My Little Pony: D&D is Magic

Twilight Sparkle
Unaligned
Twilight Sparkle is the god of knowledge, skill, and prophecy. Sages, seers, and tacticians revere her, as do all who live by their knowledge and mental power. Rarity is the patron of arcane magic, but Twilight Sparkle is the patron of its study. Libraries and wizard academies are built in her name. Her commands are also teachings:

  • Seek the perfection of your mind by bringing reason, perception, and emotion into balance with one another.
  • Accumulate, preserve, and distribute knowledge in all forms. Pursue education, build libraries, and seek out lost and ancient lore.
  • Be watchful at all times for the followers of Lulamoon, who seek to control knowledge and keep secrets. Oppose their schemes, unmask their secrets, and blind them with the light of truth and reason.

Rarity
Unaligned
The goddess of spring, beauty, and the arts, Rarity is the patron of arcane magic and the fey. She seeded the world with arcane magic and planted the most ancient forests. Artists and musicians worship her, as do those who view their spellcasting as an art, and her shrines can be found throughout the Feywild. She despises Chrysalis and her priestesses for leading the changelings astray. She urges her followers thus:

  • Cultivate beauty in all that you do, whether you’re casting a spell, composing a saga, strumming a lute, or practicing the arts of war.
  • Seek out lost magic items, forgotten rituals, and ancient works of art. Rarity might have inspired them in the world’s first days.
  • Thwart the followers of Chrysalis at every opportunity.


Applejack
Unaligned
Applejack is the god of civilization. She is the muse of great invention, founder of cities, and author of laws. Rulers, judges, pioneers, and devoted citizens revere her, and her temples hold prominent places in most of the world’s major cities. Her laws are many, but their purpose is straightforward:

  • Work with others to achieve your goals. Community and order are always stronger than the disjointed efforts of lone individuals.
  • Tame the wilderness to make it fit for habitation, and defend the light of civilization against the encroaching darkness.
  • Seek out new ideas, new inventions, new lands to inhabit, new wilderness to conquer. Build machines, build cities, build empires.

Fluttershy
Unaligned
Fluttershy is the god of the wilderness and the sea. She is both the wild beast and the peaceful forest, the raging whirlpool and the quiet desert. Rangers and hunters revere her, and sailors make offerings to her before beginning their voyages. Her strictures are these:

  • Protect the wild places of the world from destruction and overuse. Oppose the rampant spread of cities and empires.
  • Hunt aberrant monsters and other abominations of nature.
  • Do not fear or condemn the savagery of nature. Live in harmony with the wild.
Timberwolf  Level 5 SkirmisherLarge natural magical beast (mount, plant) XP 200Initiative +8 Senses Perception +9; low-light visionHP 80; Bloodied 40AC 19; Fortitude 18, Reflex 17, Will 16Speed 8Bite (standard; at-will)+10 vs. AC; 1d8 + 4 damage, or 2d8 + 4 damage against a prone target.Striking Howl (standard; encounter)Closer burst 2; all non-timberwolves in burst; +6 vs. Will; 2d6 + 5 damageCreature hit by this attack are slid back one square from the timberwolfCombat AdvantageThe timberwolf gains combat advantage against a target that has one or more of the timberwolf’s allies adjacent to it. If the timberwolf has combat advantage against the target, the target is also knocked prone on a hit.Pack Hunter (while mounted by a friendly rider of 5th level or higher; at-will) * MountThe timberwolf’s rider gains combat advantage against an enemy if it has at least one ally other than its mount adjacent to the target.Alignment Unaligned Languages —Str 19 (+6) Dex 16 (+5) Wis 14 (+4)Con 19 (+6) Int 5 (–1) Cha 11 (+2)
—-
Timberwolf Packlord Level 9 Elite SkirmisherHuge natural magical beast (plant) XP 1000Initiative +8 Senses Perception +12; low-light visionHP 200; Bloodied 100AC 21; Fortitude 19, Reflex 20, Will 17Speed 8; Action Points 1Bite (standard; at-will)+12 vs. AC; 1d10 + 6 damage, or 2d10 + 6 damage against a prone target.Slam (standard; at-will)+14 vs. AC; 2d6 + 7 damageStriking Howl (standard; encounter; recharge when first bloodied)Closer burst 2; all non-Timberwolves in burst; +10 vs. Will; 2d8 + 7 damageCreature hit by this attack are slid back two squares from the timberwolf packlordNimble Leap (standard; encounter)The timberwolf packlord moves its speed, ignoring rough terrain or oppertunity attacksCombat AdvantageThe timberwolf packlord gains combat advantage against a target that has one or more of the Timberwolf packlord’s allies adjacent to it. If the timberwolf packlord has combat advantage against the target, the target is also knocked prone on a hit.Alignment Unaligned Languages —Str 20 (+8) Dex 19 (+7) Wis 14 (+4)Con 19 (+6) Int 10 (+4) Cha 18 (+6)
Timberwolf TacticsTimberwolves hunt in packs. They work together to knock down as many foes as they can, then attack the downed creatures. They use their striking howl to repel any foe who may pose a large threat before escaping or coordinating another attack.
Timberwolf LoreA character knows the following information with a successful Arcana or Nature check.DC15: Though they are native to the material plane, timberwolves were long ago infused with the fey magic of their home, the Everfree Forest. They are deadly to inexperienced explorers. DC20: The howls and barks of timberwolves herald the growth of Zapapples, arcane fruit that grows in the Everfree Forest. This fruit is a powerful ingredient for spells and potions. Some rumours say that the timberwolves were created deliberately by the gods to defend the powerful fruit.

Timberwolf  Level 5 Skirmisher
Large natural magical beast (mount, plant) XP 200
Initiative +8 Senses Perception +9; low-light vision
HP 80; Bloodied 40
AC 19; Fortitude 18, Reflex 17, Will 16
Speed 8

Bite (standard; at-will)
+10 vs. AC; 1d8 + 4 damage, or 2d8 + 4 damage against a prone target.

Striking Howl (standard; encounter)
Closer burst 2; all non-timberwolves in burst; +6 vs. Will; 2d6 + 5 damage
Creature hit by this attack are slid back one square from the timberwolf

Combat Advantage
The timberwolf gains combat advantage against a target that has one or more of the timberwolf’s allies adjacent to it. If the timberwolf has combat advantage against the target, the target is also knocked prone on a hit.

Pack Hunter (while mounted by a friendly rider of 5th level or higher; at-will) * Mount
The timberwolf’s rider gains combat advantage against an enemy if it has at least one ally other than its mount adjacent to the target.

Alignment Unaligned Languages
Str 19 (+6) Dex 16 (+5) Wis 14 (+4)
Con 19 (+6) Int 5 (–1) Cha 11 (+2)

—-

Timberwolf Packlord Level 9 Elite Skirmisher
Huge natural magical beast (plant) XP 1000
Initiative +8 Senses Perception +12; low-light vision
HP 200; Bloodied 100
AC 21; Fortitude 19, Reflex 20, Will 17
Speed 8; Action Points 1

Bite (standard; at-will)
+12 vs. AC; 1d10 + 6 damage, or 2d10 + 6 damage against a prone target.

Slam (standard; at-will)
+14 vs. AC; 2d6 + 7 damage

Striking Howl (standard; encounter; recharge when first bloodied)
Closer burst 2; all non-Timberwolves in burst; +10 vs. Will; 2d8 + 7 damage
Creature hit by this attack are slid back two squares from the timberwolf packlord

Nimble Leap (standard; encounter)
The timberwolf packlord moves its speed, ignoring rough terrain or oppertunity attacks

Combat Advantage
The timberwolf packlord gains combat advantage against a target that has one or more of the Timberwolf packlord’s allies adjacent to it. If the timberwolf packlord has combat advantage against the target, the target is also knocked prone on a hit.

Alignment Unaligned Languages
Str 20 (+8) Dex 19 (+7) Wis 14 (+4)
Con 19 (+6) Int 10 (+4) Cha 18 (+6)


Timberwolf Tactics
Timberwolves hunt in packs. They work together to knock down as many foes as they can, then attack the downed creatures. They use their striking howl to repel any foe who may pose a large threat before escaping or coordinating another attack.

Timberwolf Lore
A character knows the following information with a successful Arcana or Nature check.
DC15: Though they are native to the material plane, timberwolves were long ago infused with the fey magic of their home, the Everfree Forest. They are deadly to inexperienced explorers.
DC20: The howls and barks of timberwolves herald the growth of Zapapples, arcane fruit that grows in the Everfree Forest. This fruit is a powerful ingredient for spells and potions. Some rumours say that the timberwolves were created deliberately by the gods to defend the powerful fruit.

CHANGELINGClever shapechangers from the dark corners of the world of magicRACIAL TRAITSAverage Height: 3’0” - 4’7”Average Weight: 80 lbs - 120 lbsAbility Scores: +2 Cha, +2 DexSize: MediumSpeed: 6 squares, Fly 5 Vision: DarkvisionLanguages: Common, ChangelingSkill Bonuses: +2 Bluff, +2 InsightEmotionvore: You do not need to eat normally. However, you must feed on powerful emotions. The best emotion for your feeding is love, but any will do in a pinch.Rippling Mind: You gain +2 to your Will defence.Passive Magic: You can manipulate inanimate objects via your magic. You can lift objects that weigh less than or equal to your own weight, and cannot lift living creatures, except for non-sentient plants. You can sustain the lift while using other powers but can only lift two objects, or your weight in objects at once, whichever is less. You can also only carry one object of half your weight or less when flying.Change Shape: You can use the change shape racial power.
Change Shape - Changeling Racial PowerYou alter your form to look like some other equine.At-Will * PolymorphMinor Action PersonalEffect: You can alter your physical form to take on the appearance of any Medium equine, including a unique individual. You retains your statistics in its new form, and your clothing, armor, and possessions do not change and are not absorbed into the new form. The new form lasts until you change it or die. Other creatures can attempt an Insight check (opposed by your Bluff check) to pierce the disguise. You must have seen the individual you are imitating and gain a +10 bonus to your Bluff check (increases to +15 at level 11 and +20 at level 21). Changing shape requires a minor action.
Play a Changeling if you want…
To be change your appearance at will.
To play a hero in search of redemption, or one who struggles to rise above the wickedness of his or her people.
To be a member of a race that favours the Sorcerer, Rogue, and Weathersmith classes.
Physical Qualities[bluh]
Playing a Changeling  [bluh]
Changeling Characteristics:[bluh]
Names:Aunrae, Dro, Istolil, Briza, Phyrra, Ryld, Zesstra, Zeerith, Vorn, Yuimmar, Quave, Nizana, Miz’ri, Jhaamdath, Halisstra
Changeling Adventurers:[bluh]

CHANGELING
Clever shapechangers from the dark corners of the world of magic
RACIAL TRAITS
Average Height: 3’0” - 4’7”
Average Weight: 80 lbs - 120 lbs
Ability Scores: +2 Cha, +2 Dex
Size: Medium
Speed: 6 squares, Fly 5 
Vision: Darkvision
Languages: Common, Changeling
Skill Bonuses: +2 Bluff, +2 Insight
Emotionvore: You do not need to eat normally. However, you must feed on powerful emotions. The best emotion for your feeding is love, but any will do in a pinch.
Rippling Mind: You gain +2 to your Will defence.
Passive Magic:
You can manipulate inanimate objects via your magic. You can lift objects that weigh less than or equal to your own weight, and cannot lift living creatures, except for non-sentient plants. You can sustain the lift while using other powers but can only lift two objects, or your weight in objects at once, whichever is less. You can also only carry one object of half your weight or less when flying.
Change Shape: You can use the change shape racial power.

Change Shape - Changeling Racial Power
You alter your form to look like some other equine.
At-Will * Polymorph
Minor Action Personal
Effect: You can alter your physical form to take on the appearance of any Medium equine, including a unique individual.
You retains your statistics in its new form, and your clothing, armor, and possessions do not change and are not absorbed into the new form. The new form lasts until you change it or die.
Other creatures can attempt an Insight check (opposed by your Bluff check) to pierce the disguise. You must have seen the individual you are imitating and gain a +10 bonus to your Bluff check (increases to +15 at level 11 and +20 at level 21). Changing shape requires a minor action.

Play a Changeling if you want…

  • To be change your appearance at will.
  • To play a hero in search of redemption, or one who struggles to rise above the wickedness of his or her people.
  • To be a member of a race that favours the Sorcerer, Rogue, and Weathersmith classes.

Physical Qualities
[bluh]

Playing a Changeling 
[bluh]

Changeling Characteristics:
[bluh]

Names:
Aunrae, Dro, Istolil, Briza, Phyrra, Ryld, Zesstra, Zeerith, Vorn, Yuimmar, Quave, Nizana, Miz’ri, Jhaamdath, Halisstra

Changeling Adventurers:
[bluh]

Chrysalis
Chaotic Evil
Chrysalis is the chaotic evil god of shadow, lies, and insects. Scheming and treachery are her commands, and her priests are a constant force of disruption in the otherwise stable society of the evil Changelings. Though she is properly a god and not a demon, she is called Demon Queen of Insects. She demands that her followers:

  • Do whatever it takes to gain and hold power.
  • Rely on stealth and slander in preference to outright confrontation.
  • Seek the death of ponies, especially unicorns, at every opportunity.
Deities Pt1

Celestia
Good
Goddess of the sun and summer, Celestia is the keeper of time, raising the sun at dawn and watching over the day. She supports those in need and opposes all that is evil. As the mistress of agriculture and the bountiful harvest, she is the deity most commonly worshipped by ordinary ponies (most commonly earth ponies), and her priests are well received wherever they go. Paladins and rangers are found among her worshippers. She directs her followers thus:

  •  Alleviate suffering wherever you find it.
  •  Bring Celestia’s light into places of darkness, showing kindness, mercy, and compassion.
  •  Be watchful against evil.

Luna
Unaligned
Goddess of the moon and autumn, Luna is the patron of trickery and illusions. She has close ties to her sister, Celestia, and is a favourite deity among unicorns and zebras. She is also the goddess of love, who sends shadows to cloak lovers’ trysts. Scouts and thieves ask for her blessing on their work. Her teachings are simple:

  •  Follow your goals and seek your own destiny.
  •  Keep to the shadows, avoiding the blazing light of zealous good and the utter darkness of evil.
  •  Seek new horizons and new experiences, and let nothing tie you down.


Discord

Chaotic
Discord is the chaotic god who created the Abyss.  A few scattered cults
of demented followers revere him, calling him the Sealed God or the Lord of Chaos. Discord doesn’t speak to his followers, so his commands are unknown, but his cults teach their members to:

  • Sew chaos and mistrust to channel power to the Sealed God so he may break free.
  • Retrieve lost relics and shrines to the Sealed God.
  • Pursue the infusion of madness into the world, in anticipation of the Sealed God’s liberation.
CLASS: Weathersmith

WEATHERSMITH
"Clouds bend and lightning arcs at my will - the raw power of the sky is more than enough to topple the strongest beast."

CLASS TRAITS:
Role: Controller. You use blasts of arcane weather to sear groups of foes at once. Depending on your choice of powers and class features, you may lean toward Striker or Leader as a secondary role.
Power Source: Arcane. You are a deadly master of the natural elements of the weather.
Key Abilities: Charisma, Dexterity, Intelligence

Armour Proficiency: Cloth, Hide
Weapon Proficiency: Light Blade, Simple Ranged
Bonus to Defence: +2 Reflex

Hit Points at 1st level: 12 + Constitution score
Hit points per level gained: 5
Healing surges per day: 5 + Constitution modifier

Trained Skills: Arcana. From the list below, choose three more trained skills at 1st level.
Class Skills: Bluff (Cha), Insight (Wis), Nature (Wis), Religion (Int), Perception (Wis), Acrobatics (Dex), Intimidate (Cha), Endurance (Con)

Class Features: Calming Presence, Season’s Might

As howling winter winds chill homes, and lightning storms start summer blazes, you too are a raging force of nature, manipulating the sky itself to attack your foes. While you may not reach as high as the Cosmic Sorcerer, you are still one to be reckoned with, a tempest of arcane might.

You may have once cleared the clouds to call forth spring, or been in charge or creating winter snowflakes, but whatever the start you had, your power is great and hard to restrain; but still you try, and you will learn.

CALMING PRESENCE
You are unaffected by rough terrain or creature auras that have to do with weather, such as sandstorms or snow. You also gain resist 5 (10 at Level 11 and 15 at level 21) to a type as determined by your Season’s Might.

SEASON’S MIGHT
Each Weathersmith feels some kind of connection with half of the year, two seasons in which their power is the greatest. Chose one of the following options:

Chillblood: Your Calming Presence grants you resistance to Cold. In addition, you deal extra damage equal to your Charisma modifier when you use a power with the Cold or Force keyword.

Burningsoul: Your Calming Presence grants you resistance to Fire. In addition, you deal extra damage equal to your Charisma modifier when you use a power with the Fire or Lightning keyword.

CREATING A WEATHERSMITH

Windchill Striker Weathersmith:
Suggested Class Feature: Chillblood
Suggested Feat:
Suggested Skills:
Suggested At-Will Powers: Advection, Flash Freeze
Suggested Encounter Power:
Suggested Daily Power:

Boltburn Destroyer Weathersmith:
Suggested Class Feature: Burningsoul
Suggested Feat:
Suggested Skills:
Suggested At-Will Powers: Sunscald, Boltstrike
Suggested Encounter Power:
Suggested Daily Power:

LEVEL ONE AT-WILLS

Advection - Weathersmith Attack 1
You call forth a swirling vortex of wind to shove the target back.
At-Will * Arcane, Force
Standard Action, Burst 3 within 5 squares
Target: All creatures within burst
Attack: Dexterity vs. Reflex
Hit: 1d6 + Dexterity modifier Force damage
Level 21: 2d6 + Dexterity modifier Force damage
Effect: Target makes a saving throw. On a failed saving throw, the target is pushed one square back from the centre of the burst.

Flash Freeze - Weathersmith Attack 1
A flurry of cold comes at your bidding, spreading from your wintry body outward.
At-Will * Arcane, Cold
Standard Action, Close Burst 1
Target: All creatures in burst
Attack: Charisma vs. Constitution
Hit: 1d8 + Charisma modifier Cold damage
Chillblood: All targets hit gain Vulnerable 5 Cold

Sunscald - Weathersmith Attack 1
The clouds part and the sun blazes brightly, sending down a blinding ray of light.
At-Will * Arcane, Fire
Standard Action, Close Burst 1
Target: All creatures in burst
Attack: Charisma vs. Constitution
Hit: 1d8 + Charisma modifier Fire damage
Burningsoul: All targets hit are Blinded (save ends)

Boltstrike - Weathersmith Attack 1
A crackling bolt of lightning arcs from the sky and sears a foe.
At-Will * Arcane, Lightning
Standard Action, Ranged 10 
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1d8 + Dexterity modifier + 2 Lightning Damage
Level 21: 2d8 + Dexterity modifier + 4 Lightning Damage

[wip]

BUFFALO@FlavorRACIAL TRAITSAverage Height: 5’1” - 6’5”Average Weight: 150 lbs - 300 lbsAbility Scores: +2 Con, +2 ChoiceSize: MediumSpeed: 6 squaresVision: NormalLanguages: Common, BuffaloSkill Bonuses: +2 Endurance, +2 NatureTough Skull: You can use your head and horns as a basic Mace (+2 Prof, 1d8 damage, Versatile)Hardy Nature: You gain an additional healing surge per teir.Goring Charge: You can use Goring Charge as an encounter power.Goring Charge -  Buffalo Racial PowerYou charge the enemy and gore it with your horns.Encounter Standard  Action Melee 1Effect: You charge and make the following attack in place of a melee basic attack.Target: One creatureAttack: Constitution + 4 (6 at 11th level and 8 at 11st level) vs. ACHit: 1d6 + Constitution modifier damage, and you knock the target prone.Level 11: 1d6 + Constitution modifier damage.Level 21: 3d6 + Constitution modifier damage.Play a Buffalo if you want…
To be tough and durable
To To be strong enough to use your own body as a potent weapon
To be a member of a race that favours the Barbarian, Invoker, and Battlemind classes.
Physical QualitiesBuffalo are built to last, with tough hides and thick muscle. Fur colour is generally a variation of brown, from sandy to auburn to very dark. Black fur is uncommon, but not unheard of. The fur around their heads and necks tends to be a darker shade of the colour of the rest of their bodies. Eye colour is typically black, though brown, hazel and even green are also sometimes seen. What set the buffalo apart from the other races are their small but potent set of black or white horns. Though short, they are very sharp and able to be hooked underneath an enemy. Buffalo dress consists mostly of headwear, and their patterns are representative of the tribe to which they belong, with each tribe having their own special marks. Feathers are often incorporated, as well as other elements found in nature. The size of the headwear is indicative of their status, with only the chief holding high enough merit to wear a full warbonnet. Buffalo weaponry is also commonly adorned with feathers and precious stones. Buffalo age slowly and gradually and like most other races are able to walk minutes after birth. Even very young buffalo show a comparable strength and resilience to their adult selves. Buffalo retain much of their strength well into old age, and typically live 80 to 100 years.Playing a BuffaloBuffalo have wills - and skulls - as thick as their hides. A deeply traditional race, they treasure loyalty above all else, both to their tribes and to the land. They are a migrating race, following ancient paths through their territories according to the patterns of the seasons. Much like their strong, sturdy bodies,their minds can be just as hard to budge, and they are easily set in their ways. Compromise is not somethingthat comes easily to a buffalo.Despite this they are not quick to resort to anger or violence. Buffalo approach problems like a flowing river; calm, steady, but unstoppable. If pushed, they prefer to use their strength and size to intimidate or forcefully move objects rather than hurt anyone. If forced to fight, they will do so with honor and arrange the battle, making sure that both sides are equal so they can fully prove their strength. Aside from disagreeing with them, the quickest way to anger a buffalo is to betray their trust, whether by cheating or otherwise. Buffalo tend to have no strong feelings for any particular race, preferring to treat each encounter individually depending on how much the outsider respects the tribe and their customs. Those who do show respect are treated very hospitably. However, buffalo have no patience for those who accept their kindness and then immediately turn on them. A buffalo’s tribe is a very tight, cohesive unit, one that a buffalo is not usually willing to leave easily. For one to go out and seek adventure is often looked upon by the others with uneasiness. Even when away on a quest a buffalo will commonly fondly remember their tribe and miss them dearly. However, should they survive and return, they are treated as heroes of the highest regard, their bravery rewarded by a massive boost in tribal status. They are also quickly swarmed by others wanting to hear stories of what they saw and experienced. Buffalo Characteristics: Traditional, loyal, stubborn, dedicated, calm, collected, powerful in mind and body, braveNames: Thunder Hooves, Strong Heart, Wind Walker, Ancient Fire, White Bird, Storm Horns, Red Sky, Rising Sun, Blue Spirit, Black EagleBuffalo AdventurersRed Sky is a buffalo battlemind who takes full advantage of his natural stubbornness to temper his mind into a potent weapon. His psychic abilities are just as sharp as his horns, and he takes full advantage of both in battle. He is not one to waste his skills on targets he deems unworthy, preferring to take on foes that are equal or even greater in strength. Rising Sun is a buffalo barbarian who considers herself the physical form of nature’s raw fury. She does so, however, with finesse and honour, her seemingly random blows actually carefully thought out and calculated to be as effective as possible. Her goal is to serve as a reminder to her enemies that, as her goddess Fluttershy teaches, never forget that nature brought you here, and she can take you right back.

BUFFALO
@Flavor
RACIAL TRAITS
Average Height: 5’1” - 6’5”
Average Weight: 150 lbs - 300 lbs
Ability Scores: +2 Con, +2 Choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Buffalo
Skill Bonuses: +2 Endurance, +2 Nature
Tough Skull: You can use your head and horns as a basic Mace (+2 Prof, 1d8 damage, Versatile)
Hardy Nature: You gain an additional healing surge per teir.
Goring Charge: You can use Goring Charge as an encounter power.

Goring ChargeBuffalo Racial Power
You charge the enemy and gore it with your horns.
Encounter
Standard  Action Melee 1
Effect: You charge and make the following attack in place of a melee basic attack.
Target: One creature
Attack: Constitution + 4 (6 at 11th level and 8 at 11st level) vs. AC
Hit: 1d6 + Constitution modifier damage, and you knock the target prone.
Level 11: 1d6 + Constitution modifier damage.
Level 21: 3d6 + Constitution modifier damage.

Play a Buffalo if you want…

  • To be tough and durable
  • To To be strong enough to use your own body as a potent weapon
  • To be a member of a race that favours the Barbarian, Invoker, and Battlemind classes.

Physical Qualities
Buffalo are built to last, with tough hides and thick muscle. Fur colour is generally a variation of brown, from sandy to auburn to very dark. Black fur is uncommon, but not unheard of. The fur around their heads and necks tends to be a darker shade of the colour of the rest of their bodies. Eye colour is typically black, though brown, hazel and even green are also sometimes seen. What set the buffalo apart from the other races are their small but potent set of black or white horns. Though short, they are very sharp and able to be hooked underneath an enemy.

Buffalo dress consists mostly of headwear, and their patterns are representative of the tribe to which they belong, with each tribe having their own special marks. Feathers are often incorporated, as well as other elements found in nature. The size of the headwear is indicative of their status, with only the chief holding high enough merit to wear a full warbonnet. Buffalo weaponry is also commonly adorned with feathers and precious stones.

Buffalo age slowly and gradually and like most other races are able to walk minutes after birth. Even very young buffalo show a comparable strength and resilience to their adult selves. Buffalo retain much of their strength well into old age, and typically live 80 to 100 years.

Playing a Buffalo
Buffalo have wills - and skulls - as thick as their hides. A deeply traditional race, they treasure loyalty above all else, both to their tribes and to the land. They are a migrating race, following ancient paths through their territories according to the patterns of the seasons. Much like their strong, sturdy bodies,
their minds can be just as hard to budge, and they are easily set in their ways. Compromise is not something
that comes easily to a buffalo.

Despite this they are not quick to resort to anger or violence. Buffalo approach problems like a flowing river; calm, steady, but unstoppable. If pushed, they prefer to use their strength and size to intimidate or forcefully move objects rather than hurt anyone. If forced to fight, they will do so with honor and arrange the battle, making sure that both sides are equal so they can fully prove their strength. Aside from disagreeing with them, the quickest way to anger a buffalo is to betray their trust, whether by cheating or otherwise.

Buffalo tend to have no strong feelings for any particular race, preferring to treat each encounter individually depending on how much the outsider respects the tribe and their customs. Those who do show respect are treated very hospitably. However, buffalo have no patience for those who accept their kindness and then immediately turn on them.

A buffalo’s tribe is a very tight, cohesive unit, one that a buffalo is not usually willing to leave easily. For one to go out and seek adventure is often looked upon by the others with uneasiness. Even when away on a quest a buffalo will commonly fondly remember their tribe and miss them dearly. However, should they survive and return, they are treated as heroes of the highest regard, their bravery rewarded by a massive boost in tribal status. They are also quickly swarmed by others wanting to hear stories of what they saw and experienced.

Buffalo Characteristics: Traditional, loyal, stubborn, dedicated, calm, collected, powerful in mind and body, brave

Names: Thunder Hooves, Strong Heart, Wind Walker, Ancient Fire, White Bird, Storm Horns, Red Sky, Rising Sun, Blue Spirit, Black Eagle

Buffalo Adventurers
Red Sky is a buffalo battlemind who takes full advantage of his natural stubbornness to temper his mind into a potent weapon. His psychic abilities are just as sharp as his horns, and he takes full advantage of both in battle. He is not one to waste his skills on targets he deems unworthy, preferring to take on foes that are equal or even greater in strength.

Rising Sun is a buffalo barbarian who considers herself the physical form of nature’s raw fury. She does so, however, with finesse and honour, her seemingly random blows actually carefully thought out and calculated to be as effective as possible. Her goal is to serve as a reminder to her enemies that, as her goddess Fluttershy teaches, never forget that nature brought you here, and she can take you right back.

GRIFFON@FlavorRACIAL TRAITSAverage Height: 3’5” - 5’10”Average Weight: 50 lbs - 100 lbsAbility Scores: +2 Dex, +2 ChoiceSize: MediumSpeed: 6 squares, Fly 6Vision: Low-LightLanguages: Common, GriffonSkill Bonuses: +2 Perception, +2 AcrobaticsEagle Eye: You gain a +2 attack bonus to unarmed attacks, and ignore light cover.Cloudwalk: You can walk on top of clouds via passive magical ability. To you, they count as a semi-solid object, and can reduce fall damage by half if passed through while falling.  You cannot Cloudwalk on creatures made out of cloud, such as Air Elementals.Talon Grip: You can use Talon Grip as an encounter power.Talon Grip - Griffon Racial AttackYou lash out and grab hold of your foe, digging your deadly talons in.EncounterStandard Action Melee 1Target: One creatureAttack: Dex vs. ReflexHit: 1d6 + Dex damage and the target is RestrainedLevel 11: 2d6 + DexLevel 21: 3d6 + DexMiss: Half damage and the target is not Restrained.Sustain Standard: The target continues to be Restrained, and takes 5 ongoing untyped damage.Level 11: 10 damagelevel 21: 15 damageSpecial: You may only move at half speed while holding a creature with this power.Play a Griffon if you want…Have vision as sharp as a bird of preyTo soar the sky on wide wingsTo be a member of a race that favours the Rogue, Monk, and Ranger classes.
[Physical Qualities] [Playing a Griffon] [Griffon Characteristics: @personality traits] [Names: @Sometimes divided into gender lists.] [Griffon Adventurers]
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GRIFFON
@Flavor
RACIAL TRAITS
Average Height: 3’5” - 5’10”
Average Weight: 50 lbs - 100 lbs
Ability Scores: +2 Dex, +2 Choice
Size: Medium
Speed: 6 squares, Fly 6
Vision: Low-Light
Languages: Common, Griffon
Skill Bonuses: +2 Perception, +2 Acrobatics
Eagle Eye: You gain a +2 attack bonus to unarmed attacks, and ignore light cover.
Cloudwalk: You can walk on top of clouds via passive magical ability. To you, they count as a semi-solid object, and can reduce fall damage by half if passed through while falling.  You cannot Cloudwalk on creatures made out of cloud, such as Air Elementals.
Talon Grip: You can use Talon Grip as an encounter power.

Talon Grip - Griffon Racial Attack
You lash out and grab hold of your foe, digging your deadly talons in.
Encounter
Standard Action Melee 1
Target: One creature
Attack: Dex vs. Reflex
Hit: 1d6 + Dex damage and the target is Restrained
Level 11: 2d6 + Dex
Level 21: 3d6 + Dex
Miss: Half damage and the target is not Restrained.
Sustain Standard: The target continues to be Restrained, and takes 5 ongoing untyped damage.
Level 11: 10 damage
level 21: 15 damage
Special: You may only move at half speed while holding a creature with this power.

Play a Griffon if you want…
Have vision as sharp as a bird of prey
To soar the sky on wide wings
To be a member of a race that favours the Rogue, Monk, and Ranger classes.

[Physical Qualities]

[Playing a Griffon]

[Griffon Characteristics: @personality traits]
[Names: @Sometimes divided into gender lists.]
[Griffon Adventurers]

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ZEBRA@FlavorRACIAL TRAITSAverage Height: 4’10” - 6’1”Average Weight: 160 lbs - 230 lbsAbility Scores: +2 Wis, +2 ChoiceSize: MediumSpeed: 6 squaresVision: NormalLanguages: Common, ZebraSkill Bonuses: + 2 Nature, +2 InsightRitual Caster: You gain the Ritual Caster feat for freeRitual Mastery: You gain either the Brew Potion (PH1) or Speak with Nature (PH2) Ritual. The ritual is chosen at character creation and cannot be changed, thought the other ritual may be gained during play. You can preform the chosesn ritual from memory.  Play a Zebra if you want…
To be in tune with nature
To create powerful potions or speak with animals and plants
To be a member of a race that favours the Shaman, Cleric, and Seeker classes.
[Physical Qualities] [Playing a Zebra] [Zebra Characteristics: @personality traits] [Names: @Sometimes divided into gender lists.] [Zebra Adventurers]
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ZEBRA
@Flavor
RACIAL TRAITS
Average Height: 4’10” - 6’1”
Average Weight: 160 lbs - 230 lbs
Ability Scores: +2 Wis, +2 Choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Zebra
Skill Bonuses: + 2 Nature, +2 Insight
Ritual Caster: You gain the Ritual Caster feat for free
Ritual Mastery: You gain either the Brew Potion (PH1) or Speak with Nature (PH2) Ritual. The ritual is chosen at character creation and cannot be changed, thought the other ritual may be gained during play. You can preform the chosesn ritual from memory. 

Play a Zebra if you want…

  • To be in tune with nature
  • To create powerful potions or speak with animals and plants
  • To be a member of a race that favours the Shaman, Cleric, and Seeker classes.

[Physical Qualities]

[Playing a Zebra]

[Zebra Characteristics: @personality traits]
[Names: @Sometimes divided into gender lists.]
[Zebra Adventurers]

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PEGASUS@FlavorRACIAL TRAITSAverage Height: 3’11” - 5’0”Average Weight: 70 lbs - 120 lbsAbility Scores: +2 Cha, +2 ChoiceSize: MediumSpeed: 6 squares, Fly 6Vision: NormalLanguages: Common, PonySkill Bonuses: +2 Acrobatics, +2 IntimidateCloudwalk: You can walk on top of clouds via passive magical ability. To you, they count as a semi-solid object, and can reduce fall damage by half if passed through while falling.  You cannot Cloudwalk on creatures made out of cloud, such as Air Elementals.Eye on the Sky: You ignore penalties for long range.Stabilized: As you are used to preforming aerial manoeuvres and flying above the clouds, so you are immune to the Stunned and Dazed effects.Play a Pegasus if you want…
To be able to fly
To belong to a proud race of warriors
To be a member of a race that favours the Paladin, Bard, and Warlord classes
[Physical Qualities]Playing a PegasusPegasi and their lineage date back to times of war, when each tribe of ponyfolk battled one another for glory and respect. Claiming the skies as their home, the wars they did partake in were ones for aerial territory with the Griffons, and battle-games to show off their more prominent warriors to their allies. There are only a few battles in their history where they did battle over stretches of land, mainly do to either protecting an allied village that sustained them with food or conquering another village to fill the same need.

Valuing strength, honour and athletic capabilities, they often look down upon those of a softer disposition and feel obligated to rallying the lazy and bored into activity, if the one being rallied likes it or not. When confronted by a rival Pegasi, they would take to the sky and actively try to out-fly, outmanoeuvre and knock the other out of the sky to win. Highly competitive they have been known to challenge all ponyfolk to contests of will, endurance and agility to show off their own skills. If defeated they can be found either changing their demeanour to that of a wolf pushed out of their alpha position or flying off to train harder as to return and challenge the victor again.
They are very spirited, sometimes even stubborn, and hate to be chained to one place for a long stretch of time. Like the clouds they live upon, they most move across the sky in search for something new and exciting to test their mantle against. Young Pegasi setting off for adventure is no rare thing in their culture, almost welcomed and seen as a rite of passage for the young to stretch their wings and set off into the world. Those that return to their homes are welcomed by a feast and music so they could settle in and tell of the tests of bravery and skill challenges they thwarted in their travels, boosting about their achievements and the feats they used to slip out of danger.

Pegasus Characteristics[bluh]
Names: Female Names: Skydancer, Wind Whistler, Lofty, North StarMale Names: Cloud Chaser, Lightning Flash, Bolt Breaker, Thunder Twister
[Pegasus Adventurers]
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PEGASUS
@Flavor
RACIAL TRAITS
Average Height: 3’11” - 5’0”
Average Weight: 70 lbs - 120 lbs
Ability Scores: +2 Cha, +2 Choice
Size: Medium
Speed: 6 squares, Fly 6
Vision: Normal
Languages: Common, Pony
Skill Bonuses: +2 Acrobatics, +2 Intimidate
Cloudwalk: You can walk on top of clouds via passive magical ability. To you, they count as a semi-solid object, and can reduce fall damage by half if passed through while falling.  You cannot Cloudwalk on creatures made out of cloud, such as Air Elementals.
Eye on the Sky: You ignore penalties for long range.
Stabilized: As you are used to preforming aerial manoeuvres and flying above the clouds, so you are immune to the Stunned and Dazed effects.

Play a Pegasus if you want…

  • To be able to fly
  • To belong to a proud race of warriors
  • To be a member of a race that favours the Paladin, Bard, and Warlord classes

[Physical Qualities]

Playing a Pegasus
Pegasi and their lineage date back to times of war, when each tribe of ponyfolk battled one another for glory and respect. Claiming the skies as their home, the wars they did partake in were ones for aerial territory with the Griffons, and battle-games to show off their more prominent warriors to their allies. There are only a few battles in their history where they did battle over stretches of land, mainly do to either protecting an allied village that sustained them with food or conquering another village to fill the same need.

Valuing strength, honour and athletic capabilities, they often look down upon those of a softer disposition and feel obligated to rallying the lazy and bored into activity, if the one being rallied likes it or not. When confronted by a rival Pegasi, they would take to the sky and actively try to out-fly, outmanoeuvre and knock the other out of the sky to win. Highly competitive they have been known to challenge all ponyfolk to contests of will, endurance and agility to show off their own skills. If defeated they can be found either changing their demeanour to that of a wolf pushed out of their alpha position or flying off to train harder as to return and challenge the victor again.

They are very spirited, sometimes even stubborn, and hate to be chained to one place for a long stretch of time. Like the clouds they live upon, they most move across the sky in search for something new and exciting to test their mantle against. Young Pegasi setting off for adventure is no rare thing in their culture, almost welcomed and seen as a rite of passage for the young to stretch their wings and set off into the world. Those that return to their homes are welcomed by a feast and music so they could settle in and tell of the tests of bravery and skill challenges they thwarted in their travels, boosting about their achievements and the feats they used to slip out of danger.



Pegasus Characteristics
[bluh]

Names: Female Names: Skydancer, Wind Whistler, Lofty, North Star
Male Names:
Cloud Chaser, Lightning Flash, Bolt Breaker, Thunder Twister

[Pegasus Adventurers]

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