Ponyfinder - Age of Adventure
Some say had the intelligent goats called cloven come first it would have been them who ascended to power. They first encountered the empire in its infancy, making them available in any era. They see ponykind as distant relatives, and so are most friendly with them of the various species. They do not possess cutiemarks. Few cloven dare to travel outside their own or ponykind cities.
Cloven Racial Traits:
Type: Fey (cloven)
Ability Scores: +2 to One Ability Score
Medium: Cloven are medium size and gain no bonuses or penalties due to their
Fast Speed: Cloven have a base speed of 40 feet, and a bipedal speed of 20 feet.
Low-Light Vision: Cloven see twice as far as humans in conditions of dim light.
Mountain Footed: Immune to altitude sickness and keeps Dex bonus to AC while making Climb or Acrobatics checks to cross narrow or slippery surfaces.
Horned: Cloven get a natural gore attack that deals 1d4 damage.
Cloven Resilience: Cloven get a bonus against poison equal to their hit dice.
Cloven Watchfulness: Cloven gain a +2 racial bonus on Appraise , and a +2 racial bonus to Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
Fingerless: See fingerless rules.
Quadruped: Due to being four-legged, cloven receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.
Languages: Cloven begin play speaking Common. Cloven with high intelligence may select from Sylvan, Elven, Terran, or Gnomish as bonus languages.
They are the same size as ponies, but all sport horns and beards, as well as their cloven hooves.
Females have smaller horns and beards, and even the youngest cloven display nubs of horns. Their eyes have distinctive horizontal pupils instead of round ones. Though they lack a cutiemark, tribal dyes, tattoos, and stylized shavings are commonplace. Some fashions or faiths call for shearing their horns, but most cloven are never found without them. Unlike ponies, cloven tend to come in more sedate colors of black, white, brown, or grey.
The cloven are a meritocracy: breeding takes a second seat to ability and achievement. Hence, returning adventurers with discoveries to share and exploits to recount are treated with admiration and respect.
The ruling caste of cloven are those whose accomplishments the community most respects.
Cloven who wish to become leaders may sound like braggarts to foreign ears, as they extol the virtues of their deeds, but that is the cloven way.
Cloven have been and remain neutral in most dealings with the outside world. They prefer to keep to themselves, but have been known to make contact with other races. They are most friendly with ponykind, their cousins by hooves, and welcome the interaction should one decide to venture into a cloven town. Few cloven outside of the Order(see below) venture far from one of the cities, though the young are prone to wanderlust.
The industrious, performance-driven cloven run a smooth, orderly, and therefore lawful society.
Everyone is expected to follow the laws precisely because that’s what is expected of them. Cloven frown upon those that buck the system, and typically heap public humiliation on these unfortunates. However, the rare cloven that demonstrates its methods are a genuine improvement on the status quo can actually change the law.
While most cloven prefer to lead productive lives in the safety of their home cities, some few hear the call of greater purpose. The Order of the Goat is an organization comprised entirely of thrill seeking cloven. Such cloven are considered brave and romantic, but lonely. Good cloven know that when they look for trouble, trouble will find them, so becoming close to an adventuring one is asking for mischief. Cloven who survive their adventuring career and settle down are treated as returning heroes, and typically end their days famous and comfortable.
Flutterponies (or flutters) began as tiny, aggressive, pony pixies that flew in terrifying swarms when threatened.
Towards the end of the empire’s lifespan, some of the swarms began to act erratically. The more charismatic and thoughtful of the swarm began soliciting the others toward better. Bucking their original fate, the swarm consolidated and became a full pony-sized creature of dazzling colors and wings. These full-sized flutters were much more agreeable and intelligent. They banded together to found the city
of Prisma, where they have thrived even as the empire collapsed around them.
Though physically weak, they were quick to work together to rise above their problems. Like the swarms of their origin, they found teamwork to be a natural part of their being. In the times after the empire, flutterponies became an uncommon, though not rare, sight outside their forest city.
Flutterpony Racial Traits
Ability Score: +2 Dexterity, +2 Charisma, -2 Strength
Medium: Flutterponies are medium size and gain no bonuses or penalties due to their size.
Normal speed: Flutters have a base speed of 30 feet, and a bipedal speed of 20 feet.
Butterfly Wings: Flutters have a fly speed of 30 feet with average maneuverability, and cannot fly in medium or heavy armor. Fly becomes a class skill.
Small Origins: Flutterponies may shrink themselves as per reduce person once per day as a spell-like ability with a caster level equal to their character level.
Pony Kin: Any effect, archetype, bloodline, feat, or item that requires or affects ponykind functions fully for flutterponies.
Glowing: As an at-will supernatural ability, flutterponies can emit from their antennae dim light equivalent to a candle to 5 feet. Igniting or dousing their light is a free action.
Fingerless: See fingerless rules.
Quadruped: Due to being four-legged, flutters receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.
Languages: Flutterponies begin play speaking Common. Flutters with high intelligence may learn Sylvan, Elven, Auran, or Gnomish as bonus languages.
Flutterponies appear much like intensely colorful pegasi. The average flutterpony has at least three colors in their pelt and mane, to say nothing of their large butterfly or dragonfly wings. Their wings tend to be a riot of colors, which blends well with their colorful rainforest home. Protruding from the head are two antennea with large bobs at the end that can be made to glow.
Flutterponies place high value on family lines. The children of important people are assumed also to be important unless dramatically proven otherwise. Families consist of a mated pair and young, which remain with the parents for about fifteen years. Flutterponies only have one or two foals at a time, and have no more while any foals remain at home. Marriages can be either prearranged or spontaneous, with the former becoming more likely the higher the social caste of the flutters involved.
Flutterponies consider themselves ponies, even if their stock does not originate from the original ponies. Thus, they get along well with ponies and welcome them eagerly to their side, even marrying them. The children of such unions are either flutterponies, or the other pony’s type, never hybrids. Flutterponies get along especially well with pegasi, who they regard as drab cousins. Though they taunt their feathered friends for lacking bedazzling hues, they admire pegasi air-borne agility.
When dealing with other races, flutters tend toward reservation. Merchants who come to deal with flutters fast learn to wear their brightest and most ostentatious clothing, as this pleases the flutters.
Flutters come off as vain and shallow. Because they value presentation as much as substance, their laws are open to wild interpretation. This results in a chaotic bent in flutter society. Often criminals are judged for being ugly before courts weigh the facts.
Flutters leave their city for many reasons, foremost being simple wanderlust. They want to see what lies beyond the trees, and going there is the only way to find out. Easily drawn by curiosity and whimsy, flutter adventurers are given to flights of fancy. Ugly beasts and monsters repulse them, and they can be all too easily drawn in by comely seducers, but their skill with magic and sheer eagerness gets them into adventuring teams braving the unknown.
First encountered when the early ponykind ancestors ventured into the mountains to find a home, griffons are a mildly xenophobic race of proud flyers. It’s said watching their majestic flights inspired the first of the mountain pony tribes to embrace the air, eventually giving rise to the pegasi.
As fellow children of the sky, pegasi and griffons typically get along best, and contact between griffon and ponykind tend to go through pegasus channels.
Griffon Racial Traits:
Type: Fey (Griffon)
Ability Scores: +2 Strength, +2 Wisdom, -2 Charisma
Flight: Griffons have a fly speed of 40 feet with poor maneuverability. Fly becomes a class skill.
Bite: Griffons have a bite attack that does 1d6 damage
Medium: Griffons are medium size and gain no bonuses or penalties due to their size.
Normal Speed: griffons have a base speed of 30 feet, and a bipedal speed of 20 feet.
Low-Light Vision: Griffons see twice as far as humans in conditions of dim light.
Quadruped: Due to being four-legged, griffons receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.
Cloud Walker: Griffons may treat fog, mist, or any cloud, as solid.
Languages: Griffons start play speaking Common, and intelligent griffons may select from Sylvan, Elven, Auran, or Gnomish as bonus languages.
Griffons are quadrupeds, like ponykind. Unlike ponies, griffon forelegs terminate in clever, functioning talons. They appear as a combination of species. Their forward half and wings are that of a bird of prey, most often an eagle, though hawks are common. Their back end is that of a feline predator, such as a lion or cougar. As befits their combined heritage, they are primarily carnivores, though they do enjoy supplementing their diet with the occasional fruit or other sweet treat.
Griffons are fully capable of using their talons as fingers. They do this while hovering or by rearing up on hind legs. They have full use of all magic slots without modification to the item required. While capable of walking in such a stance, it is not ideal.
Griffons operate in competitive prides. Though griffons consider themselves better than other races, and will defend other griffons against slights from non-griffons, they dislike the company of large crowds, especially too many griffons. The leader
of a pride is considered the best of them, proven through cleverness, strength, or, rarely, sheer age and wisdom. Any griffon may challenge the current leader for dominance, but the leader chooses the contest.
Those who lose and still challenge the commands of the leader are pushed out of the pride and set off on their own, sometimes forming their own pride. Many adventuring griffons emerge from such disputes.
Due to the more egalitarian nature of griffon challenges, they find ponykind’s matriarchy to be a curious, weak concept. What if a male were the strongest, or wisest, or the cleverest? Griffons snicker quietly behind their talons at the folly of their neighbors. But to entertain their absurd notions, and engender respect, griffons will send females more often than males to deal with the matriarchal ponykind.
When the pony empire collapsed, most griffons withdrew to their mountain holdings. Griffons became rare sights outside their territories, though wanderlust, or insubordination, still sends the occasional young griffon out into the world.
The sight of a griffon puts fear into creatures, and griffons consider this wise. Though they were content remaining in their mountain prides for many years, contact with ponykind have drawn some down to integrate with pony society, and through it, come into contact with the other intelligent species of the world. Griffons, despite their unrelenting sense of superiority, never made a bid for global dominance, nor banded into any great empire or marauding force. They enjoy mercenary work, and make capable craftspeople. As neighbors go, they are passable if one can forgive their unyielding ego.
Griffons are prideful beasts, and tend to favor their own hide above any other, meaning that good aligned griffons are the minority. Most will abide by promises made, unless they determine that the one they are dealing with has become significantly weaker since the promise was made. To their credit, they will typically exploit such weakness with a sudden renegotiation of the terms, as opposed to an overnight betrayal of the oath given. If a griffon truly wishes to outright break an oath, they will challenge the holder of it, and demand their freedom with the victory.
When griffons are young, they will often fall at odds with their pride leaders. While most have sense beaten into their thick skulls, some refuse to come into line, and are cast out of the prides. Such outcast griffons often migrate to pony lands—or even further—pursuing their place. These griffons take up whatever cause suits their fancy, even just fame and fortune.
Purrsians are a winged feline race that acquired sentience before ponykind. They enjoy amassing wealth, and this caused them to settle into towns as opposed to adopting a nomadic lifestyle. They came into contact with ponykind when ponykind first ventured into the desert. The sun ponies have since enjoyed mostly friendly relations with the purrsian.
PURRSIAN RACIAL TRAITS
Ability Score: +2 Dexterity, +2 Charisma, -2 Wisdom
Medium: Purrsians are medium size and gain no bonuses or penalties due to their size.
Fast Speed: Purrsians have a base speed of 40 feet and a bipedal speed of 30 feet.
Winged: Purrsians have a fly speed of 30 feet with clumsy maneuverability. This is natural flight. Fly becomes a class skill.
Fanged: Purrsians have a bite attack that deals 1d3 damage.
Feline Charisma: When they attempt to change a creature’s attitude and fail by 5 or more, purrsians can try again, even if 24 hours have not passed.
Feline Speed: Purrsians gain a +10-foot racial bonus to land speed when using the charge, run, or withdraw actions.
Low-Light Vision: Purrsians see twice as far as humans in conditions of dim light.
Quadruped: Due to being four-legged, purrsians receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.
Languages: Purrsians begin play speaking Common, and intelligent purrsians may select from Sylvan, Dwarven, Auran, or Gnomish as bonus languages.
They are larger than ponies by a head in height and some additional body length. They come in a wide variety of colors and patterns, from rosette spots to stripes or solid colors. Like ponies, purrsian colors come from the whole spectrum and usually match or complement. Their wings are usually of the same color and pattern as the rest of their coat.
They have long tails, sharp teeth, and sharper claws at the end of clever fingers. These retractable claws are sharp and hard enough that they are commonly used in crafting, even to etch and work at precious gems. Purrsians are omnivores that require meat but enjoy fresh fruits when available, especially as drinks.
Purrsians enjoy opulence, relaxation, and showing off. The wealth a purrsian has gathered is the measure of its success. These traits, perhaps, are why they never formed an empire of their own, choosing instead to show off from within the confines of the pony empire, while it lasted. Traveling purrsians often bedeck themselves in their most lustrous portable jewelry, to demonstrate their wealth and strength of character for all to see.
Because not every purrsian covets the same treasure, trading developed early and wide. While one desires ancient scrolls, another is wild for rubies. What one cat merely enjoys, some other purrsian, or even another race, wants desperately. They are eager traders, all the better to get the treasure they truly want. Purrsians tend to arrive burdened with trade goods and leave with just as much local goods, making for delighted merchants and warm welcomes in cities across the continent.
Purrsians enjoy good relations with most races willing to trade. Their opulent dress does much to assuage humanoids, getting them in the door where sun cats(see below) would be refused. Rogue purrsians are terrible things, hunting wherever they wish with no concern for anything but treasure and their own hide.
Purrsians lean mildly towards evil, with their penchant for selfishness. They’re just out to win, everyone else be damned. This selfishness is usually tempered by respect for the rules of the society, and most purrsians will play by those rules. While many purrsians fall around lawful evil, an individual can be of whatever alignment.
There are selfless purrsians, but they are in the minority. A burning purrsian house will draw ten neighbors. Six will offer to build a new house at a fair rate, one will offer a discount, and one will sneak over to ‘rescue’ any valuables from the flames, while two will try to douse the fire.
The draw of the adventurer’s life is that of hidden treasure. The idea that they could get an artifact that none of their less bold neighbors could dream of having is enough to propel a young purrsian into the unknown. As adventuring partners, purrsians think of themselves first, so collaboration can be difficult.
They are not stupid, however, and most learn that the success of the party means the success of the purrsian.
Their origin is a mystery, as is the exact nature of their internal workings. The steelhearts are constructs, in the shape of a pony, that claim life despite clearly artificial origins. Others would call them golems, but they loathe the term. They serve no being without a choice, and have free will to decide their lot in life. Rather than born, steelheart young are constructed by two or more steelhearts working in concert to assemble their child. This can only be done using specialized tools even the steelhearts do not know how to manufacture. Because of this, their factories are sacrosanct; even crusaders cannot match the zeal with which they are protected and maintained.
The source of their frailties compared to true golems was a mystery for many years, until a dead steelheart was discovered and examined away from the supervision of its peers. Steelhearts appear to be partially plant based, with thick knots of wood located around where the belly would be and running in fine patterns through the body. This living component gives them drive, but it can be harmed, leaving steelhearts in a curious state between living and construct with some of the benefits of both.
When they were first discovered, the Queen ordered the secret of their creation discovered. The attempt failed, and instilled such fear in the steelhearts they declared war on the ponykind. Bloodshed and dismantlement persisted fifteen months. Peace was eventually brokered, but part of the agreement of this peace was that ponykind would never again attempt to force access to any steelheart factory.
STEELHEART RACIAL TRAITS:
Type: Half-Construct, Fey
Ability Score: +2 Constitution, +2 Intelligence, -2 Wisdom
Medium: Steelhearts are medium size and gain no bonuses or penalties due to their size.
Normal Speed: Steelhearts have a base speed of 30 feet, and a bipedal speed of 20 feet.
Heart of Steel: Steelhearts gain a +2 racial bonus vs disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Cold Heart: Steelhearts cannot be raised or resurrected by spell. Returning to a factory and paying the material component price for either can restore them to health with the help of the local priests, as if the equivalent spell were cast.
Iron Lungs: Steelhearts do not need to eat, breathe, or sleep. They may do so, if there is benefit, such as sleeping to regain spells, or drinking a potion.
Conductive: Steelhearts have electricity resistance 5.
Fingerless: See fingerless rules.
Low-Light Vision: Steelhearts see twice as far as humans in conditions of dim light.
Quadruped: Due to being four-legged, steelhearts receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.
Languages: Steelhearts begin play speaking Common, and Intelligent Steelhearts may select from Sylvan, Dwarven, Gnomish, or Terran as bonus languages
They appear as ponykind with hides made of metal. The selection of metal used for the exterior varies wildly on the whim of the steelheart’s parents, but brass, steel, and tin are popular selections. Their eyes are expressive orbs of light, often set behind glass. While cutiemarks are not a required part of their construction, it is a popular thing to do. Being decoration, a steelheartis free to change its mark at their discretion, provided some metal-working tools and dye.
The steelhearts have learned much through their shared cultural exchange with the short-lived ponies. They learned to respect their dead with memorial and ritual. They have also cultivated their appreciation for art, philosophy, and expression. Each steelheart has their own tastes and pleasures, even if a visiting pony is perplexed at the idea of a steelheart with a collection of paintings or a singing hobby.
Steelheart family life tends to be short. Two or more steelhearts decide that they have complimenting traits and decide to create offspring. They travel to the closest factory and petition the steelheart assembly priests in attendance for permission to fabricate. If they are found worthy, they are permitted to enter and begin the sacred task of creating new life.
Once this is complete, the family is charged with the task of instructing and raising the youth over a strict twenty-year period. When this is complete, the family is free to disperse, and often does exactly that. Sometimes, steelhearts decide they favor their current company, and the family persists despite the youth being raised. Steelhearts do not have a physical gender, though may identify with either of their personal choosing.
When they don’t feel their future is threatened, steelhearts are eager traders and scholars. Long travel does not bother them. Since they don’t need to eat, just rest at times to restore whatever power source propels them, they can go long distances in inhospitable terrain without complaint, getting market goods where they need to go. Steelhearts find the concept of war for any reason less than a threat upon the factories contemptibly wasteful. Making and raising steelhearts takes too much time and energy to squander it on a war.
Steelhearts are each unique, with outlooks formed by bias of their manufacture, upbringing, and decisions. One steelheart may be a chivalrous protector of the downtrodden while another schemes to exploit the world for every gold piece it has.
The urge to explore and learn, strong in steelhearts, draws them to the adventuring life, to see things normal people would never have opportunity to see. The ultimate prize is the secret of their own existence, to return the method of creating new factories to their people.
Deer are among the oldest races, and are naturally very gifted when it comes druidic magic and experts of ancient lore. Proud of their heritage and culture, deer see themselves as the guardians of nature and the earth. Often stubborn and very much traditionalists, deer hold true to their beliefs and connection to the land though normally live apart and isolated in family units that may join together with their own kind through marriage or alliance. This race tend to remain in their homelands and are not usually the adventurous sort. They are suspicious of strangers, not one to trust those that are not like them, and fear nothing more then capture by others. Because of this deer, as a whole, actively avoid pony towns and settlements. Adventurers are the exceptions, willing to brave the world as a whole, even the worrisome civilized parts of it.
Deer Racial Traits:
Type: Fey (deer)
Ability Scores: +2 Dex, +2 Wis, -2 Con
Medium: Deer are medium size and gain no bonuses or penalties due to their size.
Fast Speed: Deer have a base speed of 40 feet, and a bipedal speed of 20 feet.
Low-Light Vision: Deer see twice as far as humans in conditions of dim light.
Fleet-Footed: Deer are naturally very lithe and agile, given to being very quick with a strong sense to avoid danger or threats around them. Deer receive Run as bonus feat and a +2 racial bonus on initiative checks.
Distrusting: A Deer takes a -4 to diplomacy yet also a +2 to sense motive checks when interacting with strangers and those they meet for the first time.
Guarded Freedom: Deer gain a +2 to perception checks but whenever they are entangled, pinned or bound, this race immediately becomes shaken.
Fingerless: See fingerless rules.
Quadruped: Due to being four-legged, deer receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.