Gebraucht werden:
Charakterbögen (bringe ich mit)
RPG-Würfel-Sortiment (ich bringe einige mit, aber mit eigenen würfelt es sich besser)
Bleistift (ich bringe einige mit)
Papier für Notizen(Nicht zwingend nötig)
eine Idee für einen Charakter (Charaktererstellung auf dem Stammtisch. Existierende Charaktere können auch verwendet werden, maximal bis lvl 5.)
Erlaubte Rassen: (Öffnen)
"As per physical tribe" bedeutet das eine andere Rasse aus der folgenden Liste als Basis ausgesucht werden muss, die sowohl die entsprechenden Werte als auch die Grundlage für das Aussehen liefert:
Earth-Bound, Unicorn, Pegasus, Leatherwing, Zebra
Achtung: Breezies und Changelinge sind neu entworfene Rassen und können deshalb noch etwas unausgewogen sein oder unpassende Fähigkeiten besitzen.
Earth-Bound (Öffnen)
Type: Fey(ponykind)
Size: Medium
Base Stats: -2 Dex, +2 Con, +2 Wis
Movement: 40 ft (20 ft bipedal)
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Fingerless
Hoofs: natural attack that deal 1d4 damage
Unique Destiny: Bonus Feat at 1st level.
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Special Abilities:
Earth-Bound ponies gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. They also gain Endurance as a bonus feat.
Size: Medium
Base Stats: -2 Dex, +2 Con, +2 Wis
Movement: 40 ft (20 ft bipedal)
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Fingerless
Hoofs: natural attack that deal 1d4 damage
Unique Destiny: Bonus Feat at 1st level.
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Special Abilities:
Earth-Bound ponies gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. They also gain Endurance as a bonus feat.
Unicorn (Öffnen)
Type: Fey(ponykind)
Size: Medium
Base Stats: +2 Con +2 Int, -2 Dex
Movement: 40 ft (20 ft bipedal)
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Fingerless
Hoofs: natural attack that deal 1d4 damage
Unique Destiny: Bonus Feat at 1st level.
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Special Abilities:
Steady Focus: +2 to concentration checks when casting defensively.
Horn Magic:
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
Horn:Natural gore Attack with 1d4 damage.
Size: Medium
Base Stats: +2 Con +2 Int, -2 Dex
Movement: 40 ft (20 ft bipedal)
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Fingerless
Hoofs: natural attack that deal 1d4 damage
Unique Destiny: Bonus Feat at 1st level.
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Special Abilities:
Steady Focus: +2 to concentration checks when casting defensively.
Horn Magic:
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
Horn:Natural gore Attack with 1d4 damage.
Pegasus (Öffnen)
Type: Fey(ponykind)
Size: Medium
Base Stats: -2 Str, +2 Dex, +2 Wis
Movement: 40 ft (20 ft bipedal), fly 30 ft (Average)
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Fingerless
Hoofs: natural attack that deal 1d4 damage
Unique Destiny: Bonus Feat at 1st level.
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Special Abilities:
Cloud Walker: May treat fog, or any other cloud, as solid ground for purposes of taking walks, playing games, improvised weapons, and so on.
Flight: Is not available in medium or heavy armor. Flight is a class skill.
Size: Medium
Base Stats: -2 Str, +2 Dex, +2 Wis
Movement: 40 ft (20 ft bipedal), fly 30 ft (Average)
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Fingerless
Hoofs: natural attack that deal 1d4 damage
Unique Destiny: Bonus Feat at 1st level.
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Special Abilities:
Cloud Walker: May treat fog, or any other cloud, as solid ground for purposes of taking walks, playing games, improvised weapons, and so on.
Flight: Is not available in medium or heavy armor. Flight is a class skill.
Zebra (eher selten, werden als Kuriosität angesehen) (Öffnen)
Type: Fey(ponykind)
Base Stats: +2 Int, +2 Wis
Movement: 40 ft (20 ft bipedal)
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Fingerless
Hoofs: natural attack that deal 1d4 damage
Unique Destiny: Bonus Feat at 1st level.
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Special Abilities:
Poison Safety: Zebra cannot poison themselves accidentally while applying poison.
Cunning Linguist: +4 racial bonus to Linguistics and gain an additional language per rank in Linguistics.
Base Stats: +2 Int, +2 Wis
Movement: 40 ft (20 ft bipedal)
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Fingerless
Hoofs: natural attack that deal 1d4 damage
Unique Destiny: Bonus Feat at 1st level.
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Special Abilities:
Poison Safety: Zebra cannot poison themselves accidentally while applying poison.
Cunning Linguist: +4 racial bonus to Linguistics and gain an additional language per rank in Linguistics.
Doppelganger (Mischlinge aus Changeling und Pony. Tauchen höchstens in Legenden als Schreckgespenster auf.) (Öffnen)
Type: Fey(ponykind, Shape-shifter)
Size: Medium
Base Stats: As per physical tribe
Movement: As per physical tribe
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Fingerless
Hoofs: natural attack that deal 1d4 damage
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Special Abilities:
Emotional Vampire: When a target fails a saving throw against any enchantment or mind-affecting effect of yours, you gain a +1 insight bonus to attack rolls, caster level checks, and ability checks for as
many rounds as the level of the spell (or 1 if it is not a spell).
Change Shape (Lesser): 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. Changing shapes is a standard action that functions as per alter self without the adjustments to ability scores.
+ Special Abilities as per physical tribe
Size: Medium
Base Stats: As per physical tribe
Movement: As per physical tribe
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Fingerless
Hoofs: natural attack that deal 1d4 damage
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Special Abilities:
Emotional Vampire: When a target fails a saving throw against any enchantment or mind-affecting effect of yours, you gain a +1 insight bonus to attack rolls, caster level checks, and ability checks for as
many rounds as the level of the spell (or 1 if it is not a spell).
Change Shape (Lesser): 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. Changing shapes is a standard action that functions as per alter self without the adjustments to ability scores.
+ Special Abilities as per physical tribe
Changeling (Ihre Existenz ist unter der normalen Bevölkerung maximal als Legende bekannt) (Öffnen)
Type: Fey(ponykind, Shape-shifter)
Size: Medium
Base Stats: -2 Str, +2 Dex, +2 Int
Movement: 40 ft (20 ft bipedal), fly 30 ft (Average)
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Fingerless
Hoofs: natural attack that deal 1d4 damage
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Special Abilities:
Emotional Vampire: When a target fails a saving throw against any enchantment or mind-affecting effect of yours, you gain a +1 insight bonus to attack rolls, caster level checks, and ability checks for as
many rounds as the level of the spell (or 1 if it is not a spell).
Change Shape (Lesser): 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. Changing shapes is a standard action that functions as per alter self without the adjustments to ability scores.
Flight: Is not available in medium or heavy armor. Flight is a class skill.
Horn: Natural gore Attack with 1d4 damage.
Chitin: +1 Natural Armor
Size: Medium
Base Stats: -2 Str, +2 Dex, +2 Int
Movement: 40 ft (20 ft bipedal), fly 30 ft (Average)
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Fingerless
Hoofs: natural attack that deal 1d4 damage
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Special Abilities:
Emotional Vampire: When a target fails a saving throw against any enchantment or mind-affecting effect of yours, you gain a +1 insight bonus to attack rolls, caster level checks, and ability checks for as
many rounds as the level of the spell (or 1 if it is not a spell).
Change Shape (Lesser): 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. Changing shapes is a standard action that functions as per alter self without the adjustments to ability scores.
Flight: Is not available in medium or heavy armor. Flight is a class skill.
Horn: Natural gore Attack with 1d4 damage.
Chitin: +1 Natural Armor
Breezy (Öffnen)
Type: Fey(ponykind)
Size: Tiny
Base Stats: -4 Str, +4 Dex, +2 Cha
Movement: 30 ft (10 ft bipedal), fly 20 ft (Average)
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Fingerless
Hoofs: natural attack that deal 1d2 damage
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Special Abilities:
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.
Growth: Breezies may enlarge themselves as per enlarge person once per day as a spell-like ability with a caster level equal to their character level.
Flight: Is not available in medium or heavy armor. Flight is a class skill.
Size: Tiny
Base Stats: -4 Str, +4 Dex, +2 Cha
Movement: 30 ft (10 ft bipedal), fly 20 ft (Average)
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Fingerless
Hoofs: natural attack that deal 1d2 damage
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Special Abilities:
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.
Growth: Breezies may enlarge themselves as per enlarge person once per day as a spell-like ability with a caster level equal to their character level.
Flight: Is not available in medium or heavy armor. Flight is a class skill.
Leatherwing (Batponies, werden von den anderen Ponies eher mit Misstrauen betrachtet.) (Öffnen)
Type: Fey(ponykind)
Size: Medium
Base Stats:+2 Dex +2 Wis -2 Cha
Movement: 40 ft (20 ft bipedal), fly 30 ft (Average)
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Fingerless
Hoofs: natural attack that deal 1d4 damage
Unique Destiny: Bonus Feat at 1st level.
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Special Abilities:
Minesight: Leatherwings have Darkvision 90 feet. When in bright light, they are automatically dazzled, and have a -2 penalty to saving throws against effects with the light descriptor.
Flight: Is not available in medium or heavy armor. Flight is a class skill.
Size: Medium
Base Stats:+2 Dex +2 Wis -2 Cha
Movement: 40 ft (20 ft bipedal), fly 30 ft (Average)
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Fingerless
Hoofs: natural attack that deal 1d4 damage
Unique Destiny: Bonus Feat at 1st level.
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Special Abilities:
Minesight: Leatherwings have Darkvision 90 feet. When in bright light, they are automatically dazzled, and have a -2 penalty to saving throws against effects with the light descriptor.
Flight: Is not available in medium or heavy armor. Flight is a class skill.
Gem Ponies (eher selten, werden als Kuriosität angesehen) (Öffnen)
Type: Fey(ponykind)
Size: Medium
Base Stats: As per physical tribe
Movement: As per physical tribe
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Fingerless
Hoofs: natural attack that deal 1d2 damage
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Special Abilities:
Crystalline: +2 racial bonus to Armor Class vs. rays. Once per day, a Gem Pony can deflect a ray targeted at them, as per the deflect arrows feat without the free hand requirement.
Eternal Hope: Gain a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a natural 1 on a d20, re-roll and use the second result.
+ Special Abilities as per physical tribe
Size: Medium
Base Stats: As per physical tribe
Movement: As per physical tribe
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Fingerless
Hoofs: natural attack that deal 1d2 damage
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Special Abilities:
Crystalline: +2 racial bonus to Armor Class vs. rays. Once per day, a Gem Pony can deflect a ray targeted at them, as per the deflect arrows feat without the free hand requirement.
Eternal Hope: Gain a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a natural 1 on a d20, re-roll and use the second result.
+ Special Abilities as per physical tribe
Clockwork (Öffnen)
Type: Fey(ponykind)
Size: Medium
Base Stats: As per physical tribe
Movement: As per physical tribe
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Fingerless
Hoofs: natural attack that deal 1d2 damage
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Special Abilities:
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.
+ Special Abilities as per physical tribe
Size: Medium
Base Stats: As per physical tribe
Movement: As per physical tribe
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Fingerless
Hoofs: natural attack that deal 1d2 damage
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Special Abilities:
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.
+ Special Abilities as per physical tribe
Luminous Dragon (kleine Drachen, Spike, werden als Kuriosität angesehen) (Öffnen)
Type: Fey(Ponykind, Dragon)
Size: Small
Base Stats: +2 to any two ability scores, -2 to any one ability score
Movement: 40 ft (30 ft bipedal), fly 30 ft (Average)
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Languages: Luminous Dragon begin play speaking Common and Sylvan. Luminous Dragon with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Scaled: Their tough scales impart them with a +1 natural armor bonus to their armor class.
Armed: They emerge from their eggs with two claw (1d3) attacks and a bite (1d4) attack.
Flight: Is not available in medium or heavy armor. Flight is a class skill.
Ponykind: Qualifies as ponykind for all effects, feats, and archetypes, to be used by or against the luminous dragon.
Subdued Ancestry: Despite having dragon as a subtype, they gain no advantages from it, save qualifying for effects that specifically target dragons or interacting with items that react to dragons.
Size: Small
Base Stats: +2 to any two ability scores, -2 to any one ability score
Movement: 40 ft (30 ft bipedal), fly 30 ft (Average)
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Languages: Luminous Dragon begin play speaking Common and Sylvan. Luminous Dragon with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Scaled: Their tough scales impart them with a +1 natural armor bonus to their armor class.
Armed: They emerge from their eggs with two claw (1d3) attacks and a bite (1d4) attack.
Flight: Is not available in medium or heavy armor. Flight is a class skill.
Ponykind: Qualifies as ponykind for all effects, feats, and archetypes, to be used by or against the luminous dragon.
Subdued Ancestry: Despite having dragon as a subtype, they gain no advantages from it, save qualifying for effects that specifically target dragons or interacting with items that react to dragons.
Luminous Dragon Racial Options (Öffnen)
Land Drake (Öffnen)
You were either born without wings, or they never developed enough to allow flight. Either way, you are fine on the ground, and feel an affinity for stones and metals.
- Gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. You also gain Endurance as a bonus feat.
- Lose flight
- Gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. You also gain Endurance as a bonus feat.
- Lose flight
Horned (Öffnen)
Your claws are fine for digging or climbing, and maybe even some craftsdragonship, but for battle? Not for you. Fortunately, you have an impressive horn or horns to make up the difference.
- Lose claw attacks.
- Gain primary gore attack (1d4)
- If you have an intelligence of 11+, 1/day unseen
servant as a spell-like ability.
- Lose claw attacks.
- Gain primary gore attack (1d4)
- If you have an intelligence of 11+, 1/day unseen
servant as a spell-like ability.
Librarian (Öffnen)
Mocked by ‘true’ dragons, scholars and the like hail you with the kindest of terms. While you are no grand beast of war, your skill with books and knowledge is second to none.
- Lose flight.
- Lose claws.
- Gain 2 languages instead of 1 for every rank of linguistics and enjoy a +4 racial bonus to linguistics.
- Gain skill focus feat in your choice of skill.
- Assistant: When assisting another with a knowledge or craft skill you have trained, you give +3 instead of +2.
- Lose flight.
- Lose claws.
- Gain 2 languages instead of 1 for every rank of linguistics and enjoy a +4 racial bonus to linguistics.
- Gain skill focus feat in your choice of skill.
- Assistant: When assisting another with a knowledge or craft skill you have trained, you give +3 instead of +2.
Griffon (Öffnen)
Type: Fey (Griffon)
Size: Medium
Base Stats: +2 Strength, +2 Wisdom, -2 Charisma
Movement: 30 ft (20 ft bipedal), Fly 40 ft (Average)
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Flight: Is not available in medium or heavy armor. Flight is a class skill.
Languages: Griffons begin play speaking Common and Sylvan. Griffons with high intelligence scores may choose Elven, Auran, or Gnomish as bonus languages.
Armed: They emerge from their eggs with two claw (1d3) attacks and a bite (1d6) attack.
Cloud Walker: Griffons may treat fog, mist, or any cloud as solid.
Size: Medium
Base Stats: +2 Strength, +2 Wisdom, -2 Charisma
Movement: 30 ft (20 ft bipedal), Fly 40 ft (Average)
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Flight: Is not available in medium or heavy armor. Flight is a class skill.
Languages: Griffons begin play speaking Common and Sylvan. Griffons with high intelligence scores may choose Elven, Auran, or Gnomish as bonus languages.
Armed: They emerge from their eggs with two claw (1d3) attacks and a bite (1d6) attack.
Cloud Walker: Griffons may treat fog, mist, or any cloud as solid.
Hippogriff (Ponies und Greifen reagieren im Nomalfall entweder mit Verwunderung oder mit Ablehnung auf diese Mischlinge.) (Öffnen)
Type: Fey (Ponykind, Griffon)
Size: Medium
Base Stats: +2 to any one ability score
Movement: 40 ft (20 ft bipedal), Fly 30 ft (Average)
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Flight: Is not available in medium or heavy armor. Flight is a class skill.
Unique Destiny: Like most ponykind, hippogriffs are born with a brand of destiny, and gain a bonus feat at first level.
Languages: Hippogriffs begin play speaking Common and Sylvan. Hippogriffs with high intelligence scores may choose Elven, Auran, or Gnomish as bonus languages.
Armed: They emerge from their eggs with two claw (1d3) attacks and a bite (1d6) attack.
Ponykind: Hippogriffs qualify as ponykind for all effects, feats, and archetypes, to be used by or against the hippogriff.
Griffon: Hippogriffs qualify as griffon for all effects, feats, and archetypes, to be used by or against the hippogriff.
Size: Medium
Base Stats: +2 to any one ability score
Movement: 40 ft (20 ft bipedal), Fly 30 ft (Average)
Vision: Low-Light Vision
Quadruped: +4 CMD vs. trip, and +50% carrying capacity
Flight: Is not available in medium or heavy armor. Flight is a class skill.
Unique Destiny: Like most ponykind, hippogriffs are born with a brand of destiny, and gain a bonus feat at first level.
Languages: Hippogriffs begin play speaking Common and Sylvan. Hippogriffs with high intelligence scores may choose Elven, Auran, or Gnomish as bonus languages.
Armed: They emerge from their eggs with two claw (1d3) attacks and a bite (1d6) attack.
Ponykind: Hippogriffs qualify as ponykind for all effects, feats, and archetypes, to be used by or against the hippogriff.
Griffon: Hippogriffs qualify as griffon for all effects, feats, and archetypes, to be used by or against the hippogriff.
Erlaubte Klassen: (Öffnen)
Alchemist (verwendet Elixiere, Mutagen und Bomben)
Arcanist (Nur Einhörner, Mischung aus Sorcerer und Wizard)
Barbarian (Kämpfer die in Raserei verfallen können und beim einfachen Volk als primitiv gelten.)
Bard
Bloodrager (Mischung aus Sorcerer und Barbar)
Brawler (Mischung aus Fighter und Monk)
Cavalier(Hier kann der Teil mit dem berittenen Kampf nach Absprache ausgetauscht werden.)
Cleric (Spruchwirker die ihre macht aus ihre Hingabe zu einer Gottheit beziehen)
Druid
Fighter (Elitegarde, Söldner oder andere gut geschulte Kämpfer)
Gunslinger (Kämpfer die sich auf den Kampf mit Schwarzpulverwaffen in all ihren Formen spezialisiert Haben.)
Hunter
Inquisitor
Investigator
Magus(Nur Einhörner)
Monk
Ninja
Oracle(von Gottheit erwählter Spruchwirker der unter einem Fluch leidet)
Paladin
Ranger
Rogue
Samurai
Shaman
Skald (Mischung zwischen Bard und Barbarian)
Slayer
Sorcerer(Zauberwirker der seine Zauber durch seine Abstammung bezieht und unter dem einfachen Volk einen schlechten ruf hat.)
Summoner(Nur Einhörner, Zauberer die sich auf das Beschwören von Kreaturen spezialisiert haben.)
Swashbuckler
Warpriest(Mischung aus Cleric und Fighter)
Witch(Beziehen ihre Zauber durch den Packt mit einer mächtigen Wesenheit. Sie besitzen im einfachen Volk einen schlechten Ruf)
Wizard(Nur Einhörner, beziehen ihre Zauber aus Büchern und Uralten wissen)
Arcanist (Nur Einhörner, Mischung aus Sorcerer und Wizard)
Barbarian (Kämpfer die in Raserei verfallen können und beim einfachen Volk als primitiv gelten.)
Bard
Bloodrager (Mischung aus Sorcerer und Barbar)
Brawler (Mischung aus Fighter und Monk)
Cavalier(Hier kann der Teil mit dem berittenen Kampf nach Absprache ausgetauscht werden.)
Cleric (Spruchwirker die ihre macht aus ihre Hingabe zu einer Gottheit beziehen)
Druid
Fighter (Elitegarde, Söldner oder andere gut geschulte Kämpfer)
Gunslinger (Kämpfer die sich auf den Kampf mit Schwarzpulverwaffen in all ihren Formen spezialisiert Haben.)
Hunter
Inquisitor
Investigator
Magus(Nur Einhörner)
Monk
Ninja
Oracle(von Gottheit erwählter Spruchwirker der unter einem Fluch leidet)
Paladin
Ranger
Rogue
Samurai
Shaman
Skald (Mischung zwischen Bard und Barbarian)
Slayer
Sorcerer(Zauberwirker der seine Zauber durch seine Abstammung bezieht und unter dem einfachen Volk einen schlechten ruf hat.)
Summoner(Nur Einhörner, Zauberer die sich auf das Beschwören von Kreaturen spezialisiert haben.)
Swashbuckler
Warpriest(Mischung aus Cleric und Fighter)
Witch(Beziehen ihre Zauber durch den Packt mit einer mächtigen Wesenheit. Sie besitzen im einfachen Volk einen schlechten Ruf)
Wizard(Nur Einhörner, beziehen ihre Zauber aus Büchern und Uralten wissen)
Pony Feats (Öffnen)
Iron Hoof (Combat) (Öffnen)
Your Hoofs are harder than average, that can make a painful lesson to those who bother you.
Prerequisite: Hoofs
Benefit: Increase hoof damage by one step from 1d4 to 1d6, 1d2 to 1d3 and so on.
Prerequisite: Hoofs
Benefit: Increase hoof damage by one step from 1d4 to 1d6, 1d2 to 1d3 and so on.
Trained Hoof fighting (Combat) (Öffnen)
You trained your fighting skill using both your Hoofs.
Prerequisite: Hoofs
Benefit: Gain two hoof attacks.
Prerequisite: Hoofs
Benefit: Gain two hoof attacks.
Adept Changeling (Öffnen)
While even immature doppelganger ponies can imitate one form, you have learned how to take on new roles, giving you much improved flexibility.
Prerequisite: Ponykind, Doppelganger or Changeling.
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.
Prerequisite: Ponykind, Doppelganger or Changeling.
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.
Practiced Horn Magic (Combat) (Öffnen)
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.
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.
Advanced Horn Magic (Combat) (Öffnen)
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.
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 (Öffnen)
You are a walking war banner, calling your allies to stand firm against the dark.
Prerequisite: Ponykind, Gem 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.
Prerequisite: Ponykind, Gem 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.
Cloud Embraced (Öffnen)
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.
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) (Öffnen)
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.
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 (Öffnen)
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.
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.
Iron Jaw (Combat) (Öffnen)
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.
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.
Die Attribute werden nicht erwürfelt sondern verteilt. Es gibt 25 Punkte und die Kosten je Attribut sind:
Score -> Points
7 -> –4
8 -> –2
9 -> –1
10 -> 0
11 -> 1
12 -> 2
13 -> 3
14 -> 5
15 -> 7
16 -> 10
17 -> 13
18 -> 17
Wichtig: die Attribute werden erst gekauft dann werden die Rassen Modifikation aufgerechnet.
Jeder Charakter bekommt auf Level 1 ein Feat. Durch Rasse oder Klasse können noch weitere Feats hinzukommen.
Wer sich über Klassen, weitere Feats und andere Regeln Informieren will kann das hier machen:-><-
Werte für die Rassen werde ich am Samstag mitbringen oder kann sie auch auf Nachfrage zusenden.
Erklärung des Systems: PonyFinder verwendet die Regeln von Pathfinder und erweitert diese um weitere Rassen, Feats, Gegenstände und Hintergrundmaterial.
Allerdings werde ich mich vom Hintergrund her nur grob an diese Vorlage halten.
Wer noch Ideen hat oder Anregungen kann diese gerne hier schreiben.
Fragen können natürlich auch gestellt werden.
Für Anfänger werde ich dann auch etwas zu Pen & Paper Rollenspielen im Allgemeinen und zu den Regeln im speziellen erzählen.
( Sollte dieser Thread hier falsch sein entschuldige ich mich und bitte darum ihn zu verschieben.)