Ponykind Races

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.

Ponykind Racial Traits:
Type: Fey (ponykind)
Ability Scores: +2 Constitution, +2 Wisdom, -2 Dexterity
Medium: Ponies are medium size and gain no bonuses or penalties due to their size.
Fast Speed: Ponies have a base speed of 40 feet, and a bipedal speed of 20 feet.
Low-Light Vision: Ponies see twice as far as humans in conditions of dim light.
Earth-Bound: Ponies gain a +2 racial bonus on saving throws against poison, spells, and spelllike abilities, as well as Endurance as a bonus feat at 1st level.
Unique Destiny: Ponies select one extra feat at
1st level.
Fingerless: See fingerless rules.
Quadruped: Due to being four-legged, ponykind receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.

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 cutiemark 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, Crystal 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.

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.

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.

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.

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 mark. Loyal to their friends, any adventuring group that accepts a pony is likely to have a companion for life.

Quadrupeds and Factions
Well intended 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 blame at their hooves.

Fingerless Rules
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.

You were born with wings and were destined to take to the skies. You gain the following abilities:
Alternate Race Traits
Flight Pegasi have a fly speed of 30 feet with clumsy maneuverability.
Cloud Walker: May treat fog, or any cloud, as solid.
Replace attribute modifiers with: +2 Dexterity, +2 Wisdom, and -2 Strength
Fly becomes a class skill.
Pegasi cannot fly in medium or heavy armor.
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.
Alternate Race Traits
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) +2 to Concentration checks when casting defensively
Replace attribute modifiers with: +2 Constitution, +2 Intelligence, and -2 Dexterity
These racial traits replace the normal pony attribute modifiers and the Earth-Bound trait.

Alternate Race Traits
Long ago, a group of ponies no one now remembers, 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 mark 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 romances 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 the Queen 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 of Bit N’ Bolt, fabricated over decades by one pony using his own parts until the monument to his beloved city was complete.
Their cutiemark 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.
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.

Base Speed reduced to 30ft.
Gain half-construct subtype.
Half Construct: +2 racial bonus to saving throws against disease, poison, and effects that cause exhaustion or fatigue. +2 vs. mind-affecting affects.
Fragile Soul: Clockwork cannot be raised or resurrected normally.
Machine Life: Clockwork do not need to eat, breathe, or sleep. They may do so, if they wish, or to gain a benefit, such as drinking a potion, or sleeping to regain spells.
Extreme Design: Whatever negative attribute you gain to your attributes due to race is further reduced by 2. For example, if you are an earthbound clockwork, your dexterity would lower by 2. If your race has no attribute negative, select any one to receive -2.
These racial traits replace the Unique Destiny trait.

Alternate Race Traits
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 Changelings tend more towards selfish alignments, individuals can seek greater things, despite their origin.
Gain 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 Changeling 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 the Unique Destiny trait.

Crystal Pony
Your pelt glimmers, even in the dimmest light.
You are tied to and appear to be made of Crystalstones as much as fur and flesh. Old stories tell of a kingdom of your kind, which was once a source of hope and radiance.
Your kingdom came to be before the Queen and her empire took hold in the world. The Kingdom of Crystals stood as a gleaming jewel scant miles north from where Blevik would later be founded. Very progressive for its time, it welcomed ponies of many tribes within its solid walls. Also advanced were its laws, which were comprehensive and, in the eyes of its people, just. Ponies were judged by their accomplishment and strength of character, as opposed to their tribe.
It is said that the crystalline pelt that characterizes the modern day Crystal 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 Crystal-like fur coat is a sign of destiny, as sure as any mark, 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.
Alternate Race Traits
Crystalline: +2 racial bonus to Armor Class vs. rays. Once per day, a Crystal 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: Gain +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. Gain earth subtype.
These racial traits replace the Unique Destiny trait.

Sea Horse
Alternate Race Traits
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.
Base Speed reduced to 30ft.
Gain 40ft. swim speed.
Swim becomes a class skill.
This replaces Earth- Bound.

Alternate Race Traits
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.
The cutiemark manifests much differently for zebra than 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 its. Other zebras can examine such a mark and with DC 25 spellcraft check, gain a +4 circumstance bonus to Sense Motive checks against that zebra until the mark changes. If a zebra has deciphered a mark before, doing so again allows the zebra to recognize the mark, and its bearer, even if the target zebra is disguised or the mark has changed since the last viewing. While one could glean hints as to any ponykind’s nature by their mark, 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.
Attribute modifiers become: +2 Intelligence and +2 Wisdom
+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.
This replaces Earth-Bound.

Alternate Racial Traits
A race of ponies from the distant land of the mystical east, whether Haysia or Neighpon, whose blood became mixed with that of the dragons of their home and over time developed them into who they are now. A somewhat mysterious race, soft spoken and with powers over one of the four elements fire, water, earth, and air though a race few gain dragon’s seemingly ancient lifespan. They have even grown to have much in common not only with dragons given the more scaly coats and draconic features but that with elemental as well. With the more vibrant reds, yellows, and oranges of fire kirin or that of the softer, deeper blues and sea greens of water kirin. There are the darker and richer greens and earthen browns of earth kirin with the wind swept lighter colors of air kirin. They all have slight personality differences but all share the stubbornness and pride of dragons, often seeming to stand above those not of their race. Yet others prefer learning magic that taps into the world around them, that of the elements, and the roles of scholars and warriors.

Type: Gains the dragon subtype
Scaly Coat: Members of this race gain a +1 natural armor bonus to their Armor Class.
In the Blood: Kirin share a bond with one of four elements and gain the corresponding +5 resistance to either Fire (fire), Water (cold), Earth (acid), or Air (electricity) yet also gain a corresponding elemental venerability (Fire to cold, Water to electricity, Air to acid, Earth to fire)
Heritage Gifts: Based on their element, kirin gain fast healing 2 for 1 round anytime they take damage from their element’s corresponding energy type. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Also, once per day as a swift action a kirin can call on the power lurking within them to shroud its forelegs in the energy type that corresponds to their element. Unarmed strikes with its hooves (or attacks with weapons held in their hooves or mouth) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a free action.
These replace Earth-Bound and the Unique Destiny trait.

Alternate Racial Abilities
Dragonic Spark: Members of this race gain a +2 bonus on Diplomacy checks when interacting with dragons and saving throws against death effects. They can use lesser age resistance once per day as a spell-like ability.
This replaces the ability Heritage Gifts

Ponykind Races

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