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Rainbownaga
2011-05-04, 07:38 AM
Intro/design notes

With the popularity of the new my little ponies series Ii've been thinking about both the new and original series as an inspiration for d&d. In both series, the unicorns are magical creatures with magical powers comparable to the d&d warlock. The following rules are designed to (roughly) replicate the abilities of ponies such as Twilight Sparkle, Rarity, Gusty, and Galaxy.

I realise I should have credited Waspinator earlier for having beaten me to the idea and doing such a good job at it, but I wanted to go beyond just a race for this class for a few reasons.

Firstly, unicorn ponies (Twilight notwithstanding) tend to have distinct, thematic powers which are not easily replicated by existing character classes.

Secondly, the classes should allow for a my little pony game, and while the new series features armored ponies, the majority of adventuring ponies in both the 80’s and modern series adventure with little in the way of equipment and never rely on conventional weaponry.

That said I wanted to capture the flavor of the 80’s and “Faustian” my little pony series in way that can mesh with the rules for conventional d&d.

In addition to the usual PEACHING, I’m still looking for other unicorn powers to incorporate, particularly a way to include Fizzy’s (series 1) Bubble power.





Base Class:
Magical Pony

http://img827.imageshack.us/img827/8232/equestria.png

Type:Magical Beast[/B]
Size: Small
Speed: 20’
Natural weapons: 2 hoof attacks (d4+strength modifier damage)
Equipment slots: Lose foot, ring, glove slots; can wear one set of horseshoes (or can enchant horseshoes as separate weapons, effectively enhancing the hoof attacks). Magical Ponies that gain shield proficiency can benefit from the sheild bonus from one buckler strapped to a leg, but they only gain one hoof attack in this case.
Object manipulation: Magical Ponies have only basic ability to manipulate objects with your hooves and mouth. Attempts to use skills that would normally require hands suffer a -5 penalty.
Quadruped: Magical Ponies are quadrupeds and have the usual advantages and limitations.
Growth:At level 3 the pony may spend 500xp and 100 gold to grow one size category and become an ‘adult’. The pony becomes medium size and all its natural weapons increase in damage to reflect this. Additionally you gain a +2 to strength. Do not apply the additional size change modifiers outlined in the MM. This experience can only be spent during “downtime” and faces the same restrictions on spending xp as magical crafting abilities.
Favored Class: Magical Little Ponies can choose Unicorn Pony, Pegasus Pony, or Earth Pony as their favored class. If they choose Unicorn of Pegasus, they must take a level of this class as their first level.
Breed: MLPs gain additional modifiers based on their breed.

Ponyland Ponies:
+2 con, -2 int: Ponyland ponies are stocky and tough, but they tend not to be very intellectual beyond the occasional tendency toward difficult words.
+2 Diplomacy: Ponyland ponies depend on the good will of their neighbors for their own survival and have learned to treat even their foes as potential allies.

Equestrian Ponies
+2 dex, -2 str: Equestrian ponies are slightly built, but are very agile and dexterous.
Equestrian ponies can choose one craft, profession or knowledge skill. This becomes a permanent class skill, and the penalty for not having hands does not apply to the use of this skill.

Unicorn Pony


Prerequisite: Magical Pony, 1st level only.
Hit Dice: d10
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Unicorn Body, Unicorn horn, Breed, Breed ability (least)
2nd|
+1|
+0|
+0|
+3|Specialist ability (least)
3rd|
+2|
+1|
+1|
+3|Enchanted Mane
4th|
+3|
+1|
+1|
+4|Enchanted Horn
5th|
+3|
+1|
+1|
+4|Breed ability (lesser)
6th|
+4|
+2|
+2|
+5|Enchanted Tail
7th|
+5|
+2|
+2|
+5|Specialisation ability (lesser)|
8th|
+6|
+2|
+2|
+6|Lucky Horn|
9th|
+6|
+3|
+3|
+6|Breed ability (greater)|
10th|
+7|
+3|
+3|
+7|Magic Hide
11th|
+8|
+3|
+3|
+7|specialization ability (greater)|
[/table]
Skills: 2+int modifier (x4 at first level)
Class skills: Spot, Listen, Search, Perform (sing), Perform (dance), Knowledge (any)


Unicorn Horn-
Unicorns gain a horn attack that deals d6 damage plus strength modifier at level 1. This is a unicorn pony's primary attack, and the hoof attacks become secondary natural attacks (gaining only half of the strength modifier to damage). When charging the horn gets a x3 critical modifier.

Unicorn Power-
Unicorn Ponies gain magical powers as they advance. In most cases these are supernatural powers, even where they replicate the effect of a spell. Unicorn powers can be used at will, requiring a standard action unless otherwise noted. Caster level is equivalent to the Unicorn’s hit dice, the DC for any saves is 10 + charisma + ½ hit dice.

When using a Unicorn power the horn will emit a glow.
Least: The horn glows but does not illuminate surrounding
Lesser: As a candle
Greater: As a light spell focused on the horn
Greater+: Simulates the effect of a daylight spell focused on the horn.

Breed Power
At level 1 the unicorn gains a breed power. Ponyland ponies gain least wink, Equestrian ponies gain least telekinesis. At unicorn level 5 they get the lesser power, and at level 9 they gain the greater power. For the purpose of ability focus, this counts as a single ability.


Specialization Power
-At level 2 unicorn ponies pick a specialization from the list of powers, which includes the breed power of the other breed. At level 7 they get the lesser ability, at level 11 they get the greater ability. For the purpose of ability focus, this counts as a single ability.

Enchanted Hair
-At level 3 the unicorn pony can begin to enchant its mane to enhance its charisma. This functions exactly like the “craft wonderous item” feat, but it can only be used to enchant the pony’s hair as if it were a cloak of charisma. Gold and experience are required for this procedure. The actual procedure may take the form of a “make over”, party, or any other thematically appropriate ritual.

Enchanted Horn
-At level 4 the unicorn’s horn becomes magical, gaining a +1 enhancement bonus for every four hit dice that the pony possesses (maximum +5). This is automatic and requires no experience cost.

Lucky Horn
-At level 7 the pony’s horn grants the anyone within 10’ of it a +1 morale bonus to saves. This ability applies to foes as well as enemies, and remains active even if the horn is removed, making the horn a valuable commodity among unscrupulous individuals.

Pony Tail
-At character level 8 the pony can enchant magic ring abilities into its tail in the same way as it can enchant its mane. The pony has no restriction on how many ‘rings’ it enchants into its tail, but it can only use one at a time and must switch rings as a standard action.

Enchanted Hide
-At character level 10 the character can enchant her flank in the same way as her mane, except she chooses between a strength bonus, a constitution bonus and a dexterity bonus. She can only enchant one such bonus into her hide and gets a natural armor bonus equal to the enhancement bonus of the enchantment.



UNICORN POWERS

Wind


http://img861.imageshack.us/img861/330/gusty.png

Unicorn ponies specializing in controlling the wind often find it a useful way of pacifying smaller threats. The powers granted by this ability are similar to arcane spells, but note that since they are actually supernatural effects they are not affected by spell resistance or immunity (unless simulated through the arcane specialization). At the highest level, such specialization allows the pony to create veritable hurricanes

-Least wind- As the gust of wind spell. You may also choose to create a more gentle breeze in the same area
-Lesser Wind- As the gust of wind spell, but the area becomes either a 60’ cone or a 100’ line, and creatures are treated one size smaller for the effects of the spell.
-Greater Wind- Functions as control wind, but with a duration of 1 round. Using this ability in multiple consecutive turns allows the wind effect (whether strengthening or pacifying it) to be sustained, but creatures affected get a new save each round.



Glowhorn


http://img121.imageshack.us/img121/9553/galaxyr.png

The glowhorn ability allows the pony to produce light and heat from its horn. Removed from the context of a child’s cartoon, a glowing hot horn makes for a useful melee weapon.
All glowhorn abilities cause the horn to glow one step brighter than normal

-Least Glow Horn- As a standard action, you can cause your horn to emit large amounts of heat for a number of rounds equal to your hit dice; your horn deals d6 fire damage plus an additional d6 for every three caster levels (hit dice).
-Lesser Glow Horn- As glow horn, but roll d10s instead of d6’s for the fire damage. Also you may activate your horn as a swift action.
-Greater Glow Horn-The heat produced by your horn becomes so intense it ignores hardness, fire resistance, and the usual decreased effectiveness of fire damage to objects. Fire immunity still applies as normal. You also deal 1 additional point of force damage for each d10 rolled and your horn gains the ghost-touched ability while glowing.



Arcane Power


http://img710.imageshack.us/img710/9351/trixieq.jpg

The arcane specialty is the focus of pure magic. These powers give the greatest diversity, but are always treated as spell-like (saves remain based on HD), provoke attacks of opportunity, suffer from arcane spell failure, and are vulnerable to spell resistance and immunity.

-Least Arcane Power- You can use prestidigitation as the spell at will
-Lesser Arcane Power- Rather than focusing on a single ability, you learn a greater variety of slightly weaker powers. When you gain this ability, choose a number of lesser abilities from other specializations equal to your intelligence modifier. You can use these abilities as arcane power abilities with all the restrictions of the original ability and the arcane power specialization. At any time you may spend an hour studying to change the abilities you have available to you. Should your intelligence modifier decrease, you must reduce your number of powers known to reflect this.
-Greater Arcane Power- You can get even more out of your powers by pushing harder and harnessing its inner power. You can overpower one of your powers gained from your diversity abilities to access the next highest (ie. the lesser) power for one ability you currently have access to. You can alternatively overpower a power you already know (such as your breed ability) to treat your caster level or hit dice as double what it would otherwise be and the light produced is one step greater. You can use overpower for a maximum number of rounds per day equal to your intelligence modifier. You can not overpower an ability from the arcane power specialization.



Shaping


http://img571.imageshack.us/img571/5353/shaping.png

Shaping is the specialization of craftsponies such as Rarity from the new season. While many ponies will find that crafting with tools, hoof, mouth and telekinesis is satisfying enough, the ability to find and spontaneously shape materials is particularly valuable.

-Least Shaping- You can use the detect object ability at will as a supernatural ability. This is usually used to locate crafting materials
-Lesser Shaping- You can change the shape of any piece of material within 1’ cube as a standard action. Creatures cannot be targeted directly; and magical items and attended items get a saving throw with a +4 bonus. Particularly skilled shaping (such as making a work of art out of a dead tree-branch or a mastercraft dagger out of a piece of scrap metal) will require an appropriate craft check.
-Greater Shaping- As lesser shaping, but you can affect a 5’ cube per 5 caster levels (hit dice) and targets lose the +4 saving throw bonus.



Telekinesis

Telekinesis is the breed power of Equestrian Ponies, allowing them to manipulate objects as if with hands (one hand until they gain lesser telekinesis).

-Least Telekinesis- As the telekinesis spell but limited to caster level 1.
-Lesser Telekinesis- As least telekinesis but cast and sustained with a swift action instead of a standard action.
-Greater Telekinesis-Telekinesis as the spell but no cap on caster level.



Winking


http://img714.imageshack.us/img714/1737/winkc.png

Winking is the breed power of Ponyland Ponies, who will often use this power in lieu of mundane forms of movement on a whim. While powerful it has many limitations; anything that tethers the pony to a mass greater than their weight capacity for teleporting will prevent this, allowing them to be captured by nets and restrained by manacles. Winking also requires line of sight and effect.

-Least Winking- Can teleport 10 plus 5’ per hd as a standard action with a maximum load of 5lb per class level
-Lesser Winking-Can teleport 5’ plus 5’ per 2 Hd as an immediate action with a maximum load of 5lb per class level, potentially avoiding attacks and incoming spells. As a full-round action you may teleport as with least winking, but carry up to your maximum carrying capacity and take one additional creature per 5 hit dice.
-Greater Winking-You can teleport as the spell as a full-round action, but it only effects yourself and up to 5lb per hit dice. This follows the usual restrictions for winking.



Telepathy

[Mind effecting]
Telepathy is not as flashy as most unicorn magic, but it becomes invaluable in certain circumstances.

-Least Telepathy- You can talk, telepathically, to creatures within 10’ per caster level. This does not allow the recipient to respond. You may choose to broadcast your message to specific individuals within range, or over a certain area within your range. Use of telepathy is a free action as part of regular talking.
-Lesser Telepathy- As a standard action, you can send a telepathic message to any creature within the same plane. Additionally, by spending a minute concentrating, you can send a dream message. The dream can convey a short message to any creature, even on another plane, the next time they sleep. You can choose for the dream to be a nightmare, in which case it acts as the nightmare spell and a successful save blocks the target from further telepathic communications from you for 24 hours.
-Greater Telepathy- Whenever you use a telepathic power, you become aware of the target’s surface thoughts and location. You may choose to send a ‘blank’ message to gather this information without having to actually say anything. A target can make a willpower saving throw to prevent this power working on them for 24 hours. Non-detection blocks the ability to determine location, but not surface thoughts of the target.



Storm

Storm powers are associated with the Pegasus ponies of Equestria, though they are also fundamental in ensuring weather in more civilised parts. Storm ponies are absent from the series, but Trixie uses least storm in season 4.
Storm powers have a range of 5’ per caster level except for the create weather ability.

Least Storm-As a standard action, you create a small thundercloud over the target dealing d6 damage/2 caster levels (reflex save for half). If you are outside and in stormy weather you instead deal d10 damage/2 caster levels.
Lesser Storm- As a full standard action, you create a dark cloud 5’ thick and 15’ in diameter. The cloud blocks visibility as per obscuring fog. Additionally, as a further standard action, you can cause the storm to attack with lightning dealing d6 damage per caster level to a single target outside the cloud, or any number of targets within it (reflex save for half). You can also move the cloud 15’ as a move action. The cloud lasts 1 round per caster level. You may choose to make the cloud rain instead of thunder.
Greater Storm- You can use the create weather ability as the spell. Additionally, the lightning damage resulting from both your least and lesser storm abilities increase to d10/level.



(Changelog)

12/5: Edited mistakes, changed telepathy to match show, added pictures, changed intro, changed title to reflect future intent
20/5: Added strength effect modifier to natural attacks, added the use of bucklers, changed the greater winking power and modified the lesser winking power.

Rainbownaga
2011-05-04, 07:41 AM
Pegasus Pony
Prerequisite: Magical Pony, Must take first level at character level 1
Hit Dice: d10
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+0|Limited Flight, Cloudwalk
2nd|
+2|
+0|
+3|
+0|Flying Slam|
3rd|
+3|
+1|
+3|
+1|Enchanted Mane
4th|
+4|
+1|
+4|
+1|Stunt|
5th|
+5|
+1|
+4|
+1|Confident Flier, Stunt|
6th|
+6|
+2|
+5|
+2|Disperse Cloud, Stunt|
7th|
+7|
+2|
+5|
+2|Shift Cloud, Stunt|
8th|
+8|
+2|
+6|
+2|Pony Tail, Stunt| 9th|
+9|
+3|
+6|
+3| | Create Cloud/Rainbow Rider, Stunt|
10th|
+10|
+3|
+7|
+3|Magic Hide, Stunt|
11th|
+11|
+3|
+7|
+3| Master Flier, Stunt
[/table]

Skills: 4+int modifier (x4 at first level)
Class skills: Diplomacy, Intimidate, Knowledge (any), Listen, Pegasus Flight, Perform(dance), Perform(sing), Spot, Survival, Tumble.


Limited flight (Ex): Pegasus Ponies have small wings that can be used to fly. The Pegasus pony has a flight speed of 10’ plus the 10' times for each level in the Pegasus pony class, and an average fly speed. Each round the Pegasus pony wishes to fly, she must make a Pegasus Flight skill check. Failure indicates she flies at half speed and gets fatigued, failure by 5 or more indicates that she also falls (or fails to take off if she is on a solid surface).
Cloudwalk (Su): Equestrian Ponies have the cloud walk ability at level 1 as the silver dragon ability. Ponyland Ponies have no such ability.
Magic Hair: As the Unicorn ability
Flying Slam: The pony can replace its usual attacks for a round with a single slam attack that deals d6 damage (as a small creature) plus one and a half times its strength modifier. This slam can be used to make a diving charge (double damage when charging 30’ or more and losing at least 5’ of altitude). Your slam attack can benefit from up to two enchanted horseshoes, with the enhancement bonuses overlapping rather than stacking. Attacks of opportunity cannot be made with a slam attack; choosing to use the flying slam prevents the use of attacks of opportunity until the start of the pony’s next turn.
Stunt: At level 4 and every level thereafter, the pony learns a new stunt that can be applied to its flying abilities.
Confident Flier: At level 5 the Pegasus Pony’s mobility increases to good, and she can take ten on fly checks, even when threatened.
Disperse Cloud (Ex): As a standard action the pony can disperse clouds within 5’ per 5 hit dice. Swarms or living creatures dispersed in this way instead take d6 damage per Pegasus level.
Shift Cloud (Su) : At level 7, an Equestrian Pegasus pony can make a standard action to push a cloud during its move action. The cloud to be moved must be contiguous and only a maximum of one 5’ cube per hit dice can be moved at any one time.
Create Cloud (Su): At level 9, an Equestrian Pegasus Pony can use the unicorn pony’s “Lesser Storm” ability.
Rainbow Rider (Su) : At level 9 a Ponyland Pony that uses the rainbow trail stunt can proceed to ride the rainbow into another plane of existence. Rainbow riding will allow travel for the pony and whatever she is carrying to either the pony’s home plane or a single other plane (that is decided between DM and player when this ability is first learned). The rainbow will remain for six hours marking the way to return (even if it is not usually available to this power). Using this power automatically fatigues the pony (causing exhaustion if the pony is already fatigued). Each additional level in Pegasus Pony increases the number of available planes by 1.
Enchanted Hide: As the Unicorn Ability
Master Flier: At level 11, the pony gains a +10 to all Pegasus Flight checks


New Skill: Pegasus Flight (Con; armor penalty)
A Pegasus pony requires a dc15 flying check to fly without difficulty. Failure results in fatigue; failure when already fatigued, consecutive failures, or failing by 5 or more results in the pony stalling and falling to the ground.
Check Pegasus Flight at the beginning of each round in which the Pegasus intends to fly. For each 10 points by which the result is beaten the pony may attempt a stunt sometime within that round.
You can’t take 10 until you gain the confident flier ability.

Stunts
Speedy Flight: Your flight speed is doubled for this round. If you attempt to power dive with your flying slam attack while using this, your damage is multiplied by 3 instead of 2.
Greater Speedy flight: (requires simultaneous use of speedy flight): Your flight speed is tripled this round. This replaces the effects of speedy flight (though both must be used together).
Meteoric Flight (Su): (requires simultaneous use of speedy flight and greater speedy flight)
Your flight speed is four times the base (instead of doubled as from speedy flight or tripled from greater speedy flight). This typically leaves a burning trail of smoke in your wake. While traveling at this speed, you also receive a +6 bonus to strength.
Acceleration: If you used the run action to fly in a strait line on your previous turn, you can move half that distance along the same line at the beginning of this turn without requiring the use of any actions.
Lesser Snatch: If the pony attempts a disarm attack while flying this round, it uses the rolled result of its flight check in place of its modified attack roll. If it succeeds it can keep the object in its mouth or knock it to the ground as per the usual rules.
Evasive Flight: You gain the benefits of the evasion feat while you are flying until your next turn. Additionally you gain a dodge bonus equal to the total number of stunts you use during this round.
Greater Evasive Flight: (requires simultaneous use of evasive flight) You gain an additional +2 dodge bonus to AC, a +2 reflex bonus, and your evasion is improved to improved evasion.
Rainbow Trail (Su) (requires simultaneous use of speedy flight): As you fly, the air ionizes into its component elements leaving a beautiful rainbow trail. If you make a charging or flyby flying slam attack while using this stunt you deal 1 extra point of damage for each point of charisma modifier you possess (minimum 1) in each of 7 different damage types (bludgeoning, fire, acid, cold, sonic, electric, force).
If you somehow move in excess of 3000’ in a single round while using this power, you create the fabled “Sonic Rainboom” at some point in the flight-path, blinding and deafening creatures within 30’ (fortitude save vs. the skill check negates) for 5 minutes.
Vortex (Ex) (requires simultaneous use of speedy flight) Any creature that you fly within 5’ of must make either a fortitude or reflex save (target chooses one based on highest save; dc equals result of flying check) or lose their move action in the following round.
Whirlwind (Ex) (requires simultaneous use of speedy flight) You can spend a standard action to fly around a single adjacent target forming a miniature tornado. The target must make a reflex save (dc equals the result of your Pegasus Flight check) or be nauseated for 1 minute and unable to move for the first 2 rounds thereof.

Design Notes

The Pegasus pony breaks the basic assumptions of character design; It is based on skill, and allows flight at low levels. The idea is a creature that is capable of flying and dealing decent melee damage, and is thus somewhat related to the monk.

Ponyland Pony is the obvious choice from a stat-basis, but Equestrian Ponies gain the advantage in terms of special abilities at lower levels which emphasise the differences in the source material. Ponyland Ponies gain the Rainbow Rider ability to let them have some fun and to reflect the ability of Pegasus ponies in the original series; The setting will probably include fixed 'rainbow pools' that perform the a similar function for ponies without this ability.

Moreso than the unicorn ponies, I am concerned for the balance of this class and am curious what people think.


Changes

Earth Pony
Prerequisite: Magical Pony, Must not have levels in Unicorn or Pegasus Pony
Hit Dice: d12
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+0|
+2|Bonus Feat|
2nd|
+2|
+0|
+0|
+3|Magic Hide|
3rd|
+3|
+0|
+0|
+3|Bonus Feat, +2 strength|
[/table]
Skills: Int+4 (times 4 at first level)
Class Skills: Any 7 (except Pegasus Flight)

Bonus Feat: At levels 1 and 3 the Earth pony gains a bonus feat that can be picked from the list of Pony feats the magical pony qualifies for.
Magic Hide: At level 2 the Earth pony can enchant her hide in the same fashion as a level 10 Unicorn or Pegasus Pony.
+2 strength: Dedicated Earth Ponies are naturally stronger than Pegasus and Unicorn varieties of their breeds.

Notes: The Earth Pony class functions as a paragon class, giving the earth pony an opportunity to access more pony-feats and early access to a physical buff to compensate for the default pony-classes weaknesses. Unlike other Magical Ponies, Earth Ponies do not have to take levels in the Earth Pony class to be considered.

Note that earth ponies are not inherently faster than other breeds, both series show that pegasus ponies are every bit as fast even with tethered wings. That said, the bonus feats make increasing your land speed easier.

Changes

Rainbownaga
2011-05-05, 04:32 AM
Feats:


Canter [Pony]
Prerequisite: Magical Pony
You gain a +10' feat bonus to your speed, both on hoof and in the air. This applies before applying any further modifiers (such as a Pegasus Pony's stunts or the speed penalty associated with opposable hooves).

Dancing on Air [Pony]
Prerequisite: Pegasus Pony
You gain a +2 bonus to Perform (dance) and Pegasus Flight skills. Additionally you can carry bipedal riders equal to your size.
Normal: Mounts must be at least one size category larger than their riders.

Sugar Rush [Pony]
Wheeeeeeee
Prerequisites: Magical Pony
Once per day you can go into a rage or a whirling frenzy as per the Barbarian ability (Choose the nature of the sugar rush when this feat is taken) except that the duration is based on charisma rather than constitution.

Makeover [Pony]
Prerequisites: Magical Pony
Effects: You can enchant your hair and tail just like a unicorn pony. Your caster level for the crafting prerequisites is equal to your total hit dice.

Opposable Hooves [Pony]
Prerequisite: Magical Pony
Effects: You can choose to act as if you had two functioning arms (using weapons, shields, or tools, etc). In any round you use this ability, your move speed is reduced to half. You cannot use manufactured and natural weapons in the same round.

Ponyblooded Warlock [Pony]
Prerequisite: Unicorn Pony 5, Warlock 1
Effects: Your Warlock and Unicorn Pony levels stack to determine the caster level of your warlock level invocations and the maximum level invocation you can cast. For example, a Unicorn Pony 5/ Warlock 1 could learn a lesser instead of a least invocation at its next warlock level, but it would still only had a d6 damage eldritch blast.
Additionally, if you are an Arcane Power specialist unicorn, you can use lesser invocations as part of your diversity power. Switching your diversity powers ends the effects of any invocations that you no longer know.

Regal Ponyform [Pony]
Prerequisite: Magical Pony, Medium Size, Level 9 Unicorn or Pegasus.
You can become as the pony Monarch-Gods Themselves. To complete this process you must spend 1000 gold and 5000xp. Once this process is complete, you increase to large (long) size, get +2 to strength, charisma and constitution, and can freely enter and multiclass between Pegasus and Unicorn classes with no xp or entrance restrictions.

Synchronize [Pony]
“Oh, hi!”
Prerequisites: Magical Pony, Mane enchanted to grant a +4 or greater enhancement bonus to charisma.
Effects: As a swift action you may attempt to synchronize with an adjacent target. As long as your remain synchronized you begin each round next to the target. Additionally, if the target is subject to timestop, haste, any celerity spell, slow, or any other time-effect you are affected in the same way. In the case of timestop, you are brought into the caster’s timestop and you may affect each other normally. You may choose to de-synchronise at any time (e.g. if you see the target flying vertically).

Foreboding [Pony]
“My tail's a twitchin’”
Prerequisites: Magical Pony, Makeover feat or Magical hair class feature.
Effects: Through vague premonitions or well categorized twitches gain some limmited degree of prescience. Whenever a threatening or otherwise important (plus the occasional useless) occurance is going to happen , you gain a vague warning. For instance “Something’s going to fall on you” “There’s an ambush” “Be careful around doors” or “There’s going to be a pretty rainbow”. Additionally, you may act in the surprise round even when you should have been surprised (this should be accompanied by a clue as to what would have surprised you if it isn’t immediately clear.
Drawback: The constant twitches and premonitions take their toll on your mind; you have a -2 penalty to wisdom.

Foresight [Pony]
“Twitchy, twitchy, twitch twitch.”
Prerequisites: Magical Pony, Foreboding feat, Mane Enchanted to +6 or greater.
Effects: You gain full understanding of your premonitions or twitches, giving you a +2 bonus to initiative, +2 dodge bonus to AC, +2 dodge bonus to reflex, you are never flat foot, and you cannot be flanked. Additionally the warnings and alerts become more clear. For instance “Beware of falling frogs” “Kobolds are preparing an ambush nearby” “There’s a trapped door nearby” or “There’s going to be a pretty rainbow soon, but it’s probably not relevant to this adventure”.
Drawback: The twitches and premonitions wreck havoc on your mind giving a penalty of two to intelligence, charisma, and wisdom (which stacks with the penalty for foreboding).

Musical Pony [Pony]
Prerequisites: Magical Pony, 5 ranks in perform (sing), Bard level 1.
Effect:Your levels in Pony Classes (Pegasus, Unicorn or Earth) add to your bard levels when determining the effects, power and daily uses of your bardic music ability.

Wing Slash [Fighter, Pony]
Prerequisites: Pegasus Pony 3, medium size or larger.
You gain two wing attacks (d4 damage plus half strength modifier at medium size) which are natural secondary attacks and count as masterwork weapons, both for the bonus to attack and the capacity to be enchanted as weapons. Wings are enchanted in a similar fashion to the pony tail and the mane.

Objectify [Pony]
Prerequisites: Least Arcane Power as a class feature, Magical Pony.
Effects: You can use the following power as a lesser power through your Least Arcane Power ability. This ability lets you turn a creature of medium size or smaller, or an object of comparable size into a piece of furniture or mundane object. A fortitude save negates this power, and each round the target gets a willpower save to change back at the start of their turn (use the will save of their normal form). This power lasts for concentration plus one round per point of intelligence modifier. Overpowering this ability lets you cast and concentrate on 2 targets at once.

Warpony [Pony, Fighter]
Prerequisites: Magical Pony, Greater weapon focus (Hoof), Heavy armor proficiency, do not have regal form.
Effect: You become the personification of physical power, growing in size and strength. Your barding is considered part of your body and does not add to your encumbrance, nor does it apply an armor check penalty. Additionally, by spending 1000 gold and 5000xp, you become large sized, gain a +10' bonus to speed, +4 to strength and Constitution, your hooves deal d10 damage, and you get the pounce special ability.
Drawback: Once you choose this feat, you are forever restricted to the warrior caste and cannot take the regal form ability.

Shoe In [Pony]
Prerequisites: Magical Pony
Effect:You are a pony with a penchant for shoes; not horseshoes, but something more akin to
You are a pony that can You gain a footwear 'slot'. This does not interfere with your ability to benefit from horseshoes, and when you put on a pair of magical shoes, boots, slippers, or (somehow) sandals, they are magically re-sized and becomes a set of four so long as you wear them. This feat also allows you to wear unlikely mundane footwear (such as glass slippers) without penalty, providing they fit.

Alternative Class Feature

Errant Pony:
Class: Paladin
Instead of gaining a Paladin Mount, you can choose yourself as the mount, and can gain the benefits of the ride skill and mounted feats without the need for a mount (e.g. you can use the ride skill to negate damage to yourself). If you are a Unicorn Pony, your horn counts as a lance for the purpose of a mounted lance. You cannot benefit from this class feature while you are using the opposable hooves feat.

DracoDei
2011-05-06, 11:44 AM
Someone beat you to it.
http://www.giantitp.com/forums/showthread.php?t=182994&highlight=Rarity

Of course, that shouldn't stop you. Practice can be good, and if you think that you can do something that at least some people will find more fun to play than what Waspinator is (has?) doing/done then go by all means go for it.

You can now search the individual forums easily with a button at the top of them. Should make it easy to check for "prior art", or at least the more recent examples of such (depending on how the search works), so that you can build on others work EVEN WHEN you make an informed decision to start from scratch. I assume you didn't know about Waspinator's work since you didn't mention it in your intro.

Rainbownaga
2011-05-17, 07:55 AM
Okay, I've finally finished my basic draft of the character creation for a MLP campaign. It's complicated, but I hope I get some actual reviews now.

It should be clear that what I am attempting with this is far different from what waspinator was doing; I've attempted to make a system where medium level MLP's function as Medium level MLPs using powers similar to those in the two series, and without the need to wear excessive amounts of equipment or use manufactured weapons (but with the option to do so if desired).

I realize that the way I've designed and balanced the classes is unorthodox, but I'm looking forward to any input.