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Fluorescent Sandstorm


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  • 587 weeks
    Whoops

    So, erm, this last week kind of got away from me. Every time I sat down to write I ended up here reading instead. Combine this with work and so on and I kinda didn't get even a quarter of the way done with the next chapter. So my bad there. Luckily (well, sorta) I'm now out of things to read for the most part, or at least things that I can't put down, so hopefully progess shall be made

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  • 590 weeks
    Pathfinder Equestria edition: race guide

    So I wasn't up to doing work on a chapter today, so instead, a little guide on the equestrian pathfinder's races, specifically the playable ones.

    Ponies

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  • 590 weeks
    So stuff, its happening

    Welcome, dear friends, to the dark and convoluted labyrinth that is my twisted psy- Yea not really. I'm pretty tame as far as people on the internet go. Plus fairly certain all of no one's even seen this page yet ('Cept Sam Cole, who in his simple show of thanks kind of set the tone for the community here, so, well, thanks back!), so this is more for myself. After about one week of lurking, I

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Jan
12th
2013

Pathfinder Equestria edition: race guide · 5:35am Jan 12th, 2013

So I wasn't up to doing work on a chapter today, so instead, a little guide on the equestrian pathfinder's races, specifically the playable ones.

Ponies

the most numerous of the races of Golarian, ponies are an industrious, expansive folk. Of all the others, ponies are the ones who are most diverse in their fields, ranging from soldiers to wizards to merchants to engineers and everything in between. It is this diversity that truly characterizes ponydom, though it is also true they tend to share ambition and curiosity in spades.

+2 to any one stat
Medium: ponies are medium creatures and have no bonuses or penalties due to their size
Normal speed: ponies have a base land speed of 50 feet
Bonus feat: Ponies gain an additional bonus feat at 1st level
Skilled: Ponies gain an additional skill rank at first level
Languages: Ponies with high intelligence scores can choose any languages they want (except secret languages, such as druidic)

Fauns

Long lived children of the forest, fauns are deer-esque creatures with long legs and antlers on both the males and females. They are born with a deep connection to both nature and the arcane, and are excellent spellcasters. More likely than ponies to give into their emotions, they can bound from anger to happiness in the blink of an eye

+2 dexterity, +2 charisma, -2 constitution: fauns are nimble and graceful, but their flowing forms are frail
Medium: Fauns are medium creatures
Normal speed: Fauns have a base land speed of 50 feet
Low light: Fauns can see twice as far as ponies in dim light
Faun immunities: Fauns are immune to sleep effects and have a +2 racial saving throw bonus on natural toxins and diseases
Faun magic: Fauns add a +2 on checks to overcome spell resistance and on concentration checks
Natural attack: Fauns have a gore attack which does 1d4 bludgeoning damage
Languages: Faun start play speaking common and faunian. Fauns with high intelligence bonuses can choose from the following: Celestial, draconic, gnoll, gnome, goblin, destrier, and sylvan

Half destriers

Half destriers are rarely born of loving unions, the spawn of ponies and full destriers. As such, whichever side their born to it usually requires growing up hard and fast, constantly fighting for protection or to make a name for themselves. Feared by most, Half destriers in truth are just as capable as most other races of acts of kindness or great deeds. Sometimes its just easier to beat the solution out of whoever. They tend to be darker colors, though the color of their short manes are dictated by their pony parent

+2 strength, +2 con, -2 charisma: Half destriers are strong and hardy, but their fearsom visages make it hard for them to be social
Medium: half destriers are medium creatures
fast: half destriers have a base land speed of sixty feet
darkvision: half destriers can see in the dark up to 60 feet
intimidating: half destriers can see in the dark up to 60 feet
destrier blood: half destriers count as both ponies and destriers for any effect related to race
natural attack: half destriers have a bite attack that does 1d6
languages: half destriers begin play speaking common and destrier. half destriers with high intelligence scores can choose from the following: Abyssal, draconic, giant, gnoll, and goblin

Half fauns

Fauns have always drawn the gazes of other races with their natural beauty and mysterious connection to magic, and in ponies the feeling is occasionally returned, the race's passion and determination sweeping the fauns with them. While these trysts are short lived even by pony standards, it is from them half fauns come from. Born of two cultures but belonging to neither, half fauns tend to learn quick how to belong wherever they may be.

+2 to any stat
Medium: half fauns are medium creatures
normal speed: half fauns have a base land speed of fifty feet
low light: half fauns can see twice as far as ponies in dim light
Faun immunities: Fauns are immune to sleep effects and have a +2 racial saving throw bonus on natural toxins and diseases
Adaptability: half fauns get Skill Focus as a bonus feat at level one
faun blood: Half fauns count as both ponies and fauns for any effect related to race
keen senses: the mix of genes somehow give half fauns sharper eyes and ears than both parents, giving them a +4 to perception
Multitalented: half fauns choose two favored classes at first level
Languages: Humans with high intelligence scores can choose any languages they want (except secret languages, such as druidic)


Toysies

If one were to describe toysies in one word, it would likely be adorable. While many of them would certainly agree, many more of the diminutive race despise being stuck with such a label, and often try harder than any other race to prove how brave they really are. Perhaps half the size of a pony, a potent mix of luck and natural cunning have kept the race alive despite their almost universal daring ways

+2 dexterity, +2 intelligence, -2 strength: toysies are quck and quick witted, but their small size leaves them weaker than other races
small: Toysies are small and gane a +1 size bonus to AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 bonus on stealth checks
slow: Toysies have a base land speed of 30 feet
Fearless: Toysies receive a +2 racial bonus on all saving throws against fear
Toysie luck: Toysies get a +2 racial bonus on all saving throws
keen senses: Toysies get a +2 bonus on perception checks
Sure footed: Toysies get a +2 bonus on acrobatics checks
Languages: Toysies begin play speaking Common and toysie. Toysies with high Intelligence scores can
choose from the following: Calker, faunian, Gnome, and Goblin.

Calkers

Calkers are the goatlike mountain miners of Golarion. Family and and community are their being, and are tireless workers in the deep mountain mines they run. They have an affinity for stone not often seen on four legs, and theirs are the homes most often besieged by the more brutal races of the earth such as destriers, goblins, and giants. So far, they've stood against them just fine.

+2 constitution, +2 wisdom, -2 charisma: Calkers are tough and savvy, but not very talkative
medium: calkers are medium creatures
Slow and steady: Calkers have a base speed of 40 feet, but are never modified by armor or encumbrance
darkvision: calkers can see in the dark up to 60 feet
defensive training: calkers get a +4 dodge bonus against any large creatures of the humanoid or equestrian subtype
greed: Calkers get a +2 racial bonus on appraise skillchecks regarding precious metals or gems
hatred: Calkers get a +1 on attack rolls made against destriers and goblins
hardy: Calkers get a +2 on saving throws against poisons, spells, and spell-like abilities
stonecunning: Calkers get a +2 on perception checks to notice unusual stonework, and automatically get a check when they pass within ten feet of them, whether or not they are actively looking
Natural attack: Calkers have a gore attack that does 1d6 piercing
Langauges: Calkers begin play speaking common and calker. Calkers with high intelligence scores can choose from the following: Giant, goblin, gnome, destrier, terran, and undercommon


What about gnomes you ask? Well, gnomes actually exist just as they are, humanoid and all, but aren't actually a playable race (unless you buy the Advance Race Guide, which none of the Mane 6 have).

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