- Racial Subtypes
- Pegasus Racial Traits
- Unicorn Racial Traits
- Chaos Hunter
- Chaos Hunter Racial Traits
- Clockwork Pony Racial Traits
- Doppelganger Racial Traits
- Gem Pony
- Gem Pony Racial Traits
- Leather Wing
- Leather Wing Racial Traits
- Sea Horse
- Sea Horse Racial Traits
- Zebra Racial Traits
- Racial Feats
|40 years||+3d6 years
(43 – 58 years)
(45 – 70 years)
(47 – 82 years)
1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||3 ft. 9 in.||+2d4 in.
(3 ft. 11 in. – 4 ft. 5 in.)
|150 lbs.||+(2d8×7 lbs.)
(164 – 262 lbs.)
|Female||3 ft. 7 in.||+2d4 in.
(3 ft. 9 in. – 4 ft. 3 in.)
|120 lbs.||+(2d8×7 lbs.)
(134 – 232 lbs.)
Ponies are a race whose time has come and left. According to their legend and lore, they once oversaw nature, guiding and protecting it much like contemporary druids: controlling the weather, overseeing animal migrations, and protecting the lands they called home. They have surrendered much of these tasks over time, but their spirit is not yet faded. Most ponykind live in isolated communities, far from civilization, but growing numbers have migrated to join multiracial cities, where they trade, craft, and make their livings.
Physical Description: Ponies are four-legged creatures with strong equine features. Their fur comes in a wide variety of hues, sometimes dappled or spotted with lighter or darker variations. Though any shade from the rainbow is possible, multiple shades tend to complement one another. They stand about four feet tall from hooves to head, and are about four feet long from front to base of the tail. All ponykind are born with a Brand of Destiny on their flanks. This symbol is of high importance to the pony, signifying their destiny or talent, and driving them to excel at it. This mark develops entirely on its own, without outside magic or ritual.
There are other varieties of ponies: pegasi, gem ponies, and unicorns, just to start. The first is recognizable by the wings on their back, and the last by the horn on their head. All are ponies, however, and can even form families together. Children of such cross-couplings are born one way or the other, earth-bound pony, pegasus, or unicorn, not a combination.
Unlike normal horses, ponies are capable of limited bipedal stance and movement, much like a human could go around on all fours. This is not a comfortable mode of transport, but proves quite useful when reaching for something higher, sitting on a chair, or even offering to shake hands (hooves). It also makes climbing less a daunting task for them than a true equine.
Society: Ponies are known for their attention to detail in their chosen craft. While the tastes of any given pony are very personal, they tend to fixate with their chosen craft. Pony society is largely matriarchal. This varies from community to community, but its core underpinnings are hard to miss with its predominantly female pantheon and tendency to elect females for leadership positions. Males are not seen as lesser, but are rarely chosen to be at the head of decision-making bodies. Martial forces are the most common place for a stallion to acquire such power.
Relations: Until recently, ponies have avoided most civilized races, choosing to stay isolated in the wilderness of the world. With society spreading outwards, and the temptations of city life growing with it, younger members of the species have been migrating slowly into the larger cities to seek their fortune. As a result, more ponies are born in cities, and few leave afterwards. By and large, ponies are good citizens, paying taxes and not causing waves in their communities, if no one minds their eccentricities.
Alignment: Ponies are drawn towards community and cooperation, lending them to a lawful good alignment, but this is far from mandatory. While most ponykind are well-behaved, a not insignificant number carry their focus to unhealthy extremes, and can become quite troublesome to their fellows. Their pride in their destiny can lead to hubris, stubborn streaks, vanity, and selfishness about their goals.
Adventurers: While many ponies are content to live quiet lives of productivity, the burning urge to make names for themselves, become rich and famous, or do battle against ancient evils drives some of their members into lives of adventure. Pony adventurers run the gamut from martial to arcane, usually following the guidance provided by their brand. Loyal to their friends, any adventuring group that accepts a pony is likely to have a companion for life.
- Ability Score Racial Traits: Ponykind gain a +2 bonus to Constitution, +2 Wisdom, but suffer –2 Dexterity.
- Size: Ponykind are Medium creatures and thus receive no bonuses or penalties due to their size.
- Type: Ponykind are fey with the ponykind subtype.
- Base Speed: Ponies have a base speed of 40 feet, and a bipedal speed of 20 feet.
- Languages: Ponies begin play speaking Common and Sylvan. Ponies with high Intelligence scores can choose any bonus language but secret languages, like Druidic. See the Linguistics skill page for more information about these languages.
- Fingerless: See fingerless rules below.
- Earth-Bound: Ponies gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities, as well as Endurance as a bonus feat at 1st level.
- Quadruped: Due to being four-legged, ponykind receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity
- Unique Destiny: Ponies select one extra feat at 1st level.
- Low-Light Vision: Ponies see twice as far as humans in conditions of dim light.
- Hand and ring slot magic items automatically adjust to fit, becoming anklets that otherwise function normally.
- Any worn magical foot slot items(boots, shoes, etc.) adapt to cover all four hooves.
- They may use horseshoe items, but doing so occupies the foot slot, preventing boots, shoes, and other such things.
- Ponies may wield/use items with their mouth as if their primary hand.
- Touch attacks can be made with hooves or horn. There is no mechanical benefit to this and it resolves exactly the same as a humanoid touch with a finger.
- Unarmed attacks from ponies can come in the form of teeth, slams, or hooves. They do normal damage for an unarmed adventurer of medium size and are resolved entirely as unarmed, not natural, attacks.
- Somatic components are handled with hoof and horn.
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
- Alchemist: Add +1/4 to the alchemist’s natural armor bonus when using mutagen.
- Barbarian: Add +1 to the barbarian’s base speed. In combat this option has no effect unless the barbarian has selected it five times (or another increment of five). This bonus stacks with the barbarian’s fast movement feature and applies under the same conditions as that feature.
- Bard: Add 1 to the pony’s total number of bardic performance rounds per day.
- Cavalier: Add +1/4 to the cavalier’s banner bonus.
- Fighter: Add +1 to the Fighter‘s CMD when resisting a disarm or sunder attempt.
- Monk: Add +1 to the monk’s base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk’s fast movement class feature and applies under the same conditions as that feature.
- Oracle: Add +1/2 to the oracle’s level for the purpose of determining the effects of one revelation.
- Paladin: Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm).
- Ranger: Add +1 hit point or +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
- Rogue: The rogue gains +1/6 of a rogue talent.
- Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
- Summoner: The eidolon gains DR 1/cold iron. Every additional time this is selected, the DR of the eidolon increases by 1/3.
- Witch: The witch gains 1/6 of a witch hex.
- Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power
You were born with wings and were destined to take to the skies. You gain the following abilities:
- Fly becomes a class skill.
- Flight: Pegasi have a fly speed of 30 feet with clumsy maneuverability. Pegasi cannot fly in medium or heavy armor.
- Cloud Walker: Pegasi can walk on fog or clouds as if they’re solid.
These racial traits replace the normal pony attribute modifiers and the earth-bound trait.
You have a horn in the center of your forehead that holds great magic. You have a few tricks up your sleeve as a result.
- Ability Score Racial Traits: Unicorns gain a +2 bonus to Constitution and Intelligence, but suffer -2 to Dexterity
- Unicorns gain a +2 bonus to Concentration checks when casting defensively.
- Unicorns with Intelligence scores of 11 or greater gain the following spell-like abilities (caster level is equal to character level): unseen servant 2/day, light 3/day (must target horn)
These racial traits replace the normal pony attribute modifiers and earth-bound.
- Chaos hunters gain a +2 dodge bonus to their AC against attacks from chaotic outsiders.
- Chaos hunters gain a +1 bonus to to Will saves.
These racial traits replace unique destiny.
Despite being comprised of gears and springs, clockwork do grow, age, and die like other ponies. Over time, old parts fall free and new parts grow into their place. It is considered taboo to sell one’s old parts, but they do make for sentimental gifts to friends and family, especially when worked into something larger.
Their Brand of Destiny always features a gear, but does not always appear on the flank. All of the primary tribes of pony can appear as clockwork. Earth-bound clockwork with great piston driven legs, pegasi with beautiful wings of stained glass and crystal, and unicorns with delicately filigreed horns.
- Base Speed: Clockwork ponies have a base speed of 30 feet.
- Type: Clockwork ponies have the half-construct subtype. Half-constructs gain +2 racial bonus to saving throws against disease, poison, and effects that cause exhaustion or fatigue. +2 vs. mind-affecting affects.
These racial traits replace the Unique Destiny trait.
Where others see a pony, the truth lurks beneath the flesh. Pony society plays unwitting host to a discreet set of shapeshifters, you among them.
You draw small amounts of energy from others by proximity, though perhaps different motivations draw you to adventuring. Though doppelgangers tend more towards selfish alignments, individuals can seek greater things, despite their origin.
- Type: Doppelgangers gain the shapeshifter subtype
- 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 shape is a standard action and functions as per alter self; but the doppelganger does not adjust its ability score. When a target fails a saving throw against your enchantment or mind-affecting effect, gain a +1 insight bonus to attack rolls, caster level checks, and ability checks for as many rounds as the level of the spell (1 if it is not a spell).
These racial traits replace unique destiny.
Gem pony pelts glimmer, even in the dimmest light and appear to be made of gemstones as much as fur and flesh.
It is said that the crystalline pelt that characterizes the modern day gem pony was once a rare marker of crystal kingdom royalty, only shared with the populace with great sorcery and holiday ritual. When the kingdom collapsed, undone by war with less cooperative neighbors and internal strife from those who sought greater power, the trait vanished entirely for over a hundred years. Most scholars agree that to be born with the gem-like fur coat is a sign of destiny, as sure as any brand, towards greatness and overwhelming purpose. Their kingdom may be gone, but the radiance of their hearts lives on through their descendants to cast light in the darkest of places.
- Type: Gem ponies gain the earth subtype.
- Crystalline: Gem ponies gain a +2 racial bonus to Armor Class vs. rays. Additionally, once per day, a gem pony can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat without the free hand requirement.
- Eternal Hope: Gem ponies gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, may reroll and use the second result.
These racial traits replace the Unique Destiny trait.
Leather wings are built more solidly than pegasi. Their hardy forms are framed by large leathery wings that work well underground. Their eyes pierce the gloom of their home, which they find more comfortable than the harsh sun above. At home with the darkness, leather wings worship the night gods over the day ones, and consider them always close at hand. Their nature is intimidating to other ponykind, which caused them to be shunned and secluded even at the height of pony civilization. Having adapted for underground living, the diet of leather wings includes more meat than their grazing kin, making them omnivores.
- Ability Score Racial Traits: +2 Constitution, +2 Wisdom, and -2 Charisma.
- Base Speed: Leather wings have a base speed of 30 feet.
- Flight: Leather wings have a fly speed of 30 feet with clumsy maneuverability. Leather wings cannot fly in medium or heavy armor.
- Minesight: Leather wings have darkvision 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor.
- Leather wings suffer a -2 penalty to saving throws vs. spells or effects with light descriptor.
These traits replace earth-bound.
Not all ponies were content to run across the land.
One tribe dove into the sea, finding it full of food and safety from land predators. Though these tribes often built towns at the edge of the water, they were most happy when slicing through the waves rather than on their dry streets. While the sea was rich in food and some valuables, such as pearls and coral, they lacked in metals. This drove the sea horses to adopt trading early. They learned to build grand ships to ferry their goods, or other, less aquatically mobile, tribes, from place to place.
There are stories amongst the sea horses that a small number of their people forgot to come back to land at all, and now call the oceans their home.
Such ponies are dangerous and wild. They have forgotten their kinship to all other tribes, and should be avoided. It became a common prayer before a journey for sea horses to hope against the appearance of such ocean breeds, for they revel in the destruction of sea horse ships.
- Base Speed: Sea horses have a base speed of 30 feet.
- Swim Sea horses gain a 40 foot swim speed.
- Swim becomes a class skill.
These traits replace earth-bound.
When ponykind was young, one tribe did not specialize, and chose instead to worship the whole of nature. They took a holistic approach to other mysteries of life, and it reflects in their society. Being hermits, many live alone or in small villages. They study the traditional ways of their parents, exploring their place in the universe at large while seeking better ways to pass on. They find the slavish devotion of other ponykind to their singular destinies to be a childish limitation. The frantic rush that ponies indulge is distracting, even bothersome. Most zebra prefer to consider a problem first, and approach with planning and care. Though reverent of their predecessors’ traditions, every zebra is unique.
Rather than the solid colors or dappled freckles of other ponykind, solid stripes cover zebra forms. Though black and white are most common, some zebra take on the wild and bright shades more commonly seen in other ponykind.
- +4 racial bonus to Linguistics and gain an additional language per rank in Linguistics.
- Their practice with often dangerous, if effective, traditional remedies means zebras cannot accidentally poison themselves when applying poison to a blade.
These traits replace earth-bound.
The following feats are available to a pony character who meets the prerequisites.
- Adept Changeling
- Advanced Horn Magic
- Agent of Law
- Beacon of Hope
- Blade-Turning Pelt
- Chaos Sense
- Cloud Embraced
- Cloud Kicker
- Dashing Flyer
- Day Stomper
- Day Wing
- Divine Endurance
- Embraced Destiny
- Field Reconstruction
- Fight On
- Focused Horn Magic
- Gemstone Finish
- Gunnery Squad
- Hopeful Heart
- Integrated Weapon
- Iron Hooves
- Iron Jaw
- Kara Kissed
- Lustrous Coat
- Master Changeling
- Master Horn Magic
- Metal Vitality
- Natural Lance
- Night Embrace
- Night Stomper
- Night Wing
- Pious Brand
- Piston Jump
- Power Buck
- Practiced Horn Magic
- Precise Motions
- Rapid Changeling
- Return to the Sea
- Sensitive Ears
- Sharpened Horn
- Smooth Rise
- Sound Sight
- Still Horn Magic
- Storm Stallion
- Strike from the Heart
- Strong Jaw
- Strong Wings
- Stubborn Pride
- Tough as Rocks
- Vital Guard
- Water Affinity
- Water Burst
- Weather Pony
Ponyfinder: Campaign Setting © 2013, Silver Games, LLC; Authors: David Silver, Stephen Ritterbush