Racial Archetypes

The following options are available to ponykind and/or quadrupedal races.
Aerial Warrior (Barbarian)
The pegasi have worked out unique ways to take fury to the skies. They maximize their flying mobility to strike at foes from all directions at once. This archetype can only be taken by barbarians with a natural fly speed.
Swift Wings (Ex): Aerial warriors apply their bonus movement from fast movement to their flying speed, but do not gain land speed.
This modifies fast movement.
Ultimate Mobility (Ex): At 3rd level, aerial warriors gain a +1 insight bonus to AC vs attacks of opportunity due to movement. This bonus increases by one for every three barbarian levels beyond 3rd.
This replaces trap sense.
Dive Bomb (Ex): At 4th level, when charging while flying, the aerial warrior does not gain a bonus to hit. Instead, the bonus goes to damage. After the first attack, the aerial warrior gains a penalty to hit until the start of their next turn equal to the bonus they had received.
This replaces improved uncanny dodge.

Artifact Tender (Rogue)
Some rogues just like toys. These rogues are specialized in finding and using all manner of magical devices. Eventually they are better at it than the spellcasters that originally made them.
Careful Examination (Ex): At 1st level, the rogue gains a +1 to use magic device per 2 levels of rogue(minimum 1).
This replaces trapfinding.
Discerning Eye (Sp): At 2nd level, the rogue gains the ability to cast _detect magic _as a spell-like ability at will.
This replaces the 2nd level rogue talent.
Powerful Release (Su): At 7th level, the rogue may activate an item with a surge of power. This requires a Use Magic Device check with the DC increased by 5(minimum 25). If the item would normally use a charge to perform the function, it uses one extra, and performs as if its caster level were two higher.
This replaces the sneak attack increase at level 3 and 7.
Conservative Use (Su): At 10th level, the rogue may attempt to activate an item without depleting its resources. As a full round action, make a Use Magic Device check(minimum DC 20). Success activates the item. On a failure, the item does not activate and the action is wasted. For every five the DC is beaten, one charge is not spent (to a minimum of 1).
This replaces improved uncanny dodge.
Artifact Preservation (Su): At 14th level, the rogue gains use of make whole as a spell-like ability three times per day with a caster level equal to their rogue level.
This replaces the 14th level rogue talent.

Elemental Savant (Druid)
Everglow resides in a state of intense, gracefully balanced friction among elemental planes. Some druids are drawn towards that interplay, becoming puissant in the arts of elementalism above that of naturalism as the vibrant energy of the world flows through them.
Wild Empathy (Ex): An elemental savant can use wild empathy on elementals instead of animals.
Elemental Bond: A savant that chooses a domain must select an elemental one(Such as water, fire, etc…)
Totemic Summons (Su): At 5th level, a savant may cast summon monster(Which they gain instead of, and can cast spontaneously in the same fashion as summon nature’s ally) as a standard action when summoning elementals, and summoned elementals gain temporary hit points equal to her druid level. She can apply the young template to any elemental to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates.
This ability replaces a thousand faces.
Wild Shape (Su): At 6th level, a savant’s wild shape ability functions at her druid level -2. If she takes on the form of an elemental, she instead uses her druid level +2.

Mobile Cannon (Gunslinger)
Four-legged races face unique challenges when they pursue the way of the gun. Those trained as mobile cannons trade finesse for raw power, leveraging their enhanced ability to endure heavy loads to their advantage.
Quadrupedal Reload (Ex): Mobile cannons may attach two-handed firearms to their weapon rack. Any such weapon can be reloaded and fired by the gunslinger as long as they have a single hand available (even if that happens to be a mouth in the case of most ponykind).
Heavy Calibre (Ex): At 3rd level, a mobile cannon learns to use their namesake. They may use a two handed firearm that is one size larger than they are. Attacks with this oversized weapon suffer a -5 penalty.
This replaces Nimble.
Double Cannon (Ex): At 9th level, a mobile cannon can attach two two-handed firearms to their weapon rack. This is handled as per two-weapon fighting and the gunslinger is considered to have the two-weapon fighting feat. The off-hand firearm is handled as light, unless it is oversized.
This replaces the 8th level bonus feat and the gun training upgrade at levels 9 and 13.
Manic Reload (Ex): At 11th level, a mobile cannon can spend a grit point to increase their reload speed by one step until the start of their next turn.
This replaces the 11th level deed. Mobile cannons may not take lightning reload.

Mystic Prancer(Bard)
Music is an important part of pony culture. Those who leave pony lands in pursuit of new songs bring with them the history of their people and display it proudly to all who will see it.
Prancing Step (Ex): Living up to their name, prancers move with a springy motion, causing attacks to fall high or low against them as they move about the battlefield. They gain a +1 per 4 levels dodge bonus against attacks of opportunity due to movement.
This replaces proficiency with shields.
Well Mannered (Ex): Prancers are very eager to make a good impression with other cultures. The prancer gains a bonus to Diplomacy and Bluff equal to half their bard level. This only works on
someone they do not yet know well.
This replaces countersong.
Lead the Horde (Su): When a prancer uses fascinate, their victims become drawn to the pony. Targets will follow the prancer where they go, moving as closely as they can without actually entering the prancer’s square. Prancers can affect beings that are normally immune to mind-affecting abilities.
A prancer’s fascinate does not work on any creature larger than small.

Natural Magus(Magus)
In the world of Everglow, magic runs thick through many of the race’s veins. It is only natural that some learn to use this inner magic to enhance their spellsword abilities.
Inner Reserves (Su): At 1st level, the magus may as a standard action recharge their arcane pool by sacrificing spell-like abilities. The spell-like ability must have a limited use of 3 per day or less. The amount regained is equal to the spell level of the sacrificed ability(0 level spells cannot be so sacrificed). In this fashion, the magus can regain a maximum of points equal to their caster level per day.
This replaces their light armor proficiency.
Distant Strike (Su): At 7th level, the magus may strike a foe up to 30ft. away with their held weapon as a standard action. This is calculated as a ranged attack, but does not provoke attacks of opportunity. Use of this ability consumes one point from their arcane pool. This alters their medium armor proficiency gained at 7th level, which becomes light armor proficiency instead.
This replaces the 9th level arcana.
Mind over Nature (Ex): At 13th level, the magus may elect to use intelligence instead of charisma for any spell-like ability they have. This replaces heavy armor proficiency normally gained at 13th level.

Pony Scholar(Wizard)
Ponies that delve into magic become eager to learn any spell that they can get their hooves on. Their natural focus on their destiny lends to a more intuitive approach.
Pony’s Focus (Ex): At 1st level, the pony selects two additional schools of opposition. The pony also uses the highest of intelligence, charisma, or wisdom for purpose of spellcasting DCs, number of spell slots, and related factors.
Rigorous Memorization (Su): At 10th level, the pony may choose not to lose a spell when cast, but becomes fatigued. If already fatigued, the pony becomes exhausted. This ability cannot be used while exhausted. This ability may be used once per day, plus one additional time for every five levels past 10.
This replaces the bonus feat gained at 10th level.

Scholar of Tribes (Wizard)
Throughout ponykind history, there are those who have delved into the secrets that divide and connect the ponykind tribes. Some do it out of jealousy, some for power, and others are simply curious. Scholar of Tribes wizards must specialize in transmutation.
Tribal Guest (Ex): At 5th level, the pony may learn and cast spells that are restricted to specific other tribes of ponykind. They also gain +2 to Bluff and Disguise checks made to impersonate other tribes.
This replaces the bonus feat gained at 5th level..
Tribal Member (Su): At 10th level, the pony may imitate another tribe of ponykind. While doing so, they appear as one of them, with the specifics up to the wizard, though imitating specific ponies is not possible. This is a polymorph effect and acts as per beast shape IV. This ability may be used for up to ten minutes per level. These ten minute segments do not have to be used consecutively. While imitating a tribe, magic items and spells perform as if the wizards were of that tribe.
This replaces the bonus feat gained at 10th level.
Tribal Leader (Su): At 15th level, the pony may empower tribal gifts. With a touch, the target effect related to it gains a +1 effective level per 4 caster levels for up to caster level rounds. If the effect has a DC, increase it by 1 per 8 caster levels.
This ability may be used once per day, plus one per point of intelligence bonus.
This replaces the bonus feat gained at 15th level.

Tribal Thief (Alchemist)
Some ponies are jealous of the gifts given to other tribes and races. They concoct mutagens that allow them, for a time, to imitate them. Some say that this art is what caused Changeling ponies to come into existence.
Tribal Mixture (Ex): When creating a mutagen, the alchemist may choose to add one effect from the following list: Fly 30ft. (poor), Earth-Bound, mage hand as a spell-like ability, or Swim 30ft. If a mutagen is laced with an extra effect, the imbiber will gain only half the normal amount of natural armor given by the mutagen.
Explosive Thief (Ex): At fifth level, the alchemist may choose to enhance their bombs at time of creation with special ingredients that cause it to deal only half its normal damage. Instead of this damage, the alchemist gains use of one racial ability the target has that is available in _beast __shape I_. The theft only occurs on a direct hit and persists for one minute per level and expends an additional daily use of the alchemist’s bomb ability.
This replaces the fourth level discovery and +2 poison resistance.
Enhanced Thief(Ex): At level 9, their ability to steal powers grows, and they may take any one ability listed in beast shape III.
This replaces the eighth level discovery and +4 poison resistance.
Supreme Thief(Ex): At level 14, they reach the zenith of their stealing abilities, and may choose to actually become their victim as per _beast shape IV, __elemental body II, or vermin shape II. _If this option is chosen, the bomb does no damage or special effects at all, and uses three daily uses of bombs to create.
This replaces +6 poison resistance, poison immunity, and the level 14 discovery.
Thieving bombs do not stack. If an alchemist would gain the bonuses or effects of a new thieving bomb, the old effect or bonus is immediately lost. Ponies are considered valid targets for these bombs(use mechanics from beast shape,
equipment does not meld).

Warden of the Night (Paladin)
These paladins serve the moon princess. They wear darker colors and their divine powers manifest in silvery hues of the moon’s fullness instead of the blinding golden glow of the sun. They are dedicated to fighting off evil in its home turf, keeping it safe for innocent ponies.
Moon’s Mercy (Su): At 4th level, wardens gain the ability to banish darkness for a time. When they channel to harm, it manifests in a bright glow of silvery moonlight as per _daylight _with a duration of 1 round per paladin level. It is effective against shapeshifters and aberrations, but only half damage to undead. Wardens may not channel to heal.
Lunacy Reprieve (Su): Wardens may select confusion as a mercy, curing confusion effects when they perform a lay on hands.
Lunar Wisdom (Su): The paladin may expend a memorized spell as a move action to share the wisdom of the moon. All allies within 30ft. gain an insight bonus to Perception and Sense Motive equal to the spell level expended for as many rounds as your caster level.
Silver Touch (Su): Instead of dealing double damage to evil dragons while smiting, wardens do double damage to evil shapeshifters.

Witch Doctor (Witch)
Some ponies listen to the soft whispers of the land spirits, rather than pledge their services to any single entity. These sorts of witches are more easily accepted in pony communities.
Patron: These patrons are common amongst witch doctors: Wisdom, Animals, Transformation, Endurance
Hexes: These hexes are common amongst witch doctors: Ward, Tongues, Healing, Fortune, Flight
Herbal Remedies (Ex): At 8th level, as a full round action, a witch doctor may prepare and administer a remedy of mashed herbs to an ally within reach. This remedy cures bleeding, stun, paralyzation, and sleep effects. If the target is poisoned, they
may take a new saving throw to immediately end it. This ability may be used once per day per two witch levels.
This ability replaces the 8th level hex.
Bubbling Brew (Su): The image of a witch tending to their cauldron is not one without roots in reality. At 10th level, witch doctors may prepare a brew. This requires a fire, a large container(cauldrons are popular), a supply of herbs worth 10gp per witch level, and an hour. The result is one dose per four witch levels and functions as per Restoration. Three doses will remove one negative level. The brew can be bottled, but if a new brew is made, any existing batches become inert.
This replaces the 10th level hex.
Ancient Lorekeeper (Oracle; Deer)
The ancient lorekeeper is an archetype of the oracle class, available to deerish oracles.
The ancient lorekeeper is a repository for all the beliefs and vast knowledge of an deerish people. She shows a strong interest in and understanding of histories and creation legends at a young age, and as she matures her calling to serve as the memory of her long-lived people becomes clear to all who know her.

Class Features
An ancient lorekeeper has the following class features:
Class Skills
An ancient lorekeeper adds Knowledge (nature) and Knowledge (local) to her list of class skills. Whenever she makes a Knowledge check of any kind about a question regarding deer (creatures of the deer subtype), the ancient lorekeeper adds half her class level on her check. This replaces the bonus skills the ancient lorekeeper gains from her mystery.
Deerish Druidism (Ex)
At 2nd level, an ancient lorekeeper’s mastery of deerish legends and philosophy has allowed her to master one spell used by deer druids. She selects one spell from the druid spell list that is at least one level lower than the highest-level oracle spell she can cast. The ancient lorekeeper gains this as a bonus spell known. The spell is treated as one level higher than its true level for all purposes. The ancient lorekeeper may choose an additional spell at 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels.
This ability replaces the bonus spells she would normally gain at these levels from her chosen mystery.
The following oracle mysteries complement the ancient lorekeeper archetype: Lore, Nature, Waves, Wind; Ancestor, Time, Wood.
Treesinger (Druid; Deer)
The treesinger is an archetype of the druid class, available to deer druids.
Deer live far longer than other common races, and a single deer may see whole empires rise and fall. Given the impermanence of the cultures around them, it’s small wonder that some deer turn to the timeless growth of nature for solace, finding allies among the great trees themselves, and even leading the forest’s plants into combat.
Class Features
A treesinger has the following class features:
Plant Bond (Ex)
At 1st level, a treesinger forms a mystic bond with plant life. This bond can take one of two forms.
The first grants the treesinger one of the following domains: Plant; Growth; Jungle, Swamp. When determining the powers and bonus spells granted by this domain, the treesinger’s effective cleric level is equal to her druid level. A treesinger who selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot, and this spell cannot be used to cast a spell spontaneously.
The second option is to form a close bond with a plant companion. A treesinger may begin play with any of the plants listed below. This plant is a loyal companion that accompanies the treesinger on her adventures. Except for the companion being a creature of the plant type, drawn from the list below, this ability otherwise works like the standard druid’s animal companion ability.
Plant bond replaces the druid’s nature bond ability.
Plant Companions
Each plant companion has different starting sizes, speed, attacks, ability scores, and special qualities. All plant attacks are made using the creature’s full base attack bonus unless otherwise noted. Plant attacks add the plant’s Strength modifier on the damage roll, unless it has only one attack, in which case it adds 1-1/2 times its Strength modifier. Some plant companions have special abilities, such as scent. Plant companions cannot gain armor or weapon proficiency feats, even as they advance in hit dice, and cannot use manufactured weapons at all unless their description says otherwise.
As you gain levels, your plant companion grows in power as well. It gains the same bonuses that are gained by animal companions, noted on Table: Animal Companion Base Statistics. Each plant companion gains an additional bonus, usually at 4th or 7th level, as listed with each plant choice. Instead of taking the listed benefit at 4th level, you can instead choose to increase the companion’s Strength and Constitution by 2.
Carnivorous Flower
Starting Statistics
Size Small; Speed 30 ft., climb 10 ft.; AC +2 natural armor; Attack bite (1d6);
Ability Scores Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10;
Special Qualities low-light vision, scent.
4th-Level Advancement
Size Medium; Attack bite (2d6);
Ability Scores Str +4, Dex –2, Con +2;
Special Attacks rage (1/day, as the barbarian class feature for 6 rounds).
Crawling Vine
Starting Statistics
Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor;Attack slam (1d4);
Ability Scores Str 13, Dex 17, Con 13, Int 1, Wis 12, Cha 2;
Special Attacks grab; Special Qualities low-light vision, scent.
4th-Level Advancement
Size Large; AC +1 natural armor; Attack slam (1d6);
Ability Scores Str +8, Dex –2, Con +4; Special Attacks constrict 1d6.

Puffball (Floating Fungus)
Starting Statistics
Size Small; Speed 20 ft., fly 60 ft. (average); AC +1 natural armor;Attack thorn (1d4 plus poison);
Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6;
Special Attacks poison (Frequency 1 round 6, Effect 1 Con damage, Cure 1 save, Con-based DC);
Special Qualities low-light vision.
4th-Level Advancement
Ability Scores Str +2, Con +2.

Sapling Treant
Starting Statistics
Size Medium; Speed 30 ft., climb 30 ft.; AC +1 natural armor;Attack 2 slams (1d6);
Ability Scores Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7;
Special Qualities double damage against objects, low-light vision.
4th-Level Advancement
Size Large; AC +2 natural armor; Attack 2 slams (1d8);
Ability Scores Str +8, Dex –2, Con +4.

Green Empathy (Ex)
At 1st level, a treesinger can improve the attitude of a plant creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The treesinger rolls 1d20 and adds herdruid level and her Charisma modifier to determine the wild empathy check result. The typical wild plant creature has a starting attitude of indifferent.
To use green empathy, the treesinger and the plant creature must be within 30 feet of one another under normal conditions. Generally, influencing a plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time.
A treesinger can also use this ability to influence an animal, but she takes a –4 penalty on the check.
This ability replaces the wild empathy class feature.
Wild Shape (Su)
At 4th level, a treesinger gains the ability to wild shape. This ability functions at her actual druid level. A treesinger cannot use wild shape to adopt an animal or elemental form. Instead, when she gains this ability at 4th level, she can assume the form of a Small or Medium plant. This functions as plant shape I, except the treesinger does not yet gain access to the constrict or poison abilities of theplant form assumed.
At 8th level, the treesinger’s wild shape gains the full range of abilities available from plant shape I. At 10th level, a treesinger can assume the form of a Large or Tiny plant. Her wild shape ability now functions like plant shape II.
At 12th level, a treesinger can assume the form of a Huge plant. Herwild shape ability now functions like plant shape III.
This ability replaces, and otherwise functions like, the normal druidwild shape ability.

Racial Archetypes

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