’ Bolt, fabricated over decades by one pony using his own parts until the monument to his beloved city was complete.

Their cutiemark always features a gear, but does not always appear on the flank. All of the primary tribes of pony can appear as clockwork. Earth-bound clockwork with great piston driven legs, pegasi with beautiful wings of stained glass and crystal, and unicorns with delicately filigreed horns.

Their intricate appearance once earned them favor with the Queen, when a dancing earth-bound clockwork became one of her court performers, charming the Queen and court in attendance.

 

Base Speed reduced to 30ft.

Gain half-construct subtype.

Half Construct: +2 racial bonus to saving throws against disease, poison, and effects that cause exhaustion or fatigue. +2 vs. mind-affecting affects.

Fragile Soul: Clockwork cannot be raised or resurrected normally.

Machine Life: Clockwork do not need to eat, breathe, or sleep. They may do so, if they wish, or to gain a benefit, such as drinking a potion, or sleeping to regain spells.

Extreme Design: Whatever negative attribute you gain to your attributes due to race is further reduced by 2. For example, if you are an earthbound clockwork, your dexterity would lower by 2. If your race has no attribute negative, select any one to receive -2.

These racial traits replace the Unique Destiny trait.

 

Crystal Pony

Your pelt glimmers, even in the dimmest light.

You are tied to and appear to be made of Crystalstones as much as fur and flesh. Old stories tell of a kingdom of your kind, which was once a source of hope and radiance.

Your empire came to be before the sisters and the founding of Equestria, the Empire of Crystals stood as a gleaming jewel scant miles north from where the nationwould later be founded. Progressive for its time, it welcomed ponies of many tribes within its solid walls. Also advanced were its laws, which were comprehensive and, in the eyes of its people, just. Ponies were judged by their accomplishment and strength of character, as opposed to their tribe.

It is said that the crystalline pelt that characterizes the modern day Crystal pony was once a rare marker of crystal kingdom royalty, this was later shared with the populace through the magic of the Crystal Heart. When Sombra rose to power, taking the throne for himself and instilling fear among the crystal ponies this trait was lost completely by all. Their kingdom now returned and the tyrant defeated, but the radiance of their coat comes also the same from their hearts to cast light in the darkest of places.

Alternate Race Traits

Crystalline: +2 racial bonus to Armor Class vs. rays. Once per day, a Crystal Pony can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat without the free hand requirement.

Eternal Hope: Gain +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, may reroll and use the second result. Gain earth subtype.

These racial traits replace the Unique Destiny trait.

 

Sea Horse

Alternate Race Traits

Not all ponies were content to run across the land.

One tribe dove into the sea, finding it full of food and safety from land predators. Though these tribes often built towns at the edge of the water, they were most happy when slicing through the waves rather than on their dry streets. While the sea was rich in food and some valuables, such as pearls and coral, they lacked in metals. This drove the sea horses to adopt trading early. They learned to build grand ships to ferry their goods, or other, less aquatically mobile, tribes, from place to place.

There are stories amongst the sea horses that a small number of their people forgot to come back to land at all, and now call the oceans their home.

Such ponies are dangerous and wild. They have forgotten their kinship to all other tribes, and should be avoided. It became a common prayer before a journey for sea horses to hope against the appearance of such ocean breeds, for they revel in the destruction of sea horse ships.

After the empire declined, the line of the already uncommon sea horse became increasingly diluted, until the only sighting of them came in the sudden birth of one in an unrelated family. A pairing of land tribes had a chance of conceiving a sea horse due to long forgotten ancestry shared with the lost tribe.

While some sea horses dream of rekindling their kind, most think it is very unlikely.

Base Speed reduced to 30ft.

Gain 40ft. swim speed.

Swim becomes a class skill.

This replaces Earth- Bound.

 

Zebra

Alternate Race Traits

When ponykind was young, one tribe did not specialize, and chose instead to worship the whole of nature. They took a holistic approach to other mysteries of life, and it reflects in their society. Being hermits, many live alone or in small villages. They study the traditional ways of their parents, exploring their place in the universe at large while seeking better ways to pass on. They find the slavish devotion of other ponykind to their singular destinies to be a childish limitation. The frantic rush that ponies indulge is distracting, even bothersome. Most zebra prefer to consider a problem first, and approach with planning and care. Though reverent of their predecessors’ traditions, every zebra is unique.

The cutiemark manifests much differently for zebra than other ponykind. It changes shape and color as the zebra gains, or loses, understanding of herself. It is often a pattern, rather than a clear image, and its meaning is only evident to the zebra that bears its. Other zebras can examine such a mark and with DC 25 spellcraft check, gain a +4 circumstance bonus to Sense Motive checks against that zebra until the mark changes. If a zebra has deciphered a mark before, doing so again allows the zebra to recognize the mark, and its bearer, even if the target zebra is disguised or the mark has changed since the last viewing. While one could glean hints as to any ponykind’s nature by their mark, the intricate nature of a zebra’s pattern is much more detailed for those who know how to read it.

Rather than the solid colors or dappled freckles of other ponykind, solid stripes cover zebra forms. Though black and white are most common, some zebra take on the wild and bright shades more commonly seen in other ponykind.

Attribute modifiers become: +2 Intelligence and +2 Wisdom

+4 racial bonus to Linguistics and gain an additional language per rank in linguistics.

Their practice with often dangerous, if effective, traditional remedies means zebras cannot accidentally poison themselves when applying poison to a blade.

This replaces Earth-Bound.

 

Kirin

A race of ponies from the distant land of the mystical east, whether Haysia or Neighpon, whose blood became mixed with that of the dragons of their home and over time developed them into who they are now. A somewhat mysterious race, soft spoken and with powers over one of the four elements fire, water, earth, and air though a race few gain dragon's seemingly ancient lifespan. They have even grown to have much in common not only with dragons given the more scaly coats and draconic features but that with elemental as well. With the more vibrant reds, yellows, and oranges of fire kirin or that of the softer, deeper blues and sea greens of water kirin. There are the darker and richer greens and earthen browns of earth kirin with the wind swept lighter colors of air kirin. They all have slight personality differences but all share the stubbornness and pride of dragons, often seeming to stand above those not of their race. Yet others prefer learning magic that taps into the world around them, that of the elements, and the roles of scholars and warriors.

 

Alternate Racial Traits

Type: Gains the dragon subtype

Scaly Coat: Members of this race gain a +1 natural armor bonus to their Armor Class.

In the Blood: Kirin share a bond with one of four elements and gain the corresponding +5 resistance to either Fire (fire), Water (cold), Earth (acid), or Air (electricity) yet also gain a corresponding elemental venerability (Fire to cold, Water to electricity, Air to acid, Earth to fire)

Heritage Gifts: Based on their element, kirin gain fast healing 2 for 1 round anytime they take damage from their element's corresponding energy type. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Also, once per day as a swift action a kirin can call on the power lurking within them to shroud its forelegs in the energy type that corresponds to their element. Unarmed strikes with its hooves (or attacks with weapons held in their hooves or mouth) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a free action.

These replace Earth-Bound and the Unique Destiny trait.

Alternate Racial Abilities

Dragonic Spark: Members of this race gain a +2 bonus on Diplomacy checks when interacting with dragons and saving throws against death effects. They can use lesser age resistance once per day as a spell-like ability.

This replaces the ability Heritage Gifts​.​

------------------------------------------------------------------------------------------------------

 

Other Races

Cloven

Some say had the intelligent goats called cloven come first it would have been them who ascended to power. They first encountered the empire in its infancy, making them available in any era. They see ponykind as distant relatives, and so are most friendly with them of the various species. They do not possess cutiemarks. Few cloven dare to travel outside their own or ponykind cities.

Cloven Racial Traits:

Type: Fey (cloven)

Ability Scores: +2 to One Ability Score

Medium: Cloven are medium size and gain no bonuses or penalties due to their

Fast Speed: Cloven have a base speed of 40 feet, and a bipedal speed of 20 feet.

Low-Light Vision: Cloven see twice as far as humans in conditions of dim light.

Mountain Footed: Immune to altitude sickness and keeps Dex bonus to AC while making Climb or Acrobatics checks to cross narrow or slippery surfaces.

Horned: Cloven get a natural gore attack that deals 1d4 damage.

Cloven Resilience: Cloven get a bonus against poison equal to their hit dice.

Cloven Watchfulness: Cloven gain a +2 racial bonus on Appraise , and a +2 racial bonus to Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

Fingerless: See fingerless rules.

Quadruped: Due to being four-legged, cloven receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.

Languages: Cloven begin play speaking Common. Cloven with high intelligence may select from Sylvan, Elven, Terran, or Gnomish as bonus languages.

Physical Description

They are the same size as ponies, but all sport horns and beards, as well as their cloven hooves.

Females have smaller horns and beards, and even the youngest cloven display nubs of horns. Their eyes have distinctive horizontal pupils instead of round ones. Though they lack a cutiemark, tribal dyes, tattoos, and stylized shavings are commonplace. Some fashions or faiths call for shearing their horns, but most cloven are never found without them. Unlike ponies, cloven tend to come in more sedate colors of black, white, brown, or grey.

Society

The cloven are a meritocracy: breeding takes a second seat to ability and achievement. Hence, returning adventurers with discoveries to share and exploits to recount are treated with admiration and respect.

The ruling caste of cloven are those whose accomplishments the community most respects.

Cloven who wish to become leaders may sound like braggarts to foreign ears, as they extol the virtues of their deeds, but that is the cloven way.

Relations

Cloven have been and remain neutral in most dealings with the outside world. They prefer to keep to themselves, but have been known to make contact with other races. They are most friendly with ponykind, their cousins by hooves, and welcome the interaction should one decide to venture into a cloven town. Few cloven outside of the Order(see below) venture far from one of the cities, though the young are prone to wanderlust.

 

Alignment

The industrious, performance-driven cloven run a smooth, orderly, and therefore lawful society.

Everyone is expected to follow the laws precisely because that’s what is expected of them. Cloven frown upon those that buck the system, and typically heap public humiliation on these unfortunates. However, the rare cloven that demonstrates its methods are a genuine improvement on the status quo can actually change the law.

Adventurers

While most cloven prefer to lead productive lives in the safety of their home cities, some few hear the call of greater purpose. The Order of the Goat is an organization comprised entirely of thrill seeking cloven. Such cloven are considered brave and romantic, but lonely. Good cloven know that when they look for trouble, trouble will find them, so becoming close to an adventuring one is asking for mischief. Cloven who survive their adventuring career and settle down are treated as returning heroes, and typically end their days famous and comfortable.

 

 

Flutterponies

Flutterponies (or flutters) began as tiny, aggressive, pony pixies that flew in terrifying swarms when threatened.

Towards the end of the empire’s lifespan, some of the swarms began to act erratically. The more charismatic and thoughtful of the swarm began soliciting the others toward better. Bucking their original fate, the swarm consolidated and became a full pony-sized creature of dazzling colors and wings. These full-sized flutters were much more agreeable and intelligent. They banded together to found the city

of Prisma, where they have thrived even as the empire collapsed around them.

Though physically weak, they were quick to work together to rise above their problems. Like the swarms of their origin, they found teamwork to be a natural part of their being. In the times after the empire, flutterponies became an uncommon, though not rare, sight outside their forest city.

Flutterpony Racial Traits

Type: Fey

Ability Score: +2 Dexterity, +2 Charisma, -2 Strength

Medium: Flutterponies are medium size and gain no bonuses or penalties due to their size.

Normal speed: Flutters have a base speed of 30 feet, and a bipedal speed of 20 feet.

Butterfly Wings: Flutters have a fly speed of 30 feet with average maneuverability, and cannot fly in medium or heavy armor. Fly becomes a class skill.

Small Origins: Flutterponies may shrink themselves as per reduce person once per day as a spell-like ability with a caster level equal to their character level.

Pony Kin: Any effect, archetype, bloodline, feat, or item that requires or affects ponykind functions fully for flutterponies.

Glowing: As an at-will supernatural ability, flutterponies can emit from their antennae dim light equivalent to a candle to 5 feet. Igniting or dousing their light is a free action.

Fingerless: See fingerless rules.

Quadruped: Due to being four-legged, flutters receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.

Languages: Flutterponies begin play speaking Common. Flutters with high intelligence may learn Sylvan, Elven, Auran, or Gnomish as bonus languages.

Physical Description

Flutterponies appear much like intensely colorful pegasi. The average flutterpony has at least three colors in their pelt and mane, to say nothing of their large butterfly or dragonfly wings. Their wings tend to be a riot of colors, which blends well with their colorful rainforest home. Protruding from the head are two antennea with large bobs at the end that can be made to glow.

Society

Flutterponies place high value on family lines. The children of important people are assumed also to be important unless dramatically proven otherwise. Families consist of a mated pair and young, which remain with the parents for about fifteen years. Flutterponies only have one or two foals at a time, and have no more while any foals remain at home. Marriages can be either prearranged or spontaneous, with the former becoming more likely the higher the social caste of the flutters involved.

Relations

Flutterponies consider themselves ponies, even if their stock does not originate from the original ponies. Thus, they get along well with ponies and welcome them eagerly to their side, even marrying them. The children of such unions are either flutterponies, or the other pony’s type, never hybrids. Flutterponies get along especially well with pegasi, who they regard as drab cousins. Though they taunt their feathered friends for lacking bedazzling hues, they admire pegasi air-borne agility.

When dealing with other races, flutters tend toward reservation. Merchants who come to deal with flutters fast learn to wear their brightest and most ostentatious clothing, as this pleases the flutters.

Alignment

Flutters come off as vain and shallow. Because they value presentation as much as substance, their laws are open to wild interpretation. This results in a chaotic bent in flutter society. Often criminals are judged for being ugly before courts weigh the facts.

Adventurers

Flutters leave their city for many reasons, foremost being simple wanderlust. They want to see what lies beyond the trees, and going there is the only way to find out. Easily drawn by curiosity and whimsy, flutter adventurers are given to flights of fancy. Ugly beasts and monsters repulse them, and they can be all too easily drawn in by comely seducers, but their skill with magic and sheer eagerness gets them into adventuring teams braving the unknown.

 

Diamond Dogs

Canines with a pull towards the wealth of the earth and order among miners, Diamond Dogs are well-known as a fearsome foe.

Standard Racial Traits

Ability Score Racial Traits: Diamond Dog's labor requires them to be strong and hardy. +2 to Strength, +2 to Constitution.

Size: Meduim

Type: Fey (Canine)

Base Speed: 40 ft.

Languages: Diamond dogs begin play speaking Common. Diamond dogs with high Intelligence scores can choose from Draconic, Infernal, Goaten, and Terran

Racial Traits

Greed: Diamond dogs gain a +2 bonus on Appraise checks to determine the price of non-magical goods that contain precious metals or gemstones.

Darkvision: Diamond dogs as a race spend most of their time underground, and can see perfectly in darkness. They have darkvision to a range of 60 ft.

Scent: Diamond dogs have the scent ability.

Burrow: Diamond Dogs have a burrow speed of 30 ft.

Fearsome: Diamond Dogs scorn caution and subtlety for swagger and bluster and gain a +4 racial bonus on Intimidate checks.

 

Alternate Racial Traits

Engineer: Diamond Dog engineers tinker endlessly with fire, explosives, and the engines of war. Diamond Dogs with this racial trait gain a +2 racial bonus on Craft (alchemy) and Knowledge (engineering) checks. This racial trait replaces fearsome.

Magehunter: Diamond Dogs hate and fear arcane casters. A magehunter gains a +2 racial bonus on Spellcraft checks made to identify a spell being cast and a +1 racial bonus on attack rolls against arcane spellcasters. He only gains this bonus against creatures that use spells, and not against those that only use spell-like abilities. This racial trait replaces fearsome.

Scarred: A Diamond Dog can scar himself with both blade and fire to toughen his hide into a mass of deep scars. Diamond Dogs with this racial trait gain a +1 natural armor bonus to Armor Class. However, the repeated exposure to fire permanently damages their eyes. This racial trait replaces the darkvision racial trait.

Slave Hunter: Diamond Dog slavers excel at tracking down runaway slaves and surviving in filthy conditions. Diamond Dogs with this racial trait gain a +2 racial bonus on Survival checks and a +2 racial bonus on Fortitude saves against disease. This racial trait replaces greed.

 

Alternate Favored Class Bonuses

Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.

Barbarian: Add +1/6 the number of attacks of opportunity per round. This does not stack with the Combat Reflexes feat.

Cleric: Add +1/2 to negative energy spell damage, including inflict spells

Fighter: Add a +1/2 circumstance bonus on critical hit confirmation rolls with a weapon of the Fighter's choice (maximum bonus +4). This bonus does not stack with Critical Focus.

Sorcerer: When casting sorcerer spells with the fear descriptor, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.

 

Griffon

First encountered when the early ponykind ancestors ventured into the mountains to find a home, griffons are a mildly xenophobic race of proud flyers. It’s said watching their majestic flights inspired the first of the mountain pony tribes to embrace the air, eventually giving rise to the pegasi.

As fellow children of the sky, pegasi and griffons typically get along best, and contact between griffon and ponykind tend to go through pegasus channels.

Griffon Racial Traits:

Type: Fey (Griffon)

Ability Scores: +2 Strength, +2 Wisdom, -2 Charisma

Flight: Griffons have a fly speed of 40 feet with poor maneuverability. Fly becomes a class skill.

Bite: Griffons have a bite attack that does 1d6 damage

Medium: Griffons are medium size and gain no bonuses or penalties due to their size.

Normal Speed: griffons have a base speed of 30 feet, and a bipedal speed of 20 feet.

Low-Light Vision: Griffons see twice as far as humans in conditions of dim light.

Quadruped: Due to being four-legged, griffons receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.

Cloud Walker: Griffons may treat fog, mist, or any cloud, as solid.

Languages: Griffons start play speaking Common, and intelligent griffons may select from Sylvan, Elven, Auran, or Gnomish as bonus languages.

 

Physical Description

Griffons are quadrupeds, like ponykind. Unlike ponies, griffon forelegs terminate in clever, functioning talons. They appear as a combination of species. Their forward half and wings are that of a bird of prey, most often an eagle, though hawks are common. Their back end is that of a feline predator, such as a lion or cougar. As befits their combined heritage, they are primarily carnivores, though they do enjoy supplementing their diet with the occasional fruit or other sweet treat.

Griffons are fully capable of using their talons as fingers. They do this while hovering or by rearing up on hind legs. They have full use of all magic slots without modification to the item required. While capable of walking in such a stance, it is not ideal.

 

Society

Griffons operate in competitive prides. Though griffons consider themselves better than other races, and will defend other griffons against slights from non-griffons, they dislike the company of large crowds, especially too many griffons. The leader

of a pride is considered the best of them, proven through cleverness, strength, or, rarely, sheer age and wisdom. Any griffon may challenge the current leader for dominance, but the leader chooses the contest.

Those who lose and still challenge the commands of the leader are pushed out of the pride and set off on their own, sometimes forming their own pride. Many adventuring griffons emerge from such disputes.

Due to the more egalitarian nature of griffon challenges, they find ponykind’s matriarchy to be a curious, weak concept. What if a male were the strongest, or wisest, or the cleverest? Griffons snicker quietly behind their talons at the folly of their neighbors. But to entertain their absurd notions, and engender respect, griffons will send females more often than males to deal with the matriarchal ponykind.

When the pony empire collapsed, most griffons withdrew to their mountain holdings. Griffons became rare sights outside their territories, though wanderlust, or insubordination, still sends the occasional young griffon out into the world.

Relations

The sight of a griffon puts fear into creatures, and griffons consider this wise. Though they were content remaining in their mountain prides for many years, contact with ponykind have drawn some down to integrate with pony society, and through it, come into contact with the other intelligent species of the world. Griffons, despite their unrelenting sense of superiority, never made a bid for global dominance, nor banded into any great empire or marauding force. They enjoy mercenary work, and make capable craftspeople. As neighbors go, they are passable if one can forgive their unyielding ego.

 

Alignment

Griffons are prideful beasts, and tend to favor their own hide above any other, meaning that good aligned griffons are the minority. Most will abide by promises made, unless they determine that the one they are dealing with has become significantly weaker since the promise was made. To their credit, they will typically exploit such weakness with a sudden renegotiation of the terms, as opposed to an overnight betrayal of the oath given. If a griffon truly wishes to outright break an oath, they will challenge the holder of it, and demand their freedom with the victory.

Adventurers

When griffons are young, they will often fall at odds with their pride leaders. While most have sense beaten into their thick skulls, some refuse to come into line, and are cast out of the prides. Such outcast griffons often migrate to pony lands—or even further—pursuing their place. These griffons take up whatever cause suits their fancy, even just fame and fortune.

 

Purrsians

Purrsians are a winged feline race that acquired sentience before ponykind. They enjoy amassing wealth, and this caused them to settle into towns as opposed to adopting a nomadic lifestyle. They came into contact with ponykind when ponykind first ventured into the desert. The sun ponies have since enjoyed mostly friendly relations with the purrsian.

PURRSIAN RACIAL TRAITS

Type: Fey(feline)

Ability Score: +2 Dexterity, +2 Charisma, -2 Wisdom

Medium: Purrsians are medium size and gain no bonuses or penalties due to their size.

Fast Speed: Purrsians have a base speed of 40 feet and a bipedal speed of 30 feet.

Winged: Purrsians have a fly speed of 30 feet with clumsy maneuverability. This is natural flight. Fly becomes a class skill.

Fanged: Purrsians have a bite attack that deals 1d3 damage.

Feline Charisma: When they attempt to change a creature’s attitude and fail by 5 or more, purrsians can try again, even if 24 hours have not passed.

Feline Speed: Purrsians gain a +10-foot racial bonus to land speed when using the charge, run, or withdraw actions.

Low-Light Vision: Purrsians see twice as far as humans in conditions of dim light.

Quadruped: Due to being four-legged, purrsians receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.

Languages: Purrsians begin play speaking Common, and intelligent purrsians may select from Sylvan, Dwarven, Auran, or Gnomish as bonus languages.

Physical Description

They are larger than ponies by a head in height and some additional body length. They come in a wide variety of colors and patterns, from rosette spots to stripes or solid colors. Like ponies, purrsian colors come from the whole spectrum and usually match or complement. Their wings are usually of the same color and pattern as the rest of their coat.

They have long tails, sharp teeth, and sharper claws at the end of clever fingers. These retractable claws are sharp and hard enough that they are commonly used in crafting, even to etch and work at precious gems. Purrsians are omnivores that require meat but enjoy fresh fruits when available, especially as drinks.

Society

Purrsians enjoy opulence, relaxation, and showing off. The wealth a purrsian has gathered is the measure of its success. These traits, perhaps, are why they never formed an empire of their own, choosing instead to show off from within the confines of the pony empire, while it lasted. Traveling purrsians often bedeck themselves in their most lustrous portable jewelry, to demonstrate their wealth and strength of character for all to see.

Because not every purrsian covets the same treasure, trading developed early and wide. While one desires ancient scrolls, another is wild for rubies. What one cat merely enjoys, some other purrsian, or even another race, wants desperately. They are eager traders, all the better to get the treasure they truly want. Purrsians tend to arrive burdened with trade goods and leave with just as much local goods, making for delighted merchants and warm welcomes in cities across the continent.

Relations

Purrsians enjoy good relations with most races willing to trade. Their opulent dress does much to assuage humanoids, getting them in the door where sun cats(see below) would be refused. Rogue purrsians are terrible things, hunting wherever they wish with no concern for anything but treasure and their own hide.

Alignment

Purrsians lean mildly towards evil, with their penchant for selfishness. They’re just out to win, everyone else be damned. This selfishness is usually tempered by respect for the rules of the society, and most purrsians will play by those rules. While many purrsians fall around lawful evil, an individual can be of whatever alignment.

There are selfless purrsians, but they are in the minority. A burning purrsian house will draw ten neighbors. Six will offer to build a new house at a fair rate, one will offer a discount, and one will sneak over to ‘rescue’ any valuables from the flames, while two will try to douse the fire.

 

Adventurers

The draw of the adventurer’s life is that of hidden treasure. The idea that they could get an artifact that none of their less bold neighbors could dream of having is enough to propel a young purrsian into the unknown. As adventuring partners, purrsians think of themselves first, so collaboration can be difficult.

They are not stupid, however, and most learn that the success of the party means the success of the purrsian.

 

Steelheart

Their origin is a mystery, as is the exact nature of their internal workings. The steelhearts are constructs, in the shape of a pony, that claim life despite clearly artificial origins. Others would call them golems, but they loathe the term. They serve no being without a choice, and have free will to decide their lot in life. Rather than born, steelheart young are constructed by two or more steelhearts working in concert to assemble their child. This can only be done using specialized tools even the steelhearts do not know how to manufacture. Because of this, their factories are sacrosanct; even crusaders cannot match the zeal with which they are protected and maintained.

The source of their frailties compared to true golems was a mystery for many years, until a dead steelheart was discovered and examined away from the supervision of its peers. Steelhearts appear to be partially plant based, with thick knots of wood located around where the belly would be and running in fine patterns through the body. This living component gives them drive, but it can be harmed, leaving steelhearts in a curious state between living and construct with some of the benefits of both.

When they were first discovered, the Queen ordered the secret of their creation discovered. The attempt failed, and instilled such fear in the steelhearts they declared war on the ponykind. Bloodshed and dismantlement persisted fifteen months. Peace was eventually brokered, but part of the agreement of this peace was that ponykind would never again attempt to force access to any steelheart factory.

STEELHEART RACIAL TRAITS:

Type: Half-Construct, Fey

Ability Score: +2 Constitution, +2 Intelligence, -2 Wisdom

Medium: Steelhearts are medium size and gain no bonuses or penalties due to their size.

Normal Speed: Steelhearts have a base speed of 30 feet, and a bipedal speed of 20 feet.

Heart of Steel: Steelhearts gain a +2 racial bonus vs disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.

Cold Heart: Steelhearts cannot be raised or resurrected by spell. Returning to a factory and paying the material component price for either can restore them to health with the help of the local priests, as if the equivalent spell were cast.

Iron Lungs: Steelhearts do not need to eat, breathe, or sleep. They may do so, if there is benefit, such as sleeping to regain spells, or drinking a potion.

Conductive: Steelhearts have electricity resistance 5.

Fingerless: See fingerless rules.

Low-Light Vision: Steelhearts see twice as far as humans in conditions of dim light.

Quadruped: Due to being four-legged, steelhearts receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.

Languages: Steelhearts begin play speaking Common, and Intelligent Steelhearts may select from Sylvan, Dwarven, Gnomish, or Terran as bonus languages

 

Physical Description

They appear as ponykind with hides made of metal. The selection of metal used for the exterior varies wildly on the whim of the steelheart’s parents, but brass, steel, and tin are popular selections. Their eyes are expressive orbs of light, often set behind glass. While cutiemarks are not a required part of their construction, it is a popular thing to do. Being decoration, a steelheartis free to change its mark at their discretion, provided some metal-working tools and dye.

Society

The steelhearts have learned much through their shared cultural exchange with the short-lived ponies. They learned to respect their dead with memorial and ritual. They have also cultivated their appreciation for art, philosophy, and expression. Each steelheart has their own tastes and pleasures, even if a visiting pony is perplexed at the idea of a steelheart with a collection of paintings or a singing hobby.

Steelheart family life tends to be short. Two or more steelhearts decide that they have complimenting traits and decide to create offspring. They travel to the closest factory and petition the steelheart assembly priests in attendance for permission to fabricate. If they are found worthy, they are permitted to enter and begin the sacred task of creating new life.

Once this is complete, the family is charged with the task of instructing and raising the youth over a strict twenty-year period. When this is complete, the family is free to disperse, and often does exactly that. Sometimes, steelhearts decide they favor their current company, and the family persists despite the youth being raised. Steelhearts do not have a physical gender, though may identify with either of their personal choosing.

Relations

When they don’t feel their future is threatened, steelhearts are eager traders and scholars. Long travel does not bother them. Since they don’t need to eat, just rest at times to restore whatever power source propels them, they can go long distances in inhospitable terrain without complaint, getting market goods where they need to go. Steelhearts find the concept of war for any reason less than a threat upon the factories contemptibly wasteful. Making and raising steelhearts takes too much time and energy to squander it on a war.

Alignment

Steelhearts are each unique, with outlooks formed by bias of their manufacture, upbringing, and decisions. One steelheart may be a chivalrous protector of the downtrodden while another schemes to exploit the world for every gold piece it has.

Adventurers

The urge to explore and learn, strong in steelhearts, draws them to the adventuring life, to see things normal people would never have opportunity to see. The ultimate prize is the secret of their own existence, to return the method of creating new factories to their people.

 

 

 

Changelings

Where others see a pony, the truth lurks beneath the flesh. Pony society plays unwitting host to a discreet set of shapeshifters, you among them. You draw small amounts of energy from others by proximity, though perhaps different motivations draw you to adventuring. Though Changelings tend more towards selfish alignments, individuals can seek greater things, despite their origin.

Changelings Racial Traits:

Type: Fey (changeling)

Racial Traits:

Ability Scores: +2 Charisma, -2 Strength

Medium-size: As Medium-size creatures, changelings have no special bonuses or penalties due to their size

Fast Speed: Changelings have a base speed of 40 feet, and a bipedal speed of 20 feet.

Low-Light Vision: Ponies see twice as far as humans in conditions of dim light.

Flight: Changelings have a fly speed of 30 feet with clumsy maneuverability.

Shapeshifting (Su): You have a specific pony shape that you can take at will. You gain a +10 racial bonus on Disguise checks to appear as that pony.

Deceptive: A changeling gets a +2 racial bonus on bluff and disguise checks.

Fingerless: See fingerless rules.

Quadruped: Due to being four-legged, ponykind receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.

Languages: Common and Sylvan. Bonus Languages: A changeling with high intelligence scores may choose Griffin, Deerish, and Undercommon

 

Deer

Deer are among the oldest races, and are naturally very gifted when it comes druidic magic and experts of ancient lore. Proud of their heritage and culture, deer see themselves as the guardians of nature and the earth. Often stubborn and very much traditionalists, deer hold true to their beliefs and connection to the land though normally live apart and isolated in family units that may join together with their own kind through marriage or alliance. This race tend to remain in their homelands and are not usually the adventurous sort. They are suspicious of strangers, not one to trust those that are not like them, and fear nothing more then capture by others. Because of this deer, as a whole, actively avoid pony towns and settlements. Adventurers are the exceptions, willing to brave the world as a whole, even the worrisome civilized parts of it.

 

Deer Racial Traits:

Type: Fey (deer)

Ability Scores: +2 Dex, +2 Wis, -2 Con

Medium: Deer are medium size and gain no bonuses or penalties due to their size.

Fast Speed: Deer have a base speed of 40 feet, and a bipedal speed of 20 feet.

Low-Light Vision: Deer see twice as far as humans in conditions of dim light.

Fleet-Footed: Deer are naturally very lithe and agile, given to being very quick with a strong sense to avoid danger or threats around them. Deer receive Run as bonus feat and a +2 racial bonus on initiative checks.

Distrusting: A Deer takes a -4 to diplomacy yet also a +2 to sense motive checks when interacting with strangers and those they meet for the first time.

Guarded Freedom: Deer gain a +2 to perception checks but whenever they are entangled, pinned or bound, this race immediately becomes shaken.

Fingerless: See fingerless rules.

Quadruped: Due to being four-legged, deer receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.

 

Ponykind Feats:

 

Adept Shapeshifting

While even immature Changeling ponies can imitate one form, you have learned how to take on new roles, giving you much improved flexibility.

Prerequisite: Changeling, Shapeshifting racial trait.

Benefit: You may imitate any ponykind that you have seen, gaining +10 to Disguise checks to appear as that particular pony. This works otherwise like your usual shapeshifting ability.

Advanced Horn Magic [Combat]

Your ability to manipulate objects with your magic has grown much more refined.

Prerequisite: Ponykind, Practiced Horn Magic.

Benefit: You gain a second mental grip, allowing you to wield a weapon two-handed, or wield a weapon and a shield, or even wield two weapons. These follow all basic rules for wielding such items.

 

Beacon of Hope

You are a walking war banner, calling your allies to stand firm against the dark.

Prerequisite: Ponykind, Crystal Pony, Hopeful Heart.

Benefit: Any ally that is within 60ft. and can see you gains your bonus to saving throws against fear

and despair effects. They do not get your reroll, only the racial bonus to saving throws. This is a morale bonus.

 

Blade-Turning Pelt [Combat]

Your fortitude is the thing of legends. Blades have a difficult time finding purchase in your toughened hide.

Prerequisite: Ponykind, Earth-Bound racial trait, Tough as Rocks.

Benefit: You gain DR 1/-. This increases by 1 for every additional time you have purchased Tough as Rocks.

Special: This feat can be taken an additional time at level 10, 15, and 20, but only as many times as you have taken Tough as Rocks. This increases the DR given, but does not stack with other sources of damage reduction.

 

Cloud Embraced

You have emerged from the darkness and joined the pegasi in the clouds.

Prerequisite: Ponykind.

Benefit: You gain the Cloud Walker racial trait, allowing you to treat fog, mist, and clouds as solid and to qualify for feats that require Cloud Walker.

 

Cloud Kicker [Combat]

It is said, in times long past, your kind controlled the weather of the planet. Though this job has since left pegasus hooves, you still have some talent at it.

Prerequisite: Ponykind, Cloud Walker.

Benefit: As a standard action, you may, with a lash of your hind hooves, destroy the fog, mist, or even magic gaseous cloud, a particular five foot square within your unarmed reach(including the square the pony is occupying).. If the effect is magic, it is considered an attempt to dispel, and the pony must roll 1d20+(character level)+(strength bonus) against a target of 10+(caster level). Success not only clears the five foot square, but gives the pony the option to end the entire effect. Failure still clears the targeted five foot square.

 

Dashing Flyer [Combat]

While some pegasi are satisfied with going in straight lines, you have been strengthening your wings and practicing your flying to become a master of the sky.

Prerequisite: Ponykind, racial fly speed.

Benefit: Your fly speed increases by 10ft. and your maneuverability by one step.

Special: This feat can be taken more than once.

 

Day Stomper

Your marked piety as an earth-bound has earned you the Sun Queen’s special favor.

Prerequisite: Ponykind, Earth-Bound racial trait, Tough as Rocks, Knowledge (religion) 5 ranks.

Benefit: You gain resist fire 5. Also, once per day, while in sunlight, you may, as an immediate action, gain 1d10 + 1 per 2 character levels temporary hitpoints. These hit points last for one hour.

Special: You may not take this feat if you have Night

Stomper.

 

Day Wing

After a ritual to one of the day goddesses, your wings have become butterfly-like.

Prerequisite: Ponykind, Pegasus, Dashing Flyer, Knowledge (religion) 5 ranks.

Benefit: You no longer have to make Fly checks to hover or move at less than half speed and remain flying. You gain Fire Resist 5 and +2 to saves against effects with the light descriptor.

Special: You may not take this feat if you have Night Wing.

 

Devotee of the Sun and Moon

Through intense meditation, you have developed a particularly strong connection to either the sun and moon.

Prerequisites: Ponykind, Sun and Moon mystery, oracle level 7th

Benefit: When you select this feat, choose either sunlight or moonlight. So long as you remain within direct light of the chosen type, you gain a +1 bonus on all attack rolls, saving throws, skill checks, and ability checks.

Divine Endurance

Strengthening your bonds to your chosen deity, you become more of an avatar for their ideals.

Prerequisite: Ponykind, Day or Night Stomper or Day or Night Wing, Knowledge (religion) 10 ranks.

Benefit: Gain +2 to saves against fire and heat effects if day aligned. Gain +2 to saves against ice and cold effects if night aligned. A successful save negates the damage. You also gain the effects of endure elements against temperature extremes in your chosen direction. If you are suffering lethal environmental damage from your chosen extreme, convert half of it to non-lethal damage.

 

Embraced Destiny

Favored of Sheila, you not only accept your destiny, but revel in it. You celebrate and excel, making your mark’s guidance a shining beacon in all things you do.

Prerequisite: Ponykind

Benefit: You may select one favored enemy (as per ranger), two skills, or one school of magic. You gain a +1 to attack and damage rolls, +2 to caster level checks, or +2 to skill checks involving the selected item(s). The selection should relate to your cutiemark. If skills are selected, the bonus increases by 1 per 5 character levels.

Special: Cannot take this feat if you have Denial of Destiny

 

Emotion Eater

Prerequisites: changeling, 14 Cha, Diplomacy 6

Whenever a changeling stays in the company of one who has an attitude of Helpful towards them for 3 hours, they may force their victim to pass a DC 10 + 1/2 level + Cha modifier, will negates, and if failed they take 1d4 Wis temporary damage. A changeling gains a +1 temporary bonus to all saves and spellcasting DC checks for every point their victim loses to Wis, and can stay transformed for a number of hours equal to the same amount. This ability can be used 1 time per day.

Field Reconstruction

When you are killed, your allies may revive you by providing the materials and time for you to recover.

Prerequisite: Half-construct, character level 10th, Diehard.

Benefit: You may be revived as per raise dead if your remains are sprinkled with a combination of iron and diamond dust worth 5000 gp and an hour passes. The components are consumed upon your revival.

Normal: Steelhearts may only be revived from death at a Steelheart factory; Clockwork cannot be raised or resurrected.

 

Fight On [Combat]

Prerequisite: Ponykind, Earth-Bound racial trait, Con 13.

Benefit: As per feat of the same name, see Advanced Players Guide.

 

Focused Horn Magic [Metamagic]

You have attuned your horn to a specific school of magic.

Prerequisite: Ponykind, Practiced Horn Magic, Spell Focus in the same school.

Benefit: Choose a school of magic to which you have already applied the Spell Focus feat. The DC of spells of the selected school increases by 1. Once per day, a harmless or self-only spell of that school may be cast as if the extend metamagic were applied without modifying the level of the spell.

 

Crystalstone Finish

You are like a cut crystal, glimmering with many colors in the light. Rays that approach you are reflected away as if they never were there to start.

Prerequisite: Ponykind, Crystalline racial trait, Lustrous Coat.

Benefit: You may turn aside rays once more per day.

Special: You may deflect rays one more time per day for every time you have taken lustrous coat

 

Greater Deception

Prerequisites: changeling, 14 Cha, Disguise 6

You can take either add a +8 bonus when making a roll for disguise checks but only when Shapshifting is used, which stacks with the deception and shapeshifting ability.

 

 

Greater Emotion Eater

Prerequisites: changeling, 16 Cha, Diplomacy 10, Emotion Eater

The DC to save against the ability Emotion Eater increases to DC by an additional +2, will negates, and if they fail the victim takes 1d6 Wis. This otherwise follows the rules of the Emotion eater ability. Also, mattering the Wis damage taken the victim becomes either Sickened (1-3), Dazed (4-5), or Nauseous (6). This ability can be used a number of times equal to half the changeling's Cha ability modifier.

 

Gunnery Squad [Teamwork, Combat]

You are skilled at reloading the firearms of your allies, keeping them firing as often as possible.

Prerequisite: Proficiency with a firearm.

Benefit: When adjacent to an ally with this feat wielding a two-handed or mounted firearm, you may spend a full round action reloading it. If you are adjacent to an ally with this feat and they misfire a ranged weapon, you may use an attack of opportunity to clear the misfire. The ally may continue attacking if they have more shots for the round.

Special: If you have the rapid reload feat, this becomes a standard action. Any other effects that affect reload speed apply. If the ally being reloaded also has this feat, decrease the reload time by one step (full round to standard to move to swift to free).

 

Hidden Spell

Prerequisites: changeling, Still Spell, Silent Spell, Spellcraft 10, caster level 10

Benefit: The feats Still Spell and Silent Spell can be used without increasing increasing casting time or spell level, and anyone trying to identify a spell cast by one with this feat adds a +10 penalty to such rolls.

 

Hopeful Heart

Within your heart beats the proud history of your people, and you don’t let adversity stand in your way.

Prerequisite: Ponykind, Crystal Pony.

Benefit: When suffering from an ongoing fear or despair based effect, gain a saving throw on the second round of the effect, even if the effect normally has no saving throw. Use the standard DC for its spell level and casting stat or 10 + ½ hit die + higher of charisma or constitution bonus. The effect immediately ends if successful. If you have another ability that gives you a second saving throw in a similar fashion, you can use it on the third round.

 

Integrated Weapon [Combat]

Your mechanical body proves a fertile ground for planting firearms for more consistent use.

Prerequisite: Clockwork or Steelheart.

Benefit: Choose one firearm, this firearm is now a part of the pony and cannot be disarmed, though it can still be sundered. If the firearm misfires, the pony may, instead of damaging the firearm, take minimum damage from the firearm, bypassing any DR or resistance. The ammunition is still lost in such a misfire. This weapon can still be enchanted or otherwise affected as a weapon of its type. With an hour long repair session and 100 gp per character level in parts, a new weapon can be integrated, freeing the old weapon. This firearm can be reloaded with only a mouth.

 

Iron Hooves [Combat]

Prerequisite: Ponykind, Earth-Bound racial trait.

Benefit: You gain a hoof attack, a primary natural attack that deals 1d4 bludgeoning damage.

Special: This feat can be taken twice, giving one hoof attack each time.

 

Iron Jaw [Combat]

Prerequisite: Ponykind, Earth-Bound, Strong Jaw.

Benefit: When attacking with a two-handed or double weapon held in your jaws, you gain all the benefits of using a weapon two-handed. You also gain a +1 bonus to attacks with weapons held in your mouth.

Normal: A pony’s mouth only counts as one hand, even if strong jaw allows wielding two handed and double weapons in it.

 

Queen’s Kissed

You have given yourself over to the changeling queen, and she has welcomed you into her embrace. In a profane ritual, you have been imbued with a shard of her terribly seductive powers, drawing away shreds of your original birthright and replacing them with that of her children, the changelings.

Prerequisite: Must worship Chrysalis, non-good alignment, character level 3rd.

Benefit: Gain the changeling subtype. You qualify for any feat, effect, spell, or ability that targets, affects, or requires being a changeling. Your appearance becomes insectoid, but you gain the supernatural ability to take on your birth form as a standard action as per alter shape without the stat adjustments as per the shapeshifting racial ability.

 

Lustrous Coat

Your pelt shines brighter even than the legends of your kind and turns rays away with greater efficacy.

Prerequisite: Ponykind, Crystal Pony.

Benefit: Your bonus to AC vs ray attacks is increased by 2.

Special: You may take this again at level 10, and every ten levels thereafter.

 

Master Shapeshifting

While infiltrating pony society is your people’s specialty, you have branched out, and can now imitate all fey as well.

Prerequisite: Shapeshifting, Adept Shapeshifting, character level 9th.

Benefit: You may imitate any fey race that you have seen of small or medium size, gaining +10 to Disguise checks to appear as that particular person. This works otherwise like your usual shapeshifting ability. You do not suffer Disguise penalties for imitating fey of other genders or races.

Master Horn Magic

You are capable of amazing feats with your finely honed ability to manipulate objects with your horn.

Prerequisite: Ponykind, Advanced Horn Magic, Character level 9th.

Benefit: You gain telekinesis as a spell-like ability usable twice per day with a caster level equal to your character level.

 

Metal Vitality

Your partially living form is difficult to hamper through necromancy, poison, and other debilitating effects.

Prerequisite: Half-construct.

Benefit: Whenever you suffer ability damage or drain, there is a 25% chance rolled per point of negating the drain/damage of that point.

Special: This feat can be taken up to three times, stacking up to 75% chance of negation.

 

Natural Lance [Combat]

Through constant practice, you have learned to employ your horn in a charge with all the skill of a mounted knight in a charge.

Prerequisite: Gore attack, base attack bonus +10, base speed 40 feet.

Benefit: When charging, your gore attack deals double damage, as per a lance.

Special: Any feats or abilities you have that specifically alters how lances operate also affects your horn. While charging, you are considered mounted for such effects.

 

Night Embrace

You have become a creature entirely of the dark, no matter how deep. You move with the confidence of the night goddesses behind you.

Prerequisite: Night Wing.

Benefit: You gain the see in darkness universal monster ability.

 

Night Stomper

Pledging allegiance to the night goddesses, an earth-bound pony finds power in the darkness and wisdom in the stars.

Prerequisite: Ponykind, Earth-Bound racial trait, Tough as Rocks, Knowledge (religion) 5 ranks.

Benefit: You gain darkvision to a range of 30 feet and +1 to caster level checks while underground or during the night.

Special: You may not take this feat if you have Day Stomper. If you already have darkvision, instead increase darkvision by 30ft. and no longer dazzled in bright light.

 

Night Wing

After a ritual to one of the night goddesses, your wings have become bat-like. You have shed your downy feathers and soft pony figure for the intimidating lines of a night predator.

Prerequisite: Ponykind, Pegasus, Dashing Flyer, Knowledge (religion) 5 rank.

Benefit: You gain darkvision to a range of 60 feet and you are no longer dazzled in bright light.

Special: Increase the range of your darkvision by 30 feet.

 

Pious Mark

Prerequisites: Ponykind, must worship a god, must be taken at 1st level.

Benefits: Your cutiemark matches the holy symbol of the god you worship. The symbol is fixed and can be used as a divine focus. Your caster level increases by 1 when you cast a spell with an alignment descriptor that matches your deity's.

Special: Only with meticulous shaving can this symbol be removed, after which it takes one week to grow back.

Special: Cannot have denial of destiny

GM note: The exact nature of the mark is up to you, but the holy symbol must feature prominently with it's nature clear to anyone at a glance.

 

Piston Jump [Combat]

Your hydraulic legs can propel you with amazing force.

Prerequisite: Clockwork, Earth-Bound racial trait, Acrobatic.

Benefit: While charging, you may leap towards a target, increasing the bonus for charging by 1 and reducing the penalty to AC by 1. When performing vertical leaps, gain a bonus to your Acrobatics check equal to your hit dice. As a full round action, you may move up to double your land based movement using flying rules. At the end of this movement, if you are not landed, you immediately fall and take appropriate damage

 

Power Buck [Combat]

Prerequisite: Ponykind, Earth-Bound racial trait, two hoof attack.

Benefit: When you strike the same creature with two hooves in the same full attack, you deal an additional 1d4 plus 1½ strength bonus damage.

This is considered a rend for other effects that modify or require rends. You can only deal this additional damage once each round.

 

Practiced Horn Magic [Combat]

You have honed your horn magic to the point that you can wield weapons and shields using its might.

Prerequisite: Ponykind, able to cast unseen servant as a spell-like ability.

Benefit: You may wield any one-handed weapon or shield using your horn’s magic. The wielded object is treated for all purposes as if you were physically wielding it, using your Intelligence instead of your Strength. This is a supernatural ability.

 

Precise Motions

Your clockwork nature enables you to move with extreme precision, making fine tasks easier.

Prerequisite: Clockwork

Benefit: You gain +2 to Disable Device. If you have 10 or more ranks in disable device, this bonus increases to +4. You may take 10 on Disable Device, even when distracted. You may use this in place of Skill Focus(Disable Device) for the purpose of fulfilling requirements.

 

Rapid Changeling

You change in almost the blink of an eye, allowing you to assume new forms in the midst of other activities.

Prerequisite: Changeling, Adept Changeling, character level 5th.

Benefit: When you change forms, you do so as a move action instead of standard.

 

Return to the Sea

You have regained your breed’s natural grace in the waves.

Prerequisite: Ponykind, Sea Horse, Swim 10 ranks.

Benefit: Gain the aquatic subtype and amphibious special quality, allowing you to breathe both air and water. You also gain resist cold 5.

 

Sharpened Horn [Combat]

Whether by fortune or active effort, your horn is kept sharp and ready to use as a weapon in its own right.

Prerequisite: Ponykind, Practiced Horn Magic.

Benefit: You have a gore natural attack that deals 1d6 damage.

 

Smooth Rise [Combat]

Your movements are as graceful as the waters you call home.

Prerequisite: Ponykind, Sea Horse, Acrobatics 5 ranks.

Benefit: With a DC 20 Acrobatics check you may rise from prone without provoking an attack of opportunity. If you roll 30 or higher, you may rise from prone as a swift action that does not provoke attacks of opportunity. A failed roll causes you to rise from prone, but provoke attacks of opportunity.

Normal: Standing from prone provokes an attack of opportunity, and is a move action.

 

Still Horn Magic [Metamagic]

When working with your specialty, your horn covers the need to move with brilliant hues.

Prerequisite: Ponykind, Practiced Horn Magic, Focused Horn Magic.

Benefit:So long as your horn is unharmed, you may cast spells from the school you have selected for Focused Horn Magic with no somatic components. Your horn will glow as per the spell light for as many rounds as the level of the spell cast in this fashion. This does not affect the need for verbal components.

 

Storm Stallion

Despite its name, not restricted to males. Your mastery of weather has reached lofty new heights, allowing you to bring the fury of the elements on your foes.

Prerequisite: Ponykind, Fly Speed, Weather Pony, Caster level 9th.

Benefit: You may cast lightning bolt as a spell-like ability with a caster level equal to your highest caster level by expending a prepared spell or spell slot of 3rd level or higher. You may apply metamagic feats you possess, but this increases the minimum level of the prepared spell or spell slot as appropriate to the metamagic feats. Add lightning bolt to your spells known as a 3rdlevel spell.

 

Strong Jaw [Combat]

Some fingerless creatures have very strong jaws, allowing them to hold and wield very large weapons and items.

Prerequisite: Fingerless creature racial trait.

Benefit: Your mouth can wield two-handed items. Double weapons can be used, allowing a pony to employ two-weapon fighting normally. Twohanded ranged weapons or ranged weapons that specify they require two hands to reload cannot be reloaded as most require two distinct limbs, not just a sure grip.

Normal: Fingerless creatures can only wield onehanded items in their mouth.

Special: Fingerless creature clerics may wield the favored weapon of their god, even if twohanded, without this feat.

 

Strong Wings [Combat]

You are accustomed to flying in armor, allowing you to fly when others would falter.

Prerequisite: Ponykind, Fly Speed, Dashing Flyer, character level 5th.

Benefit: You can fly while wearing medium and heavy armor.

Normal: You may not fly in heavy or medium armor.

 

Stubborn Pride

When those that would put fear in you see you standing resolute, they end up questioning themselves instead.

Prerequisite: Ponykind, Crystalline racial trait, Hopeful Heart, character level 9th.

Benefit: When you successfully save against a fear or despair effect, the source of the effect must make a Will Save against the same DC as the effect or become shaken for a minute.

 

Tough as Rocks [Combat]

Your ties to the element of earth show in your body’s amazing resistance to harm..

Prerequisite: Ponykind, Earth-Bound racial trait.

Benefit: Your natural armor increases by 1.

Special: This feat can be taken an additional time at level 10, 15, and 20.

 

Vital Guard

Your vital systems are protected from harm behind your hardest materials.

Prerequisite: Construct or half-construct

Benefit: You gain the benefit of lesser fortification, granting a 25% chance of sneak attack or

critical hit negation. This does not stack with fortification from other sources.

 

Water Affinity

Your innate ties to water allow your water magics to strike true.

Prerequisite: Ponykind, Sea Horse.

Benefit: When casting spells with the water descriptor, add one to your effective caster level.

 

Water Burst

With effort, you can exhale a powerful stream of water, knocking things away and down under the deluge.

Prerequisite: Ponykind, Sea Horse.

Benefit: Twice a day, you may cast hydraulic push as a spell-like ability with a caster level equal to your character level.

 

Weather Pony

Your ability to clear the skies has only grown with practice.

Prerequisite: Ponykind, Cloud Walker racial trait, Cloud Kicker.

Benefit: You may, as a move action, move a cloud, fog, or other gaseous effect up to your movement rate in any direction you can move yourself. You move with the cloud, which must be within your reach when you start and end. This movement provokes attacks of opportunity.

-------------------------------------------------------------------------------------------

 

Cloven Feats

Eat Anything

They say that goats will eat anything put before them. You are not a goat, but your belly is just as durable.

Prerequisite: Cloven.

Benefit: Your racial bonus against poisons is doubled against ingested poisons. If you should have the misfortune to ingest diseased material, you may apply your non-doubled poison resistance against it. You also have damage reduction 5/- against any effect that specifically harms you for eating it or attacks that originate from your belly.

 

Impressive Rack

Your expansive and wicked sharp horns are the envy of your neighbors. More than a fashion accessory, they’re useful when things turn violent.

Prerequisite: Cloven.

Benefit: Your gore attack increases one die size(d4 to d6) and you gain +2 to Diplomacy and Intimidate checks against cloven.

 

Mountain Jumper

You have a knack for making tricky jumps when there’s little room to move.

Prerequisite: Cloven.

Benefit: You are always considered to have made a running start when jumping.

 

Unassuming

When in unfamiliar social situations, you have learned to keep your mouth shut and blend in.

Prerequisite: Cloven.

Benefit: When making a Diplomacy check with a DC of 30 or higher, you gain a +2 bonus to the roll. You may double this, but you may make no demands of the target even if they are shifted to a friendly or helpful demeanor.

-------------------------------------------------------------------------------------------

 

Flutterpony Feats

In Small Packages

When you become small, you can harness your ancient ties to become deceptively powerful.

Prerequisite: Flutterpony, Character level 10, Tiny Perspective, Spell Focus(Transmutation)

Benefit: Once per day as a spell-like ability, you may reduce your size to tiny as per beast shape IV with a caster level equal to your character level. You gain the attribute adjustments, size, and natural armor of a tiny magical beast, but remain pony shaped. This is in addition to the flutterpony ability to shrink itself to small size once per day.

 

Like a Moth

With focus, you can make the dim glow of your antenna into a short lived but intense burst of brilliance.

Prerequisite: Flutterpony

Benefit: Once per day, you may as a supernatural ability emit an intense glow equivalent to the daylight spell with a caster level equal to your character level.

 

Nimble Wings

Your aerial acrobatics are a marvel to behold.

Prerequisite: Butterfly wings

Benefit: You gain +2 to Acrobatics and Fly checks. If you have 10 ranks in either, this bonus increases to +4.

 

Riot of Flutter [Combat, Teamwork]

Calling back to your swarming ancestors, you find fighting in cramped spaces far easier than others.

Prerequisite: Flutterpony

Benefit: You may share space with allies that have this same feat. If you attack an enemy while sharing space with an ally and both of you threaten the target, the target is considered flanked despite you both threatening from the same direction.

 

Sudden Lift

Your species’ natural grace in the air protects you when others mean you harm.

Prerequisite: Butterfly wings, Nimble Wings

Benefit: As an immediate action, when attacked with a melee weapon, you may make a Fly check and use the result as your armor class.

 

Tiny Perspective

Your natural ability to reduce your size has reached whole new levels of prowess.

Prerequisite: Flutterpony, Character level 5th.

Benefit: Once per day, you may reduce your size to tiny as per beast shape II as a spell-like ability with a caster level equal to your character level. You gain the attribute adjustments, size, and natural armor of a tiny animal, but remain pony shaped. This is in addition to the flutterpony ability to shrink itself to small size once per day.

-------------------------------------------------------------------------------------------

 

Griffon Feats

Air Dominance

Griffons have long had ties to the air, and it shows in their magic.

Prerequisite: Griffon, Charisma 13

Benefit: Any spell or spell-like ability you use with the air descriptor is cast at caster level +1 and its DC increased by 1.

 

Armored Flight [Combat]

Your kind were born to the skies since time immemorial, unlike those pretenders, the pegasi. They may be tricky, but your kind has power.

Prerequisite: Griffon, Strength 13, BaB +4

Benefit: You can fly while wearing medium or heavy armor.

Normal: You may not fly in medium or heavy armor.

 

Cloud Rejection

When the element of air turns foul, creatures attuned to it learn to ride its wave rather than be engulfed in it.

Prerequisite: Cloud Walker, Acrobatics 4 ranks

Benefit: When a fog, cloud, or mist effect is launched and would include your square, you may, as an immediate action, allow it to push you harmlessly to the closest available square outside its effect, if one exists. If this movement pushes you through the effect, you suffer the normal effects of walking through it.

 

Cloud Surfing

With further training, you have gained the ability to ride the wave of a hostile cloud, even as it actively attempts to roll over you.

Prerequisite: Cloud Walker, Cloud Rejection, Acrobatics 10 ranks

Benefit: Your ability to avoid cloud effects extends to existing effects that are moving into your square or hostile cloud-like enemies attempting to engulf you. This ability, when used, remains active until the start of your turn and while active, you are harmlessly pushed away instead of being engulfed or affected by such attacks.

 

Grasping Talons [Combat]

Your continued focus on your natural armaments have allowed you to use them to get a grip on your opponent.

Prerequisite: Griffon, Dexterity 15, Sharpened Talons, Weapon Focus(Claws), BaB +8

Benefit: Your claw attacks gain the grab ability.

 

Intimidating Roar [Combat]

Mustering up all the fury within you, you can unleash a roar that combines the cry of a bird of prey and a feline on the hunt, causing your foes to tremble before your might.

Prerequisite: Griffon

Benefit: When making an Intimidate attempt, you may affect all targets in a 30ft. cone instead of a single target.

Normal: Intimidation only affects a single target per attempt.

 

Powerful Flight

Your need for speed cannot be denied. You fly faster than normal with training and strength.

Prerequisite: Griffon, Strength 13

Benefit: Your fly speed increases by 10ft. and increases to average maneuverability.

Special: You may take this feat multiple times, up to one additional time per four character levels. Maneuverability does not further increase.

 

Sharpened Talons [Combat]

While all griffon talons are sharp, yours have been honed to a deadly edge, and you have practiced their use in combat.

Prerequisite: Griffon, BaB +4

Benefit: You gain two claw attacks that deal 1d4 damage each.

-------------------------------------------------------------------------------------------

 

Purrsian Feats

Agile Tail

Your tail is good for more than looks, capable of grabbing things with surprising dexterity.

Prerequisite: Purrsian

Benefit: As a swift action, you may draw an item stowed on your person to your hands. The tail can hold things, but cannot wield or use them.

 

Covetous Grasp

So strong is your sense of greed, you can steal in the middle of combat.

Prerequisite: Purrsian, Sharpened Claws, Bluff 5 ranks

Benefit: Any time you score two or more claw hits on the same target in the same round, you may make a free steal combat maneuver against the same target with a +2 bonus. This does not provoke attacks of opportunity.

 

Graceful Flight [Combat]

As your brethren covet the treasures of the earth, they forget they were creatures of the air. Where other purrsians awkwardly flap, your graceful wings are a source of pride.

Prerequisite: Purrsian, Fly 4 ranks

Benefit: Your flying maneuverability increases one step and your fly speed by 10 feet.

 

Sharpened Claws [Combat]

While many purrsians save their claws for work or display of their wealth, you keep yours honed for use in battle. What use is treasure if you are slain?

Prerequisite: Purrsian

Benefit: You gain two claw attacks that deal 1d4 damage.

 

Wealthy Magic [Metamagic]

While it pains you to part with your wealth, at least you don’t have to dirty yourself with exotic body parts or crush your precious diamonds in advance.

Prerequisite: Purrsian, Caster level 6th

Benefit: A spell so modified can use coins or gems to directly replicate expensive components and foci by spending one gold piece per gold piece of market value of the replaced item(s). This money is consumed from within pouches, bags, or other containers on the caster’s person without requiring drawing or touching the money to be so sacrificed.

Level Increase: +0

-------------------------------------------------------------------------------------------

 

Steelheart Feats

Core of Thunder

Your innate power can fuel your spells.

Prerequisite: Steelheart, Caster level 5th, Spell Focus(Evocation)

Benefit: When casting evocation spells, increase your caster level by 1. You may increase the DC of the spell by 2, but become fatigued. This ability may not be used while fatigued or if you are unable to become fatigued.

 

Ground

You have the ability to absorb an electrical attack and send it harmlessly into the floor beneath you.

Prerequisite: Conductive, Dodge

Benefit: When you are included in an area of effect of an electrical effect, you may attempt to lessen the effect. If you succeed a reflex save against the DC of the effect, the effect is halved for all targets. Those who make their save take no damage and avoid the effect entirely. You still get your normal save.

 

Insulation

Your precious internal workings are shielding against the elements, providing you with modest amounts of temperature resistance.

Prerequisite: Conductive, Endurance

Benefit: You gain cold and fire resistance 5.

 

Iron Hoof [Combat]

Being made of metal can make for a painful lesson to those who bother you.

Prerequisite: Steelheart

Benefit: You gain a primary hoof attack that deals 1d4 damage.

Special: This feat can be taken twice, gaining two hoof attacks.

 

Deer Feats

Attuned to the Wild

You share a strong mystic connection with one type of wilderness terrain.

Prerequisite: Deer

Benefit: Select one type of terrain from the ranger class's favored terrain class feature (except urban). While you are in your selected terrain type, your natural healing rate (the amount of hit points and ability damage you heal from a full night's rest) doubles.

Special: You can take this feat multiple times. Its effects do not stack. Each time you take it, it applies to a different terrain type.

 

Guardian of the Wild

Your mystic connection with the wilderness enhances your ability to react to threats.

Prerequisites: Attuned to the Wild, deer

Benefit: When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 dodge bonus to Armor Class. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types.

 

Priest of the Wild

Your mystic connection with the wilderness enhances your spellcasting.

Prerequisites: Attuned to the Wild, deer

Benefit: When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 bonus on caster level checks, concentration checks, Knowledge (Nature) and Spellcraft checks. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types.

 

Spirit of the Wild (Deer)

Your mystic connection with one type of wilderness has grown even stronger.

Prerequisites: Attuned to the Wild, Guardian of the Wild, deer

Benefit: When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +4 bonus on Perception checks made to act in the surprise round of combat. If you act in the surprise round, you gain blindsense out to a range of 30 feet during the surprise round. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one terrain type.

 

Light Step (Deer)

You pick your way nimbly through even the most dangerous and uneven terrain.

Prerequisites: Acrobatic Steps, Nimble Moves, deer

Benefit: You can ignore the effects of difficult terrain in natural environments, as if it were normal terrain.

 

Leaf Singer (Deer)

Your songs recount the ways and mysteries of your race.

Prerequisites: Cha 13, bardic performance class feature, deer

Benefit: When you use bardic performance with audible components in a forest, the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the fey type, regardless of where the performance occurs.

 

Astonishing Grace (Deer)

You have an innate sense of balance, always landing on your feet. Others notice that you move with sylvan-like grace.

Prerequisites: 12+ ranks in Acrobatics skill, deer.

Benefit: You may always take 20 on any Acrobatics check, even if stress and distractions would normally prevent you from doing so. In addition, you may fall an additional 10 ft. before suffering damage.

 

Avoidance (Deer)

You can move untouched even with threats all around you.

Prerequisites: Dex 15+, 8+ ranks in Acrobatic skill, Dodge, Expertise, Evasion, Mobility, Spring Attack, deer

Benefit: You do not draw attacks of opportunity for moving through threatened squares.

Restriction: This feat can only be executed in light or no armor.

 

Ponies and Pathfinder Classes

 

Ponies as Alchemists

Especially during the height of the empire, ponies have been called to curiosity about the workings of the world. Zebra have a particular attraction to the art, finding that its discoveries mesh well with their inherent urge to seek out their place in the great workings of the universe. Recognizing a ponykind alchemist is not difficult, even if one ignores the dangling alchemical supplies. Most develop stains around the lips and snout from their experiments, for better or worse.

Mutagen use varies with the practitioner, but since most ponykind are thankful for the forms granted to them by fate, mutagen use draws mild bewilderment and distrust from common pony folk. Who are these strange magic brewers that think they know better than the gods how to perfect their form? Of course, they are not alone in this, sharing the shadow of polite society with druids and transmutational wizards.

 

Ponies as Barbarians

Few are the ponies marked for this task, but those that are become horrible battlefield menaces.

Pony barbarians do not use specialized techniques alien to their humanoid companions, except for how they hold the axe. The increased speed that barbarians enjoy is a true delight for ponies, especially earthbound ones, who can compete with their airborne cousins for mobility as they race like a streak across the ground.

 

Ponies as Bards

Like many fey creatures, ponies appreciate good song and dance. Members of their community that remember and share tales of the golden era are celebrated. As a result, pony bards are highly valued in any pony community. If they turn to adventure,

it is an emotionally charged event. Sorrow for their leaving mixes with giddy anticipation that the bard may yet return some day with new songs and stories to share. Of all the classes, pony bards are most likely to keep contact with their home community. Regular letters and missives keep their family and friends updated on their latest exploits, world news, and current events.

The lack of fingers does not hinder pony bards as sharply as their humanoid neighbors would imagine. Pony bards have no hesitation in using their hooves in addition to their mouth, pounding beats on drums and even, with much practice, strumming a string instrument. A pony that holds a wind instrument in mouth and knows how to play it (has at least one rank in the appropriate perform skill) can do so, without manipulating the instrument with hooves. This is a supernatural ability that all ponies share. Some say that hoof string-strumming is powered by the same ability. This talent aside, most ponies express themselves in song first.

 

Ponies as Cavaliers

A curious profession for a race that appears like small mounts to the humanoid races, cavaliers do draw a small number of ponykind. The idea of chivalrous charges into danger appeals to a select few, and the comradery of the cavalier orders can be a powerful draw to the social minded ponykind. Ponykind are capable of riding any mount large enough to hold them. Able to sit upright and with all the knee control of any human, they can control a mount with minimal difficulty.

For their choice of mount, most of ponykind finds it feels wrong to exploit their 'simplehoof' kin. Others argue that their slow witted, but larger, horse mounts deserve as much chance to fight for the forces of good, or their Queen, as anyone else. Ultimately, the choice is up to the individual cavalier. Some try to go without a mount at all, instead relying on the lance's synergy with their weapon rack to perform mounted charges on their own four hooves.

 

Ponies as Clerics and Oracles

Ponies are a faithful people. They are raised into it: with their life’s skill etched onto their side by forces beyond their control, ponies find achieving true faith in higher beings natural. This does not mean that ponies often become clerics. Most ponies find their cutiemark guiding them to much more mundane tasks. The most frequent sign of an up-and-coming pony cleric is to develop a mark that matches the holy symbol of a god.

Such ponies often become enamored with their god. Some claim the god has chosen them, others, that they are drawn to the god.

In either event, they will begin studying all there is to study of the god. If there is a church or other organization that the pony can reach, they will soon leave home to join it. Not every such pony makes it through to becoming a cleric (some become simple priests) but all are fanatical about their chosen deity.

Having a mark of fate that matches your god (See Pious Mark feat) counts as a divine focus.

 

Ponies as Druids

Druidism is a primal and natural fit for ponies. Their own stories speak of the ancient past, when they ruled the land with other fey and helped to watch over it: controlling the weather, tending the animals, and ensuring the balance of nature. Their global role has waned, but individuals can still feel the pull of their ancestral duty.

Despite being herbivores, pony druids have little compunction about traveling with sharp-fanged wolves or cats. Most ponies that have decided upon a life of druidism push past their equine skittishness to embrace the brutal equality of nature. A predator is just as valuable as prey. All deserve to live, if they are fit and can survive. Not all ponies travel with animal companions. Their mark draw them to different paths and varied journeys of self discovery. A pony druid often determines to become stronger and tougher: to be a survivor first, then explore their role in the wider schemes of nature.

A common sentiment amongst pony druids is that the world has fallen to imbalance due largely to the proliferation and exploitation of humanoids. Those that succumb to bitterness of lost glory and spreading humanoid cities risk a fall from serenity with ever darker thoughts, and can become implacable foes to civilized folk.

 

Ponies as Fighters

Ponies can make for a variety of warriors. Their lack of hands means that most ponies do not entertain the idea of using shields, favoring agility and swordplay to prevail. Unicorns have an advantage here. With practice, they can wield shields with their innate magic, but pure fighters rarely practice with their horns long enough to make this stick.

It is possible to get around this if a particular pony prized defense. Wielding their shields in mouth, a polearm or other large weapon can be placed in their saddle rack, allowing them to strike with their long weapon while warding blows away with the shield. Rearing up and striking with hooves and horseshoes is also quite effective, keeping the mouth free for other weapons or shield.

Being four-legged, ponies can bear quite a lot of weight, so it is not unusual for trained warriors to wear heavy plates of armor. Even encumbered, which can be difficult to inflict upon ponies, they tend to move at least as fast as their humanoid counterparts, making heavy armor quite attractive to these equine fighters.

Most non-adventuring ponies do not practice in the ways of war, trusting in their military to defend them in times of war and raids. The army accepts volunteers, and tends to be a lifetime vocation.

 

Ponies as Gunslingers

This is a troubling combination. Almost everything about this calling benefits from having hands and dextrous fingers, which ponies sorely lack. Reloading any firearm, especially with pellets and powder, is a long, arduous, task for most ponies, to say nothing of the fact that gunpowder does not taste good. The end result is a vanishingly tiny number of ponies that give more than a single glance at a firearm with anything but envy for the clever fingers of their neighbors. The few who do take up the art tend to be unicorns who’ve dedicated enough effort to replace wriggling humanoid fingers with clean horn magic.

 

Ponies as Monks

The way of the monk occasionally sends a serene whisper into fuzzy pony ears. The pony form takes full advantage of monk techniques without the need for adapted tools. A well-trained unarmed pony can become a flurry of hooves, horn, teeth, head, and body slams to knock sense into those that cross them. Stunning fists, and other related attacks, are delivered via hoof with equal precision and efficiency.

The concentration required of the profession is also at home with most ponies, allowing them to focus, without reservation, on perfection. To imitate particular styles, some ponies become used to rearing on hind legs almost instantly for short periods, pulling off fantastic feats of martial finesse before landing elegantly back on all four hooves.

Ponies as Paladins

A match made in heaven, possibly literally. Those who feel the draw to a bright god and possess strength of body and soul can be drawn to the orders of paladinhood. The single-mindedness of ponies turns to righteous fervor as they crusade to protect the innocent and stomp evil beneath their hooves. Donning gleaming suits of polished metal and typically wielding the largest sword or polearm they can find, pony paladins cut an intimidating profile on their quest for the forces of good and justice.

Pony paladins appear much like a small paladin’s mount, missing its paladin. Also, most ponies do not opt to gain a mount. Not because it’s impossible to ride (it isn’t) but it’s awkward and a horse on a horse rarely feels or looks right. Leave the humanoids to their equine exploitation.

Crystal ponies are especially drawn to the path of the crusader. Heralding back to the glory of their lost kingdom, they become beacons of light in a dark world, readily championing their ideals.

 

Ponies as Rangers

Keeping to natural climes is a common desire of many ponies. Like the calling of druids, ponies who take to ranging feel a special connection to their lost past. Of course, a pony has to be careful with their combat style specialization. Most ponies can’t make good use of bows. Two-weapon fighting is possible, with a racked weapon and a mouth-held light weapon, but this is awkward and usually avoided. Unicorns can, with practice, use their horn magic to dual-wield gracefully.

Using horseshoes is a more reasonable option for the rest, allowing multiple strikes that take advantage of the style. For other ponies, two-handed style or sword and shield style tends to win out. Saddle racks mean both can be executed without special training.

 

Ponies as Rogues

The life of a rogue is not a natural one for most ponies. It distances ponies from the communities that draw them, but fate is fickle. When a pony feels the draw of the subtle, they chase after it with all the fierce resolve that any other path would inspire.

Pony rogues learn to make use of belt pouches within easy reach of their mouth to keep the tools of their trade close. They are perfectly capable of using lockpicks and daggers held in maw at a moment’s notice.

Pony tools look a little different than humanoid sets.

Shaped somewhat like scissors, they allow the pony to perform two-handed manipulations of the lock or trap entirely with their mouth. This gets the job done, but means the unfortunate rogue has their face that much closer when things go wrong.

Pony rogues avoid hard covering on their hooves, and will go to pains to wear soft leathers over them after the first time a stray clop betrays their existence. Ponies that go brigand will leave survivors more often than not, if their victim complies with their demands. Such outlaws can be almost comical for the unprepared, as few expect to be waylaid by a small horse with a dagger or rapier in maw, mumbling something about throwing down jewels. Surprise becomes outrage when the joke turns out to be reality.

 

Ponies as Summoners

Most ponies are shy about forging relationships with mysterious extraplanar beings. Many ponies trot down this path chasing after the ancient ties of their people. There were once many grand beasts, intelligent and not, with whom the pony nations consorted as allies, pets, and enemies. Many have since passed away, but leave echoes to be found in the varied realms outside the material. Pony summoners tend to create bonds with these extinct beings, or at least shadows that claim to be related to them.

 

Ponies as Witches

It is an unusual pony that signs contracts with extraplanar beings of shady and undefined nature.

For those who take steps along this trail, their trials are similar to those of sorcerous bent. With their spells granted by their familiar, rituals are translated through the filter of this guiding spirit, saving them the wizard’s extra hassle. Ultimately, ponies serve adequately as witches, though suffer from some worried looks and shunning from their more mildmannered kin, who do not kindly look on the idea of it.

 

Ponies as Wizards and Sorcerers

While magic comes most naturally to unicorns, even a down-to-earth-bound pony or a flighty pegasus can become drawn to its promises of power and answers.

Ponies have an inherent disadvantage when it comes to magical study, at least to start. Performing delicate rituals, as well as drawing out scrolls and spells are a challenge to the hand impaired. Many ponies never study magic because the bridge between performing somatic gestures with humanoid hands and doing so with their own hooves is too far/difficult to cross.

This is not to say it’s impossible, but it is a constant challenge for any pony wizard, who must make this adaptation for every new spell they encounter.

Non-unicorn wizards have earned the pejorative title of ‘black lips’ due to the spell writing ink that inevitably stains their face.

Many of these issues can be worked around by getting a humanoid mentor to get them a hoof in the door of learning the arcane arts. This is a big reason why ponies consider becoming apprentices, or even familiars, for famous wizards that can help them with their studies. In return for faithful service, they have someone that can help them translate motions, and use a quill more easily while they learn the basics.

Sorcerer ponies have it easier in this regard. The rituals come intuitively to them as they explore their potential. That in many cases they don’t need to reach for components is also a welcome relief. This results in far more pony sorcerers than wizards. Unicorns are born with sorcerer bloodlines occasionally appearing as their cutiemark, marking their future and awakening the potential within them. This makes the choice clear, and most such ponies pursue its perfection doggedly.

Due to their focused nature, most pony spellcasters, sorcerer or wizard, tend to specialize rather than generalize. Many try to excel in a single school of magic, neglecting others in the process. This tunnel-minded pursuit of perfection is not universal, but common enough to give rise to stereotypes in magic communities where ponies are present.

 

Ponykind Bloodlines

 

These bloodlines are found predominantly amongst those of pony descent.

Unification

There is a calling inside you, driving you towards your people’s divinity. Perhaps, with time, training, and hardship, you will gain the blessings of three major breeds of ponies.

Class Skill: Diplomacy.

Bonus Spells: beguiling gift (3rd), disguise othe r(5th), tongues (7th), pegasus blessing (9th), teleport (11th), geas (13th), plane shift (15th), sunburst (17th), teleportation circle (19th).

Bonus Feats: Combat Casting, Dashing Flyer, Expanded Arcana, Fight On, Improved Horn Magic, Improved Unarmed Strike, Iron Will, Leadership, Lustrous Coat, Return to the Sea, Silent Spell.

Bloodline Arcana: You may treat fey as humanoids for purposes of any spell or spell-like ability you use.

Bloodline Powers: As Unification sorcerers gain in power, they begin to glow from within with the divine might that fills them with nobility, making them look ever more regal and imposing.

Force Ray (Sp): Starting at 1st level, you can fire a force ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The ray of force deals 1d4 points of force damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Awakened Ancestry (Ex): At 3rd level, you may select from the following options for dormant lineages that manifest within you. The physical expression of them is permanent, but their use is limited, either in times per day, or up to sorcerer level in rounds per day. Passive effects can be activated as an immediate action or deactivated as a free action, but every activation consumes at least one round. You may not select a lineage you already possess by merit of your breed of pony.

 

Wings: Gain a fly speed of 30 feet with clumsy maneuverability.

Horn: Gain the ability to use unseen servant as a spell-like ability 2/day. The unification sorcerer also gains use of the light spell, targeting the horn, 3/day.

Hard Lines: Earth-Bound racial trait. Comes with toughening of physique.

Crystalline Pelt: Ability to deflect incoming ray attacks 1/day as per the Deflect Arrows feat. May only be taken at level 13.

Small Leg Fins: Ability to take 10 on Swim checks, even when distracted. May only be taken at level 13.

Size: Ability to grow once a day as per enlarge person with you as the target. Comes with a 25% size increase (does not affect size category). May only be taken at level 13.

Lengthened Limbs: Twice per day, may cross to or from the ethereal as per ethereal jaunt. May only be taken at level 13.

 

At 13th level, gain another lineage that you do not already possess. At level 20, abilities not limited by a named amount per day become at will and permanent.

New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

Magic Focus (Ex): At 15th level, you gain +2 DC to the magic school of your choice. This stacks with spell focus or greater spell focus.

Fey Monarch (Ex): At 20th level, you become a mortal ruler of fey creatures. You gain DR 10/Cold Iron, +2 to Diplomacy, Sense Motive, Intimidate, and Bluff checks with fey creatures. Any aging penalties you had are removed, and you cease accruing new ones.

-----------------------------------------------------------------

 

Vampiric

Somewhere in its past, your family had a run-in with vampires, or perhaps they trace their heritage to the shattered tribe of bones, and their taint has manifested within you in a way unique to ponykind. It is said that the doppelgangers of Blevik, finding their methods not all that different, have brokered deals with the well-spoken undead. Their negotiations gave rise to a few lines of vampiric sorcerers that persist beyond the empire’s time.

Class Skill: Sense Motive.

Bonus Spells: disguise self (3rd), false life (5th), vampiric touch (7th), greater invisibility (9th), teleport (11th), undead anatomy III (13th), finger of death (15th), mind blank (17th), dominate monster (19th).

Bonus Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Silent Spell, Toughness.

Bloodline Arcana: When casting spells of the necromancy school, increase all random numerical effects by 25%. This operates like and does not stack with the empower spell metamagic.

Bloodline Powers: Vampiric sorcerers exude the deadly charm of their origin as they gain further understanding of their damned nature.

Draining Touch (Su): Starting at 1st level, you can drain vitality with a touch. After a successful melee touch attack, the victim must make a fortitude save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or gain 1 negative level. This ability cannot inflict a negative level if doing so would slay the target. You may use this ability a number of times per day equal to 1 + your Charisma modifier.

Vampire’s Gift (Ex): DR 5/magic or silver DR 1 per 2 levels(maximum 5).

Children of the Night (Su): At 9th level, you may summon forth a swarm of night creatures to aid you. This takes the form of 1d2 bat swarms, 1d2+1 rat swarms, or 2d2 wolves. They persist for as many rounds as your caster level. This can be used once per day. This increases to twice per day at level 20. This ability has a range of 60ft.

Gaseous Form (Su): At 15th level, you can become gaseous, as per gaseous form. This can be used for as many rounds per day as you have caster levels, but these rounds do not need to be consecutive.

Ruler of the Night (Ex): At 20th level, you have embraced your heritage. You gain fast healing 2 and darkvision 60ft. If you already had darkvision, increase it by 30ft. Your charisma and strength increase by 2. You are considered undead for effects that specifically target that type and for detection spells.

 

New Evolutions

 

1-Point Evolutions

Improved Flight (Ex): The eidolon’s fly maneuverability increases by 1, to a maximum of perfect. This evolution can be taken multiple times. This evolution can only be taken by races with natural flight, and only if the eidolon can fly.

Razor Teeth (Ex): The eidolon’s bite inflicts bleeding wounds. This starts at bleed 1 and gains 1 die size(1, 1d2, 1d3, 1d4, 1d6…) per additional evolution point, to a max of 1d8. This can only be taken by leather wings.

Verdant Rebound (Ex): When the eidolon is below half its maximum hitpoints, its fast healing increases by 1. This evolution can be taken multiple times(max 5). This evolution can only be taken by earth-bound.

2-Point Evolutions

Adaptation (Su): Where most eidolons remain static without intricate ritual, this eidolon adjusts itself to fit the need of the moment. Any amount of evolution points of two or more can be spent on this evolution.

As a move action, the eidolon may spontaneously assign half those points to evolutions as it pleases. For example, an eidolon with 4 points of adaptation can gain any 2 point evolution, or two 1 point evolutions as need be. It cannot improve an existing evolution, and changing evolutions causes it to lose any old adapted evolutions. The eidolon must qualify for any evolution selected. Evolutions taken this way can be from other pony tribes. This can only be taken be doppelgangers.

Clockwork Innards (Ex): In addition to the usual healing methods an eidolon can employ, your eidolon also benefits from effects that repair objects,such as mending or make whole, or healing effects that operate on constructs. This evolution can only be taken by constructs or half-constructs.

Glimmer of Heart (Su): Any time the eidolon passes a will save that an ally fails, it may, as an immediate action, inspire the target if it can see the eidolon and grant a fresh save against the effect. This evolution can only be taken by gem ponies.

King of the Mountain (Ex): When the eidolon scores a hit with a gore attack it may make a free bull rush attempt. This does not provoke an attack of opportunity. This evolution can only be taken by cloven.

3-Point Evolutions

Meditative (Ex): The eidolon’s Intelligence and Wisdom increases by 2. This can only be taken by zebra.

 

Racial Favored Class Options

 

Ponykind Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Alchemist: Add +1/4 to the alchemist’s natural armor bonus when using mutagen.

Barbarian: Add +1 to the barbarian’s base speed. In combat this option has no effect unless the barbarian has selected it five times (or another increment of five). This bonus stacks with the barbarian’s fast movement feature and applies under the same conditions as that feature.

Bard: Add 1 to the pony’s total number of bardic performance rounds per day.

Cavalier: Add +1/4 to the cavalier’s banner bonus.

Fighter: Add +1 to the Fighter’s CMD when resisting a disarm or sunder attempt.

Monk: Add +1 to the monk’s base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk’s fast movement class feature and applies under the same conditions as that feature.

Oracle: Add +1/2 to the oracle’s level for the purpose of determining the effects of one revelation.

Paladin: Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm).

Ranger: Add +1 hit point or +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.

Rogue: The rogue gains +1/6 of a rogue talent.

Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Summoner: The eidolon gains DR 1/Cold Iron. Every additional time this is selected, the DR of the eidolon increases by 1/3.

Witch: The witch gains 1/6 of a witch hex.

Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that

arcane school power.

 

Cloven Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored

class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Alchemist: Add +1/4 alchemical bonus to the alchemist’s intelligence when using mutagen.

Barbarian: Add a +1/2 bonus to trap sense.

Bard: Reduce arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reaches 10%, the bard also receives Medium Armor Proficiency, if they do not already possess it.

Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.

Ranger: Add +1 hit point to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points.

Rogue: Add a +1/2 bonus on Bluff checks to Feint and Diplomacy checks to gather information.

 

Flutterpony Favored Class Options

Flutterponies have access to ponykind favored class options.

 

Griffon Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Barbarian: Add +1/3 dodge bonus to the barbarian’s armor class against the flankers when flanked.

Cavalier: Add +1/4 to the cavalier’s banner bonus.

Fighter: Add +1/3 to the Fighter’s CMB when using a specific combat maneuver (disarm, trip, etc. Pick one).

Paladin: Add +1/3 to the paladin’s aura of courage bonus to allies.

Ranger: Add +1 hit point to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points.

Summoner: Add +1/4 to eidolon’s natural armor bonus.

Purrsian Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Alchemist: Add +1/4 to the alchemist’s charisma bonus when using mutagen.

Bard: Add 1 to the bard’s total number of bardic performance rounds per day.

Fighter: Add +1/3 to the Fighter’s CMB when attempting to disarm or steal.

Oracle: Add +1/2 to the oracle’s level for the purpose of determining the effects of one revelation.

Ranger: Add +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus skill ranks.

Rogue: The rogue gains +1/6 of a rogue talent.

Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Witch: The witch gains 1/6 of a witch hex.

 

Steelheart Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Alchemist: Add +1/4 to the alchemist’s natural armor bonus when using mutagen.

Barbarian: Add +1 to the barbarian’s total rounds of rage per day.

Fighter: Add +1/6 to the Fighter’s natural armor.

Monk: Add +1/4 to the monk’s CMD.

Rogue: The rogue gains +1/2 to disable device against mechanical objects, such as locks and arrow traps.

 

 

Racial Archetypes and Mysteries

 

The following options are available to ponykind and/or quadrupedal races.

-----------------------------------------------------------------------------

Spellscorn Fighter (Earth Pony)

Whether jealous of the power to manipulate reality, prideful at not needing "parlor tricks" to fight, vengeful of the crimes of arrogant mages, or angry with those who meddle with powers beyond their control, each spellscorn fighter has a reason to hate, fear, or distrust practitioners of magic. They train in special techniques to both withstand arcane assaults and bring down casters.

The spellscorn figher is an archetype of the fighter class.

------------------------------------

Class Skills

The spellscorn fighter gains Knowledge (arcana) and Spellcraft as class skills.

Bonus Feats

The spellscorn fighter gains Step Up and Blind-Fight as bonus feats at 1st level.

This replaces the normal bonus feat gained at that level.

Hardened Mind (Ex)

Starting at 2nd level, a spellscorn fighter gains a +1 bonus on Will saves against charm and compulsion effects. This bonus increases by +1 for every 4 levels beyond 2nd.

This ability replaces bravery.

Spellscorn Shield (Ex)

Starting at 3rd level, while using a shield, a spellscorn fighter may add half his shield bonus to armor class as a bonus to all Reflex saving throws and to his touch AC. He also gains the Evasion ability while using a shield other than a buckler.

This ability replaces armor training 1.

Mage Killer (Ex)

Starting at 5th level, a spellscorn fighter gains a +1 bonus on attack and damage rolls against creatures that have cast a spell or used a spell-like ability in the past round, as well as against summoned monsters. This bonus increases by +1 at 9th level and every 4 levels thereafter.

This ability replaces weapon Training.

Disruptive

The spellscorn fighter gains Disruptive as a bonus feat at 6th level.

This replaces the normal bonus feat gained at that level.

Spellscorn Armor (Ex)

Starting at 7th level, while wearing medium or heavy armor, a spellscorn fighter gains spell resistance equal to 6 + his class level.

This ability replaces armor training 2.

Spellbreaker

The spellscorn fighter gains Spellbreaker as a bonus feat at 10th level.

This replaces the normal bonus feat gained at that level.

Stalwart (Ex)

Starting at 11th level, while wearing medium or heavy armor, a spellscorn fighter can use mental and physical resiliency to avoid certain attacks. He gains the stalwart class feature as an .

This ability replaces armor training 3

Resist Energy (Ex)

Starting at 15th level, while wearing medium or heavy armor, a spellscorn fighter gains resistance to acid, cold, electricity, and fire damage equal to his armor bonus to AC.

This ability replaces armor training 4.

Spell Immunity (Ex)

At 19th level, a spellscorn fighter may spend a standard action to harden his resolve against magic. For 1 round, he has spell immunity; this is effectively unbeatable spell resistance. Spells that do not allow spell resistance still affect him normally.

This ability replaces armor mastery.

Sever Magic (Ex)

At 20th level, a spellscorn fighter learns to cut off a mage from his power source. As a standard action, he may make a single melee attack against a creature capable of casting spells or using spell-like abilities. If the attack hits and deals damage, the target must make a Fortitude save (DC = the damage dealt) or be unable to cast spells or use spell-like abilities for 1 round for every 5 points of damage dealt by the attack.

This ability replaces weapon mastery.

Gold (Silver)-Robed Wizard (Ponykind)

Most who strive to protect the world and others from the forces of evil turn to shining steel and the magic of the gods. There is another kind of holy champion, however, who harnesses the power of the arcane to defend the innocent in the name of either Celestia or Luna. These mages in their robes of either gold or silver become masters at smiting the wicked with eldritch force, conjuring holy beings to do battle against their foes, and banishing fiends back to their vile pits.

The gold-robed wizard is an archetype of the wizard class.

------------------------------------

Alignment and Code of Conduct

A gold-robed wizard must be of lawful good alignment and follows a code of conduct identical to the paladin's. A gold-robed wizard who ceases to be lawful good, who willfully commits an evil act, or who violates the code of conduct loses all wizard spells and class features (except weapon, armor, and shield proficiencies). She may not progress any further in levels as a wizard. She regains her abilities and advancement potential if she atones for her violations (see atonement), as appropriate.

Arcane Smite Evil (Su)

Once per day, a gold-robed wizard can call out to the powers of good to aid her in her struggle against evil. As a swift action, the wizard chooses one target within sight to smite. If this target is evil, the wizard adds her Charisma bonus (if any) to her caster level checks to overcome her target's spell resistance and adds her wizard level to all spell damage rolls made against the target of her smite. If the target of arcane smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful spell increases to 2 points of damage per level the wizard possesses. Regardless of the target, arcane smite evil spells automatically bypass any energy resistance (but not immunity) the creature might possess.

In addition, while arcane smite evil is in effect, the wizard gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the wizard targets a creature that is not evil, the smite is wasted with no effect.

The arcane smite evil effect remains until the target of the smite is dead or the next time the wizard rests and regains her uses of this ability. At 7th level, and at every six levels thereafter, the wizard may use arcane smite evil one additional time per day, to a maximum of four times per day at 19th level.

This ability replaces arcane school.

Empyreal Magic

All spells from the cleric spell list with the [good] descriptor are considered to be on the gold-robed wizard's spell list at one level higher than the level they appear on the cleric list. The gold-robed wizard may learn these spells as she advances in level and may write them into her spellbook as if they were wizard spells.

This ability replaces arcane bond.

Celestial Summons

At 5th level, whenever the gold-robed wizard uses a summon monster spell to summon one or more celestial animals or good-aligned outsiders, she may cast the spell as a standard action.

This ability replaces the bonus feat gained at 5th level.

Improved Banishment

At 10th level, whenever the gold-robed wizard casts the dismissal or banishment spell targeting an outsider with the evil subtype, the save DC increases by 2.

This ability replaces the bonus feat gained at 10th level.

Far Hand Adept (Unicorn)

Some magi practice a strange and unique fighting style, taking a common cantrip to new heights. They are capable of manipulating invisible force to wield a weapon at a distance as if they were right up next to their enemies, staying safe from danger while still inflicting damage both martial and magical. Their eclectic battling confounds and confuses their enemies who must deal with the twin assault of a disembodied blade and blasts of arcane force.

The far hand adept is an archetype of the magus class.

------------------------------------

Diminished Spellcasting

A far hand adept casts one fewer spell of each spell level than normal. If this would reduce his spells per day for a given level to 0, he casts spells of that level only if his Intelligence is high enough to grant him bonus spells.

Spellbook

At 1st level, a far hand adept automatically adds mage hand to his spellbook. At 13th level, he automatically adds telekinesis tohis spellbook. These spells are in addition to the normal spells added by simply gaining levels, and do not cost money or time to add.

This ability replaces the magus's heavy armor proficiency and ability to avoid the arcane spell failure chance of heavy armor gained at 13th level.

Telekinetic Combat (Sp)

At 4th level, a far hand adept learns to use his expertise at moving items from afar with a weapon to attack from a distance. When he casts mage hand or uses the sustained force version of telekinesis, he may manipulate a single light or one-handed melee weapon up to the weight limit of the spell and use it to attack enemies as if he were wielding it normally; this weapon may be magical as an exception to mage hand's restriction against manipulating magic items. He may maintain concentration on the spell as a free action while using it for this purpose.

He cannot attack targets outside the spell's range, and it still takes a move action to move the weapon according to the spell. If the spell ends or is dispelled and the weapon is not in his hand, it falls to the ground. If the far hand adept loses line of sight or line of effect to his weapon, the spell ends. He must always have a free hand to direct his telekinetic weapon and cannot use that hand for anything else. He may spend an arcane point as a move action to teleport his telekinetic weapon back to his hand and end the spell. He adds his Intelligence modifier to his telekinetic combat attack rolls rather than his Strength modifier, but he does not add either his Strength or Intelligence modifier to his damage rolls. He may use spellstrike and spell combat normally with this weapon. His weapon threatens the squares within its reach normally, and the far hand adept can use it to flank opponents and make opportunity attacks.

The magus uses his Intelligence modifier rather than his Strength modifier to determine his CMD against any combat maneuver check made against his telekinetic weapon, such as disarm or sunder. Disarming the telekinetic weapon causes it to either fall to the ground, forcing the far hand adept to spend a move action lifting it back up before attacking again, or to be snatched out of the air, ending the spell.

While using telekinetic combat, the magus takes a -2 penalty to his Armor Class as his concentration is being taken up by manipulating his weapon.

This ability replaces spell recall.

Improved Telekinetic Combat (Sp)

At 11th level, the far hand adept may add his Intelligence modifier as a bonus to damage rolls when using telekinetic combat, and the AC penalty decreases to -1. In addition, he may spend 1 arcane point when activating telekinetic combat to cast the spell as a full-round action, move his weapon up to 30 feet, and make an attack with it in the same action as casting the spell. He gains a +2 bonus on this attack roll and takes a -2 penalty to his AC for 1 round as if he were charging.

This ability replaces improved spell recall.

 

The Skyguard (Pegasus) Paladin Archetype)

A skyguard is an ardent and pious flying sentinel, drawing power from the four winds in order to guard the freedoms and lives of all who find themselves oppressed or enslaved by evil.

A Skyguard is an archetype of the Paladin class

------------------------------------

Windblast (Su): Once per day per paladin level, a skyguard can draw upon the power of raging winds. As a standard action, the skyguard can make a ranged attack against a single creature within 30 feet, blasting his foe with supernatural winds that cut like swords. On a successful attack, the target takes 1d4 points of slashing damage per class level that the paladin possesses. Hardness and damage reduction apply against this attack. At 5th level, and every five levels thereafter, the skyguard gains a +1 bonus on attack rolls with this ability.

This ability replaces smite evil.

Buffeting Winds (Su): At 2nd level, a skyguard is protected by buffeting winds which reduce the impact of weapons that successfully strike the paladin. The skyguard gains a +1 deflection bonus to AC and damage reduction equal to his paladin level. This deflection bonus to AC increases by +1 at 6th level, and every four levels thereafter, to a maximum of +5 at 18th level. These benefits are halved when the skyguard is not exposed to the air (such as while underwater).

This ability replaces divine grace.

Divine Freedoms (Su): At 3rd level, a skyguard becomes a force nearly impossible to restrain, contain, or put down. He adds his paladin level to CMB and Escape Artist checks to escape from a grapple. At 9th level, the skyguard gains the ability to use freedom of movement as a spell-like ability once per day. At 15th level, the skyguard benefits from his freedom of movement ability constantly, and may suppress or renew the ability as a free action. As long as the freedom of movement effect is active, the skyguard may expend one use of his lay on hands ability to cast knock as a spell-like ability targeting one set of manacles, shackles, or similar bindings. The caster levels for these spell-like abilities are equal to the skyguard’s class level.

This ability replaces divine health and the mercies gained at 3rd, 9th, and 15th levels.

Air Channel (Su): At 4th level, a skyguard gains Elemental Channel (air) as a bonus feat, which he may activate by spending two uses of his lay on hands ability using his paladin level as his effective cleric level.

This ability replaces channel positive energy.

Rise Above (Su): At 5th level, the skyguard gains a supernatural fly speed of 50 ft. with perfect maneuverability.

This ability replaces divine bond.

Wind Warden (Su): At 20th level, a skyguard’s body is suffused with elemental air. He no longer needs to eat, drink, breathe, or sleep, gains an increased fly speed of 100 ft., cannot be flanked, and becomes immune to paralysis, poison, and stunning.

This ability replaces holy champion.

Aerial Warrior (Barbarian)

The pegasi have worked out unique ways to take fury to the skies. They maximize their flying mobility to strike at foes from all directions at once. This archetype can only be taken by barbarians with a natural fly speed.

Swift Wings (Ex): Aerial warriors apply their bonus movement from fast movement to their flying speed, but do not gain land speed.

This modifies fast movement.

Ultimate Mobility (Ex): At 3rd level, aerial warriors gain a +1 insight bonus to AC vs attacks of opportunity due to movement. This bonus increases by one for every three barbarian levels beyond 3rd.

This replaces trap sense.

Dive Bomb (Ex): At 4th level, when charging while flying, the aerial warrior does not gain a bonus to hit. Instead, the bonus goes to damage. After the first attack, the aerial warrior gains a penalty to hit until the start of their next turn equal to the bonus they had received.

This replaces improved uncanny dodge.

 

Artifact Tender (Rogue)

Some rogues just like toys. These rogues are specialized in finding and using all manner of magical devices. Eventually they are better at it than the spellcasters that originally made them.

Careful Examination (Ex): At 1st level, the rogue gains a +1 to use magic device per 2 levels of rogue(minimum 1).

This replaces trapfinding.

Discerning Eye (Sp): At 2nd level, the rogue gains the ability to cast detect magic as a spell-like ability at will.

This replaces the 2nd level rogue talent.

Powerful Release (Su): At 7th level, the rogue may activate an item with a surge of power. This requires a Use Magic Device check with the DC increased by 5(minimum 25). If the item would normally use a charge to perform the function, it uses one extra, and performs as if its caster level were two higher.

This replaces the sneak attack increase at level 3 and 7.

Conservative Use (Su): At 10th level, the rogue may attempt to activate an item without depleting its resources. As a full round action, make a Use Magic Device check(minimum DC 20). Success activates the item. On a failure, the item does not activate and the action is wasted. For every five the DC is beaten, one charge is not spent (to a minimum of 1).

This replaces improved uncanny dodge.

Artifact Preservation (Su): At 14th level, the rogue gains use of make whole as a spell-like ability three times per day with a caster level equal to their rogue level.

This replaces the 14th level rogue talent.

 

Elemental Savant (Druid)

Everglow resides in a state of intense, gracefully balanced friction among elemental planes. Some druids are drawn towards that interplay, becoming puissant in the arts of elementalism above that of naturalism as the vibrant energy of the world flows through them.

Wild Empathy (Ex): An elemental savant can use wild empathy on elementals instead of animals.

Elemental Bond: A savant that chooses a domain must select an elemental one(Such as water, fire, etc…)

Totemic Summons (Su): At 5th level, a savant may cast summon monster(Which they gain instead of, and can cast spontaneously in the same fashion as summon nature’s ally) as a standard action when summoning elementals, and summoned elementals gain temporary hit points equal to her druid level. She can apply the young template to any elemental to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates.

This ability replaces a thousand faces.

Wild Shape (Su): At 6th level, a savant’s wild shape ability functions at her druid level -2. If she takes on the form of an elemental, she instead uses her druid level +2.

 

Mobile Cannon (Gunslinger)

Four-legged races face unique challenges when they pursue the way of the gun. Those trained as mobile cannons trade finesse for raw power, leveraging their enhanced ability to endure heavy loads to their advantage.

Quadrupedal Reload (Ex): Mobile cannons may attach two-handed firearms to their weapon rack. Any such weapon can be reloaded and fired by the gunslinger as long as they have a single hand available (even if that happens to be a mouth in the case of most ponykind).

Heavy Calibre (Ex): At 3rd level, a mobile cannon learns to use their namesake. They may use a two handed firearm that is one size larger than they are. Attacks with this oversized weapon suffer a -5 penalty.

This replaces Nimble.

Double Cannon (Ex): At 9th level, a mobile cannon can attach two two-handed firearms to their weapon rack. This is handled as per two-weapon fighting and the gunslinger is considered to have the two-weapon fighting feat. The off-hand firearm is handled as light, unless it is oversized.

This replaces the 8th level bonus feat and the gun training upgrade at levels 9 and 13.

Manic Reload (Ex): At 11th level, a mobile cannon can spend a grit point to increase their reload speed by one step until the start of their next turn.

This replaces the 11th level deed. Mobile cannons may not take lightning reload.

 

Mystic Prancer(Bard)

Music is an important part of pony culture. Those who leave pony lands in pursuit of new songs bring with them the history of their people and display it proudly to all who will see it.

Prancing Step (Ex): Living up to their name, prancers move with a springy motion, causing attacks to fall high or low against them as they move about the battlefield. They gain a +1 per 4 levels dodge bonus against attacks of opportunity due to movement.

This replaces proficiency with shields.

Well Mannered (Ex): Prancers are very eager to make a good impression with other cultures. The prancer gains a bonus to Diplomacy and Bluff equal to half their bard level. This only works on

someone they do not yet know well.

This replaces countersong.

Lead the Horde (Su): When a prancer uses fascinate, their victims become drawn to the pony. Targets will follow the prancer where they go, moving as closely as they can without actually entering the prancer’s square. Prancers can affect beings that are normally immune to mind-affecting abilities.

A prancer’s fascinate does not work on any creature larger than small.

 

Natural Magus(Magus)

In the world of Everglow, magic runs thick through many of the race’s veins. It is only natural that some learn to use this inner magic to enhance their spellsword abilities.

Inner Reserves (Su): At 1st level, the magus may as a standard action recharge their arcane pool by sacrificing spell-like abilities. The spell-like ability must have a limited use of 3 per day or less. The amount regained is equal to the spell level of the sacrificed ability(0 level spells cannot be so sacrificed). In this fashion, the magus can regain a maximum of points equal to their caster level per day.

This replaces their light armor proficiency.

Distant Strike (Su): At 7th level, the magus may strike a foe up to 30ft. away with their held weapon as a standard action. This is calculated as a ranged attack, but does not provoke attacks of opportunity. Use of this ability consumes one point from their arcane pool. This alters their medium armor proficiency gained at 7th level, which becomes light armor proficiency instead.

This replaces the 9th level arcana.

Mind over Nature (Ex): At 13th level, the magus may elect to use intelligence instead of charisma for any spell-like ability they have. This replaces heavy armor proficiency normally gained at 13th level.

 

Pony Scholar(Wizard)

Ponies that delve into magic become eager to learn any spell that they can get their hooves on. Their natural focus on their destiny lends to a more intuitive approach.

Pony’s Focus (Ex): At 1st level, the pony selects two additional schools of opposition. The pony also uses the highest of intelligence, charisma, or wisdom for purpose of spellcasting DCs, number of spell slots, and related factors.

Rigorous Memorization (Su): At 10th level, the pony may choose not to lose a spell when cast, but becomes fatigued. If already fatigued, the pony becomes exhausted. This ability cannot be used while exhausted. This ability may be used once per day, plus one additional time for every five levels past 10.

This replaces the bonus feat gained at 10th level.

 

Scholar of Tribes (Wizard)

Throughout ponykind history, there are those who have delved into the secrets that divide and connect the ponykind tribes. Some do it out of jealousy, some for power, and others are simply curious. Scholar of Tribes wizards must specialize in transmutation.

Tribal Guest (Ex): At 5th level, the pony may learn and cast spells that are restricted to specific other tribes of ponykind. They also gain +2 to Bluff and Disguise checks made to impersonate other tribes.

This replaces the bonus feat gained at 5th level..

Tribal Member (Su): At 10th level, the pony may imitate another tribe of ponykind. While doing so, they appear as one of them, with the specifics up to the wizard, though imitating specific ponies is not possible. This is a polymorph effect and acts as per beast shape IV. This ability may be used for up to ten minutes per level. These ten minute segments do not have to be used consecutively. While imitating a tribe, magic items and spells perform as if the wizards were of that tribe.

This replaces the bonus feat gained at 10th level.

Tribal Leader (Su): At 15th level, the pony may empower tribal gifts. With a touch, the target effect related to it gains a +1 effective level per 4 caster levels for up to caster level rounds. If the effect has a DC, increase it by 1 per 8 caster levels.

This ability may be used once per day, plus one per point of intelligence bonus.

This replaces the bonus feat gained at 15th level.

 

Tribal Thief (Alchemist)

Some ponies are jealous of the gifts given to other tribes and races. They concoct mutagens that allow them, for a time, to imitate them. Some say that this art is what caused Changeling ponies to come into existence.

Tribal Mixture (Ex): When creating a mutagen, the alchemist may choose to add one effect from the following list: Fly 30ft. (poor), Earth-Bound, mage hand as a spell-like ability, or Swim 30ft. If a mutagen is laced with an extra effect, the imbiber will gain only half the normal amount of natural armor given by the mutagen.

Explosive Thief (Ex): At fifth level, the alchemist may choose to enhance their bombs at time of creation with special ingredients that cause it to deal only half its normal damage. Instead of this damage, the alchemist gains use of one racial ability the target has that is available in beast shape I. The theft only occurs on a direct hit and persists for one minute per level and expends an additional daily use of the alchemist's bomb ability.

This replaces the fourth level discovery and +2 poison resistance.

Enhanced Thief(Ex): At level 9, their ability to steal powers grows, and they may take any one ability listed in beast shape III.

This replaces the eighth level discovery and +4 poison resistance.

Supreme Thief(Ex): At level 14, they reach the zenith of their stealing abilities, and may choose to actually become their victim as per beast shape IV, elemental body II, or vermin shape II. If this option is chosen, the bomb does no damage or special effects at all, and uses three daily uses of bombs to create.

This replaces +6 poison resistance, poison immunity, and the level 14 discovery.

Thieving bombs do not stack. If an alchemist would gain the bonuses or effects of a new thieving bomb, the old effect or bonus is immediately lost. Ponies are considered valid targets for these bombs(use mechanics from beast shape,

equipment does not meld).

 

Warden of the Night (Paladin)

These paladins serve the moon princess. They wear darker colors and their divine powers manifest in silvery hues of the moon’s fullness instead of the blinding golden glow of the sun. They are dedicated to fighting off evil in its home turf, keeping it safe for innocent ponies.

Moon’s Mercy (Su): At 4th level, wardens gain the ability to banish darkness for a time. When they channel to harm, it manifests in a bright glow of silvery moonlight as per daylight with a duration of 1 round per paladin level. It is effective against shapeshifters and aberrations, but only half damage to undead. Wardens may not channel to heal.

Lunacy Reprieve (Su): Wardens may select confusion as a mercy, curing confusion effects when they perform a lay on hands.

Lunar Wisdom (Su): The paladin may expend a memorized spell as a move action to share the wisdom of the moon. All allies within 30ft. gain an insight bonus to Perception and Sense Motive equal to the spell level expended for as many rounds as your caster level.

Silver Touch (Su): Instead of dealing double damage to evil dragons while smiting, wardens do double damage to evil shapeshifters.

 

Witch Doctor (Witch)

Some ponies listen to the soft whispers of the land spirits, rather than pledge their services to any single entity. These sorts of witches are more easily accepted in pony communities.

Patron: These patrons are common amongst witch doctors: Wisdom, Animals, Transformation, Endurance

Hexes: These hexes are common amongst witch doctors: Ward, Tongues, Healing, Fortune, Flight

Herbal Remedies (Ex): At 8th level, as a full round action, a witch doctor may prepare and administer a remedy of mashed herbs to an ally within reach. This remedy cures bleeding, stun, paralyzation, and sleep effects. If the target is poisoned, they

may take a new saving throw to immediately end it. This ability may be used once per day per two witch levels.

This ability replaces the 8th level hex.

Bubbling Brew (Su): The image of a witch tending to their cauldron is not one without roots in reality. At 10th level, witch doctors may prepare a brew. This requires a fire, a large container(cauldrons are popular), a supply of herbs worth 10gp per witch level, and an hour. The result is one dose per four witch levels and functions as per Restoration. Three doses will remove one negative level. The brew can be bottled, but if a new brew is made, any existing batches become inert.

This replaces the 10th level hex.

 

Hoof of Luna (Ponykind)

The Hoof of Luna is an archetype of the Inquisitor Class

Skill Ranks per Level: 8 + Int modifier.

Weapon and Armor Proficiency: The Hoof of Luna is proficient with all simple weapons, plus the hoof crossbow, repeating crossbow, and the favored weapon of his deity. He is also proficient with light armor but not with shields.

Agent of Deception (Ex): The Hoof of Luna must infiltrate the strongholds of foes unseen and approach without alerting them to danger. He gains a bonus equal to 1/2 his inquisitor level (minimum 1) to all Bluff and Disguise checks.

This replaces stern gaze.

Hooves of Death (Ex): The Hoof of Luna gains Improved Unarmed Strike as a bonus feat. He deals unarmed damage as a monk equal to his inquisitor level. When using an unarmed strike against an opponent denied his Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the Hoof of Luna flanks his target, the Hoof of Luna inflicts +1d6 damage and an additional +1d6 points for every two inquisitor levels after 1st. This otherwise acts as the rogue sneak attack ability and stacks with sneak attack gained through other classes.

This replaces detect alignment.

Stunning Hoof (Ex): At 4th level, the Hoof of Luna gains Stunning Fist as a bonus feat. He does not need to meet the prerequisites.

Magic Strike (Su): At 4th level, the Hoof of Luna’s unarmed strikes are considered magic for the purposes of overcoming damage reduction. At 10th level, his unarmed strikes are considered aligned for the purposes of overcoming damage reduction. This alignment must be selected at 10th level and must belong to his deity. Once selected, it cannot be changed. At 16th level, the Hoof of Luna’s unarmed attacks are treated as adamantine weapons for the purposes of overcoming damage reduction (but not bypassing hardness).

This replaces bane.

Greater Hooves of Death (Su): As a swift action at 12th level, the Hoof of Luna can imbue his unarmed attacks with one of the following properties: anarchic, axiomatic, flaming, frost, ghost touch, holy, keen, shock, thundering, or unholy. Once selected, the type of enhancement can be changed as a swift action. At 16th level, the Hoof of Luna can imbue his unarmed attacks with two of the above properties. The Hoof of Luna cannot select an alignment-based enhancement opposed to his own or his deity’s. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

This replaces greater bane.

 

Ancient Lorekeeper (Oracle; Deer)

The ancient lorekeeper is an archetype of the oracle class, available to deerish oracles.

The ancient lorekeeper is a repository for all the beliefs and vast knowledge of an deerish people. She shows a strong interest in and understanding of histories and creation legends at a young age, and as she matures her calling to serve as the memory of her long-lived people becomes clear to all who know her.

 

Class Features

An ancient lorekeeper has the following class features:

Class Skills

An ancient lorekeeper adds Knowledge (nature) and Knowledge (local) to her list of class skills. Whenever she makes a Knowledge check of any kind about a question regarding deer (creatures of the deer subtype), the ancient lorekeeper adds half her class level on her check. This replaces the bonus skills the ancient lorekeeper gains from her mystery.

Deerish Druidism (Ex)

At 2nd level, an ancient lorekeeper's mastery of deerish legends and philosophy has allowed her to master one spell used by deer druids. She selects one spell from the druid spell list that is at least one level lower than the highest-level oracle spell she can cast. The ancient lorekeeper gains this as a bonus spell known. The spell is treated as one level higher than its true level for all purposes. The ancient lorekeeper may choose an additional spell at 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels.

This ability replaces the bonus spells she would normally gain at these levels from her chosen mystery.

Mysteries

The following oracle mysteries complement the ancient lorekeeper archetype: Lore, Nature, Waves, Wind; Ancestor, Time, Wood.

 

Treesinger (Druid; Deer)

The treesinger is an archetype of the druid class, available to deer druids.

Deer live far longer than other common races, and a single deer may see whole empires rise and fall. Given the impermanence of the cultures around them, it's small wonder that some deer turn to the timeless growth of nature for solace, finding allies among the great trees themselves, and even leading the forest's plants into combat.

Class Features

A treesinger has the following class features:

Plant Bond (Ex)

At 1st level, a treesinger forms a mystic bond with plant life. This bond can take one of two forms.

The first grants the treesinger one of the following domains: Plant; Growth; Jungle, Swamp. When determining the powers and bonus spells granted by this domain, the treesinger's effective cleric level is equal to her druid level. A treesinger who selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot, and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with a plant companion. A treesinger may begin play with any of the plants listed below. This plant is a loyal companion that accompanies the treesinger on her adventures. Except for the companion being a creature of the plant type, drawn from the list below, this ability otherwise works like the standard druid's animal companion ability.

Plant bond replaces the druid's nature bond ability.

Plant Companions

Each plant companion has different starting sizes, speed, attacks, ability scores, and special qualities. All plant attacks are made using the creature's full base attack bonus unless otherwise noted. Plant attacks add the plant's Strength modifier on the damage roll, unless it has only one attack, in which case it adds 1-1/2 times its Strength modifier. Some plant companions have special abilities, such as scent. Plant companions cannot gain armor or weapon proficiency feats, even as they advance in hit dice, and cannot use manufactured weapons at all unless their description says otherwise.

As you gain levels, your plant companion grows in power as well. It gains the same bonuses that are gained by animal companions, noted on Table: Animal Companion Base Statistics. Each plant companion gains an additional bonus, usually at 4th or 7th level, as listed with each plant choice. Instead of taking the listed benefit at 4th level, you can instead choose to increase the companion's Strength and Constitution by 2.

------------------------------

Carnivorous Flower

Starting Statistics

Size Small; Speed 30 ft., climb 10 ft.; AC +2 natural armor; Attack bite (1d6);

Ability Scores Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10;

Special Qualities low-light vision, scent.

4th-Level Advancement

Size Medium; Attack bite (2d6);

Ability Scores Str +4, Dex –2, Con +2;

Special Attacks rage (1/day, as the barbarian class feature for 6 rounds).

 

Crawling Vine

Starting Statistics

Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor;Attack slam (1d4);

Ability Scores Str 13, Dex 17, Con 13, Int 1, Wis 12, Cha 2;

Special Attacks grab; Special Qualities low-light vision, scent.

4th-Level Advancement

Size Large; AC +1 natural armor; Attack slam (1d6);

Ability Scores Str +8, Dex –2, Con +4; Special Attacks constrict 1d6.

 

Puffball (Floating Fungus)

Starting Statistics

Size Small; Speed 20 ft., fly 60 ft. (average); AC +1 natural armor;Attack thorn (1d4 plus poison);

Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6;

Special Attacks poison (Frequency 1 round [6], Effect 1 Con damage, Cure 1 save, Con-based DC);

Special Qualities low-light vision.

4th-Level Advancement

Ability Scores Str +2, Con +2.

 

Sapling Treant

Starting Statistics

Size Medium; Speed 30 ft., climb 30 ft.; AC +1 natural armor;Attack 2 slams (1d6);

Ability Scores Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7;

Special Qualities double damage against objects, low-light vision.

4th-Level Advancement

Size Large; AC +2 natural armor; Attack 2 slams (1d8);

Ability Scores Str +8, Dex –2, Con +4.

 

Green Empathy (Ex)

At 1st level, a treesinger can improve the attitude of a plant creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The treesinger rolls 1d20 and adds herdruid level and her Charisma modifier to determine the wild empathy check result. The typical wild plant creature has a starting attitude of indifferent.

To use green empathy, the treesinger and the plant creature must be within 30 feet of one another under normal conditions. Generally, influencing a plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time.

A treesinger can also use this ability to influence an animal, but she takes a –4 penalty on the check.

This ability replaces the wild empathy class feature.

Wild Shape (Su)

At 4th level, a treesinger gains the ability to wild shape. This ability functions at her actual druid level. A treesinger cannot use wild shape to adopt an animal or elemental form. Instead, when she gains this ability at 4th level, she can assume the form of a Small or Medium plant. This functions as plant shape I, except the treesinger does not yet gain access to the constrict or poison abilities of theplant form assumed.

At 8th level, the treesinger's wild shape gains the full range of abilities available from plant shape I. At 10th level, a treesinger can assume the form of a Large or Tiny plant. Her wild shape ability now functions like plant shape II.

At 12th level, a treesinger can assume the form of a Huge plant. Herwild shape ability now functions like plant shape III.

This ability replaces, and otherwise functions like, the normal druidwild shape ability.

 

 

Elemental Shaman (Kirin Racial Archetype)

There are those servants of nature who seek more after the connection of animals or plants, yet some seek more after that of the elements that bind all of nature together. This is especially true of druids from the far east, mysical shamans who control the powers of fire, water, earth, and air. Kirin are naturally gifted at such magics given their connection to dragons and from birth of a connection to a single element so often taken on the path of master the powers they hold within. Theses druids follow the past of eastern shamanism and mysticism, focusing on a single path until they have mastered their element.

 

AIR SHAMAN

Nature Bond: An air shaman does not gain an animal companion. She instead must take the Air domain as her nature bond. In addition, the air shaman gains Aquan as a bonus language.

Elemental Empathy (Ex): At 1st level an air shaman gains elemental empathy. She adds her druid level on Diplomacy checks to improve the attitude of air elementals and creatures with the Air subtype.

Elemental Transformation (Su): At 2nd level, an air shaman may adopt one aspect of an air elemental while retaining her normal form. She gains one of the following bonuses: movement (fly speed 30 feet [average], the druid must be 5th level to select this bonus), skills (+4 racial bonus on Acrobatics, Escape Artist and Fly checks), reactions (+2 racial bonus to initiative, +2 dodge bonus to AC), defenses (resist electricity 5, +2 to CMD to resist or escape a grapple), or elemental weapons (2 wind attacks for 1d6 damage for a Medium druid). While using elemental transformation, an air shaman may speak normally.

Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The air shaman may use this ability for a number of minutes per day equal to her druid level. These minutes do not need

to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.

Totemic Summons (Su): At 5th level, an air shaman may cast summon nature’s ally as a standard action when summoning air elementals. Summoned elementals gain temporary hp equal to her druid level. She can reduce the level of the summoning spell by one by summoning an air elemental one step smaller (e.g., summoning a Medium air elemental instead of a Large air elemental). She can also increase the level of the summoning required by one to apply the advanced template or increase the size of the summoned elemental by one. She may increase the spell level by two to apply the advanced template and increase the size of the summoned elemental at the same time.

This ability replaces a thousand faces.

Wild Shape (Su): At 6th level, an air shaman’s wild shape ability functions at her druid level -2 and cannot wildshape into her opposed element. If she takes on the form of an air elemental, she instead uses her druid level +2.

Bonus Feat: At 9th level and every four levels thereafter, an air shaman gains one of the following bonus feats: Improved Initiative, Lightning Reflexes, Run, Skill Focus (fly), or Wind Stance. She must meet the prerequisites for these bonus feats.

This ability replaces venom immunity.

 

EARTH SHAMAN

Nature Bond: An earth shaman does not gain an animal companion. She instead must take the Earth domain as her nature bond. In addition, the earth shaman gains Terran as a bonus language.

Elemental Empathy (Ex): At 1st level an earth shaman gains elemental empathy. She adds her druid level on Diplomacy checks to improve the attitude of earth elementals and creatures with the earth subtype.

Elemental Transformation (Su): At 2nd level, an earth shaman may adopt an aspect of the earth element while retaining her normal form. This ability functions as the air shaman ability, but the druid may select from the following bonuses: movement (burrow speed 20 feet), senses (tremorsense 60 ft.), defenses (+2 natural armor bonus to AC, resist acid 5), or elemental weapons (earthen fist for 1d8 damage for a Medium druid, +2 to CMB on

bull rush attempts and overrun checks).

Totemic Summons (Su): At 5th level, an earth shaman may cast summon nature’s ally as a standard action when summoning earth elementals. Summoned elementals gain temporary hit points equal to her druid level. This ability otherwise functions as the air shaman ability.

Wild Shape (Su): At 6th level, an earth shaman’s wild shape ability functions at her druid level -2 and cannot wild shape into her opposed element. If she takes on the form of an earth elemental, she instead uses her druid level +2.

Bonus Feat: At 9th level and every four levels thereafter, an earth shaman gains one of the following bonus feats: Diehard, Great Fortitude, Improved Bull Rush, Improved Great Fortitude, or Toughness. She must meet the prerequisites for these bonus feats.

This ability replaces venom immunity.

 

FIRE SHAMAN

Nature Bond: A fire shaman does not gain an animal companion. She instead must take the fire domain as her nature bond. In addition, the fire shaman gains Ignan as a bonus language.

Elemental Empathy (Ex): At 1st level a fire shaman gains elemental empathy. She adds her druid level on Diplomacy checks to improve the attitude of fire elementals and creatures with the fire subtype.

Elemental Transformation (Su): At 2nd level, a fire shaman may adopt an aspect of the fire element while retaining her normal form. This ability functions as the air shaman ability, but the druid may select from the following bonuses: movement (+20 enhancement bonus to land speed), senses (+4 racial bonus to Perception, Blind-Fight feat), defenses (resist fire 10, which increases to resist fire 15 at 5th level), or special attack (burn for 1d4 damage).

Totemic Summons (Su): At 5th level, a fire shaman may cast summon nature’s ally as a standard action when summoning fire elementals. Summoned elementals gain temporary hit points equal to her druid level. She can reduce the level of the summoning spell by one by summoning a fire elemental one step smaller (e.g., summoning a Medium fire elemental instead of a Large fire elemental). She can also increase the level of the summoning required by one to apply the advanced template or increase the size of a summoned elemental by one. Finally, she may increase the spell level by two to both apply the advanced template and increase the size of the summoned elemental at the same time. This ability replaces a thousand faces.

Wild Shape (Su): At 6th level, a fire shaman’s wild shape ability functions at her druid level -2 and cannot wild shape into her opposed element. If she takes on the form of a fire elemental, she instead uses her druid level +2.

Bonus Feat: At 9th level and every four levels thereafter, a fire shaman gains one of the following bonus feats: Ability Focus (burn), Dodge, Mobility, Iron Will, or Wind Stance. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity.

 

WATER SHAMAN

Nature Bond: A water shaman does not gain an animal companion. She instead must take the Water domain as her nature bond. In addition, the water shaman gains Aquan as a bonus language.

Elemental Empathy (Ex): At 1st level a water shaman gains elemental empathy. She adds her druid level on Diplomacy checks to improve the attitude of water elementals and creatures with the water subtype.

Elemental Transformation (Su): At 2nd level, a water shaman may adopt an aspect of the water element while retaining her normal form. This ability functions as the air shaman ability, but the druid may select from the following bonuses: movement (swim speed 30 feet), water breathing (as the spell, the druid must be 5th level to select this bonus), skills (+4 racial bonus on Escape Artist and Swim checks), drench (see Pathfinder RPG Bestiary), or elemental weapons (2 water bursts for 1d6 damage for a Medium druid, +4 damage against creatures of the fire subtype).

Totemic Summons (Su): At 5th level, a water shaman may cast summon nature’s ally as a standard action when

summoning water elementals. Summoned elementals gain temporary hit points equal to her druid level. She can reduce the level of the summoning spell by one by summoning a water elemental one step smaller (e.g., summoning a Medium water elemental instead of a Large water elemental). She can also increase the level of the summoning required by one in order to apply the advanced template or increase the size of summoned elemental by one. Finally, she may increase the spell level by two to both apply the advanced template and increase the size of the summoned elemental at the same time.

This ability replaces a thousand faces.

Wild Shape (Su): At 6th level, a water shaman’s wild shape ability functions at her druid level -2 and cannot wild shape into her opposed element. If she takes on the form of a water elemental, she instead uses her druid level +2.

Bonus Feat: At 9th level and every four levels thereafter, a water shaman gains one of the following bonus feats: Brew Potion, Cleave, Dodge, Endurance, Great Fortitude, or Skill Focus (swim). She must meet the prerequisites for these bonus feats.

This ability replaces venom immunity.

 

Elemental Focus [General]

You have learned how to cajole and skillfully manipulate the spirit of one of the elements.

Prerequisites: Cha 13+,ability to cast at least three spells of the appropriate elemental type.

Benefit: When the feat is chosen,select an energy type (acid, cold, electricity, fire or sonic). Add +2 to the

Difficult Class for all saving throws against spells with the appropriate energy type.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new energy type.

 

The Sun and Moon

You are a devotee of the twin nature of the sun and moon. You understand the symbiosis and need for balance in life and can wield the mighty powers of the heavens' most beloved jewels to accomplish a wide variet of aims.

The sun and moon, while they maintain a harmonic balance, are in fact separate entities, however, and many of your powers are tied to a single force. As such, these potent effects only function while under that force's direct influence.

Class Skills: An oracle with the sun and moon mystery add Disguise, Knowledge (nature), and Survival to her list of class skills.

Bonus Spells: flare burst (2nd), darkness (4th), daylight (6th), control water (8th), flame strike (10th) shadow walk (12th), sunbeam (14th), sun burst (16th), tsunami (18th).

Revelations

An oracle with the sun and moon mystery may choose from any of the following revelations.

Bounty of the Sun and Moon (Su): You have learned to tap the power of both the sun and moon, granting you significant magical protection. During the daylight hours you gain an amount of damage reduction equal to half the number of the revelations you possess, rounded down. This damage reduction cannon be overcome by any means. During the moonlight hours, you instead gain an amount of spell resistance equal to 5 times the number of revelations you possesses. You must be at least 7th level before you can choose this revelation.

Comfort of the Night (Su): You can use the power of the moon to heal your wounds. Whenever you rest at night under the open sky, you regain 1d6 hit points per hour instead of 1 hit point per Hit Dice. Additionally, when resting in this fashion you recover ability score damage as though you had a full bed rest.

Day of Protection (Su): You can find protection beneath the sun's mighty rays. So long as you remain within direct sunlight, you receive a resistance bonus to your saving throws equal to the number of revelations you8 possess. During hours when the sun would be viable overhead, but you are not in direct sunlight, receives a +1 resistance bonus to your saving throws. At 11th level, you receive a like deflection bonus to your AC.

Eyes of the Sun and Moon (Su): Your eyes change, one becoming gold while the other becomes silver. Your new eyes grant you exceptional powers of vision, allowing you to see in magical darkness as though it were not there. This ability does not confer the ability to see in normal darkness, nor to see through magical darkness as though it were light; you only see through such magic as though the illumination level were as it normally would be. Additionally, you are immune to being dazzled. At 11th level, you become immune to becoming blind.

Glory of the Sun and Moon (Su): You have embraced fully the glory of both the sun and the moon and can use the power of either with equal effect. Once per say as swift action, you can create a 20-foot diameter area, center on you, which counts as both being in direct sunlight and direct moonlight for the purposes od your revelations, as well as for any spells or other abilities. This area moves with you and persists for one hour. You must be at least 11th level before you can choose this revelation.

Light in the Dark (Su): You are never without the light of the sun, and much like the moon itself, you give off its borrowed light. Whenever you are in an area of less than bright light, you begin to glow with a powerful light, radiating bright light to a distance of 30 feet and dim light out to an additional 30 feet beyond that. The color of the light depends on the time of day, being a brilliant gold during the day and a pale silver during evening hours.

Lunar Power (Su): You draw upon the moon's powerful connection to magic to enhance your spell power. So long as you remain in direct moonlight, you receive a +1 bonus to the saving throw DCs of any spell you cast. This effect stacks with Spell Focus and similar effects. Even when not in direct moonlight, so long as the moon would be visible overhead, you receive a +2 bonus to you caster level.

Searing Daylight (Su): You can call upon the blazing power of the sun to smite your foes. Once per day you can make a ranged touch attack with a range of 100 feet, which, if successful, deals 1d6 points of damage per oracle level you possess. If you are standing in direct sunlight when you use this attack, it instead deals 1d10 points of damage per oracle level you possess. Finally this attack cannot be used at all during the night hours.

Solar Might (Su): You are in tune with the pure, unmitigated power of the sun. So long as you remain in direct sunlight, you gain a +4 enhancement bonus to your Strength score. Additionally, so long as the sun remains high in the sky, you receive a +1 morale bonus to all attack and damage rolls, whether or not you are in direct sunlight.

Strength of the Evenstar (Su): You draw on the might of the moon to enhance your combat prowess. So long as you are within direct moonlight, once per day as a standard action you may gain a +2 bonus on all attack and damage rolls, as well as a +2 bonus on both CMB and CMD for one minute per revelation you possess. While you must be in direct moonlight to use this ability, you need not remain in direct moonlight for the entire duration to continue to gain the benefits of this revelation.

Final Revelation

 

Upon reaching 20th level, you can slow the progress of the time itself, allowing you to act with great alacrity. Once per day you can stop the sun's progress for a short time. This ability functions exactly like the spell time stop, except that the duration is equal to 2d4 rounds.

 

Deities:

 

Deities of Equestria

Celestia

The head of the Divine Lights and the Good-aligned deities. She is the goddess affiliated with the sun and justice. She serves as the teacher of Harmony and goddess of the day, as well as a formidable warrior. Her clerics are compassionate and will help anyone who truly needs it. However, while rarely wielded, they are no less lethal with their blades.

Titles: Goddess of the Day, Dawnbringer

Alignment: LG

Portfolio: Flame, Foresight, Community

Worshipers: Paladins, Soldiers, Leaders, and most Equestrians

Domains: Fire, Good, Law, Protection, Sun

Subdomains: Archon, Day, Judgement, Light, Purity, Revelation, Quest, Warmth

Favored Weapon: Scimitar

 

Luna

The Goddess of the Moon and the foe of Nightmare Moon. The sister of Celestia, Luna is the patron of illusions and night, as well as a master sorceress. She is the foe of Nightmare and her clerics oppose the Nightmare’s priests whenever they can. She cares for all beings under her nights, and believes that everypony should have a second chance.

Titles: Goddess of the Night, Nightbringer

Alignment: CG

Portfolio: Illusions, redemption, magic, the night

Worshipers: Illusionists, Sorcerers, Orphans, and much of Equestrians

Domains: Chaos, Darkness, Dream, Magic, Void

Subdomains: Arcane, Azata, Starlight, Moon, Night, Stars, Redemption

Favored Weapon: Scythe

 

Cadance

The Goddess of both Love and the Crystal Ponies. As Goddess of Love, Cadance’s priests teach of nonviolence and loving one’s neighbor. They believe that violence can only begat more violence and will not wield large weapons, save for the most dire circumstances. Cadance’s ascension was after the death of her husband. She felt such an influx of both the love of her from her subjects and despair from losing such an important part of her life that a spark ignited, fueling her divinity.

Titles: Goddess of Love, Protector of the Crystal Empire

Alignment: NG

Portfolio: Love, Freedom, Charity

Worshipers: Monks, Lovers, Enchanters

Domains: Charm, Good, Liberation, Pleasure, Protection

Subdomains: Agathion, Freedom, Love, Purity

Favored Weapon: Shortbow

 

Starswirl

One of the greatest wizards of all time, Starswirl disappeared years ago. Starswirl the Bearded was considered one of the greatest wizards of the past, and his beard won him "Best Bearded Wizard" award 33 years straight. After disappearing from the world for centuries, he reappeared after the Scouring, and taught many creatures how to wield the new magics of the world.

Titles: The Archmage, Master of Magic

Alignment: TN

Portfolio: Knowledge, the written word, magic

Worshipers: Magic users, scribes, librarians

Domains: Time, Knowledge, Magic, Protection, Rune

Subdomains: Arcane, Defense, Memory, Thought, Wards

Favored Weapon: Quarterstaff

-----------------------------------------------------------------------------

 

Nightmare

An entity from the void, the Nightmare's cults are gathering quickly across the land. The once corrupter of Luna, exorcised by the power of Harmony, Nightmare hates everything to do with her former host. She wants to bring eternal night to the land by defeating her foes and taking control of the moon, demanding total loyalty from everyone in her service. She encourages the destruction of Luna’s church from the shadows, to take away her main rival's strength.

Titles: Mistress of the Void, Corrupting Darkness

Alignment: LE

Portfolio: The Moon, darkness

Worshipers: Necromancers, lycanthropes

Domains: Darkness, Death, Evil, Madness, Void

Subdomains: Corruption, Dark Tapestry, Fear, Isolation, Nightmare

Favored Weapon: Longsword

 

Chrysalis

She is the chief deity of the Changelings. The Eldest Changeling, as she is called by her worshippers, is the main deity of changelings, and believed by many to be the first. Even though most do not follow her beliefs on brutal conquest for the supply of love that changelings need to survive, many follow her dogma of supplying the hive as a whole.

Titles: First Changeling, Hivemother

Alignment: NE

Portfolio: Changelings, deception, subterfuge, community

Worshipers: Changelings, deceivers, seducers

Domains: Animal, Charm, Nobility, Strength, Trickery

Subdomains: Aristocracy, Chitin, Deception, Ferocity, Innuendo, Lust

Favored Weapon: Trident

 

Discord

He is the beast of chaos and the last draconequus. The god of destruction and chaos, Discord warps reality with a snap of his claws. He has sworn vengeance against many of the gods for combating him, and imprisoning him time and time again. He views the Divine Sisters as his greatest threat, though he also distrusts any lawful deities. His followers are to cause destruction and mischief wherever they go as their chief edict. However, they are forbidden from ever harming a worshipper of Fluttershy, and the penalties are harsh for violation of this.

Titles: The Destroyer, The Mad Beast

Alignment: CE

Portfolio: Evil, pranks, chaos, chocolate rain

Worshipers: Insane cultists

Domains: Chaos, Destruction, Evil, Madness, Trickery

Subdomains: Ambush, Catastrophe, Corruption, Deception, Demon, Insanity

Favored Weapon: Greataxe

 

Tirek

This god is a thief so powerful, he had to be bound in Tartarus.

Titles: The Bound Theif

Alignment: CE

Portfolio: Stealing, falsehoods

Worshipers: Thieves, prisoners

Domains: Chaos, Evil, Magic, Strength, Trickery

Subdomains: Corruption, Demodand [Chaos], Demon, Fear, Ferocity, Thievery

Favored Weapon: Warhammer

 

The Six Paragons of Harmony

Twilight Sparkle

Title: Paragon of Magic, The Student

Alignment: LG

Portfolio: Magic, research, books

Worshipers: Scientists, wizards, scholars

Domains: Good, Knowledge, Magic, Fate

Subdomains: Arcane, Friendship, Memory, Wardsm Fellowship

Favored Weapon: Dagger

 

Applejack

Titles: Paragon of Honesty, Protector of the Apples

Alignment: NG

Portfolio: The Apple Family, farming, taming the wilderness

Worshipers: Rangers, the Apple Family, frontiers ponies

Domains: Community, Good, Strength, Plant

Subdomains: Cooperation, Family, Growth, Home, Resolve

Favored Weapon: Heavy Crossbow

 

Pinkie Pie

Titles: Paragon of Laughter, The Trickster

Alignment: CG

Portfolio: Performances, Pastrykind, Entertainment, Joy

Worshipers: Performers, Travellers, Bards

Domains: Chaos, Liberation, Luck, Song

Subdomains: Revelry, Imagination, Whimsy

Favored Weapon: Short Sword

 

Rarity

Titles: Paragon of Generosity, The Dressmaker

Alignment: LN

Portfolio: Social status, giving, crafting

Worshipers: Nobility, thieves

Domains: Artifice, Charm, Law, Nobility

Subdomains: Construct, Restoration, Aristocracy

Favored Weapon: Rapier

 

Fluttershy

Titles: Paragon of Kindness, Keeper of Animals

Alignment: NG

Portfolio: Animals, nature, gentleness and forgiveness.

Worshipers: Druids, Healers, some Deer

Domains: Animal, Healing, Plant, Weather

Subdomains: Feather, Fur, Growth, Restoration

Favored Weapon: Quarterstaff

 

Rainbow Dash

Titles: Paragon of Loyalty, Rainbow Racer

Alignment: CN

Portfolio: Flying, stunts, danger

Worshipers: Daredevils, Barbarians

Domains: Air, Chaos, Glory, Strength

Subdomains: Cloud, Ferocity, Heroism, Rainbow

Favored Weapon: Lance

 

Additional Domains

 

Dream Domain

Granted Powers: Your dreams provide you with visions of future events, giving you and your companions an advantage in avoiding danger and allowing you to communicate with others.Dodging Danger (Su): Your sense of future events allows you and your companions to dodge attacks, spells and breath weapons. Twice per day you or a companion you designate gains a +5 bonus to AC or to Reflex saves for 1 round. The bonus can be applied to two different individuals once or to one individual twice.

Dream State (Su): Beginning at 8th level you may enter a dream state once per night. In this dream state you can visit the dreams of any other creature on the same plane of existence with the same chances of success as if you had cast the spell scrying. If you are successful, you can communicate with the person whose dreams you are visiting.

Domain Spells: 1st – obscuring mist, 2nd – pleasant dreams, 3rd – premonition, 4th – sending, 5th – commune, 6th –wind walk, 7th – ethereal jaunt, 8th –dreamwalker, 9th – astral projection.

 

Time Domain

Granted Powers: You can stop time momentarily, and can shift backwards in time briefly as well.

Moment of Pause (Sp): As a melee touch attack, you can stop time for one creature briefly, freezing them in place. For one round, the creature can take no action and experiences time as if that round never took place. Because the target of this ability does not experience the flow of time it cannot be affected by any event, attack, spell or effect as per the time stop spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Time Shift (Sp): Beginning at 8th level, three times per week and no more than once per day, you can briefly shift time backwards. You can shift back no further than 1 combat round or 1 minute of noncombat time. Any actions that took place during the time you shift back before are considered to have not taken place yet, and all actions pick up at the point you shift back.

Domain Spells: 1st – deathwatch, 2nd – one track mind, 3rd – delayed reaction, 4th – haste, 5th – hold monster, 6th – contingency, 7th – lesser time stop, 8th – temporal stasis, 9th – time stop

 

Song Domain

Granted Powers: Your voice carries the power of the heavens, inspiring allies and charming foes.

Song of Courage (Su): Your singing grants your allies a +1 bonus to saving throws against charm and fear effects and on attack and damage rolls. You can sing the song of courage a number of times per day equal to 1 + your Charisma bonus. This power is otherwise similar to a bard’s inspire courage ability.

Song of Suggestion (Sp): At 8th level, once per day you can sing a powerful song and make a suggestion (as per the spell) to a number of creatures equal to your Charisma bonus. A Will save (DC 10 + ½ your cleric level + your Charisma modifier) negates the effects. This power is otherwise similar to a bard’s suggestion ability.

Domain Spells: 1st – silver tongue, 2nd – song of rapture, 3rd – sculpt sound, 4th – song of discord, 5th – music of the spheres, 6th – sympathetic vibration, 7th – irresistible dance, 8th – holy aura, 9th – wail of the banshee.

 

Fate Domain

Granted Powers: Lauren's touch has given you the ability to affect the fate of others, and to even change your own fate.

Fateful Touch (Su): You can touch a creature as a standard action, granting them the ability to automatically succeed or fail (at their option) on one saving throw, skill check, or ability check. The automatic success must be used within one minute of being touched.

Amor Fati (Su): Beginning at 8th level, your acceptance of Lauren’s grand plans leaves you mentally calm, granting you a +3 bonus to your Will saves.

Domain Spells: 1st – serenity, 2nd – augury, 3rd – bestow curse, 4th – saving grace, 5th – opportunity, 6th – geas/quest, 7th – resurrection, 8th – spell immunity, greater, 9th – miracle.

 

Pleasure Domain

Granted Powers: You can grant others the glory of rapture with just a touch, and the Songstress’ joy fills your heart to overflowing.

Rapturous Touch (Su): You can touch a creature as a standard action, granting them a +2 bonus to any one Perform check for one round.

Bebhinn’s Heart (Su): Beginning at 8th level, your heart is so full of joy that you are immune to nonmagical fear effects and receive a +2 bonus to saving throws against magical fear effects.

Domain Spells: 1st – charm person, 2nd – mantle of love, 3rd – suggestion, 4th – beauty of youth, 5th – break enchantment, 6th – symbol of persuasion, 7th – repulsion, 8th – peace aura, 9th – true resurrection.

 

Starlight Subdomain

Associated Domain: Darkness

Replacement Power: The following granted power replaces the 1st-level touch of darkness power of the Darkness domain.

Star’s Gift (Su): You gain Starlight Summons2 as a bonus feat.

Replacement Domain Spells: 1st–faerie fire, 5th–mislead, 6th–veil, 9th–meteor swarm

 

Quest Subdomain

Associated Domain: Travel

Replacement Power: You gain a bonus on Knowledge (geography) skill checks equal to half your class level, and the following granted power replaces the 8th-level dimensional hop power of the Travel domain.

Onward (Ex or Sp): At 8th level, you gain a morale bonus equal to half your class level on checks and saves made to endure a forced march, to avoid getting lost, or to overcome dangers, hazards, and obstacles of a natural and environmental nature (including avalanches, extreme cold and heat, forest fires, quicksand, smoke, severe wind, storms, and water dangers).

In addition, you can cast find the path, guidance, and know direction as spell-like abilities usable once per day.

Replacement Domain Spells: 3rd–obscure object, 6th–geas/quest, 9th–miracle

 

Fellowship Subdomain

Associated Domain: Community

Replacement Power: The following granted power replaces the 1st-level calming touch power of the Community domain.

All for One (Ex): As an immediate action, you may speak a few words of cheer to create an aura of fellowship, centered on you and with a radius of 30 feet. All allies within this aura who can see and hear you are emboldened by your words, and may combine their effective Hit Dice for the purposes of determining the DC of Intimidate skill checks made to demoralize any individual member, or when determining whether or not a cause fear, scare, or similar Hit Die-dependent fear effect may affect any individual member. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 3rd–good hope, 8th–sympathy

 

Warmth Subdomain

Associated Domain: Sun

Replacement Power: You gain a +4 sacred bonus on Fortitude saves to resist the effects of extreme hot or cold temperatures. In addition, the following granted power replaces the 1st-level sun’s blessing power of the Sun domain.

Sun’s Warmth (Sp): You can use dispel magic as a spell-like ability a number of times per day equal to 3 + your Wisdom modifier, but this ability may only dispel or counter of spells with the cold descriptor. In daylight, you gain a +4 bonus on dispel checks when using this ability.

Replacement Domain Spells: 5th–fire shield, 6th–greater heroism

 

 

Languages in Ponyfinder

 

Abyssal, Aquan, Auran, Changling, Celestial, Cloven, Common, Deer, Draconic, Druidic, Flutterpony, Ignan, Infernal, Griffin, Necril, Old Equestrian, Purrsian, Sylvan, Terran

 

 

Cavalier Update

 

Class Skills: The new cavaliers remove Handle Animal and Ride from their list of class skills.

Swift (Ex): A cavalier’s base land speed is increased by 10 feet. Additionally, the cavalier may add Endurance, Fleet, and Run to the list of bonus feats available to him at 6th level.

This ability replaces mount.

Great Charge (Ex): At 3rd level, a cavalier learns to make more accurate charge attacks. The cavalier receives a +4 bonus on melee attack rolls made as part of a charge. In addition, a cavalier does not suffer a penalty to his Armor Class after making a charge, and is always considered to be mounted when charging with a lance.

This ability replaces cavalier’s charge.

Spring Attack (Ex): At 4th level, a cavalier gains Spring Attack as a bonus feat, even if he does not have the normal prerequisites. If the cavalier already possesses this feat, he may select any combat feat for which he qualifies instead.

This ability replaces expert handler.

Improved Great Charge (Ex): At 11th level, a cavalier learns to make devastating charge attacks. The threat range of any weapon wielded during a charge is doubled. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the cavalier can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.

This ability replaces mighty charge.

 

 

Big Book of Archetypes

 

Avatar

You’ll find no truer embodiment of a deity than an avatar. An avatar walks in the footsteps of her deity closer than any other mortal. Although she loses flexibility granted to other clerics, the avatar is rewarded for her commitment.

The avatar is an archetype of the cleric class.

------------------------------------

Requirements: An avatar’s alignment must be the same as her deity’s. In addition, an avatar is very rarely without a deity.

Weapon Proficiency

An avatar receives a -2 penalty to attack rolls when wielding a weapon other than her deity’s favored weapon.

Chaotic, Evil, Good, and Lawful Spells

An avatar may not select spells aligned differently than her deity’s. For example, an avatar of Eldol (a Neutral Good deity) may not cast spells with the chaotic, evil, or lawful descriptor.

Devotion (Ex)

An avatar gains a +2 morale bonus against fear and charm effects.

Deific Obedience

At 1st level, an avatar gains Deific Obedience as a bonus feat even if she does not meet the prerequisites.

This ability replaces spontaneous casting.

Extra Domain

At 4th level, an avatar gains another domain from her deity’s domain list. Granted powers from the avatar’s extra domain function as if the cleric's level, Wisdom, and Charisma were 3 lower than normal in terms of effect, DC, and uses per day. This also means the avatar doesn’t gain the domain’s higher-level ability until 3 levels later than normal. If this extra domain grants additional class skills, the separatist gains these as normal.

This ability replaces channel energy.

 

Monster Chronicler

Relying on knowledge rather than brute strength, monster chroniclers know exactly how to exploit the weaknesses of any foe monstrosity they encounter.

The monster chronicler is an archetype of the investigator class.

------------------------------------

Diminished Alchemy

A monster chronicler may prepare one fewer extract of each level than normal. If this reduces the number to 0, he may prepare extracts of that level only if his Intelligence allows bonus spells of that level.

Monster Scholar (Ex)

At third Level, whenever a monster chronicler makes a knowledge check to identify the special abilities of monsters, he may spend a use of inspiration to roll the check twice and take the higher result.

Favored Enemy (Ex)

At 6th level and every six levels thereafter, the monster chronicler gains a favored enemy as the ranger ability of the same name, however the monster chronicler cannot select a humanoid as a favored enemy.

This ability replaces trap sense.

Anatomy Specialist (Ex)

At 9th level, while the monster chronicler prepares his extracts, he may study his notes on monster anatomy, gaining insights to their weaknesses. Studying notes this way allows the monster chronicler to change one of his favored enemies for 24 hours, gaining the same bonus to his new favored enemy that he did on his previous.

This ability replaces the investigator talent gained at 9th level.

 

Dashing Hero

Not all paladins gallivant around in bulky metal armor with a heavy weapon and huge shield. Some go gallivanting around in light armor with a light weapon and small shield. These called champions find that the increased mobility, defensive combat training, and variety of skills to learn are just as effective in stopping evil as the heavy armor and great weapons of the more traditional holy avenger.

The dashing hero is an archetype of the paladin class.

------------------------------------

Skills

A dashing hero's base skill points per level increases to 4. He gains Acrobatics, Climb, Escape Artist, Perform, and Swim as class skills.

Hero's Finesse

At 1st level, a dashing hero gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use his Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

This replaces the paladin's proficiency with medium and heavy armor and with shields other than bucklers.

Panache and Deeds

At 2nd level, a dashing hero gains the swashbuckler's panache class feature, and learns the swashbuckler's derring-do deed.

This ability replaces lay on hands.

 

Dashing Rescue

At 2nd level, a dashing hero can spend 1 panache point as an immediate action when an ally is targeted by an attack or included in the area of a harmful effect in order to move up to his speed. At any point during this movement, he may pick up the targeted ally and carry them along with him. This movement provokes opportunity attacks for the dashing hero, but not for his ally. If this movement removes the ally from the reach or area of the attack or effect targeting him, he is not subject to the attack or effect. He may use this ability while astride his bonded mount, in which case he commands his mount to move up to its speed.

This ability replaces divine grace.

Deeds

At 3rd level, a dashing hero learns the swashbuckler's opportune parry and riposte deed.

At 6th level, a dashing hero learns the swashbuckler's kip-up deed.

At 9th level, a dashing hero learns the swashbuckler's grace deed.

At 12th level, a dashing hero learns the swashbuckler's superior feint deed.

At 15th level, a dashing hero learns the swashbuckler's dizzying defense deed.

At 18th level, a dashing hero learns the swashbuckler's edge deed.

This ability replaces mercy.

Nimble

At 4th level, a dashing hero gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the dashing hero to lose his Dexterity bonus to AC also causes him to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 4th (to a maximum of +5 at 20th level).

This ability replaces channel positive energy.

Divine Bond

When the dashing hero gains this ability at 5th level, he must select a bonded mount.

 

 

The Horned Warden (Paladin)

Paladins are called to serve the ideals of law and good, and the horned warden is no different. Rather than taking up shining steel to guard the values of civilization, however, this paladin finds his calling in the arms of Mother Gaia. Nature needs a sworn guardian just as much as the world of men does, and the horned warden is blessed with druid-like abilities to safeguard the wilderness.

 

Alignment and Code of Conduct: In addition to the standard paladin code, a horned warden must respect and cherish nature and protect it against all who would do it harm. He must not take more than his share from the natural world, nor may he slay an animal for a purpose other than food or clothing or to protect others from it, and then only after attempts to pacify it have failed.

Class Skills: The horned warden does not gain Knowledge (Nobility) as a class skill; he replaces it with Knowledge (Nature), Knowledge (Geography), and Survival.

Weapon and Armor Proficiency: The horned warden is prohibited from wearing metal armor or using metal shields. If he uses such a prohibited item, he cannot cast spells or use any of his supernatural or spell-like class features (including base paladin class features) for as long as he uses it and for 24 hours thereafter.

Smite Evil

Rather than dealing double damage on the first hit against evil dragons, evil outsiders, and undead, the horned warden’s smite deals double damage on the first hit against aberrations, constructs, and undead. He may use smite evil against aberrations and constructs as if they were evil, regardless of their alignment. This ability alters the existing Smite Evil class feature.

Wild Empathy

The horned warden gains this ability at 2nd level, as the druid class feature. This ability replaces Divine Grace.

Trackless Step

The horned warden gains this ability at 3rd level, as the druid class feature. This ability replaces Aura of Courage.

Spells

A horned warden treats all spells on both the paladin and ranger spell lists as paladin spells, and may prepare ranger spells in his daily spell slots. This ability replaces Channel Positive Energy.

Nature Bond

At 5th level, a horned warden forms a bond with nature. This bond takes the form of a single cleric domain, selected from the following list: Air, Animal, Earth, Fire, Plant, Water, Weather, or an Animal or Terrain domain. When determining the powers granted by this domain, the horned warden’s effective cleric level is equal to his paladin level. A horned warden that selects this option also receives additional domain spell slots of each level he can cast (1 through 4), just like a cleric. He must prepare the spell from his domain in this slot. He does not gain access to higher-level domain spells than 4th level, and they are not considered to be part of his spell list. This ability replaces Divine Bond.

Favored Enemy

At 8th level, a horned warden may select one favored enemy, as the ranger class feature. This enemy must be chosen from the list of Aberration, Construct, Outsider (Evil), or Undead. The bonuses granted by the horned warden’s favored enemy do not increase as he goes up in level. This ability replaces Aura of Resolve.

Venom Immunity

At 11th level, a horned warden gains immunity to all poisons. This ability replaces Aura of Justice.

 

Hitmare

The hitmare specializes in the art of assassination. She strikes with diligence and guile. She excels at stalking her prey, waiting for the right moment to strike. With this offensive training, she loses many of the defensive abilities of most rogues.

The hitmare is an archetype of the rogue class.

------------------------------------

Studied Target (Ex)

At 1st level, the hitmare learns to study her targets to learn how to best debilitate her target. This functions as the slayer's studied target ability and uses the rogue's class levels as her effective slayer level for this ability.

This ability replaces trapfinding.

Track (Ex)

A hitmare adds her level (minimum 1) to Survival skill checks made to follow tracks. At 3rd level, a hitmare leaves no trail in urban surroundings and cannot be tracked. She may choose to leave a trail if so desired.

This ability replaces evasion.

Uncanny Strike (Ex)

At 4th level the hitmare may ignore an opponent's Uncanny Dodge benefits as long as she has at least two more levels in rogue than her target has in class levels that grant her Uncanny Dodge. In addition, the hitmare treats her rogue level as two levels higher to overcome Improved Uncanny Dodge.

This ability replaces Uncanny Dodge.

Stalker (Ex)

At 7th level, a hitmare gains her studied target bonus on Disguise, Intimidate, and Stealth checks against her studied opponent.

This ability replaces trap sense.

Hide in Plain Sight (Su)

At 8th level the hitmare can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a hitmare can hide herself view in the open without actually anything to hide behind. She cannot, however, hide in her own shadow.

This ability replaces improved uncanny dodge.

Rogue Talents

Whenever the hitmare gains a rogue talent, he may select one of the following talents instead of one of her normal rogue talents:

Deadly Range (Ex): A hitmare who selects this talent increases the range at which he can deal sneak attack damage by 10 feet. A hitmare can select this talent more than once, its effects stack. A hitmare must be 4th level before selecting this talent.

Foil Scrutiny: A hitmare with this talent is able to obscure her thoughts and intentions. She gains a +2 bonus on all Bluff and Disguise checks, as well as on Will saving throws to resist mind-reading spells and effects (such as detect thoughts and discern lies).

Hidden Weapons (Ex): A hitmare who selects this ability can easily conceal weapons on her body. The hitmare adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.

Impromptu Disguise (Ex): A hitmare who selects this talent may change her appearance using Disguise as a full-round action.

Slowing Strike* (Ex): A hitmare may select the slowing strike slayer talent, using her rogue level as her effective slayer level for this ability.

Wall Climber (Ex): A hitmare with this talent gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.

Advanced Talents

Assassinate (Ex): The hitmare may select the assassinate slayer talent, using her rogue level as her effective slayer level for this ability.

 

Black Powder Hood

More progressive assassins add firearms to their arsenal of lethal tools. However, those who are truly gifted learn to wield two firearms at once, fighting multiple targets and reloading their weapons quickly in the heat of battle.

The black powder hood is an archetype of the slayer class.

------------------------------------

Weapon Proficiencies

The black powder hood is proficient with all martial weapons and one handed firearms, as well as light armor.

This replaces the slayer's normal weapon and armor proficiencies.

Gunsmith (Ex)

At first level the black powder hood gains a pair of battered pistols each of these firearms are identical to the firearm gained by the gunslinger at level one, except the both must be pistols. The black powder hood gains Gunsmithing as a bonus feat at level one.

This ability replaces track.

Grit (Ex)

At first level a black powder hood gains the gunslinger's grit ability. At the start of each day, a black powder hood gains a number of grit points equal to his Wisdom bonus (minimum 1). a black powder hood gains the gunslinger's quick clear and gunslinger's dodge deeds.

Rapid Reload (Ex)

At second level the black powder hood gains rapid reload as a bonus feat.

This replaces the slayer talent gained at second level.

Bullet Rend (Ex)

At third level when a black powder hood deals damage to a single target with two different firearms within the same round he deals an additional d6 damage, this damage cannot be dealt to the same target more than once per round. This damage increases by an additional d6 at 6th level and every three levels afterwards.

This ability replaces sneak attack.

Juggling Reload (Ex)

At third level, the black powder hood can holster a firearm as a free action as long as he has at least one grit point.

Gunslinger Initiative (Ex)

The black powder hood gains the gunslinger initiative deed at 4th level.

This ability replaces the slayer talent gained at 4th level.

Studied Target (Ex)

The black powder hood gains studied target at level five. This ability works exactly like the normal slayer ability of the same name except that the black powder hood may not study a target as a free action after dealing sneak attack damage.

The bonuses granted by studied target increases to by 1 at 10th level and every five levels afterwards (max of +4 at 20th level). A black powder hood gains is able to study an additional target at 10th, 15th and 20th levels.

At 11th level a black powder hood can study a target as a move or swift action.

This ability modifies studied target.

Targeting (Ex)

At 7th level the black powder hood gains the targeting deed.

This ability replaces stalker.

Evasive (Ex)

At 11th level the black powder hood gains the evasive deed.

This ability replaces swift tracker.

 

Berserker

A berserker relishes in the glory of combat. Her hedonistic pleasure from battle wounds is borderline masochistic. While enraged, she enters a sort of high where pain is just another form of indulgence.

The berserker is an archetype of the barbarian class.

------------------------------------

Armor Proficiency

A berserker does not gain proficiency in medium armor or shields.

Tiring Rage (Ex)

A berserker remains fatigued twice as long as other barbarians. At 17th level, a berserker can rage even while fatigued or exhausted.

The ability replaces tireless rage.

Regenerate (Su)

At 2nd level, a berserker gains fast healing 1 while in rage and conscious. This increases to fast healing 2 at 8th level, fast healing 3 at 14th level, fast healing 4 at 17th level, and fast healing 5 at 20th level. This healing may only occur if the berserker has taken at least a total amount of damage equal to twice her level in the last 10 rounds.

This ability replaces uncanny dodge.

Fearless (Ex)

At 3rd level, a berserker gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 3rd.

This ability replaces trap sense.

Scarred Flesh (Ex)

At 5th level, whenever a critical hit or sneak attack is scored on the berserker, there is a 15% chance that the damage is negated and damage is instead rolled normally.

This ability replaces improved uncanny dodge.

 

Righteous Flame Initiate

Paladins who completely devote themselves to the ideal of righteousness learn to wield divine fire and incorporate it into combat, rather than forming a bond with a weapon or mount. These paladins learn to incorporate their divine flame into their martial disciplines, fighting with blade in one hand and holy fire in the other.

The righteous flame initiate is an archetype of the paladin class.

------------------------------------

Righteous Flame Strike (Su)

At 3rd level a righteous flame initiate can make a melee touch attack as a standard action that deals 2d6 fire damage. Half the damage is fire damage and half result directly from divine power. The damage increases by 2d6 at 6th level and every three levels thereafter. This ability is usable a number of times per day equal to half the righteous flame initiate’s class level plus his Charisma modifier.

This ability replaces the lay on hands and mercy abilities.

Righteous Assault

While wielding a one handed weapon and and not holding anything in his off hand, the righteous flame initiate may make iterative attacks with his weapon in addition to using his Righteous Flame Strike class feature as an off hand attack. Using Righteous Flame Strike in this manner causes all attacks made by the righteous flame initiate take a -2 penalty.

This ability replaces Divine Bond.

Aura of Flames (Su)

At 8th level the Righteous Flame Initiate begins to emit an aura of holy fire. Allies within 20ft of the righteous flame initiate gain resist cold 5. This resistance increases to 10 at 14th and 20th levels.

This ability replaces aura of resolve.

 

The Sanctified Sorcerer

Not all sorcerers are viewed as tainted monsters. Many faiths place these gifted individuals into rigorous religious training while fostering their innate abilities.

The sanctified sorcerer is an archetype of the paladin class.

------------------------------------

Divine Dabbler (Ex)

The sanctified sorcerer adds half her level to use magic device checks to activate spell trigger and spell completion items with divine spells. This ability replaces bloodline arcana.

Power of Faith (Ex)

At third the sanctified sorcerer gains the ability to convert spells into channeled energy. As a standard action the sanctified sorcerer channel energy as a cleric, using her sanctified sorcerer level as her effective cleric level. a sanctified sorcerer can use this ability a number of times per day equal to 1+ her charisma modifier.

This ability replaces the bloodline power gained at third level.

Spells of the Divine (Ex)

At third level, and every even level afterwards, the sanctified sorcerer selects a spell from the cleric list and adds it to her spells known. The spell must be one level lower than the highest spell level she can cast.

This ability replaces bloodline spells.

 

Weird Musician

A weird musician taps into ethereal vibrations that cause tears in the reality around her. By tampering with the strings of actuality, enemies and allies are warped into something otherworldly.

The weird musician is an archetype of the bard class., requires worship of Discord.

------------------------------------

Weird Vibrations

At 1st level, a weird musician can use his performance to twist and snap the auras of his allies to give them aberrant abilities, usually belonging to a self from another dimension. These properties can be as mundane as heightened senses or as strange as tentacles, gills, or another head. While performing, allies gain an evolution pool equal to half the weird musician level (rounded down, minimum 1). Abilities that require a minimum summoner level use instead the weird magician's level -3. For example, burrow requires a 9th level summoner to be selected for her eidolon or a 12th level weird musician to be given to allies.

This ability replaces inspire courage.

Disturbing Tremolo

At 6th level and every 3 levels thereafter, a weird musician gains a witch hex, his effective witch level equal to his bard level. During a bardic performance, a weird musician may apply a hex to target with 30 feet as a standard action that provokes an attack of opportunity. This uses 2 rounds of bardic performance. A weird musician may not apply a hex without using bardic performance.

This ability replaces inspire competence, inspire greatness, soothing performance, and inspire heroics.

Aberrant Magic

At 2nd level a weird musician adds a witch or shaman spell to his list of bard spells known. This spell must be of a level that the weird musician can cast. At 5th level and every 3 levels thereafter, the weird musician selects an additional spell.

This replaces versatile performance.

 

Witchknight

Rather than serving a deity or a church, a witchknight is an in service to an occult patron the likes of those which grant witches their heathen power. Whereas witches are specialists in using their arcane powers to befuddle and jinx their enemies, the witchknight blends such eldritch crafts with martial pursuits in order to serve their mysterious lords in different ways.

The witchknight is an archetype of the class.

------------------------------------

Weapon and Armor Proficiency

The witchknight gains proficiency with one martial weapon of her choice.

This replaces the 's proficiency with her deity's favored weapon.

Witch Training

A witchknight treats her witchknight levels as witch levels for the purpose of meeting feat prerequisites.

Patron Spells

A witchknight selects a patron from the list of witch patrons at 1st level. As a witchknight increases in level, the witchknight's patron adds new spells to the witchknight's list of spells known. She learns the first patron spell at 2nd level, the second patron spell at 5th level, the third patron spell at 8th level, the fourth patron spell at 11th level, the fifth patron spell at 14th level, and the sixth patron spell at 17th level. The rest of the patron spells are not considered to be part of the witchknight's spell list.

This ability replaces domain.

Judgment

A witchknight gains the following judgment in addition to the normal list of judgments.

Hexing (Su): When the witchknight scores a critical hit against the target of this judgment, she may cast one of her hexes on the target as an immediate action.

Familiar

At 1st level, a witchknight is granted a familiar by her patron. This is identical to the witch's familiar class feature; the witchknight uses her level to determine her effective witch level for the purpose of determining her familiar's abilities. The witchknight's list of spells known, including patron spells, is stored in her familiar; she must commune with her familiar each morning to regain her spell slots.

This ability replaces monster lore.

Hex

At 3rd level, a witchknight learns one hex from the witch's list of hexes. This is otherwise identical to the witch's hex class feature, except that the witchknight uses her Wisdom modifier to determine her hexes' save DCs and she learns a new hex at 6th level and every 3 levels thereafter.

This ability replaces solo tactics and teamwork feats.

Major Hex

Starting at 12th level, and every 3 levels thereafter, the witchknight may select a major hex from the witch's list whenever she could learn a new hex.

This ability replaces greater bane.

 

Gunmetal Mystic

From the weapon adept to the zen archer, many monks understand that physical weapons can be vessels for their skills and ki. The gunmetal mystic is simply keeping up with the times, blending their ancient fighting traditions with the cool metal of the present. They find that bullets can channel their ki energy into a devastating strike, and it is said that their foes fall as if lightning from god had smote them down.

The gunmetal mystic is an archetype of the monk class.

------------------------------------

Weapon and Armor Proficiency

The gunmetal mystic is proficient with all firearms in addition to the normal monk proficiencies.

Gunsmith

At 1st level, a gunmetal mystic gains a battered firearm identical to the one gained by a gunslinger. The gunmetal mystic also gains Gunsmithing as a bonus feat.

This ability replaces the bonus feat gained at 1st level.

Grit

At 1st level, a gunmetal mystic gains the gunslinger's grit ability. At the start of each day, a gunmetal mystic gains a number of grit points equal to his Wisdom bonus (minimum 1). A gunmetal mystic gains the gunslinger's quick clear and gunslinger's dodge deeds. In addition, a gunmetal mystic with the Stunning Fist, Elemental Fist, or Punishing Kick feat may use those feats with firearm attacks as if they were unarmed strikes.

This ability replaces stunning fist.

Flurry of Blows

A gunmetal mystic may use this ability with a combination of unarmed strikes, firearm attacks, and pistol whips (once he gains the pistol whip deed at 3rd level). However, he may only make one firearm attack and one pistol whip in a single flurry, and must use unarmed strikes for the other attacks. A firearm attack made as part of a flurry of blows does not provoke an attack of opportunity from its target if it is threatening the gunmetal mystic; however, it still provokes from other creatures threatening him.

Bonus Feats

A gunmetal mystic gains a bonus grit feat at 2nd level and every 4 levels thereafter. He must meet all the prerequisites for the feat, using his monk level as his effective gunslinger level.

This ability replaces the normal bonus feats gained at those levels.

Pistol-Whip

At 3rd level, a gunmetal mystic gains the gunslinger's pistol-whip deed. When making a pistol whip, he may use his unarmed strike damage die if it is higher than the pistol whip damage die and treat it as an unarmed strike for the purpose of using his ki pool to overcome damage reduction.

This ability replaces maneuver training.

Ki Pool

At 4th level, a gunmetal mystic can treat ki points as grit points for any gunslinger deed gained through this archetype. In addition, his ki pool allows his firearm to be treated as magic, cold iron, silver, lawful, and adamantine at the appropriate levels for the purpose of overcoming damage reduction as if it were an unarmed strike.

This ability modifies ki pool.

Lightning from God (Su)

At 4th level, a gunmetal mystic may spend 1 ki point as a swift action to imbue the next firearm attack he makes within 1 round with his inner power. If the attack hits, it deals an extra 1d6 points of damage; this damage comes from pure ki power and bypasses all damage reduction. This damage is not multiplied on a critical hit. At 8th level and every 4 levels thereafter, the additional damage increases by 1d6, to a maximum of 5d6 at 20th level.

This ability replaces slow fall.

Targeting

At 7th level, a gunmetal mystic gains the gunslinger's targeting deed.

This ability replaces wholeness of body.

Lightning Reload

At 11th level, a gunmetal mystic gains the gunslinger's lightning reload deed.

This ability replaces diamond body.

Slinger's Luck

At 15th level, a gunmetal mystic gains the gunslinger's slinger's luck deed.

This ability replaces quivering palm.

Stunning Shot

At 19th level, a gunmetal mystic gains the gunslinger's stunning shot deed.

This ability replaces empty body.

 

Faytouched Hexer

Great faerie beings make strange and unique patrons for witches, granting them powers somewhat different from a more traditional patron. These witches seem to have a supernatural beauty and presence, and use their sheer force of personality for their powers rather than occult learning.

The faytouched hexer is an archetype of the witch class.

------------------------------------

Spells

A feytouched hexer casts arcane spells drawn from the witch spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a feytouched hexer must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a feytouched hexer's spell is 10 + the spell level + the feytouched hexer's Charisma modifier

A feytouched hexer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is the same as a sorcerer of the same level. In addition, she receives bonus spells per day if she has a high Charisma score. A feytouched hexer's selection of spells is limited. She has the same number of spells known as a sorcerer of the same level, and can choose new spells to replace old ones at 4th level and every 2 levels after that, just as a sorcerer does. A feytouched hexer's spells known are stored in her familiar, and she must commune with her familiar to regain her spells each day.

This replaces the witch's spells class feature.

Patron Spells

A feytouched hexer adds her patron spells to her list of spells known stored in her familiar. She replaces some of her patron spells with the following: 2nd - charm person, 4th - unnatural lust, 6th - bestow curse, 8th - hallucinatory terrain, 10th - mind fog, 12th - cloak of dreams, 14th - waves of ecstasy, 16th - irresistible dance, 18th - wail of the banshee

Hexes

The save to resist a feytouched hexer's hex is equal to 10 + her level + her Charisma modifier.

Faerie Wings

At 5th level, a feytouched hexer can grow faerie wings and fly at a speed of 60 feet (40 feet if speed is slowed by armor or encumbrance) with good maneuverability for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spend in 1-minute increments.

This ability replaces the witch's 5th-level hex.

 

Mutagenic Rager

The mutagenic rager's vicious power comes not from her primal anger, but from alchemical transformations that enhance her physical prowess while tearing at her mind.

The mutagenic rager is an archetype of the barbarian class.

------------------------------------

Mutagen (Su)

At 1st level, a mutagenic rager discovers how to create a mutagen that she can imbibe in order to heighten her physical prowess, though at the cost of her personality. This functions as an alchemist's mutagen and uses the barbarian's class level as her alchemist level for this ability (alchemist levels stack with barbarian levels for determining the effect of this ability). A mutagenic rager counts as an alchemist for the purpose of imbibing a mutagen prepared by someone else.

This ability replaces rage.

Mutagenic Rage Power

This ability functions like the barbarian's rage power ability, except that a barbarian also gains the use of rage powers while under the effects of a mutagen. In addition, a mutagenic rager may select a discovery that modifies her mutagen instead of a rage power at every even level. She may also select the following discoveries as options: healing touch, preserve organs, and spontaneous healing. She uses her barbarian's class level as her alchemist level for these discoveries.

This ability alters rage power.

Greater Mutagen

At level 11, the mutagenic ranger gains greater mutagen as a bonus discovery, gaining the benefits even if she does not meet the prerequisites.

This ability replaces greater rage.

Mutagen Antidote

At level 14, the mutagenic rager can end his mutagen's effects as a full round action that provokes an attack of opportunity. She siphons the antidote back into a vial so that she can use the remaining rounds later. This process is traumatic; as such, the mutagenic rager is fatigued for 2d6 rounds.

Grand Mutagen

At 17th level, the mutagenic rager gains grand mutagen as a bonus discovery, gaining the benefits even if she does not meet the prerequisites.

This ability replaces tireless rage.

True Mutagen

At 20th level, the mutagenic rager gains true mutagen as a bonus discovery, gaining the benefits even if she does not meet the prerequisites.

This ability replaces mighty rage.

 

Wild Experimenter

The wild experimenter disregards technique, recipes, and tradition when making his bombs, preferring to randomly mix ingredients and see what happens. He can be a bane to both his allies and his enemies if he isn't careful when aiming his unusual creations; indiscreet wild experimenters are often forced to go from place to place and from party to party, not fitting in anywhere due to his causing of random destruction and other strange events wherever he goes.

The wild experimenter is an archetype of the alchemist class.

------------------------------------

Wild Magic Bombs

When the wild experimenter throws a bomb, he may choose to make it a wild magic bomb by mixing the ingredients haphazardly without regard for proper technique. When he does this, the bomb deals half its normal damage, but the wild experimenter rolls on the primal magic event table to determine its additional effect, using his alchemist level as the event's CR. If the effect chosen affects an area, use the bomb's area rather than the area listed on the table. If it affects a single target, use the target struck by the bomb; if no creature was struck directly, randomly determine a creature in the area to be the target.

This ability replaces mutagen.

Improved Wild Magic Bombs

At 14th level, when the wild experimenter throws a wild magic bomb, he may roll twice on the table and choose which result to use.

This ability replaces persistent mutagen.

 

Spirit-Scarred Paladin

Some noble paladins take up the sword against incorporeal threats, yet some are born with a natural connection to the spirits of the living world, both cursing these holy warriors and granting them strange abilities.

The spirit-scarred paladin is an archetype of the paladin class.

------------------------------------

Detect Undead (Sp)

At will, a spirit-scarred paladin can use detect undead as the spell however this ability can only detect incorporeal undead.

This replaces detect good.

Revitalizing Body (Su)

At third level a spirit-scarred paladin recovers ability damage at a rate of two per day, and recovers from ability drain at a rate of one point per day.

This ability replaces divine health.

Spirit Scarred (Su)

At first level a spirit-scarred paladin selects an oracle curse and gains the benefits of it, using his spirit-scarred paladin level as his oracle level for determining the benefits and hindrances. If an oracle curse would add a spell of a level the spirit-scarred paladin could not cast to his spell list (such as the blackened curse granting delayed blast fireball) he instead gains that spell as a spell-like ability useable 3 times per day.

Spirit Magic (Su)

A spirit-scarred paladin's bond to the spirit world grants him spells he normally could not normally have access to. At fourth level and every even level afterwards the spirit-scarred paladin adds a spell from the shaman list to his spell list. This spell cannot have the chaotic or evil spell descriptors and must be of a level he is able to cast. Spells gained this way use the spirit-scarred paladin's Charisma for the purpose of determining save DC's and making concentration checks.

This ability replaces mercy.

Divine Bond (Su)

A spirit-scarred paladin must choose to create a divine bond with his weapon, and cannot choose to bond with a mount. He adds the ghost touch and undead bane weapon special properties that he may add to his weapon when using divine bond.

This ability modifies divine bond.

Ghost-bane Armor (Su)

At 7th level any set of armor worn by the spirit-scarred paladin automatically gains the ghost touch armor property.

This ability replaces the use of smite evil gained at level seven.

Phantom Wings (Su)

At 13th level the spirit scarred paladin can manifest phantasmal wings from his back that grant him a fly speed of 60 ft. He may use this ability for a number of minutes per day equal to his level. The minutes need not be consecutive but must be spent in one minute increments.

This replaces the use of smite evil gained at 13th level.

Guardian Angel Spirit (Su)

At 20th level a spirit-scarred paladin makes contact with an angelic spirit. He may summon a movanic deva ghost to aid him in battle for a number of rounds equal to his level. These rounds do not need to be consecutive. The spirit-scarred paladin can dismiss the angel as free action. He may select the movanic deva's special abilities granted by the ghost template upon gaining this ability but once those abilities are chosen they cannot be changed. If the movanic deva is slain in combat a spirit-scarred paladin cannot call upon the angel for 24 hours.

This ability replaces holy champion.

 

Covert Mage

Some see the world as a maze of deceit, lies, and trickery, and the only way to get along in such a world is to become a master of guile yourself. A covert mage is an expert at using her magic to manipulate others without their knowledge, as well as learning some non-magical tricks to help her deceive and confound her foes.

The covert mage is an archetype of the Archanist class.

------------------------------------

Class Skills

A covert mage gains Bluff, Disguise, Perception, Perform, Sleight of Hand, and Stealth as class skills.

Weapon and Armor Proficiency

Weapon and Armor Proficiency A covert mage gains proficiency in light armor, and may cast arcanist spells while wearing light armor without suffering a spell failure chance.

Spellbook

At each level that a covert mage automatically adds two spells to her spellbook, one of the spells added must be either a divination, enchantment, or illusion spell.

Mesmerizing Touch

At 3rd level, a covert mage can spend 1 point from his arcane pool to make a melee touch attack as a standard action. If he hits, the target takes a penalty on Will saves for a number of rounds equal to the covert mage's Charisma modifier (minimum 1); this penalty is equal to his arcanist level.

This ability replaces the arcanist exploit gained at 3rd level.

Spell Trick

At 7th level, when a covert mage casts a spell targeting a creature he is adjacent to, he may make a Bluff check to feint as part of the spellcasting action. If he succeeds, the spell does not provoke an attack of opportunity from the target, and the target must roll its saving throw against the spell twice and take the lesser result. The spell must have a casting time of 1 standard action.

This ability replaces the arcanist exploit gained at 7th level.

Illusion Spotter

At 11th level, a covert mage has become an expert at seeing through others' illusions because of her own mastery at weaving them. Whenever she is within 10 feet of an illusion effect, she gets a free Will save to disbelieve it as if she were interacting with it. If she fails, she gets another save when she actually interacts with it.

This ability replaces the arcanist exploit gained at 11th level.

 

Divinely Bound Ranger

Divinely bound ranger is accompanied by a familiar instead of the animal companion that most possess. This familiar is a divine aspect of nature whose soul is intertwined with the ranger.

The divinely bound ranger is an archetype of the ranger class.

------------------------------------

Familiar

At 4th level, a divinely bound ranger forms a bond with a familiar. His effective wizard level is equal to his actual ranger level. At 6th level, he gains improved familiar as a bonus feat.

This ability replaces hunter's bond

Enhanced Spellcasting

This functions like the regular class feature of the same name for rangers, except that a divinely bound ranger's caster level is equal to his ranger level. In addition, the divinely bound ranger gains one more spell of each level than normal.

Evolved Familiar

At 5th level, a divinely bound ranger gains evolved familiar as a bonus feat even without meeting the prerequisites. In addition, he does not need to meet the prerequisites to take the feat multiple times.

 

Bomber

Bombers forgo the backstabbing associated with most rogues. Instead, bombers focus on the construction and lobbing of explosives to control and destroy their foes. A bomber is more likely to blow a hole in a wall than bother disarming a trapped door.

The avatar is an archetype of the rogue class.

------------------------------------

Bomb

At 1st level, a bomber gains the bomb and throw anything abilities as an alchemist of the same level. If a character already has bomb from another class, the levels from the classes that grant bomb stack to determine the effective alchemist level for the bomb's extra damage dice (so an alchemist 1/ rogue 1 deals 1d6 + Int damage with a bomb like a 2nd level alchemist, a rogue 2/ alchemist 1 deals 2d6 bomb + Int damage like a 3rd alchemist,

and so on.)

This ability replaces sneak attack.

Explosive Talents

At 2nd level and every even level thereafter, a bomber may select an alchemist discovery that modifies bombs in place of a rogue talent. She treats her rogue level as her effective alchemist level.

Silent Bomber

At 3rd level, a bomber can choose to have a bomb explode without making any noise, although those damaged by it may cry out. In addition, she adds her level to Craft (alchemy) skill checks.

This ability replaces trapfinding.

Demolition Expert

At 4th level, a bomber gains the demolition charge discovery even if she does not meet the prerequisites. In addition, she adds her level to Knowledge (engineering) skill checks. If she succeeds on a knowledge check to determine a structure's weakness, she deals an extra 1 damage per die with bombs.

This ability replaces the rogue talent gained at 4th level.

 

Ascetic

The ascetic believes faith and devotion are best expressed through denial of bodily needs. Ascetics temper their flesh and their wills with physical deprivation and rituals meant to inure them to pain and gain complete control of their physical form. The extreme testing often breaks lesser creatures, but those who endure it can achieve a level of physical resiliency and perfection that is almost supernatural.

Weapon and Armor Proficiency: An ascetic is proficient with the club, dagger, handaxe, javelin, quarterstaff, shortspear, short sword, sling, spear, and temple sword. An ascetic is not proficient with any type of armor or shields.

Class Skills: Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str)

Skill Ranks per Level: 6 + Int modifier

Bonus Feats: The ascetic gains Toughness as a bonus feat at 1st level. At every even level, she may select a bonus feat from the following list: Acrobatics, Agile Maneuvers, Alertness, Athletic, Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Defensive Combat Training, Diehard, Endurance, Fleet, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Nimble Moves, Run, Self-Sufficient, Skill Focus, and Toughness. She must meet the prerequisites for these feats.

Bodily Manipulation (Sp): An ascetic does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, she can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above. As an additional limitation, only the ascetic can be the target of these spells.

1st level—endure elements

2nd level—bear’s endurance

3rd level—haste

4th level—stoneskin

5th level—polymorph

6th level—transformation

7th level—ethereal jaunt

8th level—iron body

9th level—astral projection

Mind is Body (Ex): The ascetic can grant a total number of enhancement bonuses to any of her physical abilities (Strength, Dexterity, or Constitution) equal to her Wisdom modifier. She may divide the bonuses in any way between these three ability scores. She can change the distribution of these bonuses when she prepares spells.

Wise Defense: When unarmored, an ascetic adds her Wisdom bonus (if any) to her AC and her CMD. These bonuses apply to AC even against touch attacks or when the ascetic is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, or when she carries a shield.

 

Charismatic

A charismatic exerts a supernatural influence on others merely through the sound of his voice. He can exhort allies to great feats of courage and daring, and bolster the weak of heart and hand. Most charismatics travel the land, preaching their faith and urging others to convert. A few charismatics lead crusades against unbelievers. Others attempt to use their powers of persuasion to urge congregations to do good.

Inspiring Word (Sp): The charismatic receives the inspiring word power of the Nobility domain even if he does not choose that domain. A charismatic with the Nobility domain can use inspiring word an additional 2 times per day and gains a +4 bonus to his leadership score at 8th level.

Spontaneous Casting: A charismatic does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, a charismatic can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above.

1st level—bless

2nd level—aid

3rd level—prayer

4th level—sending

5th level—atonement

6th level—heroes’ feast

7th level—mass hold person

8th level—mass charm monster

9th level—mass hold monster

Leadership (Ex): At 7th level, a charismatic gains Leadership as a bonus feat

 

Enthusiast

Enthusiast means one filled with the god. An enthusiast displays an immense fervor for her faith and her deity. She is often so consumed with the spirit that she loses all sense of herself. The enthusiast can fly into a holy rage, disdaining fear and injury.

Weapon and Armor Proficiency: An enthusiast is proficient with all simple weapons and the weapon of her deity, but not with any armor or shields.

AC Bonus (Ex): When unarmored, an enthusiast adds her Charisma bonus (if any) to her AC and her CMD. These bonuses apply to AC even against touch attacks or when the enthusiast is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, or when she carries a shield.

General Devotion: The enthusiast worships a god or concept in a generalized way and is often outside the mainstream of a faith. As such, she can select only one domain and she gains only the domain’s powers. She does not gain domain spells.

Spellcasting: The enthusiast does not possess the focus to study spellcasting. As such she does not gain the ability to cast domain spells or cleric spells. She does not have a caster level and cannot use spell trigger or spell completion magic items.

Holy Fervor (Su): The enthusiast’s extreme devotion allows her to enter combat without fear. She may go into a holy fervor a number of rounds per day equal to 4 + her Charisma modifier. She adds 2 rounds to this duration for every cleric level attained after 1st. While in a holy fervor, the enthusiast gains a +4 divine bonus to Strength, Constitution, and Charisma, and a +2 morale bonus to Will saving throws. In addition, for the duration of the fervor, the enthusiast’s base attack bonus is equal to her cleric level, also modifying her CMB and CMD. At 11th level, the bonus to Strength, Constitution, and Charisma increases to +6, and the bonus to Will saving throws increases to +3. At 20th level, the ability bonuses increase to +8 and the morale bonus to Will saving throws increases to +4.

Divine Defense (Su): At 5th level, the enthusiast trusts in the power of her beliefs to keep her safe. As a standard action, an enthusiast can enhance her flesh by channeling the power of her god. This lasts for 1 minute per cleric level. When channeled, the divine energy causes the enthusiast to shed light like a torch. At 5th level, the energy grants her skin a +1 enhancement bonus. For every 3 levels beyond 5th, the enthusiast gains another +1 enhancement bonus, to a maximum of +6 at 20th level.

These bonuses can be used to add any of the following properties to the enthusiast’s flesh: champion, ghost touch, heavy fortification, invulnerability, light fortification, moderate fortification, spell resistance (13, 15, 17, or 19). Adding these properties consumes an amount of bonus equal to the property’s cost (see Table 15–4 of the Pathfinder Roleplaying Game Core Rulebook).

In addition, the bonuses can be consumed at the listed amount to add any of the following armor properties: energy resistance for +3 bonus, improved energy resistance for +5 bonus, or righteous for +4 bonus. These bonuses do not function if the enthusiast wears any type of armor. At least a +1 bonus must be kept as an enhancement bonus before any other properties can be added to the enthusiast. The bonus and properties granted by a deity’s energy are determined when an enthusiast channels the energy and cannot be changed until the energy is channeled again. The energy imparts no bonuses if

the enthusiast falls unconscious or dies, but it resumes giving bonuses if the enthusiast recovers before the duration runs out. An enthusiast can use this ability once per day at5th level, and one additional time per day for every 4 levels beyond 5th, to a total of four times per day at 17th level.

 

Exorcist

Possession is a real threat. Devils and demons constantly tear at weak creatures, hoping to find a body to inhabit and a spirit to exploit. Exorcists war against outsiders who would claim what is not their own.

Focused Domain: An exorcist focuses on combating evil outsiders and their influence on mortals. As such, he gains either the Good or Protection domain. He must also select the Exorcism subdomain if it is available.

Abjurant Caster: An exorcist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an exorcist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:

1st level—protection from evil

2nd level—shield other

3rd level—remove curse

4th level—dismissal

5th level—dispel evil

6th level—banishment

7th level—repulsion (evil creatures only)

8th level—holy aura

9th level—dimensional lock

Demon Hunter (Sp): The exorcist can detect evil at-will as a spell-like ability but only to detect the presence of evil outsiders.

Hallowed Beacon (Su): At 5th level, the exorcist gains Alignment Channel against evil outsiders as a bonus feat.

 

Flagellant

A flagellant believes pain and suffering lead to the realization of the divine. A common method of flagellation is to whip a leather strap across her shoulders while praying. Other flagellants scour their limbs with blades. Their wounds proclaim their devotion, and the self inflicted agony focuses their belief.

Weapon and Armor Proficiencies:

Flagellants are proficient with light armor and shields and with the following weapons: club, dagger, heavy mace, light mace, quarterstaff, spiked chain, sling, and whip.

Skill Ranks per Level: 4 + Int modifier

Mortified Spellcasting (Ex): A flagellant powers spellcasting through her own blood. As a swift action, she may inflict 1 damage on herself per level of a spell she wants to increase in power. If she does so, she can cast a spell in the same round as if she is 1 level higher or she can increase the spell’s saving throw DC by +1 without increasing its casting time. This stacks with the Heighten Spell and Spell Focus feats. She cannot use temporary hit points to power spells in this way.

Inured to Pain (Ex): At 2nd level, the flagellant becomes accustomed to physical pain. She gains Diehard as a bonus feat.

Deadened Flesh (Ex): At 7th level, the flagellant becomes so used to physical injury that she gains DR 1/—. At 10th level, and every 3 cleric levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. This damage reduction does not negate self-inflicted damage from mortified spellcasting or greater mortified spellcasting.

Greater Mortified Spellcasting (Ex): At 11th level, the flagellant can spend 2 damage per spell level of a spell she wants to increase in power, raising her caster level by +2 or the saving throw DC by +2. This stacks with

the Heighten Spell and Spell Focus feat. She cannot use temporary hit points to power spells in this way.

 

Theosophist

The theosophist believes that formal study and learning leads to wisdom and knowledge of the divine. He approaches his faith as a student rather than a devotee. As such, the theosophist gains an intellectual understanding of his religion. This allows him a more nuanced view of divine powers.

Slow Base Attack Bonus: Theosophists devote their time to study and introspection. As such, they are not capable combatants. A theosophist uses a d6 for Hit Dice and has a slow base attack bonus progression. His base saving throws remain those of a normal cleric.

Weapon and Armor Proficiencies: The theosophist is proficient with the club, dagger, heavy mace, light mace, quarterstaff, and sling, but not with any type of armor or shield.

Domains: The theosophist’s intense study grants him access to three domains, two of which must be domains his deity possesses. The third can be any domain available to the character. He gains access to all three domain powers and domain spells.

Class Skills: Appraise (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int)

Skill Ranks per Level: 4 + Int modifier

Scholar (Ex): The theosophist gains a +2 bonus to Knowledge (religion), Linguistics, and Spellcraft checks.

Versatile Channeling (Ex): The theosophist’s study allows him to utilize divine energy more effectively. At 1st level, he must choose to channel either positive or negative energy for his channel energy class ability. However, at 3rd level, he gains the Versatile Channeler feat no matter the alignment of his deity. He does not need to meet the feat’s prerequisites.

Studied Spellcasting (Ex): The theosophist’s study of magic allows him to recall spells even if he has not prepared them. At 8th level, the theosophist can choose one domain. He may lose any prepared spell that is not an orison or a domain spell so that he can spontaneously cast any domain spell of the chosen domain of the same level or lower.

 

Vatic

The vatic sees the future and distant places. Unlike oracles or seers, the vatic’s glimpses are not random, uncontrolled revelations of the future but focused visions brought about by prayer and devotion.

Domains: The vatic must select the Prophecy domain. She does not gain access to a second domain.

Spells: The vatic gains access to divination spells far in excess of other clerics. She adds all sorcerer/wizard divination spells to her spell list and can cast these spells as divine spells.

Divination’s Master (Su): The vatic can lose a prepared spell to spontaneously cast any divination spell. The sacrificed prepared spell must be equal to or greater in level than the one she spontaneously casts. She retains the ability to spontaneously cast heal or inflict spells.

 

Weapon-Sworn

The weapon-sworn cleric believes devotion comes through the study and use of his deity’s favored weapon. This does not necessarily include violence, since many weapon-sworn achieve a meditative clarity through martial exercises. A few weaponsworn, especially those of evil deities, find dogmatic expression in the expert cut and the perfect kill. These weapon-sworn live to fight, especially by participating in duels against other weapon experts.

Weapon and Armor Proficiency: A weapon-sworn cleric is proficient only in his deity’s favored weapon as well as light armor, medium armor, and shields (except tower shields).

Single-Minded: The weapon-sworn cleric devotes his time to the study of his deity’s weapon. He may select one domain. However, the weapon-sworn does not gain domain spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.

Favored Weapon (Ex): The skill with which a weapon-sworn wields his deity’s favored weapon makes him deadly in its use. When wielding his deity’s favored weapon, the weapon-sworn uses his cleric level as his base attack bonus. This also applies to his CMB and CMD when making or defending against combat maneuvers involving the weapon (such as disarm or sunder).

Martial Expert (Ex): The weapon-sworn studies the ways of combat. He gains bonus combat feats as a fighter equal to his cleric level. He may take any combat feat with fighter as a prerequisite as long as he is high enough level and meets the feat’s other prerequisites. For purposes of BAB, use the weapon-sworn’s cleric level as his BAB. The weapon-sworn can use only feats that apply to the use of a weapon, such as Improved Critical or Blinding Critical, when wielding his deity’s weapon.

Divine Weapon Training (Ex): Starting at 5th level, as a standard action, a weapon-sworn can focus divine energy into his deity’s weapon for 1 minute per cleric level. This grants the weapon a +1 enhancement bonus. For

every 3 cleric levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add five of the following weapon properties: axiomatic, chaotic, disruption, flaming, flaming burst, frost, holy, icy burst, keen, shock, shocking burst, unholy, and wounding. A weapon-sworn cannot enhance his weapon with a property based on an alignment contrary to his own or his deity’s alignment. All other enhancements are also subject to the GM’s permission. Once chosen, they cannot be changed. Adding these

properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities).

These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted are determined when the ability is activated and cannot be changed

until another activation. The divine energy imparts no bonuses if the weapon is held by anyone other than the weapon-sworn but resumes giving bonuses if returned to him. These bonuses apply to only one end of a double weapon.

A cleric can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, to a total of four times per day at 17th level. If a weapon infused with divine energy is destroyed, the weapon-sworn cleric loses the use of this ability for thirty days, or until he gains a level, whichever comes first. During this thirty-day period, the cleric takes a –1 penalty to attack rolls and weapon damage rolls.

 

Wonder Worker

The wonder worker possesses the ability to channel divine power without the need to study long hours in a temple, memorize a faith’s dogma, or apprentice to a spiritual teacher. Their powers seem innate except that wonder workers believe their abilities come from their strong devotion to a deity or fundamental idea.

Single Devotion: A wonder worker chooses only one domain from her deity’s portfolio rather than the normal two domains.

Healing Hands: A wonder worker does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells (except as noted below). However, a wonder worker can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:

1st level—remove sickness (UM)

2nd level—remove paralysis

3rd level—remove blindness/deafness

4th level—neutralize poison

5th level—raise dead

6th level—heal

7th level—greater restoration

8th level—mass cure critical wounds

9th level—true resurrection

Miracle (Sp): At 5th level, the wonder worker chooses one domain spell she can cast. She may cast this spell once per day as a spell-like ability. At 8th level and every 3 levels thereafter, she may choose another domain spell she can cast once per day as a spell-like ability.

 

Moon Druids

(Life, Death and Transformation)

Some druids take on nature’s metaphorical aspects. These druids can embody death, life, or transformation, often represented by the phases of the moon.

--------------------------------------------------

Full Mood Druid

A druid devoted to the full moon promotes growth and renewal, not as the antithesis of

death, but rather its partner.

Spontaneous Casting: The full moon druid loses the ability to spontaneously cast summon nature’s ally and instead casts a spell from the Artifice or Healing domains as long as she is of high enough level to cast the spell.

Nature Bond (Ex): A full moon druid does not gain an animal companion but instead gains access to either the Artifice or Healing domains.

Channel Energy (Su): A full moon druid channels positive energy as if she were a cleric equal to her druid level. The druid can take other feats to add to this ability, such as Extra Channeling and Improved Channeling, but not feats that alter this ability, such as Elemental Channeling and Outsider Channeling.

This ability replaces wild shape.

 

New Moon Druid

A new moon druid is not evil, nor does she revere destruction. Rather, she understands the necessity of death in the natural order. This grants her power over death and its aspects, and creature’s souls.

Spontaneous Casting: A new moon druid loses the ability to spontaneously cast summon nature’s ally. Instead, she can spontaneously cast a spell from the Death or Repose domains as long as she is of high enough level to cast the spell.

Nature Bond (Ex): A new moon druid does not gain an animal companion but instead gains access to either the Death or Repose domains.

Channel Energy (Su): A new moon druid channels negative energy as if she were a cleric equal to her druid level. The druid can take other feats to add to this ability, such as Extra Channeling and Improved Channeling, but not feats that alter this ability, such as Elemental Channeling and Outsider Channeling.

This ability replaces wild shape.

 

Phase Druid

Embodying the natural flux of nature, a phase druid embraces the roiling, protean aspect of the environment.

Spontaneous Casting: A phase druid loses the ability to spontaneously cast summon nature’s ally. She instead gains access to spontaneously cast a spell from the Madness or Transformation domains (see page 12 for Transformation).

Transformation (Su): When preparing spells for the day, a phase druid gains a +1 enhancement bonus to his Strength, Dexterity, or Constitution. This ability increase by +1 for every five druid levels to a maximum of +5 at 20th level. At 20th level, the phase druid can apply this bonus to two physical ability scores.

Wild Shape (Su): Phase druids are not as in touch with the world around them as other druids and lose the nature bond ability. Instead, the phase druid gains the ability to wild shape as a druid equal to her level + 3, gaining wild shape at 1st level.

 

 

The Greenmen

The traditional druid is about the forests and green lands. These two archetypes expand that role and deepen it with clear connections to their role as tree wardens and forest dwellers.

---------------------------------------------------

Green Warden

The green warden cares for the world of life, growth and renewal. She despises creatures and artifacts that mimic life and its potency, or that pollute the natural order.

Foe of Unlife (Su): At 1st level the green warden gains the ability to channel energy as a cleric of her level. However, the druid may not heal other creatures with this ability. She may only use this ability to damage

creatures of the aberration, construct, or undead type, as if she channeled positive or negative energy (depending on the creature type). In addition, the druid gains Turn Undead as a bonus feat and may use Turn Undead to panic aberrations and constructs as if they were undead. The druid can take other feats to add to this ability, such as Extra

Channeling and Improved Channeling, but not feats that alter this ability, such as Elemental Channeling and Outsider Channeling.

This replaces nature bond.

Resist Undeath (Ex): At 4th level a green warden gains a +4 bonus on saving throws against the spell-like and supernatural abilities of undead.

This replaces resist nature’s lure.

Disease Immunity (Ex): At 9th level a green warden becomes immune to all diseases, including magical diseases.

This replaces venom immunity.

 

Forest Child

The forest child exerts power over the mysterious world of the forest and other wild areas. Association with the woods and the mystical creatures that live there grants her a special connection to the deep, dark part of

the woods.

Fey Turning (Su): At 1st level the forest child gains the ability to channel energy as a cleric of her level. However, the druid may not heal with this ability. She may only use this ability to damage creatures of the animal, fey, magical beast, and plant type. In addition, the druid may channel energy to cause all creatures of these types within 30 feet to flee, as if panicked. The creatures receive a Will save to negate this effect (DC 10 + ½ druid level + Charisma modifier). Creatures that fail their Will save flee for 1 minute. Creatures with an Intelligence of 3 or more receive a new saving throw each round to end this effect. If used in this way, the channeled energy has no other effect. The druid can take other feats to add to this ability, such as Extra Channeling and Improved Channeling, but not feats that alter this ability, such as Elemental Channeling and Outsider Channeling.

This replaces nature bond.

Tree-kin (Ex): At 15th level, long association with the green infuses the forest child’s body with plant-like characteristics. She becomes immune to sleep effects, cannot be stunned, and no longer needs to sleep. She is considered both a plant and her original creature type for any effect related to race or creature type.

This replaces timeless body.

 

 

Bard (Ninja)

Master of Disguise

Like a ninja, you are a master of disguise, and are able to effortlessly Switch from one face to another, confounding your foes and learning their secrets.

You add 1/2 your class level (minimum 1) to all Disguise skill checks. Additionally, you may add this bonus to any Bluff skill checks made to maintain your disguise (but not other uses of Bluff, such as feinting, or lying about topics unrelated to your disguise).

At 5th level, you become a true master of disguise, and may take 10 on any Disguise checks you make, as long as you have ranks in the Disguise skill. You may choose not to take 10 and can instead roll normally. In addition, once per day, you may take 20 on any Bluff skill check made to maintain your disguise {but not other uses of Bluff, such as feinting, or lying about topics unrelated to your disguise). You may use this ability one additional time per day for every six levels you possess beyond 5th. To a maximum of three times per day at 17th level.

This ability replaces bardic knowledge and lore master

Poison Adept

You are trained in the art of using poisons, and have built up a resistance to toxins from years of exposure.

You are trained in the uses of poisons, and cannot accidentally poison yourself when applying poison to a blade (see the Pathfinder Roleplaying Game Core Rulebook for more information on poison use). Additionally, you gain a +2 bonus on saving throws against poisons.

This ability replaces well versed

-----------------------------------------------------------

 

Fighter (Ninja)

Deadly Strike

Your skills with the blade are unparalleled, and you can fell even a mighty foe with a single stroke if you catch him unprepared.

You may perform a coup de grace action against characters that are flat-footed. Additionally, you may perform a coup de grace as a standard action, rather than a full-round action.

This ability replaces Weapon mastery

First to Strike

You know that he who draws first blood is usually the victor. As such, you are always

prepared for combat to break out, and make a habit of striking your enemies before they've even drawn their blades.

You gain a +l. bonus on initiative checks. This bonus increases by +2 for every four levels beyond 2nd (to a maximum of +10 at 18th level).

This ability replaces bravery

Nimble Steps

Your keen senses forewarn you of danger, and allow you to better evade the attacks of your foes.

As long as you are wearing light armor or no armor, you gain a +1 dodge bonus to AC. At 7th

level, and every four levels thereafter, this bonus increases by +1 (to a maximum of +5 at 19th level).

This ability replaces armor training and armor mastery

-----------------------------------------------------------

 

Sorcerer (Ninja)

Instead of taking a sorcerer bloodline, a sorcerer can take the following class feature.

Though the shinobi mystic class feature represents hard work and training rather than an accident of birth, and as such is not referred to as a bloodline, it serves the Same essential functions as a bloodline. Sorcerers with this class feature may have received their magical powers from an ancient and secret ritual known only to their ninja clan, or these abilities may not be the source of the character's spellcasting at all, instead serving as merely an extra set of skills the character has taken the time to master.

 

Shinobi Mystic

You have studied the ancient and hidden precepts of the mystical ninja arts, and have unlocked a number of special powers.

C1ass Skills: Stealth

Bonus Spells: disguise self (3rd), pyrotechnics (5th), gaseous form (7th), greater invisibility (9th), prying eyes (11th), shadow walk (13th), greater teleport (15th), greater shadow evocation (17!h), time stop (19th).

Bonus Feats: Arcane Strike, Combat Casting, Combat Reflexes, Deadly Aim, Dodge, Improved

Initiative, Lightning Reflexes, Quick Draw, Stealthy.

Bloodline Arcana: Whenever you cast a spell of the highest level you can cast, you gain 50% concealment until the beginning of your next turn.

Bloodline Powers: Your ninja training and mystical secrets provide you with a number of extra tricks which allow you to confound and defeat your opponents.

Strike from the Shadows (Su): At 1st level, you master the secret of instantly transporting yourself short distances, allowing you to catch your foes by surprise. As a move action which does not provoke attacks of opportunity, you may teleport yourself anywhere within 20 feet, as long as the destination is unoccupied and you have both line of sight and line of effect to your destination. This otherwise functions as the spell dimension door, except that you are not prevented from taking actions after the effect, meaning that you may use this ability and then attack. You may use this ability a number of times per day equal to 3 + your Charisma modifier. The maximum distance increases by 5 feet for every two class levels you possess.

Agent of Shadows (Ex): Beginning at 3rd level, you are able to, in a limited way, call upon the very shadows themselves to conceal you from your enemies. You add your Charisma bonus to all Stealth checks you make, in addition to your Dexterity bonus. You also gain a permanent +1 dodge bonus to AC.

Aura Master (Su): At 9th level, you gain mastery over your own aura, and can mold it at will. By spending five minutes in intense concentration, you can alter how your aura is registered by detect evil and similar effeds

(including those that detect things besides alignment). This functions identically to the spell misdirection, except that you may only use it on yourself, and you do not need another target. Instead, you simply declare how you want to appear to such effects, and your aura remains that way until the effect ends or you spend another five minutes readjusting it. (For example, Brencis, a chaotic evil human sorcerer, could choose to appear as a lawful good undead with no spellcasting ability. He would not register a result when viewed with detect evil, but he would register a result when viewed with detect good. He would also register a result when viewed with detect undead, but arcane sight would indicate that he had no a spellcasting ability.)

Unseen Stalker (Sp): At 15th level, you become a master of stealth, and can, as a standard action, make yourself invisible, as the spell invisibility, at will. The effect still ends if you take a hostile action, but another standard

action will resume it.

Shadow Master (Sp): At 20th level, you can call upon your mystical shinobi powers to create magical duplicates of yourself. Once per day, as a full-round action which provokes attacks of opportunity, you can conjure Id4 perfect clones of yourself. These clones are identical to you as you are at the time of their creation, down to the last detail (including their ability scores, gear, hit point loss, etc.), and, as such, can never use this

ability themselves. They fight loyally on your behalf to the best of their ability, acting on your initiative. They last a number of rounds equa1 to 1/2 your Charisma modifier (rounded down), then disappear, fading into nothingness, along with any gear in their possession.

Spells they cast expend your own daily spell slots, and they cannot cast a spell if you do not have the appropriate spell slot available.

Additionally, any gear with limited charges or uses loses those charges or uses if one of your duplicates uses the item. Finally, if any of the clones would take damage, it instead dissolves into nothingness, and you take the damage instead.

-----------------------------------------------------------

 

Wizard (Ninja)

Instead of selecting a school of magic to specialize in, a wizard may choose to adapt his scholarly pursuits to include the mystica1 ways of the ninja. Wizards who takes the following class feature are treated as universalist wizards in all ways, except that instead of gaining the powers normally granted to the universalist they gain

the following powers instead.

Ninjutsu School

Wizards who learn the ancient arts of ninjutsu find many ways to apply its precepts to their own arcane powers.

Shadow Shuriken (Sp): As a swift action, you summon up a number of small throwing-star made of pure shadows. These shadow shuriken function identically to normal shuriken, except that you are always proficient with them, and they lade into nothingness after a number of rounds equal to your Intelligence modifier. The

shadow shuriken as an enhancement bonus equal to 1/4 your class level, rounded down. At 1st level,

the ability creates only a single shuriken, but at third level, and every three level thereafter, the number of shuriken created increases by one (to a maximum of seven at 18th level). You may use this ability at will.

Acrobatics Master (Ex): As a swift action, you can bring extra speed to your step, making you more nimble than normal and allowing you to perform exceptional feats of tumbling, jumping, and dodging. You gain a bonus to Acrobatics equal to twice your class level, and your base movement speed increases by 5 feet for every three class levels you possess. These bonuses last for one minute, and you may use this ability a number of times per day equal to 3+ your Intelligence modifier.

Swift Arcana (Sp): At 8th level, you gain the ability to call on incredible bursts of speed to cast your spells. Each day, you may apply the Quicken Spell metamagic feat to one spell you know,

without taking up a higher spell slot. You do not need to have the Quicken Spell feat to make use of this ability, and the spell need not be chosen in advancement. You may choose, instead, to apply it to three different spells in a given day, as long as each of those spells is at least four levels lower than the highest-level spell you can cast.

 

Edited by Jeric
  • Brohoof 1
Link to comment
Share on other sites

(edited)

@

Tricksters Pride has link me to a character sheet we may be using once I look it over, it will do much of the work for us the work. I may have my own idea for character sheet as well do the work for us.

 

@@CobraCommando

I should be able to put more the roleplay together today.

 

I was considering 4d6/5d6, reroll 1s and 2s once. I would roll up the stats and the players would choose where to put them.

 

@

Just remember there will be change that character sheet, as we're using a different changeling.

---------

I have sent all of you an invite to my Ponyfinder Chat PM.

 

Also I will only be allowing 5/6 characters, meaning it will be first come/first serve for whoever makes a character first then gets it approved.

Edited by EquestrianScholar
Link to comment
Share on other sites

(edited)

Well lets go middle ground then: 4d6 drop low, reroll 1s and 2s.

 

Before anyone goes farther in consider classes just know I am still building this roleplay up. Yet you can help me with such, you see I plan on allowing the project Multiclass Archetypes. If you like one of the classes show me for approval and then refluff to fit in MLP:FiM.

 

Keep in mind I plan on having many of the paladin and cleric related MC Archetypes having connection to a few 'Orders' I plan on creating for the Church of the Celestial Sisters.

Here is a link: http://mcarchetype.wikispaces.com/Multiclass+Archetypes+Master+List

 

I will also start creating the story and setting, all in all I ask that you give me a couple of days to setup.

Edited by EquestrianScholar
Link to comment
Share on other sites

Oooh, I've been wanting to find a game like this for a while now. Count me in. :D

 

I'll make a character as soon as there's a character sheet I can use to build one. ;)

Edited by Questio
  • Brohoof 1
Link to comment
Share on other sites

Could I play an earth pony empyreal sorcerer?

 

I'm a veteran pathfinder player

 

Edit: If the other person is a sourcerer i'll do Druid or Cleric. I like Clerics but I haven't played a Druid

Edited by The Pink Knight
Link to comment
Share on other sites

 

 

Characters of evil alignment will not be allowed

 

 

 

I'm going for a Sanguine Undead Sorcerer myself

 

An undead pony? Um... >_>

 

Also, I'm going to be playing a paladin. I'm not sure how well that's going to work, a paladin and an undead in the same party. :huh:

Link to comment
Share on other sites

An undead pony? Um... >_>

 

Also, I'm going to be playing a paladin. I'm not sure how well that's going to work, a paladin and an undead in the same party. :huh:

Ever read Foal Necromancer? Necromancer does not mean evil same as Paladin and Cleric do not always mean good. So yes their will be stigma and likely aggression, but just cause i'm a necromancer does not mean that i'm a bad pony.

Link to comment
Share on other sites

(edited)

... can we keeps things a bit less complicated when it comes to party dynamics? We may already have to change things, one possibly being a paladin if certain actions are taken by the player. In addition I believe there's another paladin as well.

 

Having an undead pony I don't believe will work.

 

Honestly I'm waiting for people to take on the three core races, particularly the earth pony.

 

This brings to my attention I better look through the bloodlines so as to make a list of which will be allowed and which will not.

------------

 

We are playing the core classes, but I am allowing the MCArchetype classes to those willing to go to the additional work of adapting them into MLP:FiM setting.

Edited by EquestrianScholar
Link to comment
Share on other sites

×
×
  • Create New...