- Fingerless Rules
- Sub-Races (Physical Tribe)
- Uncommon Sub-Races
- Spiritual Paths
- Favored Class Options
- Racial Archetypes & Bloodlines
- Racial Feats
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 modern 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 ponies 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, any additional shades tend to compliment 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 individuals have a ‘Brand of Destiny’ on their flank. This symbol is of high importance to the pony, signifying their destiny or talent, and driving them to excel at it. This mark is emblazoned on a pony before birth 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, 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 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 male of the species 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 ponies 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.
They worship a largely equine pantheon, most of them combinations of the three major tribes. Many say that the pantheon only gained their final forms after the empire was founded and headed by a queen that held those three tribes within her flesh. Before then, deities of a single tribe were more common.
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.
Quadrupeds and Factions: Well intentioned or not, most human factions have reservations about four-legged members. This is not to say that a pony couldn’t prove their mettle, but they would be working uphill the entire way. It’s a humanoid world, and glass ceilings are a fact of pony life anywhere outside of their own communities. This is true for all humanoid factions, which are swift to assign credit to a pony’s two-legged companions and to lay blame at their hooves.
|14 years||+1d4 years (15 – 18 years)||+1d6 years (15 – 20 years)||+2d6 years (16 – 26 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.
|Race||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Antean, male||12 ft. 0 in.||+2d6 in.
(12 ft. 2 in. – 13 ft.)
|1080 lbs.||+2d6×28 lbs.
(1108 – 1416 lbs.)
|Antean, female||11 ft. 9 in.||+2d6 in.
(11 ft. 11 in. – 12 ft. 9 in.)
|1000 lbs.||+2d6×28 lbs.
(1028 – 1336 lbs.)
|Chaos Hunter||As per apparent species||As per apparent species||As per apparent species||As per apparent species|
|Clockwork||As per apparent species||As per apparent species||As per apparent species||Double apparent species|
|Doppelganger||As per apparent species||As per apparent species||As per apparent species||As per apparent species|
|Earth-bound, male||3 ft. 9 in.||+2d6 in.
(3 ft. 11 in. – 4 ft. 9 in.)
|260 lbs.||+2d6×7 lbs.
(274 – 344 lbs.)
|Earth-bound, female||3 ft. 7 in.||+2d6 in.
(3 ft. 9 in. – 4 ft. 7 in.)
|250 lbs.||+2d6×7 lbs.
(264 – 334 lbs.)
|Gem Pony||As per apparent species||As per apparent species||As per apparent species||Double apparent species|
|Ghost Pony, male||3 ft. 9 in.||+3d6 in.
(4 ft. – 5 ft. 3 in.)
|151 lbs.||+3d6×1 lbs.
(154 – 169 lbs.)
|Ghost Pony, female||3 ft. 7 in.||+3d6 in.
(3 ft. 10 in. – 5 ft. 1 in.)
|250 lbs.||+3d6×1 lbs.
(253 – 268 lbs.)
|Leather Wing, male||3 ft. 9 in.||+2d4 in.
(3 ft. 11 in. – 4 ft. 5 in.)
|145 lbs.||+2d4×4 lbs.
(153 – 177 lbs.)
|Leather Wing, female||3 ft. 7 in.||+2d4 in.
(3 ft. 9 in. – 4 ft. 3 in.)
|180 lbs.||+2d4×4 lbs.
(188 – 212 lbs.)
|Pegasus, male||3 ft. 9 in.||+2d4 in.
(3 ft. 11 in. – 4 ft. 5 in.)
|182 lbs.||+2d4×4 lbs.
(190 – 214 lbs.)
|Pegasus, female||3 ft. 7 in.||+2d4 in.
(3 ft. 9 in. – 4 ft. 3 in.)
|180 lbs.||+2d4×4 lbs.
(188 – 212 lbs.)
|Sea Horse, male||3 ft. 9 in.||+2d6 in.
(3 ft. 11 in. – 4 ft. 9 in.)
|255 lbs.||+2d6×9 lbs.
(273 – 363 lbs.)
|Sea Horse, female||3 ft. 7 in.||+2d6 in.
(3 ft. 9 in. – 4 ft. 7 in.)
|250 lbs.||+2d6×9 lbs.
(268 – 358 lbs.)
|Sun Pony, male||3 ft. 9 in.||+2d6 in.
(3 ft. 11 in. – 4 ft. 9 in.)
|260 lbs.||+2d6×7 lbs.
(274 – 344 lbs.)
|Sun Pony, female||3 ft. 7 in.||+2d6 in.
(3 ft. 9 in. – 4 ft. 7 in.)
|250 lbs.||+2d6×7 lbs.
(264 – 334 lbs.)
|Unicorn, male||3 ft. 8 in.||+1d6 in.
(3 ft. 9 in. – 4 ft. 2 in.)
|255 lbs.||+1d6×5 lbs.
(260 – 285 lbs.)
|Unicorn, female||3 ft. 6 in.||+1d6 in.
(3 ft. 7 in. – 4 ft.)
|250 lbs.||+1d6×5 lbs.
(255 – 280 lbs.)
|Zebra, male||3 ft. 7 in.||+2d6 in.
(3 ft. 9 in. – 4 ft. 7 in.)
|250 lbs.||+2d6×5 lbs.
(260 – 310 lbs.)
|Zebra, female||3 ft. 9 in.||+2d6 in.
(3 ft. 11 in. – 4 ft. 9 in.)
|255 lbs.||+2d6×5 lbs.
(265 – 315 lbs.)
- Ability Scores: See physical tribes below.
- Ponykind: Ponykind are fey with the ponykind subtype.
- Medium: Ponies are Medium creatures and have no bonuses or penalties due to their size.
- Fast Speed: Ponies have a base speed of 40 feet (20 feet bipedal).
- Low-Light Vision: Ponies can see twice as far as humans in conditions of dim light.
- Languages: Ponies begin play speaking Common and Sylvan. Ponies with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
- Fingerless: See fingerless rules below.
- Four-Legged: Ponies gain a +4 racial bonus to CMD against trip attempts and increase their carrying capacity by +50%. They have forelegs instead of arms.
- Physical Tribe: Ponies select a physical tribe and gain its abilities and ability scores.
- Unique Destiny: Ponies gain a bonus feat at 1st level, or forfeit this trait to gain the abilities of one spiritual path. Other races with this trait may also forfeit their unique destiny racial trait for a spiritual path.
- Hand and ring slot 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.
- Those with hooves may use horseshoe items, but doing so occupies the foot slot, preventing boots, shoes, and other such things.
- Creatures with the fingerless racial trait may wield/use items with their mouth as if with 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 sub-races are available to any pony, and can be paired with spiritual paths for a number of combinations. Please see the sub-race and tribe section for more information on each of these character options.
The earth-bound, also known as prairie ponies, are the healthiest and sturdiest of ponykind. Innately tribal, these ponies stay close to their kin and are known for familial loyalty and making promises that can last generations. The most numerous of ponies, though they lack the flashy tricks of their peers, the earth-bound are not a force to be dismissed.
- +2 Constitution, +2 Wisdom, -2 Dexterity: Earth-bound are tough and insightful but not terribly agile.
- Hardy: 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.
They took to the mountains and found the griffons. Admiring them, they eventually taught themselves the trick of flight. In return for their bravery and tenacity, the griffons accepted them and gave them the gift of the sky, seen most clearly with cloud walking. The two see one another as kin, with pegasi serving as the energetic younger brother.
- +2 Dexterity, +2 Wisdom, and -2 Strength: Pegasi are quick and cunning but not very mighty.
- Pegasus Wings: Pegasi have a fly speed of 30 feet (clumsy) while they are not wearing medium or heavy armor.
- Cloud Walker (Su): Pegasi may treat fog or other clouds as solid, if fluffy, objects for the purposes of taking walks, playing games, and so on. Activating or deactivating this feature is a free action taken on the their turn. Should they become incapacitated, cloud walker continues to function indefinitely.
The most cerebral of ponies, most unicorns are not shy about reminding anyone listening of this fact. Innately magical and inclined towards the arcane, unicorns are capable of great magic when properly trained. It is a shame their eagerness does not often come with wisdom, and the world has been shaped by their follies.
- +2 Constitution, +2 Intelligence, -2 to Dexterity: Unicorns are resilient and canny but not very nimble.
- Horn Magic: Unicorns with Intelligence scores of 11 or greater gain the following spell-like abilities: unseen servant—2/day, light—3/day. The caster level for these effects is equal to the unicorn’s level.
- Steady Focus: Unicorns gain a +2 racial bonus on concentration checks made to cast spells defensively.
Your tribe shook loose the shackles of the physical body, and slipped their whole form into the ethers. Even at your height, your tribe was rare and difficult to find, and that suited ghost ponies just fine. Reclusive, but inquisitive, ghost ponies make natural spellcasters, devoting much of their time to contemplation and exploration of thoughts. In appearance, ghost ponies are slender and tall. They appear like deer with their delicate limbs. Their coloration tends towards shades of blue and purple when in the physical world and becoming a pale white in the ethers.
Despite their claims to be creatures of the ether, ghost ponies are born in the material plane. It requires much maturation and training, or an expensive magic item, to enable them to reach into the ether, though it comes easier to them than it does most others. Ghost pony families are typically small, with a male and female pair and only one or two foals. Many families pass down ghost hooks to their young when they are old enough to speak, and a harness when they are ready to become adults. The creation or purchase of a harness is often considered the first step in making a family, as not having one to give to your son or daughter is a sign of true poverty and irresponsibility.
A curious deviation, but the females are considerably heavier than the males. Some say this resistance to the slow shrinking the ether brings upon the tribe is due to their need to undergo the exacting task of creating the next generation on the physical plane.
Their society favors mental pursuits, seeing the material plane as a necessary burden and sin, only to be bothered with for such base needs as reproduction. This aloof doctrine is the primary reason that ghost ponies are not seen often by the physical tribes. Young members, who still know the physical plane as well as, if not better than, the ethereal plane may feel the draw of the physical tribes. It is these immature souls that may take up the mantle of adventurer and seek their fortune in the solid world, much to their parents’ dismay.
- +2 Dexterity, +2 Wisdom, -2 Constitution: Ghost ponies are light-footed and sagacious but lacking in fortitude.
- Normal Speed: A ghost pony’s base speed is reduced to 30 feet.
- Ghost Sense: Gain blindsense 30 feet that applies only to incorporeal and ethereal entities.
- Ghost Strike: Unarmed attacks, manufactured weapons, and natural weapons used by a ghost pony are always considered magic for purpose of striking incorporeal creatures, or for striking at physical targets while incorporeal.
- Ghostly Shadow: Whenever a ghost pony benefits from concealment or total concealment, the miss chance increases by 5%.
Leather wings and griffons share a fractious history. When the mountain tribes came to cohabitate the griffon lands, some ponies admired and eventually emulated the griffons, joining them in the sky and becoming fast friends and allies. Others retreated into their caves all the deeper, seeking to avoid the dangerous and wild griffons, to say nothing of other threats from the outside world. Leather wings still tend to treat griffons and other aerial predators with a large helping of caution, leading to tense relations.
Physically, 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. Some leather wings think this is for the best: they persisted even after the empire crumbled, their personal lives unaffected by the destruction that befell their sun-loving kin. Having adapted for underground living, the diet of leather wings includes more meat than their grazing kin, making them omnivores.
- +2 Constitution, +2 Wisdom, and -2 Dexterity: Leather wings are hardy and wise but not the most agile of ponies.
- Normal Speed: A leather wing’s base speed is reduced to 30 feet.
- Leather Wings: Leather wings have a fly speed of 30 feet (clumsy) while they are not wearing medium or heavy armor.
- Minesight: Leather wings have darkvision 90 feet. When in bright light, they are automatically dazzled. They take a –2 penalty to saves against effects with the light descriptor.
Not all ponies were content to run across the land. One tribe dove into the sea, finding it full of food and safety from land predators. Though these tribes often built towns at the edge of the water, they were most happy when slicing through the waves rather than on their dry streets. While the sea was rich in food and some valuables, such as pearls and coral, they lacked in metals. This drove the sea horses to adopt trading early. They learned to build grand ships to ferry their goods, or other, less aquatically mobile, tribes, from place to place.
There are stories amongst the sea horses that a small number of their people forgot to come back to land at all and now call the oceans their home. Such ponies are dangerous and wild. They have forgotten their kinship to all other tribes and should be avoided. It became a common prayer before a journey for sea horses to hope against the appearance of such ocean breeds, for they revel in the destruction of sea horse ships.
After the empire declined, the line of the already uncommon sea horse became increasingly diluted, until the only sighting of them came in the sudden birth of one in an unrelated family. A pairing of land tribes had a chance of conceiving a sea horse due to long forgotten ancestry shared with the lost tribe. While some sea horses dream of rekindling their kind, most think it is very unlikely.
- +2 Constitution, +2 Wisdom, –2 Dexterity: Sea horses are hardy and insightful but not as nimble as some other ponies.
- Normal Speed: A sea horse’s base speed is reduced to 30 feet.
- Native of the Deep: The eyes of sea horses are especially adapted to the lightless depths of the oceans, but not to air-filled environments. A sea horse has darkvision 120 feet when underwater, but otherwise has no darkvision at all.
- Waterborne: Sea horses have a swim speed of 40 feet and always treat Swim as a class skill.
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 their knowledge. They find the slavish devotion of other ponykind to their singular destinies to be a childish limitation. The frantic rush that ponies indulge in is distracting, even bothersome. Most zebra prefer to consider a problem first, and approach with planning and care. Though reverent of their predecessors’ traditions, every zebra is unique.
The brand of destiny manifests much differently for zebra compared to other ponykind. It changes shape and color as the zebra gains, or loses, understanding of herself. It is often a pattern, rather than a clear image, and its meaning is only evident to the zebra that bears it. Other zebra can examine such a brand and with DC 20 Intelligence (arcana) check, gain advantage on insight checks against that zebra until the brand changes. If a zebra has deciphered a brand before, doing so again allows the zebra to recognize the brand, and its bearer, even if the target zebra is disguised or the brand has changed since the last viewing. While one could glean hints as to any ponykind’s nature by their brand, the intricate nature of a zebra’s pattern is much more detailed for those who know how to read it.
Rather than the solid colors or dappled freckles of other ponykind, solid stripes cover zebra forms. Though black and white are most common, some zebra take on the wild and bright shades more commonly seen in other ponykind.
- +2 Intelligence and +2 Wisdom: Sea horses are hardy and insightful but not as nimble as some other ponies.
- Gifted Linguist: Zebras gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.
- Poison Use: Zebras cannot poison themselves accidentally while applying poison.
The following paths represent various spiritual options available to all ponies.
This is considered the default spiritual path for a majority of ponies. These ponies are literally marked for greatness, displaying a sign on their flank that denotes some inherent pre-ordained talent or skill. While this may help some ponies live normal and fulfilling lives, others yet are given a unique destiny that leads them into thrilling adventure. Rarer yet are those ponies that are brought into adventure despite having relatively mundane talents and abilities. Whatever the case, unique destinies are an important part of life and identity for many ponies.
While all ponies share the brand of destiny, which guides them towards their greater purpose, only a select few have truly potent destinies. Anteans are blessed, or cursed, with an overwhelming fate. The nature of an antean is near impossible to hide, as they are large, ranging from 7 to 9 feet in length, towering over their fellow ponies. Such ponies are compelled to protect their smaller kin, but their stature makes staying in small pony towns a challenge, driving many off to watch from a distance.
Their size has given rise to wild tales of rampaging giant ponies that can demolish settlements on an angry whim and enjoy the taste of innocent ponies. However, they are individuals, equally capable of good or evil. Most are gentle giants, who wish to use their stature and might for the greater good of the society, even if only to show off.
It is said there is a full and proper city of these giants, but its location is as hidden as its name. Those few anteans that speak of it reference their queen, who no normal sized pony has ever seen, and clan leaders for clans no one recognizes. Some claim that the anteans are making up a story to feel more involved than the awkward giants in a small world they are.
antean ponies were most common before the empire. Though the queen bore no ill will toward her oversized subjects, they dwindled in number without explanation. Perhaps the vital power that fueled their girth was waning or it was simply not the right time for these great ponies. Only time will tell if the anteans will make a resurgence.
Antean Racial Traits
- Ability Scores : Anteans gain +2 Strength; this is in addition to their physical tribe’s ability modifier.
- Normal Speed: An antean’s base speed is reduced to 30 feet.
- Large: Anteans are Large creatures and take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. They are long creatures, taking up a space of 10 feet by 10 feet and having a reach of 5 feet.
Your brand of destiny has marked you for the battle against the forces of chaos. You rise to the occasion, seeking out minions of chaos to defeat and safeguard society. Your kind was rare even during the height of the pony civilization. Your birth was likely celebrated and you were brought up on stories of valorous battles and epic deeds. It’s a large horseshoe to fill, but, maybe, you’re up for it.
It is said that the first chaos hunter was a young pony that suffered great tragedy at the hands of the forces of chaos. The sheer mindlessness of it, that those who took away all he had did not even know or care for his loss, drove him to forsake his original destiny and devote himself to hunting the enemies of order. Like the first, the brand of destiny of those that follow hint at what their destiny might have been, had they not been chosen for the task. While only the first is told to have become a chaos hunter after birth, it remains a faint possibility. During the height of the empire, the queen called that such crusaders were to be honored and assisted as a pony could, calling them protectors of the empire.
Religiously, chaos hunters can follow the god of their choosing, provided they are not chaotic. Most pay heed to the sun goddess and the night goddess to light their way during the day and warn them of chaos at night. It is said the sun goddess weeps quiet tears for the chaos hunters, lamenting that any of her children would have to sacrifice the possibility of peace for a lifetime of vengeance and war.
- Chaos Fighter: Chaos hunters gain a +2 dodge bonus to AC against chaotic outsiders and a +2 racial bonus on combat maneuver checks made to grapple chaotic outsiders.
- Devoted: Chaos hunters gain a +1 racial bonus on Will saves.
GM Note: If you wish to allow this of a player after character creation, simply have them pay a feat to gain chaos hunter. This is only an option if they did not choose a spiritual tribe.
Long ago, a group of ponies no one now remembers, wielding powerful magics and even larger egos, attempted to defy the order of nature and rewrite the world in their image. They thought to mandate the gods and brought the wrath of the divine down on themselves. When the smoke cleared, their leader had been killed outright for their folly. But, while dying, she had woven one last enchantment to protect her fellows. Their bodies had been altered along with their destinies. One and all, their brand had become a metallic gear emblazoned on equally metal hides. Their insides clicked and whirred softly, betraying their new mechanical nature. Though they yet lived, they were machines.
Their salvation was as much a curse. Though psychologically still ponies, and able to form romantic liaisons with other ponies, clockwork soon discovered that all interbreeding was impossible. Clockwork appeared, to their horror, to be a new separate species. It wasn’t until the longest day of the following year that the sun goddess granted them a reprieve. For that day, should they spend the hour at dawn and the hour at sunset singing Her praises, the clockwork would be made flesh again, and could foal once again with their beloved, whatever the race. Still, all ponies conceived would carry their parents’ curse forward, born clockwork.
Despite being comprised of gears and springs, clockwork do grow, age, and die like other ponies. Over time, old parts fall free and new parts grow into their place. It is considered taboo to sell one’s old parts, but they do make for sentimental gifts to friends and family, especially when worked into something larger. The largest example of this is the clocktower, fabricated over decades by one pony using his own parts until the monument to his beloved city was complete.
Their brand of destiny always features a gear, but does not always appear on the flank. All of the physical tribes of pony can appear as clockwork. Earth-bound clockwork with great piston driven legs, pegasi with beautiful wings of stained glass and crystal, and unicorns with delicately filigreed horns. Their intricate appearance once earned them favor with the queen, when a dancing earth-bound clockwork became one of her court performers, charming the queen and court in attendance.
- Normal Speed: Clockwork ponies have a base speed of 30 feet.
- Composite: Clockworks gain the half-construct subtype.
- Cursed Blessing: Clockworks gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue. They do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. Clockworks cannot be raised or resurrected.
- Extreme Design: The negative ability modifier due to your physical tribe is further reduced by 2. For example, if you are an earth-bound clockwork, your dexterity would lower by 2. If your physical tribe has no attribute negative, select any one to receive -2.
Where others see a pony, the truth lurks beneath the flesh. Pony society plays unwitting host to a discrete set of shapeshifters, yourself 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.
- Shapeshifter: Doppelgangers gain the shapechanger subtype.
- Change Shape (Su): Doppelgangers have a specific pony shape that they can take at will. They gain a +10 racial bonus on Disguise checks made to appear as that pony. Changing shape is a standard action. This ability otherwise functions as alter self, except that the doppelganger does not adjust their ability scores and can remain in this form indefinitely.
- Emotional Vampire: When a target fails a saving throw against any enchantment or mind-affecting effect of the doppelganger, the doppelganger gains a +1 insight bonus to attack rolls, caster level checks, and ability checks for as many rounds as the level of the spell (or 1 round if it is not a spell).
Your pelt glimmers, even in the dimmest light. You are tied to earthen elements and appear to be made of gemstones as much as fur and flesh. Old stories tell of a kingdom of your kind, which was once a source of hope and radiance.
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 a 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.
- Earthy: Gem ponies gain the earth subtype.
- Crystalline Form: Gem ponies have crystalline skin that grants them a +2 racial bonus to AC against ray attacks. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat (but without the need for a free hand).
- Eternal Hope: Gem ponies gain a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a natural 1 on a d20, the gem pony can reroll and use the second result.
Your tribe comes into its height along with the empire. With pelts that matches the sun-baked sands, the ponies of the sun are wealthy and powerful. Able to withstand the full attention of the beloved, but cruel, sun, they manage trade lanes in places other ponies would perish trying. Sun ponies come in different breeds. Though many are built tough and earth-bound, there are winged and horned family lines. They are recognized by their chiseled features, high tail, concave profile and arched necks.
As a society, they are shrewd when it comes to business. Others see them as eager to share a drink, but more so to seal a deal, and so stay careful around sun ponies. Their easy smiles hide their cunning intent. They are a welcome addition to the empire, largely following its laws and are kind to travelers. Their laws of hospitality forbid turning away a pony suffering from the sun’s unrelenting gaze, which makes ponies visiting a sun pony city feel welcome, even if the locals are already planning how to relieve them of their coin.
- Fire Resistance: Sun ponies gain fire resistance 5.
- Quick Reactions: Sun ponies gain Improved Initiative as a bonus feat.
- Sunny: Sun ponies gain a +1 racial bonus to Bluff, Knowledge (local), and Sense Motive checks.
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 his 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
The following racial archetypes and bloodline are available to ponies.
The following feats are available to a pony character who meets the prerequisites.
- Adept Changeling
- Advanced Horn Magic
- Agent of Law
- Beacon of Hope
- Beneath Hooves
- Blade-Turning Pelt
- Chaos Sense
- Cloud Embraced
- Cloud Kicker
- Dashing Flyer
- Day and Night
- Day Stomper
- Day Wing
- Denial of Destiny
- Denouncer of Gods
- Desert Skirmisher
- Distance Runner
- Divine Endurance
- Embraced Destiny
- Field Reconstruction
- Fight On
- Flexible Perspective
- Focused Horn Magic
- Gemstone Finish
- Giant Companion
- Giant Dreams
- Gunnery Squad
- Hopeful Heart
- Integrated Weapon
- Iron Hooves
- Kara Kissed
- Large Fate
- Lustrous Coat
- Master Changeling
- Master Horn Magic
- Metal Vitality
- Natural Lance
- Night Embrace
- Night Stomper
- Night Wing
- Passive Recall
- Pious Brand
- Piston Jump
- Power Buck
- Practiced Horn Magic
- Precise Motions
- Rapid Changeling
- Return to the Sea
- Sensitive Ears
- Shrouded Destiny
- Size Theft
- Sharpened Horn
- Smooth Rise
- Sound Sight
- Still Horn Magic
- Storm Stallion
- Strike from the Heart
- Strong Jaw
- Strong Wings
- Stubborn Pride
- Sun Kissed
- Tough as Rocks
- Unfettered Thought
- Vital Guard
- Water Affinity
- Water Burst
- Weather Pony
Ponyfinder: Campaign Setting © 2013, 2018, Silver Games, LLC; Authors: David Silver, Stephen Ritterbush