Showing posts with label Cartoons Into Character Classes. Show all posts
Showing posts with label Cartoons Into Character Classes. Show all posts

Tuesday, January 5, 2016

New Labyrinth Lord Race/Class - Living Gems

 

   Mose was grinning from ear to ear as his gaze lit upon the large, golden jewel embedded in the forehead of the squat, antediluvian idol crouching in the dank, dripping alcove of the half-sunken ruins. While he was cold, and wet, and still a bit upset at the circumstances that had separated him from his companions, if he could pry this pretty bauble loose and… somehow…  make it out alive, then it would all be well worth it. And if he ever saw his partners again they didn't need to know every detail of his miraculous escape. 

    With numb fingers he produced a shiv from his sodden sleeve and began to work at the setting, scratching away at the black, pitted lead solder holding the apricot sized gem in the carved diadem encircling the ugly effigy's rumpled brow. He let out a stuttering sound between a laugh and a shudder as it popped loose into his grime caked palm. 


    He held it in the guttering light of his last stub of a candle, admiring how the facets shimmered like a fountain of gold coins pouring between his fingers in a freshly picked treasure chest. Maybe his luck was changing. 


    He shrieked like a rabbit in a snare and dropped both candle and jewel into the murky water at his feet as something sinuous and hideously strong wrapped around his ankles and dragged him backward through the muck and then hung him upside down. He went limp and silent with primal terror as a burbling growl that came from a place where daylight never penetrated filled the echoing catacomb. 


    Mose didn't know if he was hallucinating when he saw something like a small sun light up by the base of the idol. The gem he had just pried loose rose up from the ground, a golden corona expanding around its glittering mass. This coalesced into
a human-like shape that sprouted limbs and a head as it went from amorphous to sharply detailed in its outline. 

    The figure drifted down to the ground, landing lightly on its feet as it resolved into the lithe figure of a girlish boy, or perhaps a boyish girl, with tawny skin and an unruly shock of bright yellow hair. She was clad in a half cape, tunic, and leggings with knee high boots and gauntlets, all of gleaming white, gold, and orange. The jewel that Mose had prized from the idol was embedded in the skin of her hip as if it had grown there, visible through a circular cutout in her form fitting garments. 

    The mysterious being opened her slightly luminous, almond shaped eyes and scrunched up her nose in disgust as she looked past Mose at the unseen thing that held him dangling over the black water. Her gauntleted hand hovered for a moment over the gem at her hip and a sharpened brass quoit with a white hot edge appeared beneath her palm, keening as it spun into a blur and then flew with a flick of her wrist. The beast bellowed in pain as the hapless rogue felt its tendril go slack around his ankles, and he landed with a splash. Then all was swirling turmoil and flashes of yellow and the stench of ichor billowing thru the fetid water as he flailed and wallowed in blind panic. He felt something large and foul slither beneath him and vanish, and then quiet reigned once more. 


    He was pulled spluttering and coughing to the surface by a firm hand and set in the lap of the idol, where he sat blinking at the golden girl who stood regarding him with equal measures of wry condescension and cheerful bravado. She gave a jaunty wave of her slender hand. "Hello there. I'm Topaz. Thanks a lot for getting me loose, Mister…" 


    Her voice trailed off with a questioning note. He stuttered out his name through chattering teeth as the receding adrenaline rush left him wan and shaky. Topaz gave him a brash nod. "Well, Muh-muh-muh-mose, how about you and I see about getting out of this dump. After a thousand years stuck in the Toadlord's tiara, I could sure use a change of scenery." 


    With that she strode off into the gloom. He stumbled after her, still dumbfounded by what had transpired. His heart sank as he realized that when… and if… he was reunited with his cronies he wouldn't be able to keep mum about this part of the story, or pocket this particular bit of loot.



    Beyond this world there exists an interstellar empire, vast and ancient, ruled by an order of life that marks time by the passage of millennia. They are known by the more transient races they encounter as Living Gems, for their physical bodies greatly resemble the precious stones that adorn the crowns of kings, glitter in the dark in the eyes of lost idols, or rest fleetingly in the pouches of thieves and adventurers. Inherently magical, these crystalline beings are able to project bodies of solidified light with which they can interact with material objects and other creatures. 

    The Empire of the Gems is a rigidly stratified society that changes at a geological pace, with the oldest and most powerful being quite set in their ways and ruthless in their defense of the status quo. Yet still there are those who yearn to break free, who are capable of feeling curiosity or passion or love for one another and for other forms of life. These are generally the Living Gems that are encountered outside the dominion of their timeless, ossified empire, crusading on behalf of causes that inspire them or merely adventuring to see what the universe has to offer.

    The bodies projected by common Gems are generally short in stature, ranging from halfling size to average human height, with builds varying from slight to stocky depending on what social caste they originated from. (Although there have been reports of brutish warrior Gems serving in the armies of their Empire who are as large and imposing as ogres.) They are genderless and androgynous, but may tend toward more masculine or feminine aspect or behavior depending on their personality. They seem slightly unreal to mortal eyes, as if a figment of one's imagination is standing before you in the light of day. Their clothing, skin, and hair are always shades of the color of the gemstone that is their true form. This stone is usually large enough to fit in the cup of one's palm, and appears embedded somewhere on their manifested form, usually on the head or torso but any location is possible.

    In addition to a humanoid body, a properly trained Gem can manifest a weapon or a shield from their gemstone. This weapon reflects their personality and fighting style. They are also capable of casting spells appropriate to their level of skill.

    Gems sustain themselves on their own magical energy, and have no need to eat, drink, breathe, or sleep. Some Gems will still indulge in those activities anyway, having decided they find them pleasurable, but many view organic processes with mild to intense distaste. If a Gem's projected body suffers a sufficient amount of damage from accident or violence it will discorporate, leaving the inert gem behind until they can regenerate their form, a process that takes at least a day if not more. They are very vulnerable while inert, subject to theft and other misadventures. They can be prevented from reforming if they are confined in a small physical space or set into an object like a normal jewel. Certain spells will also prevent reformation. A Gem can be permanently killed if their stone is shattered.

   Perhaps the most remarkable ability these beings possess is a process they call Fusion, where two or more Gems will co-operate in projecting a body that is a combination of their personalities and skills that is greater than the sum of its parts. Within the Empire of the Gems, Fusion is viewed with distrust and contempt, a disruption of their carefully arranged hierarchy. It is a very intimate act, a mingling of multiple minds in perfect communion, and between Gems of compatible outlook and temperament it is viewed as a deeply empowering experience. The Fusion increases in height and mass with every participant, and appears as a combination of the features of all their components. Gems whose mentalities aren't in sync cannot maintain a Fusion for very long before breaking apart into their individual forms again.


 GEMS AS LABYRINTH LORD PLAYER CHARACTERS:

REQUIREMENT: Wis 9
Prime Requisites: Con and Wis
Hit Dice: D8
Maximum Level: 10

    Gems use the Elf tables for combat, level advancement, and saving throws. Their spell progression uses the Elf table as well.

    Their projected bodies are naturally Armor Class 8, while their actual gemstone body is Armor Class 3. Due to the fluid nature of their forms they prefer to forgo heavier armor but will carry shields if they cannot generate them themselves. They are immune to suffocation, starvation, and natural poisons, but are affected as normal by magic attacks of all kinds, including Sleep, Charm, and Hold spells. They don't need to sleep, but can suffer from fatigue if operating at a high level of activity for long periods of time.

    If their Hit Points are reduced to 0, their physical forms vanish in a puff of smoke, leaving their gemstone behind. This has Hit Points equal to their level. If it is destroyed the Gem is permanently dead with no chance of Resurrection short of a Wish spell. If the gemstone remains undamaged and there is sufficient space around it the Gem will reform their body with full Hit Points in 1d4+1 days.

    A Gem can generate a weapon or shield of their choice from the gemstone at will. This is chosen at character creation and doesn't change. Upon reaching 3rd. level a +1 of magical enhancement is added, with an additional +1 at 6th. and 9th. levels. If separated from the Gem this manifested item will vanish. They can reform their weapon or shield the following round.

    A Gem's gemstone appears as an unusually large, richly colored stone of 1d10X100 gp value. If a Gem is set into an object, they are permanently trapped in gemstone form until pried loose. If a Gem is trapped in an object for long enough, generally a period of d100 years, the object will be subject to the rules for Sapient Swords.

    One or more Gems can enter into a Fusion, forming a composite being with Hit Dice equal to their combined levels, with commensurate improvement to their combat and spellcasting abilities and Hit Points totaling the sum of all participants' current hit points. The may manifest a weapon that is a combination of the component gems' chosen weapons or shields, with pluses added appropriate to their temporary level.

    Fusion is a very delicate and difficult state to maintain unless the Gems are very closely in sync with one another. If the components are of differing alignments they must each make a saving throw vs. Wands after the first round to stay fused. If player character Gems are in a Fusion, any time the players disagree on their course of action they must all roll a save vs. Wands as well. If any of the components fails their save the Fusion breaks apart. Gems in the same adventuring party can become accustomed to one another with trust and experience. With every Turn spent fused they gain a +1 to their saves to stay that way.

    Upon reaching 9th. Level, a Gem can opt to found a temple. There are ruined structures from the Empire of the Gems scattered across the universe as their influence ebbs and flows, ready to be cleared of monsters and occupied. Younger Gems (1st. Level) and other warriors seeking training and knowledge will begin to gather under the auspices of the mistress of the temple, which will become a center for magical and martial learning as time goes on. Unfortunately, sooner or later agents of the Gem's Empire may take an interest in their wayward subjects, which can make life quite interesting for its denizens and those under their protection.


This race/class is hereby designated as Open Game Content via the Open Game License. Images and original concept for the Gems are copyright © Cartoon Network and originally conceived by Rebecca Sugar. This article implies no claim on said copyright and is done without permission. 

Steven Universe is seriously a really awesome show that everybody should check out.  

Sunday, August 21, 2011

New Labyrinth Lord Monster/Class: Dweomon and Dweomon Master

The Arch Mage Quercus is viewed by historians and seers of the mystic arts as both a surpassing genius and a complete and utter maniac.

He was fascinated with finding a relationship between the forces of magic and the very spark of life, and in his studies he made great strides in the development of magical life forms such as homunculi, golems, and in the pseudo-life exhibited by creatures of the elemental planes.

It is said in the accounts of those who knew him that he was also a great proponent of the preservation of knowledge, having lived through the sacking of the Archive of Azure in his days as an apprentice. The accumulation and protection of magical information was one of the overarching goals of his life.

He was known to often speak of finding some way to make magical knowledge capable of fending for itself, without being consigned to fragile paper or brittle clay or stone.

In his twilight years as a Professor of Thaumaturgy at the Vermilion College, these two obsessions came together in a great magical experiment that resulted in Professor Quercus' passing from this mortal plane, along with most of the structures and inhabitants of the College's Zoological Garden, leaving behind a completely new form of magical life in the smoking, sparkling rubble.

These creatures would come to be known as Living Spells, the Dweomon.

Dweomon

No. Enc: Lvl 1-3: 1d8/Lvl 4-6: 1d4/Lvl 7-9: 1
Alignment: Neutral
Movement: Lvl 1-3: 60' (20')/ Lvl 4-6 90'(30')/ Lvl 7-9 120' (40')
Armor Class: Lvl 1-3: 8/ Lvl 4-6: 6/ Lvl 7-9: 4
Hit Dice: Spell Level of Spell Embodied
Attacks: Bite
Damage: Lvl 1-3: 1d4/Lvl 4-6: 1d6/Lvl 7-9: 1d10
Save: As Magic User of their HD
Morale: Lvl 1-3: 4/Lvl 4-6: 6/Lvl 7-9: 8
Hoard Class: None

A Dweomon is, simply put, a spell given the form of a living animal. They live and breathe, move about in the fashion of their kind, sleep when tired, fight when cornered, and eat when hungry.

This last function they do quite voraciously and without much discernment, being perfectly happy to feast on animal, vegetable, or mineral matter. As the creatures age, they develop preferences for food, generally depending on what type of creature they resemble. Sometimes, they develop a taste for the exotic, like eating gold or musical instruments or books of poems. Dweomon of all types relish gemstones, and also many find spellbooks a surpassing delicacy.

Some are intelligent enough to learn to speak, although most exhibit animal intelligence at best. Regardless, they all seem to show a high level of self awareness and cleverness.

From nose to rump they may range from a foot long in the smallest, weakest specimens, to nine feet long for the very largest and most powerful types. A good rule of thumb seems to be about a foot in length per level of spell they embody. Weight varies greatly based on form, and the closest equivalent natural life form is a good baseline to estimate from.

Their form and appearance ranges up and down the branches of the great tree of life, from insectoid to birdlike to mammalian to humanoid, with many combinations of multiple types possible as well. They exhibit a wide range of colors and patterns, many not found in any form of natural life.

A Dweomon may cast the spell it embodies once per day, after which it must have a full night's sleep and consume its weight in food before it may do so again. They may gain additional castings if they consume a gemstone of 50 gp per spell level in value.

Dweomon Creation

To create a type of Dweomon, roll randomly on the magic user/elf spell tables using a d12 to determine what spell it embodies. Then take one set of dice (d20, d12, d10, d8, d6, d4) and roll them. This will generate the creature's general description.

Animal Type: Roll 1d20
01 Arthropod - Insect
02 Arthropod - Arachnid
03 Arthropod - Crustacean- May breathe underwater.
04 Amphibian
05 Reptile - Lizard
06 Reptile - Snake
07 Reptile - Turtle - AC -2
08 Reptile - Draconic - Fly 90' (30')
09 Bird - Songbird - Fly 180' (60')
10 Bird - Raptor - Fly 180' (60')
11 Bird - Fowl - Fly 90' (30')
12 Mammal - Rodent/Mustelid/Lagomorph
13 Mammal - Ursine/Procyonid
14 Mammal - Feline
15 Mammal - Canine
16 Mammal - Bovine/Caprine
17 Mammal - Equine
18 Mammal - Primate
19 Humanoid
20 Roll Twice, first roll is front end/head, second roll is back end/body

Attitude: Roll 1d12
01 Surly and Uncooperative
02 Flighty and Timid
03 Affable and Friendly
04 Clingy and Shy
05 Listless and Sleepy
06 Aggressive and Irritable
07 Helpful and Obedient
08 Overzealous and Impatient
09 Amorous and Affectionate
10 Oblivious and Distracted
11 Random and Capricious
12 Aloof and Standoffish

Coloration: Roll 1d10
01: Red
02: Orange
03: Yellow
04: Green
05: Blue
06: Violet
07: Brown
08: White
09: Grey
10: Black

Hide Quality: Roll 1d8
01: Dull
02: Glossy
03: Bright
04: Dark
05: Spotted (roll second color)
06: Striped (roll second color)
07: Piebald (roll second color)
08: Glowing

Natural Weapons: Roll 1d6
01 Fast Runner/Flyer- Double Movement Rate
02 Claw/Claw: Lvl 1-3: 1d4-2/1d4-2|Lvl 4-6: 1d4/1d4|Lvl 7-9: 1d6/1d6
03 Horns: Lvl 1-3: 1d6/Lvl 4-6: 1d8/Lvl 7-9: 1d12
04 Stinger (Paralytic, Save Vs. Poison)
05 Breath Weapon (HP dmg, 3xDay)
06 Roll Twice

Special Abilities: Roll 1d4
01 Brave - +2 to Morale
02 Wings - Fly 180' (60') If already winged, add 30' (10') to movement
03 Speech (80% Common, 10% Demihuman, 5% Humanoid, 5% Draconic)
04 May cast 1d4 additional spells of 1/2 their level 1 time per day. Range of spells is rolled randomly at creation and remains fixed.

Dweomon Masters

Of course, such manifestly mystical creatures will not be left to wander in the wild. So much power on the paw, claw, hoof or wing will naturally be sought after by the ambitious or foolhardy.

In the years following their creation, a new breed of animal tamer has arisen who's goal is to seek out and capture these magical creatures, turning their abilities to their own purposes. They travel the land looking for wild Dweomon to tame, or to trade or take from others of their profession by barter or battle.

These Dweomon experts follow the last cryptic scrawling left by Professor Quercus on the last standing wall remaining of his laboratory:

Etiam augue omnes.

"Must catch them all."

These men and women are known as Dweomon Masters.

REQUIREMENT: Cha 12
PRIME REQUISITES: Wis & Cha
Hit Dice: d6

ABILITIES:
Their primary ability is to bond with and command Dweomon. A first level Dweomon master may bond with first level Dweomon, and every two levels after that they gain the ability to bond with a higher level of Dweomon. (Eg: At Level 3 they may bond with Lvl 2 Dweomon, At Level 5 they may bond with Lvl 3 Dweomon, etc. etc.)

This bonding may only occur with a wild Dweomon if the creature in question has been pacified with offerings of food and kind treatment, or has been captured or subdued, and the subject gets a Save vs. Spell with a +1 bonus for every point of non-subdual damage inflicted on the creature. Wild Dweomon will roll a reaction check upon encountering a Dweomon Master and behave accordingly, even to the point of casting their embodied spell if need be.

A Dweomon Master may automatically bond with a Dweomon that has been freely traded from another Master, or with one hatched by one of the Dweomon in his or her service. Hatchling Dweomon will imprint on the first Dweomon or Dweomon Master it sees.

A Dweomon will follow their Master loyally, but they are very much like henchmen. They will roll Morale checks if ordered into danger or unpleasant tasks, will bridle at abuse or neglect, to the point of running away and becoming wild again with a permanent +4 to their Save vs. Spell for bonding purposes. Conversely, if the creature is treated with respect and kindness, the Dweomon Master will gain a faithful and powerful ally.

There is no limit to the number of Dweomon that may follow a Dweomon Master, beyond the (possibly considerable) expense of care and feeding, and the difficulties that may arise between Dweomon of wildly varying types and personalities all vying for their Master's attention and care. The creatures' extreme rarity and high demand makes it uncommon for any but the most extremely powerful to amass much of a menagerie.

A first level Dweomon Master will start with a single Dweomon companion. This one is always the most loyal of their collection and will always have a morale of 10. While Dweomon are truly genderless, they will tend to take on the character of their Master over time.

A Dweomon Master cannot wear armor any heavier than leather, but may use shields. They select from a limited range of weapons more suited for subdual and capture over dealing lethal damage which includes clubs, nets, and quarterstaves, and for ranged weapons slings and shortbows or light crossbows equipped with special beanbag tipped arrows that stun rather than kill. (These cost the same as normal bolts or arrows, but only do subdual damage to unarmored targets.)

They can carry a dagger or shortsword, but only for self defense, and will never use it on a Dweomon or any other magical creature.

Upon reaching 9th. level, a Dweomon Master may choose to set up a stronghold that can serve as a training center, medical facility, and hostel for other wandering Dweomon Masters. 1d6 Apprentice Dweomon Masters will arrive to train under him or her, and any wild Dweomon wandering into the area around the center will be attracted as well by what they instinctually know is a safe and friendly environment for them.

Dweomon Masters use the Magic User table for level advancement, and use Thief saving throws.

Dweomon Eggs

All Dweomon regardless of type or appearance are genderless, and reproduce by laying eggs.

This happens once a year, and is marked by a huge increase in the amount of food the creature takes in. (The Dweomon will eat 10X its weight in food every day for a week. Due to their highly omnivorous nature, this isn't too much of a problem unless those keeping them have buildings or belongings they're particularly attached to.)

These eggs are commonly bicolored and spherical, usually red and white (some say this relates to the heraldry of the Vermilion College, although this is largely viewed with skepticism), but other colors are possible. They are nigh-indestructable, and vary in size from as tiny as robins' eggs to about a foot in diameter for the most powerful specimens. A knowledgeable Dweomon Master can estimate the level of an egg on a 3 or less on a d6.

Dweomon eggs are inert, and may remain so indefinitely until a spell is cast upon them, either by a spellcaster or by another Dweomon. If the one who hatched the egg is neither another Dweomon or Dweomon Master, the infant Dweomon will remain dependent until full grown, at which time it will attempt to escape into the wild. For some reason, a Dweomon cannot cast a spell on its own eggs to make them hatch. A pair of Dweomon in the wild may form a "mated pair" of sorts, hatching one another's eggs and raising the offspring to adulthood.

When a spell is cast upon a Dweomon egg, the egg hatches into a Dweomon that is the embodiment of that spell, regardless of what type laid the egg in the first place. A newly hatched Dweomon is 1/3 the size of its adult form, and has only 1 hd, gaining 1 hd per month until reaching their full growth. They lack any special attacks or other abilities until they reach their full growth.

The only limiting factor on this is that the eggs of lesser Dweomon aren't capable of hatching into greater Dweomon, and in fact if a spell of higher level is cast on a lower level egg, the egg will explode doing d6 damage for every point of difference in level out to its level X 10 feet radius.

A higher level Dweomon egg "fertilized" with a lower level spell will result in a matching litter of lesser Dweomon equal number to the level of the egg divided by the level of the spell. Any rounding errors result in a random Dweomon of the remaining levels embodying a different spell of their level.

Dweomon Eggs are highly prized, especially those of higher level, and can command prices of at least 100 gp per spell level on the open market. Dweomon are highly protective and possessive of their eggs, and will not part with them willingly. A Dweomon Master who takes one of his charges' eggs to sell or give away will find the creature suffers a cumulative -1 to Morale every time this is done, until such time as the creature runs away.

This class is hereby designated as Open Game Content via the Open Game License.

Monday, August 8, 2011

New Labyrinth Lord Race/Class: Equestrian Ponies!



A flurry of motion at the door of the tavern caught Lars Kettlebeck's eye and he looked lazily up from wiping down a flagon. A cloud of yellow trail dust was settling out on the front porch, shaken off by some sort of animal that proceeded to come inside.


It was roughly a yard high at the shoulder, equine in configuration, and encased from snout to tail in dully gleaming plate mail barding that showed the patina of knocks and dents that only came from long service in the field. Some kind of crest depicting a horseshoe and a bunch of berries was painted on the flanks of the barding, the bright colors scratched and faded with use and travel.

What glimpses of the little animal's hide there were visible under the metal shell and padded blankets were covered in dirt dulled cobalt blue fur, with a tightly cropped tail of purplish midnight blue that looked for all the world like the end of a well used broom jutting up from the creature's hindquarters through a gap in the steel plates.


A pair of travel stained saddle bags hung over its back, with a coil of rope, an empty waterskin, and a map case dangling from straps on its harness. Lars' sharp eyes furrowed a bit as he took note of a weapon, a common instinct among the tavern keepers in the border towns. What looked like the handle of some kind of falchion or cutlass protruded from beneath the creature's left hand saddlebag, its simple wooden grip marked with indentations that looked like tooth marks.

The barman resumed wiping down the flagon as the creature made its way toward him, the clack clack of the metal soles of the boot like contraptions it wore on its hooves echoing in the relative quiet of late morning. Some of the drunks sobering up in the corners winced at the noise, while others merely gaped at the spectacle of what looked like a tiny knight's destrier walking purposefully across the common room. Lars merely kept a stolid expression as the thing vanished from his point of view, obscured by the bar.

He heard the clinking sound of buckles being undone, followed by a soft clatter of iron soles dropping to the floor, and then the slightly grating sound of the barstool before him being moved. A moment later the little armored creature hove back into view, pulling itself up onto the barstool and sitting up on its haunches with its blue furred fore hooves resting on the eroded varnish of the bar.

A gravelly voice, deeper than Lars would have expected, issued forth from beneath the rounded sallet with its v shaped eye slit. "Do you have any cider, my good sir? I've got the bits to pay for it."

It turned and craned its neck to the saddlebag on its right flank. With deft use of its muzzle, it opened the flap and rooted inside, soon drawing forth a small cloth pouch that clinked softly when it hit the surface of the bar. It then nosed the pouch open and pulled out a silver coin pinched between its front teeth, which it laid carefully before the barman before gathering up the pouch again by its strings and flipping it back into the saddlebag.


As Lars peered down at the silver coin, marked on its face with the profile of a unicorn wearing a small tiara in front of a crescent moon and star, the creature reached up with its fore hooves and grasped the sides of its sallet, lifting it off of its head and setting it gently down on the bar beside it. A pair of large, intelligent, amber colored eyes looked expectantly up at the grizzled barman, a shock of midnight blue mane plastered down to the broad forehead by sweat and the weight of the helmet. It gave him a weary smile.

Lars gave a curt nod and slid the coin across the scratched surface of the bar and into one of the pockets of his apron.
He turned and stepped up to one of the kegs along the wall, filling the flagon in his hand with a dark golden liquid that smelled faintly of apples, raisins, clove and cinnamon. "One cider, comin' up."

As he set the sweet libation down in front of it, the creature's smile widened as it looked up from the flagon to him, a note of gratitude to be heard in its scratchy voice. "Thank you kindly, sir." At that it was suddenly racked with a fit of coughing, causing it to raise one of its hooves to its mouth and avert its muzzle. It turned back to him with an apologetic smile. "I'm sorry, I've been breathing trail dust all day on the king's highway from Stopton. I'm a little hoarse."

Lars nodded laconically, returning the creature's smile with a kindly smirk of his own. "I can see that."

He leaned amiably on the bar as the small equine fished in its other saddlebag and produced a lacquered reed which it lowered into the flagon and began to drink. "So what brings you to Wayford, Mister…"


After a pause as the blue furred creature closed its eyes and licked its lips with a contented sigh, it returned his gaze. "Buckberry." A bold smirk spread across the equine's expressive little face. "I'm just a wandering stallion at arms, looking for adventure and fortune. More the latter than the former, but whatever comes along first is fine with me."

____________________________________

The Ponies of Equestria are an odd breed of sentient, magical equine who live in a highly civilized yet bucholic fashion comparable to that of halflings and elves. They come in three distinct types, the most common being known as Earth Ponies who are renowned for their strength and industriousness, the winged Pegasus Ponies, and the magically gifted Unicorn Ponies.

While generally content to live in their own idyllic kingdom, under the protection of a pair of patron sister goddesses associated with the sun and moon, many a pony of a more adventurous type has taken up the call of the open road and the thrill of treasure hunting, and have been slowly spreading across the wider world.

Common features shared by all types of Equestrian Ponies are a small size, about four feet at the shoulder for the very largest specimens, and bright coats, manes, and tails of a wide range of colors, often in combinations not found in the rest of the natural world. They are notably equine, but with a much more rounded and delicate appearance, with large, expressive, forward looking eyes set in short muzzled faces.

Equestrian Ponies are peace loving and friendly and tend to have good relations with civilized neighbors, especially when Pegasus Ponies and their weather controlling abilities are present. Earth Ponies get along famously with halflings, and often more adventuresome specimens of both races will partner up, with the halfling riding their equine ally into battle like miniaturized heavy cavalry. (This is viewed as adorable by many foes, up until a lance held at crotch level is encountered, followed by a thorough stomping by four tiny, iron shod hooves.) Elves have a special affinity for Unicorn Ponies and often mingle with them in study and song.

The chaotic races of humanoids and evil monsters universally loathe Equestrian Ponies and often consider them a delicacy. Trolls in particular will attack Equestrian Ponies on sight. The gentle demeanor of the Equestrian Ponies belies their courageous nature, and they will fight back fiercely if attacked. More often than not they will not be alone in their battles, as their almost magical ability to make friends means they have many allies.

Equestrian Ponies speak the Common tongue, their alignment language, and a language used by all types of ponies known as Poneise, which sounds to most listeners rather like Common spoken by a small horse with a mouth full of cake frosting. Unicorn Ponies often can speak Draconic, with just enough facility that most dragons can resist the urge to pinch their little cheeks and tell them how precious they sound, which can be anything from annoying to downright terrifying depending on the age and size of the dragon in question.

CUTIE MARKS:
All Ponies who come of age are marked by a special pictograph that appears by magic on their flanks. This is referred to among them as a "cutie mark" (albeit grudgingly by the males, who would prefer something a bit less effeminate). This mark carries with it a special talent that manifests when the Pony in question realizes their true calling. This ability is in addition to any other abilities gained from the pony's subtype. Roll once on the following table when creating an Equestrian Pony character.

CUTIE MARK GENERATION TABLE:
01: Detect traps on 2 in d6 if actively looking.
02: Detect hidden gemstones on a 2 in d6
03: Detect poison on a 1 in d6
04: Hard bargainer, can get 3/4 value back for resold equipment rather than half.
05: Can predict changes in weather up to four hours in advance on a 2 or less on a d6.
06: Detect fresh water on a 2 or less on d6
07: Detect lies told in presence on a 2 or less on d6 if actively listening for them.
08: Detect secret doors on a 1 in d6 if actively looking.
09: Pony is unusually sure footed, and can maintain their balance even on slick or treacherous surfaces without any move penalty. They're also excellent skaters.
10: Choose a basic crafting skill like baking or knitting or dressmaking. The pony is able, given time and proper facilities, to take 1d20 gp per day and double it producing and selling the results of their labor. Weapons and Armor are not available crafting abilities for this, although other forms of smithing may be.
11: Detect presence of magic in general area on a 1 in d6. Cannot pinpoint this magic unless pony is a Unicorn Pony.
12: Kind demeanor adds a -2 to reaction checks from creatures of animal intelligence.
13: Pony knows 1d4 additional languages. Draconic and Elvish are most common, but others may be available per the campaign world.
14: Forage for enough food to feed up to 4 companions for the day in wilderness areas on a 2 or less in d6
15: Pony may cast a very weak Charm Person effect once per day. The subjects of this Charm may make checks to resist every hour. Doesn't work on actively hostile foes. Subjects of this ability will find themselves going along with what the pony wants despite their better judgement, especially if the pony starts whining.
16: Sound of the pony's laughter allows second save vs. Fear based effects to all allies within earshot.
17: Natural healing ability, may heal 1d4 points of damage to one creature once per day.
18: Twitching premonitions of danger, this pony is only surprised on a roll of 1 on a d6, and gives their group a -1 bonus to surprise rolls.
19: Pony can cause a mild form of Confusion by raising a patter of rapid fire speech at the intended target, causing them to forget to attack or take an intended action for each round the pony prattles at them. The victim may make a Save vs. Spell to break loose from this effect. Victims get a -2 to their save if they can actually understand and think about what the pony is saying to them.
20: A piercing stare that causes those fixed with it to suffer a +2 penalty to Morale checks and -1 to combat rolls. If the pony makes a Charisma check to verbally tell the foe off in a language they understand, they must make an immediate Morale check or flee. Creatures that use gaze attacks must succeed a Morale check to make such an attack on this pony.

EARTH PONIES:
REQUIREMENT: Con 9
Prime Requisite: Str
Hit Dice: d6
Maximum Level: 12

ABILITIES:
Earth ponies are immensely strong for their small size, and can carry loads of up to 300 lbs. without suffering any movement penalty. They may carry a maximum of 600 lbs. at a maximum rate of 60' a turn. They can wear any kind of armor but cannot use shields. They can also wield one handed melee weapons clenched in their teeth, although they suffer a -1 penalty to hit due to it being an ungainly form of attack. It is impossible for them to use bows or other ranged weapons.

Their preferred method of attack is a powerful kick with their hind legs, which can do 1d6 damage per hoof. (Roll an attack for each hoof) If both hooves connect on one target, they are forced to make a save vs. breath weapon or be knocked back 1d4X10 feet. Adventuring Earth Ponies may choose to purchase a special set of iron shoes that increase the damage to 1d8 per hoof. These cost 5 gp for a pair and add 6 lbs. to the amount of weight carried.

They may also use this buck attack to open doors on a 3 or less on a 1d6, with Strength bonus' applying. Any type of door may be opened this way, including magically held or locked doors.

Upon reaching 9th. level, an Earth Pony adventurer may petition their Princesses for a charter to found an outpost town in an unclaimed hex of wilderness. Once the surrounding territory is tamed, ponies of all three types will arrive to settle, setting up farms and orchards around a central village. The founder will be expected to defend and nurture their community, acting as its guardian with their goddess' blessing.

Earth Ponies use the Dwarf table for level advancement, and the Dwarf/Elf/Fighter/Halfling column of the combat matrix. They have their own set of saving throws, with emphasis on their physical hardiness giving them high resistance to poisons and body altering magics like petrification and polymorph.


PEGASUS PONIES:
REQUIREMENT: Dex 9
PRIME REQUISITE: Dex
Hit Dice: d4
Maximum Level: 12

ABILITIES:
These flying ponies are some of the fleetest creatures in the air, with a magical bond to wind and weather. They are capable of flying at a speed of 480' per turn (160' per round), and are extremely maneuverable, able to attain these speeds even in dungeon tunnels and narrow spaces due to their small size. A pegasus pony is capable of entering and withdrawing from melee combat without suffering an attack to do so, so long as they have movement to do so.

A pegasus pony only takes half damage from falling from any height. While they are too small and weak to carry any riders, they may attempt to rescue allies from falls with a successful attack roll, followed by a Save vs. Death. The distance of the fall is reduced by the difference between roll and target number X 10.

These creatures are capable of walking on any mass of cloud, mist or vapor that is thick enough to obscure vision as if it were solid (albeit spongy) ground.

Their preferred method of attack is a kick with their hind legs, which does 1d4 per hoof. They may wear iron shoes to increase this to 1d6, but tend to disdain such hoofwear as it weighs them down. They may make a buck attack against masses of cloud or vapor, dispersing a 10X10' area in a round. The hooves of a Pegasus Pony can strike creatures from the elemental plane of air for damage without penalty, even if the creature in question possesses resistance to normal weapons.

This speed and maneuverability comes at a cost of the strength of their earth bound kin, and they are incapable of flight if encumbered. Armor heavier than light leather barding restricts their wings and thus they cannot wear it. (The royal guards of Equestria's ruling sisters wear enchanted plate mail that is almost weightless, and are hoof picked for their unusual size and strength.) They can carry and use one handed melee weapons in their mouths, with a -1 penalty due to its ungainliness, preferring light blades like daggers or short swords.

Upon reaching 9th. level, Pegasus Ponies can petition their Princesses to build a stronghold in the sky that tends to drift over a designated (usually friendly) area of land. Pegasus ponies will soon arrive to settle, creating their homes out of the stuff of clouds. The skylord will often be allied with friendly airborne creatures, and since a community of Pegasus Ponies can control the weather out to 20 miles radius, they are often courted for friendly relations by the lands below them.

Pegasus Ponies use the Halfling table for level advancement, and the Dwarf/Elf/Fighter/Halfling column of the combat matrix. They have their own set of saving throws, that emphasize their ability to dodge and maneuver, giving them high saves vs. breath weapons and wands.


UNICORN PONIES
REQUIREMENT: Int 9
PRIME REQUISITE: Int and Wis
Hit Dice: d4
Maximum Level: 12

ABILITIES:
A highly magical breed from an already magical race, the horned unicorn ponies are exalted even among the egalitarian society of Equestria. They are capable of casting spells in a similar fashion to Elves and Magic Users, up to the 9th. level of ability. This magic is focused on their horn, which glows brightly when in use. Spells up to 2nd. Level do not need to be memorized, and may be chosen at will on the fly up to the Unicorn Pony's slots per day for spells of those levels. Spells of 3rd. level and higher are studied and memorized from spellbooks in the same fashion as other Magic Users.

In addition, they exhibit a low power form of Telekinesis that they can use at will to lift and manipulate small objects up to 10 pounds at a radius of 5' around their horn, which glows with a soft light when they use this ability. They may manipulate one object at a time, with additional objects for each +1 granted by high Wisdom.

Unicorn Ponies may wear any kind of armor and wield any shield or weapon with their telekinesis, provided their wisdom allows it. (i.e. Two handed weapons like pole arms or bows require that they be skilled enough with their magic to manipulate more than one object at once.)

They may also choose to kick with their hind legs for 1d4 per hoof (1d6 if they are wearing iron shoes) or stab with their horn for 1d4 damage. (This latter attack is only done in desperation, as damage or severing of their horn can cause them to lose their magical abilities.)

Upon reaching 9th. level, Unicorn Ponies can petition their Princesses to establish a town on a hex of settled land. These towns attract Equestrian Ponies of all kinds, with higher populations of Unicorn Ponies. More often than not, such communities will establish a college of magic, where mages of all species are welcome to study and exchange theory and practical applications of magic. This high concentration of magic makes them a very tough nut for chaotic raiders to try and crack.

Unicorn Ponies use the Elf table for level advancement, and the Cleric/Thief column on the combat matrix. They have their own set of saving throws, that reflect their natural magical nature and resistance to such effects.


These class' are hereby designated as Open Game Content via the Open Game License. My Little Pony: Friendship Is Magic is copyright © Hasbro Inc. This article implies no claim on said copyright and is done without permission in the spirit of fun, love, and tolerance.