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Earth Pony

Type: Magical Beast, treated as Humanoid for the purposes of Mind-Affecting


spells and abilities.
+2 Constitution, -2 Dexterity.
Small Quadruped: As a Small creature, an Earth Pony gains a +1 size bonus to
Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide check
s, but she uses smaller weapons than humans use. Her lifting and carrying limits
are the same as those of a Medium character.
Earth Pony base land speed is 30 feet.
+2 racial bonus on Climb, Jump, Listen, and Swim checks.
Stability: An Earth Pony gains a +4 bonus on ability checks made to resist b
eing bull rushed or tripped when standing on the ground (but not when climbing,
flying, riding, or otherwise not standing firmly on the ground).
1 extra feat at 1st level.
Automatic Languages: Common and Equine.
Even though they lack hands, Earth Ponies are able to use a combination of t
heir hooves and mouths in order to manipulate items and use equipment in the way
that humanoids can. Just accept it and move on.
Favored Class: Any. When determining whether a multiclass Earth Pony takes a
n experience point penalty, his or her highest-level class does not count.

Unicorn Pony
Type: Magical Beast, treated as Humanoid for the purposes of Mind-Affecting
spells and abilities.
+2 Intelligence, +2 Charisma, -2 Strength, -2 Dexterity
Small Quadruped: As a Small creature, an Earth Pony gains a +1 size bonus to
Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide check
s, but she uses smaller weapons than humans use. Her lifting and carrying limits
are the same as those of a Medium character.
Unicorn Pony base land speed is 30 feet.
+2 racial bonus on Climb, Jump, Listen, and Swim checks.
Stability: A Unicorn Pony gains a +4 bonus on ability checks made to resist
being bull rushed or tripped when standing on the ground (but not when climbing,
flying, riding, or otherwise not standing firmly on the ground).
1 extra feat at 1st level.
Arcane Ability: Unicorn Ponies with Intelligence or Charisma scores of 10 or
higher can cast cantrips as a racial ability. They may choose one 0-level spell
per +1 modifier on Charisma or Intelligence (whichever is higher) and cast that
spell at-will. They are always treated as a level 1 caster for these spells and
are subject to arcane spell failure, but do not need to prepare them. These spe
lls are handled separately from any other spell-casting the Unicorn Pony may be
capable of.
Increased Caster Level: Unicorn Ponies are considered to have +1 caster leve
l for purposes such as spell range, duration, and damage. They do not gain any o
ther benefits of caster level, such as class features of spells know, earlier th
an other races.
Empowered Magic: One per day, a Unicorn Pony can apply the Empower Spell fea
t to any spell as it is being cast without incurring the normal spell slot penal
ty. This must be declared before casting the spell and is lost if the spell cann
ot be completed for any reason.
Automatic Languages: Common and Equine.
Even though they lack hands, Unicorn Ponies are able to use a combination of
their hooves and mouths in order to manipulate items and use equipment in the w
ay that humanoids can. Just accept it and move on.
Favored Class: Wizard or Sorcerer. As soon as a level in either is taken, th
e player must decide which will permanently be considered favored.

+1 Level Adjustment
Some stats inspired by the High Elves of the original d20 Warcraft system

Pegasus Pony
Type: Magical Beast, treated as Humanoid for the purposes of Mind-Affecting
spells and abilities.
+2 Dexterity, -2 Strength.
Small Quadruped: As a Small creature, an Earth Pony gains a +1 size bonus to
Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide check
s, but she uses smaller weapons than humans use. Her lifting and carrying limits
are the same as those of a Medium character.
Pegasus Pony base land speed is 30 feet.
+2 racial bonus on Climb, Jump, Listen, and Swim checks.
Stability: A Pegasus Pony gains a +4 bonus on ability checks made to resist
being bull rushed or tripped when standing on the ground (but not when climbing,
flying, riding, or otherwise not standing firmly on the ground).
1 extra feat at 1st level.
Gliding: A Pegasus Pony can use her wings to glide, negating damage from a f
all of any height and allowing 20 feet of forward travel for every 5 feet of des
cent. Pegasus Ponies glide at a speed of 40 feet (average maneuverability). Even
if her maneuverability improves, she can't hover while gliding. A Pegasus Pony
can't glide while carrying a medium or heavy load. If a Pegasus Pony becomes unc
onscious or helpless while in midair, her wings naturally unfurl and powerful li
gaments stiffen the wings. The Pegasus Pony descends in a tight corkscrew and ta
kes only 1d6 points of falling damage, no matter what the actual distance of the
fall.
Flight: When a Pegasus Pony reaches 5 Hit Dice, she becomes able to fly at a
speed of 40 feet (average maneuverability). A Pegasus Pony can't fly while carr
ying a medium or heavy load or while fatigued or exhausted. Pegasus Ponies can s
afely fly for a number of rounds equal to double their Constitution modifier (mi
nimum 1 round). They can exert themselves to fly for up to twice as long, but th
en they're fatigued at the end of the flight. They are likewise fatigued after s
pending a total of more than 10 minutes per day flying. Because Pegasus Ponies c
an glide before, after, and between rounds of actual flight, they can remain alo
ft for extended periods (even if they can only use flight for 1 round at a time
without becoming fatigued). When they reach 10 Hit Dice, Pegasus Ponies have eno
ugh stamina and prowess to fly for longer periods. They can fly at a speed of 60
feet (average maneuverability), and flying requires no more exertion than walki
ng or running. A Pegasus Pony with flight can make a dive attack. A dive attack
works like a charge, but the creature must move a minimum of 30 feet and descend
at least 10 feet. A Pegasus Pony can make a dive attack only when wielding a pi
ercing weapon; if the attack hits, it deals double damage. A Pegasus Pony with f
light can use the run action while flying, provided she flies in a straight line
. While using the run action and flying, the Pegasus Pony leaves a brightly colo
red trail behind them, the exact appearance of which depends on the individual P
egasus.
Wing Buffet: A Pegasus Pony has two wing attacks as secondary natural weapon
s (damage 1d6 for a Medium creature) and may make a special bull-rush attack wit
h a range of 25ft, +5ft per two character levels once per two rounds. This is a
ranged attack which must be made with the Pegasus Pony's wings, and the Pegasus
Pony does not move with his target, but otherwise functions as a normal bull rus
h.
Shielding Wing: The Pegasus Pony may encase themselves in their own wings, g
aining a +4 shield bonus to AC when they take the total defense action, +1 per t
hree character levels.
Cloudwalking: A Pegasus Pony can tread on clouds or fog as though on solid g

round. The ability functions continuously but can be negated or resumed at will.
They may also otherwise interact with clouds as though they are made of a solid
material, at DM discretion.
Automatic Languages: Common and Equine.
Even though they lack hands, Pegasus Ponies are able to use a combination of
their hooves and mouths in order to manipulate items and use equipment in the w
ay that humanoids can. Just accept it and move on.
Favored Class: Any. When determining whether a multiclass Pegasus Pony takes
an experience point penalty, his or her highest-level class does not count.
+1 Level Adjustment
Inspired by and adapted from zenanarchist's Winged template:
http://www.giantitp.com/forums/showthread.php?t=161005

Common Pony
* +4 Strength, +2 Constitution, +4 Charisma.
* Medium: As Medium creatures, ponies have no special bonuses or penalties due t
o their size.
* Pony base land speed is 50 feet.
* Equine: Ponies cannot wear most armour intended for humanoid characters, nor c
an they wield two-handed weapons. Certain magic items such as rings are also lim
ited as is appropriate to the character's frame. They may wield a one-handed wea
pon in their mouth at a -2 penalty, and take penalties on many other actions as
appropriate.
* Ungulate: Ponies may make unarmed attacks without provoking an Attack of Oppor
tunity, dealing 1d6 damage. A pony may also use a full-round action to kick with
her back legs, dealing 1d10 damage with double her strength modifier bonus to d
amage.
* Quadruped: A pony gains a +6 bonus on ability checks made to resist being bull
rushed or tripped when standing on the ground (but not when climbing, flying, o
r otherwise not standing firmly on the ground). Their carrying capacities are tw
ice those of bipedal characters.
* Enchanted: +2 racial bonus on saving throws against spells and spell-like effe
cts. Ponies gain +4 on all Handle Animal checks.
* Automatic Languages: Common. Bonus Languages: Elven, Sylvan, Draconic.
* Favored Class: Fighter. A multiclass pony s fighter class does not count when de
termining whether she takes an experience point penalty for multiclassing

Pegasus Pony
* +2 Strength, +4 Charisma.
* Medium: As Medium creatures, ponies have no special bonuses or penalties due t
o their size.
* Pony base land speed is 40 feet. They also have a Flight Speed of 60 feet (poo
r).
* Equine: Ponies cannot wear most armour intended for humanoid characters, nor c
an they wield two-handed weapons. Certain magic items such as rings are also lim
ited as is appropriate to the character's frame. They may wield a one-handed wea
pon in their mouth at a -2 penalty, and take penalties on many other actions as
appropriate. Pegasus ponies are even more limited in their armour choices, being
unable to use most barding intended for other ponies.
* Ungulate: Ponies may make unarmed attacks without provoking an Attack of Oppor
tunity, dealing 1d6 damage. A pony may also use a full-round action to kick with
her back legs, dealing 1d10 damage with double her strength modifier bonus to d
amage.

* Quadruped: A pony gains a +6 bonus on ability checks made to resist being bull
rushed or tripped when standing on the ground (but not when climbing, flying, o
r otherwise not standing firmly on the ground). Their carrying capacities are tw
ice those of bipedal characters.
* Enchanted: +2 racial bonus on saving throws against spells and spell-like effe
cts. Ponies gain +4 on all Handle Animal checks.
* Automatic Languages: Common. Bonus Languages: Elven, Sylvan, Draconic.
* Favored Class: Fighter. A multiclass pegasus pony s fighter class does not count
when determining whether she takes an experience point penalty for multiclassin
g

Unicorn Pony
* +2 Strength, +2 Intelligence, +4 Charisma.
* Medium: As Medium creatures, ponies have no special bonuses or penalties due t
o their size.
* Pony base land speed is 50 feet.
* Equine: Unicorn Ponies cannot wear most armour intended for humanoid character
s. Certain magic items such as rings are also limited as is appropriate to the c
haracter's frame. Unicorn Ponies may use their Unicorn Powers to wield weapons w
ithout penalty.
* Ungulate: Ponies may make unarmed attacks without provoking an Attack of Oppor
tunity, dealing 1d6 damage. A pony may also use a full-round action to kick with
her back legs, dealing 1d10 damage with double her strength modifier bonus to d
amage.
* Quadruped: A pony gains a +6 bonus on ability checks made to resist being bull
rushed or tripped when standing on the ground (but not when climbing, flying, o
r otherwise not standing firmly on the ground). Their carrying capacities are tw
ice those of bipedal characters.
* Enchanted: +2 racial bonus on saving throws against spells and spell-like effe
cts. Ponies gain +4 on all Handle Animal checks.
* Unicorn Powers: Unicorn Ponies may use Mage Hand as the spell at will, with th
e carrying capacity altered to 10lbs per character level, and may use this abili
ty to wield weapons and use tools. This is a spell-like ability. At level 10, Un
icorn Ponies may use Telekinesis as a spell-like ability once per day.
* Magical: Unicorn Ponies have SR 10 + their charisma bonus and gain +1 caster l
evel to all spells with the Force descriptor.
* Automatic Languages: Common. Bonus Languages: Elven, Sylvan, Draconic.
* Favored Class: Sorcerer. A multiclass unicorn pony s sorcerer class does not cou
nt when determining whether she takes an experience point penalty for multiclass
ing
* Level Adjustment: +1

DnD 3rd Ed - My Little Ponies


by *Heliotroph
Equestrians (Little Ponies)
Equestrians, also known as 'little ponies,' are magical race of miniature equine
s. They dwell in distant, hard-to-reach lands and rarely have contact with other
sentient beings. They are, almost without exception, good-natured, gentle, funloving creatures who only desire to live together in harmony. They have a bond w
ith the natural world that is arguably deeper than the one enjoyed by elves, man
aging the local weather, ecosystem, and seasons like a human would tend to a gar
den. There are three known equestrian sub-races earth ponies, pegasus ponies, an
d unicorn ponies. There is also a much rarer offshoot race of unicorn pegasus po
nies, who wield power equal to demigods.

Personality
Equestrians vary in behavior almost as much as humans but tend to be friendly an
d kind-hearted (almost to the point of naivety). They are very gregarious; only
a few eccentrics live by themselves or far away from a settlement. Equestrians a
re industrious and hardworking
particularly earth ponies
and take great pride in
their craft. This is part due to their cutie marks (see below) which tend to fo
cus them on their profession sometimes to the point of obsession. Though peacefu
l, they are not timid and will fight with surprising ferocity and effectiveness
if pushed hard enough. Equestrians are herbivorous, though they consume (and gre
atly enjoy) some animal products such as milk, butter, cheese, cream and eggs; t
hey never eat meat.
Physical Description
It would be easy to mistake an equestrian for an ordinary pony foal. Up close, h
owever, it quickly becomes clear they are no mere animals. Their eyes are much l
arger and more expressive than an ordinary pony, their muzzle and forehead short
er. Their hooves are soft and almost continuous with their lower legs (most wear
horseshoes). Most distinctive of all is an equestrian's 'cutie mark'
a tattoolike sigil that forms on the flank of every little pony when he or she is said t
o discover his or her special talent. A cutie mark could be as something as abst
ract as a musical note or as simple as an apple; whatever its appearance, a cuti
e mark symbolizes the talent, profession, or calling of an equestrian. Unicorn p
onies sport a small horn on their foreheads while pegasus ponies have a set of s
mall but functional feathered wings on their flanks.
The color of their coats, manes, and eyes vary wildly, with some individuals hav
ing drab patterns of gray and brown that could be found on an ordinary draft hor
se and others having rainbow-colored manes with sky-blue coats or glittering whi
te coats with shocking pink eyes. Equestrians usually style their mane, some tak
ing great pride in its appearance. They rarely wear anything more than a hat or
scarf for everyday purposes though they don more elaborate raiment for special o
ccasions or to protect themselves from the elements. Earth ponies can live to be
over 100 years old while pegasus ponies rarely reach 80 years of age. Unicorn p
onies are the longest lived of the three sub-races, some celebrating their 150th
birthday.
Relations
Equestrians get along best with halflings. Not only do the two races share many
values and cultural norms but they find each others' small size comforting in a
world of (from their perspective) giants. Indeed, some have gone as far to sugge
st that equestrians and halflings were created by the same god or pantheon of go
ds a fanciful but almost certainly apocryphal tale. Gnomes are also welcome amon
g equestrians, who appreciate their craftsmanship and wicked sense of humor. Dwa
rves find equestrians, with their fun-loving and sometimes irreverent behavior,
annoying at best and exasperating at worst. Equestrians, in turn, regard dwarves
as mean old stick-in-the-mud grumpy pants who don't know how to smile. Elves, o
n the other hand, are held in wonder by little ponies. Oddly enough, elves feel
about the same way about equestrians, leading to awkward, comical meetings betwe
en the two races where both parties act in an exaggeratedly respectful and polit
e manner. They are wary and fearful of half-orcs, who usually regard equestrians
with scorn. Equestrians tend to be cautious around humans due to their unpredic
table behavior and varying alignment, but will not treat them with outright host
ility unless given a reason.
Alignment
Equestrians are basically helpful, friendly, and trusting in nature. They strive
to live in harmony with each other and the world around them. Thus nearly all e
questrians are good in alignment. While they value individual freedoms and creat
ive self-expression, they also recognize the need for a strong, supportive commu
nity and rules governing behavior. Thus they tend to stand in the middle of the

law/chaos axis with much individual variation.


Equestrian Lands
Equestrian lands are ruled by royal families who are or descended from unicorn p
egasus ponies. Their capitals are magnificent castles seemingly pulled from a fa
iry tale. Equestrian monarchs tend to rule with a very light hoof, leaving most
day-to-day governance to individual communities. With the exception of pegasus p
onies, equestrians prefer to dwell in flat regions
grasslands, steppes, light wo
odlands. Although they can subsist off grass alone, equestrians prefer a much mo
re varied diet and will establish sprawling farms and orchards wherever they set
tle. Because they can manipulate the weather and directly manage local ecosystem
s, their farms are incredibly bountiful; little ponies almost never lack for foo
d. They will often trade surplus crops for metal, jewels, and finished goods.
Religion
Equestrians are not a religious race. Although they revere their pegasus unicorn
rulers, they do not actually worship them. They do, in a subtle way, worship na
ture itself, tending to and feeding wild animals and ensuring all plants in thei
r lands receive adequate water and sun.
Language
Little ponies speak Equestrian an expressive and subtle series of whinnies, snor
ts, and neighs that other races find fiendishly difficult to comprehend and spea
k. Conversely, Equestrians have no problems learning and speaking the languages
of other races. They can also communicate with all animals on a very basic level
in the same way gnomes can converse with burrowing mammals.
Names
Equestrians are given names at birth by their parents. They may acquire nickname
s later in life but otherwise keep their names for life. Their names tend to ref
lect their personality, appearance, or even profession (it is unknown how their
parents are able to predict this). Little ponies do not have family names. In th
e rare instances when they want to refer to their heritage, they add the settlem
ent where they reside or were born to their title, i.e. 'Princess Celestia of Eq
uestria.' Equestrian names sound very fanciful when translated into common.
Male Names: Big Macintosh, Bluegrass, Caramel, Evening Star, Cool Star, Flash Bu
lb, Sunburst, Chocolate Sun, Elle Cuisine, Papermoon, Oatis, Pokey Pierce
Female Names: Tranquil Blossom, Apple Cobbler, Twilight Sparkle, Cherries Jubile
e, Starlight, Rarity, Ginger Gold, Derpy Hooves, Pinky Pie, Purple Haze, Firefly
, Thunder Cracker, Riverdance, Applejack, Wish Wings, Diamond Wings, Lyra, Straw
berry Lime, Fluttershy, Pumpkin Tart, Parasol, Rainbow Dash
Adventurers
Equestrians are afraid to leave their lands, regarding places where the weather,
animals, and plants aren't carefully managed as dangerous and 'unnatural.' Howe
ver, some possess an inborn curiosity that drives them to leave the comfort of t
heir kingdoms and see the world. Sadly, many of these little ponies are unprepar
ed for dangers beyond their homes and never return. Those who manage to survive
in the world often have difficulty adjusting to life back in their communities.
Nevertheless, successful adventurer ponies are stuff of legend in their homeland
s and are looked to for advice when dealing with external threats.
Equestrian Racial Traits
Each equestrian sub-race has different abilities and modifiers as listed below.
Earth Ponies Traits
Earth ponies most closely resemble mundane ponies. Although they lack the flashi
er supernatural powers of their unicorn and pegasus pony counterparts, they are

remarkably sturdy and resourceful creatures. Their link with the natural world i
s the strongest of the three sub-races, thus many become farmers, herbalists, fo
rest wardens, beekeepers, cooks, and brewers.
Ability Score Adjustment. +2 Constitution, -2 Dexterity. Earth ponies are hardy
but somewhat ungainly.
Small: As a Small creature, an earth pony gains a +1 size bonus to Armor Class,
a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses
smaller weapons than humans use.
Speed: Earth Pony base speed is 40 ft
Quadruped: Because they are quadruped, earth ponies can carry as much as a Mediu
m-sized creature of the same strength score. Furthermore, they receive a +4 bonu
s to grapple checks when defending and when resisting trip attempts and bull rus
hes.
No Fine Manipulators: Although earth ponies can hold objects in their mouths wit
h surprising deftness and gently grip things with their front hooves, their lack
of true hands can be limiting. They receive a -2 racial penalty to the followin
g skill checks: alchemy, climb, craft, disable device, open lock, perform (any m
usical instrument requiring hands), ride, and use rope. They may only wield a we
apon in their mouth and receive a -2 penalty when attacking with weapons; their
mouth counts as a single hand and thus they cannot wield weapons that require tw
o hands. They cannot speak intelligibly or cast spells with a verbal component w
hile holding something in their mouth.
Natural Attack: Earth ponies' unarmed attacks deal 1d4 damage; they receive Impr
oved Unarmed Combat as a free feat at first level. Because they can also attack
with a weapon held in their mouths, earth ponies are considered to have three ha
nds and may take multiweapon fighting.
Endurance: Earth ponies receive Endurance as a free feat at first level.
Nature Link: Earth ponies receive a +2 racial bonus to Handle Animal and Knowled
ge: Nature.
Automatic Languages: Equestrian. Bonus Languages: Common, Elven, Dwarven, and Gn
ome. They may also learn a special 'animal' language that lets them communicate
with all Animal type creatures on a basic level, conveying simple concepts such
as 'friend,' 'food,' 'danger,' 'run,' and so forth.
Favored Class: Druid
Level Adjustment: +0
Pegasus Pony Traits
These remarkable creatures are born and live in the sky, dwelling in magnificent
palatial homes built from the very clouds themselves. Despite this they are not
aloof and freely associate with their earthbound cousins, with whom they share
a symbiotic relation. Pegasus ponies ensure that equestrian fields and orchards
receive adequate rain and sun and in turn receive a share of the harvest from th
e ponies below. They also minimize the severity of dangerous or destructive weat
her patterns.
Ability Score Adjustment. +2 Dexterity, -2 Constitution, -2 Strength. Pegaus pon
ies are fast and nimble but relatively fragile.
Small: As a Small creature, a pegasus pony gains a +1 size bonus to Armor Class,
a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he use
s smaller weapons than humans use.
Speed: Pegasus Pony base speed is 40 ft. They have a flight speed of 60 ft with
Average maneuverability.
Quadruped: Because they are quadruped, pegasus ponies can carry as much as a Med
ium-sized creature of the same strength score. Furthermore, they receive a +4 bo
nus to grapple checks when defending and when resisting trip attempts and bull r
ushes.
No Fine Manipulators: Although pegasus ponies can hold objects in their mouths w
ith surprising deftness and gently grip things with their front hooves, their la

ck of true hands can be limiting. They receive a -2 racial penalty to the follow
ing skill checks: alchemy, climb, craft, disable device, open lock, perform (any
musical instrument designed to use hands), ride, and use rope. They may only wi
eld a weapon in their mouth and receive a -2 penalty when attacking with such we
apons; their mouth counts as a single hand, thus they cannot use weapons that re
quire more than one hand. They cannot speak intelligibly or cast spells with a v
erbal component while holding something in their mouth.
Natural Attack: Earth ponies' unarmed attacks deal 1d4 damage; they receive Impr
oved Unarmed Combat as a free feat at first level. Because they can also attack
with a weapon held in their mouths, pegasus ponies are considered to have three
hands and may take multiweapon fighting.
Weather Manipulation: Pegasus ponies may purchase ranks in the Weather Manipulat
ion skill; it is always considered a class skill for them.
Cloud Walking: Pegasus ponies may treat clouds as solid objects, walking upon th
em or even sleeping on them. They only pass through clouds if they choose to do
so.
Automatic Languages: Equestrian. Bonus Languages: Common, Elven, Dwarven, and Gn
ome. They may also learn a special 'animal' language that lets them communicate
with all Animal type creatures on a basic level, conveying simple concepts such
as 'friend,' 'food,' 'danger,' 'run,' and so forth.
Favored Class: Rogue
Level Adjustment: +1
Unicorn Pony Traits
While all equestrians are inherently magical, unicorn ponies are particularly ta
lented with magic. In fact, all unicorn ponies can cast simple spells regardless
of their class and many become powerful sorcerers or wizards. Because of their
telekinetic powers they also excel in crafts or professions that require a deft
hand (so to speak), such as jewelry, clock making, tailoring, alchemy, and engra
ving.
Ability Score Adjustment. +2 Intelligence, -2 Strength. Unicorn ponies are very
bright but relatively weak.
Small: As a Small creature, a unicorn pony gains a +1 size bonus to Armor Class,
a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he use
s smaller weapons than humans use.
Speed: Unicorn pony base speed is 40 ft.
Quadruped: Because they are quadruped, unicorn ponies can carry as much as a Med
ium-sized creature of the same strength score. Furthermore, they receive a +4 bo
nus to grapple checks when defending and when resisting trip attempts and bull r
ushes.
No Fine Manipulators: Although unicorn ponies can hold objects in their mouths w
ith surprising deftness and gently grip things with their front hooves, their la
ck of true hands can be limiting. They receive a -2 racial penalty to the follow
ing skill checks: alchemy, climb, craft, disable device, open lock, perform (any
musical instrument designed to use hands), ride, and use rope. They may only wi
eld a weapon in their mouth and receive a -2 penalty when attacking with such we
apons; their mouth counts as a single hand, thus they cannot use weapons that re
quire more than one hand. They cannot speak intelligibly or cast spells with a v
erbal component while holding something in their mouth.
Natural Attack: Unicorn ponies' unarmed attacks deal 1d4 damage; they receive Im
proved Unarmed Combat as a free feat at first level. Because they can also attac
k with a weapon held in their mouths, unicorn ponies are considered to have thre
e hands and may take multiweapon fighting.
Unicorn Magic: All unicorn ponies may cast Mage Hand at will as a spell-like abi
lity as a sorcerer with the caster level equal to the unicorn's character level.
As long as a unicorn can access his Mage Hand spell-like ability he may ignore
all the penalties to skill checks (but not attack rolls) listed in the No Fine M
anipulators traits (see above). Furthermore, at first level a unicorn pony may p

ick three spells from the following list and cast them once per day as a spell-l
ike ability as a sorcerer with the caster level equal to the unicorn's character
level: Light (the targeted object is automatically the unicorn's horn), Dancing
Lights, Mending, Detect Magic, Detect Gems, Purify Food and Drink, Know Directi
on, Flare, and Cure Minor Wounds. A unicorn pony may pick the same spell twice o
r even three times, allowing him to cast that spell twice or three times a day,
respectively. All unicorn magic spell-like abilities are charisma based.
Automatic Languages: Equestrian. Bonus Languages: Common, Elven, Dwarven, and Gn
ome. They may also learn a special 'animal' language that lets them communicate
with all Animal type creatures on a basic level, conveying simple concepts such
as 'friend,' 'food,' 'danger,' 'run,' and so forth.
Favored Class: Wizard or Sorcerer
Level Adjustment: +0
New Feats:
Practiced Flyer [General]
Prerequisites: Dex 13, Pegasus Pony, Character Level 3rd
Benefit: Your flight speed is raised by 30 ft or your maneuverability class impr
oves one level. You pick one of these two benefits when you take this feat and m
ay not change it.
Normal: A pegasus' flight speed is 60 ft with Average maneuverability.
Special: You can gain Practiced Flyer multiple times. Each time you take it you
may improve your flight speed or maneuverability class to a maximum of 120 ft wi
th Good maneuverability.
Sonic Rainboom [General]
Prerequisites: Dex 17, Pegasus Pony, Practiced Flyer, Flight speed of 120 ft, Ch
aracter Level 6th
Benefit: Once per day you may initiate a Sonic Rainboom by flying at maximum spe
ed in a straight line for three rounds. At the end of the third round you emit a
massive, rainbow-colored sonic blast. In addition to looking very impressive, t
he blast will do 6d6 sonic damage (DC 15 Reflex for half damage) to all creature
s within a 30 ft radius of you who are not you or in physical contact with you.
Improved Unicorn Magic [General]
Prerequisites: Cha 13, Unicorn Pony, Character Level 3rd
Benefit: You may pick one 1st level spell from the wizard/sorcerer list and cast
it once per day as a spell-like ability as a sorcerer with a caster level equal
to your character level. This spell-like ability is charisma based.
Special: You can take Improved Unicorn Magic multiple times. Each time you take
it you may pick another 1st level wizard/sorcerer spell (or one you already have
) and cast it once per day as a spell-like ability. You may purchase this feat w
ith wizard metamagic bonus feats even though this is a general feat.
Winking Out [General]
Prerequisites: Int 15, Unicorn Pony, Improved Unicorn Magic, Character Level 6th
Benefit: Once per day you may cast dimension door as a spell-like ability as a s
orcerer with a caster level equal to your character level. This spell-like abili
ty is charisma based.
Wild Charge [Combat]
Prerequisites: Earth pony, Multiweapon Fighting, Character Level 3rd
Benefit: You may attack with both your natural attacks on a charge attack, thoug
h you still cannot use iterative attacks on a charge. You cannot use this feat w
hen attacking with a held weapon.
Spirited Charge [Combat]
Prerequisite: Earth pony, Multiweapon Fighting, Wild Charge, Character Level 8th
Benefit: You may make a full attack when charging.

Bucking Bronco [Combat]


Prerequisite: Dex 13, Equestrian
Benefit: You receive a +4 bonus to grapple checks when you are the defender or t
rying to escape grapple. This bonus stacks with your bonus for being a quadruped
.
New Skills
Weather Manipulation (Wis; Trained only)
This skill is used to change local weather patterns by moving or shaping clouds.
Only pegasus ponies can take ranks in this skill; it is always considered a cla
ss skill for them.
Check: You can move, condense, disperse, seed, or stabilize clouds (see below).
Move clouds: You move a 5 x 5 x 5 ft section of cloud any direction. Clouds are
considered weightless but you may only move a single 5 x 5 x 5 ft section at a t
ime. The DC for this check is 5.
Condense clouds: You attempt to draw in surrounding moisture to form a cloud. Su
ccess forms a 5 x 5 x 5 cube of cloud. This is a full round action. The DC for t
his check depends on the environment:
Landscape DC
Watery (oceans, lakes, rivers) 10
Lush (jungles, bogs) 15
Verdant (heavy forests, grasslands) 17
Fertile (regular forests, brushlands) 20
Barely Arable (scrublands) 22
Desolate (sandy plains, rocky) 25
Desert (sandy wastes, rocky badlands) 27
Wastelands (salt flats, lava flows) 30
Disperse clouds: You break up clouds. A successful check removes a 5 x 5 x 5 cub
e of cloud. The DC for this check is 10.
Seed Clouds: You take an existing cloud and try to seed it so it will rain. A su
ccessful check seeds a 5 x 5 x cube of cloud. The DC for this check depends on t
he environment (see above). Each 5 x 5 x 5 seeded cloud will produce approximate
ly 1 inch of water in a 5 x 5 ft square over the course of an hour. A seeded clo
ud may produce snow or hail if it is cold. This action takes a minute.
Stabilize Clouds: You take an existing cloud and magically shape it into a desir
ed form. Stabilized clouds will still float in the air and are immaterial to oth
er creatures and objects but will retain their shape as though they were made fr
om stone. Stabilized clouds last for week, though they may last indefinitely if
maintained. The DC for this check depends on what you want to make out of the cl
ouds.
Object DC
Simple geometric shapes or planes 10
Curved shapes or simple structures like 15
a cloud hut __
Simple, functional shapes like a lever or door 17
Intricate or multi-part shapes like a statue or a house 20
Large, complex shapes like a windmill or palace 25
Extremely complex shapes made from many small
pieces, like clockwork 30
Special: By adding +10 to the DC the shaped cloud becomes permanent and acquires
the consistency of soft wood (it still floats in the air), allowing it to suppo
rt other objects and other creatures.

Restriction: Only the Equestrian sub-race pegasus ponies can use this skill.
New Spells
Detect Gems
Divination [Earth]
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
This spell detects all manner of valuable gemstones

both uncut and cut.

Detected gems appear to glow with a gentle blue light through any barrier when s
ubjected to this spell. Pearls, amber, and other organic gems are not considered
gems for the purposes of this spell (this includes jet and coal). It cannot det
ect valuable or useful metals such as gold, silver, or iron.
The amount of information revealed depends upon how long you study a particular
area.
1st Round: The presence or absence of gems.
2nd Round: The number of gems and the location of each. Detected gems begin to g
low at this point.
3rd Round: Identity and relative quality (ornamental, semi-precious, etc.) of on
e particular gem examined by you.
This spell can penetrate any thickness of solid earth, rock, and wood, though it
is blocked by lead an inch or greater in thickness. It can be fooled by spells
such as nondetection.
The material component of this spell is a small stick or twig with two smaller b
ranches forming a 'Y' shape.