MLP Races

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Antelopian[edit]

Description[edit]

  • Physical Desription:
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Antelopian Racial Traits[edit]

  • Stat Adjustments:
  • Medium: Antelopians are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, an Antelopian is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: An Antelopian may be considered to be mounted for the purpose of mounted feats.
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  • Non-Dextrous: Antelopians can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Antelopians also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Languages: Antelopians begin play speaking Zebrican or Camelu. Antelopians with a high Int score can choose from the following list of bonus languages: Antelopian Glyphs, Camelu, Cervidan, Equine, Herd Tounge, Zebrican
  • Level Adjustment: + (Optional; most useful if combined with humanoid characters from other settings.)

Gazelle[edit]

Description[edit]

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Gazelle Racial Traits[edit]

  • Stat Adjustments:
  • Medium: Gazelles are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Gazelle is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Gazelle may be considered to be mounted for the purpose of mounted feats.
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  • Non-Dextrous: Gazelles can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Gazelles also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Languages: Gazelles begin play speaking Zebrican or Camelu. Gazelles with a high Int score can choose from the following list of bonus languages: Antelopian Glyphs, Camelu, Cervidan, Equine, Herd Tounge, Zebrican
  • Level Adjustment: + (Optional; most useful if combined with humanoid characters from other settings.)

Giraffe[edit]

Description[edit]

  • Physical Desription:
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Giraffe Racial Traits[edit]

  • Stat Adjustments:
  • Medium: Giraffes are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Giraffe is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Giraffe may be considered to be mounted for the purpose of mounted feats.
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  • Non-Dextrous: Giraffes can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Giraffes also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Languages: Giraffes begin play speaking Zebrican or Camelu. Giraffes with a high Int score can choose from the following list of bonus languages: Antelopian Glyphs, Camelu, Cervidan, Equine, Herd Tounge, Zebrican
  • Level Adjustment: + (Optional; most useful if combined with humanoid characters from other settings.)

Boardorian[edit]

Description[edit]

  • Physical Desription:
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Boardorian Racial Traits[edit]

  • +2 Strength, +4 Constitution, -2 Dexterity, -4 Charisma
  • Medium: Boardorians are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Boardorian is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Boardorian may be considered to be mounted for the purpose of mounted feats.
  • :
  • Iron Stomach: Boardorians can stomach just about any organic material and use it as food. Quality is unimportant to a board’s survival – only quantity.
  • Non-Dextrous: Boardorians can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Boardorians also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Languages: Boardorians begin play speaking Boardic. Boardorians with a high Int score can choose from the following list of bonus languages: Canidan, Equine, Vaporian, Ursic, Tapiron
  • Level Adjustment: + (Optional; most useful if combined with humanoid characters from other settings.)

Buffalo[edit]

Description[edit]

  • Physical Desription:
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Buffalo Racial Traits[edit]

  • +4 Strength, +4 Constitution, -2 Charisma, -2 Dexterity
  • Large: Buffaloes are large creatures and gain a +4 size bonus to grapple smaller creatures and a -1 penalty to AC due to their size.
  • Humanoid: For the purposes of D&D rules, a Buffalo is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Buffalo may be considered to be mounted for the purpose of mounted feats.
  • Stability: A Buffalo gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • Resilient: Buffaloes gain a +4 bonus on the following checks and saves: Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, Fortitude saves made to resist damage from suffocation, and Fortitude saves against poisons that do not inflict stat damage.
  • Natural Armor: The thick hides of the Buffaloes give them a +1 natural Fortitude Save bonus.
  • Non-Dextrous: Buffaloes can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Buffaloes also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Skills: Buffaloes always gain Endurance as an automatic Class Skill
  • Languages: Buffaloes begin play speaking Herd Tounge. Buffaloes with a high Int score can choose from the following list of bonus languages: Canidan, Equine, Griffin, Ursic, Vaporian, Voice of Thunder
  • Talent Trees: Buffaloes have access to the special racial talent tree "Overrun".
  • Level Adjustment: +2 (Optional; most useful if combined with humanoid characters from other settings.)

Cow[edit]

Description[edit]

  • Physical Desription:
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Cow Racial Traits[edit]

  • Stat Adjustments:
  • Medium: Cows are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Cow is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Cow may be considered to be mounted for the purpose of mounted feats.
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  • Non-Dextrous: Cows can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Cows also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid characters from other settings.)
  • Languages: Cows begin play speaking Equine, or Herd Tounge. Cows with a high Int score can choose from the following list of bonus languages:
  • Level Adjustment: + (Optional; most useful if combined with humanoid characters from other settings.)

Donkey[edit]

Description[edit]

  • Physical Desription:
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Donkey Racial Traits[edit]

  • Stat Adjustments:
  • Medium: Donkeys are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Donkey is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Donkey may be considered to be mounted for the purpose of mounted feats.
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  • Non-Dextrous: Donkeys can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Donkeys also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Languages: Donkeys begin play speaking Equine. Donkeys with a high Int score can choose from the following list of bonus languages: Camelu, Germane, Griffin, Cervidan, Herd Tounge, Ursic, Zebrican
  • Level Adjustment: + (Optional; most useful if combined with humanoid characters from other settings.)

Mule[edit]

Description[edit]

  • Physical Desription:
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Mule Racial Traits[edit]

  • Stat Adjustments:
  • Medium: Mules are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Mule is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Mule may be considered to be mounted for the purpose of mounted feats.
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  • Non-Dextrous: Mules can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Mules also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Languages: Mules begin play speaking Equine. Mules with a high Int score can choose from the following list of bonus languages: Camelu, Germane, Griffin, Cervidan, Herd Tounge, Ursic, Zebrican
  • Level Adjustment: + (Optional; most useful if combined with humanoid characters from other settings.)

Goat[edit]

Description[edit]

  • Physical Desription:
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Goat Racial Traits[edit]

  • Stat Adjustments:
  • Medium: Goats are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Goat is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Goat may be considered to be mounted for the purpose of mounted feats.
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  • Non-Dextrous: Goats can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Goats also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Languages: Goats begin play speaking Equine. Goats with a high Int score can choose from the following list of bonus languages: Camelu, Germane, Griffin, Cervidan, Herd Tounge, Ursic, Zebrican
  • Level Adjustment: + (Optional; most useful if combined with humanoid characters from other settings.)

Sheep[edit]

Description[edit]

  • Physical Desription:
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Sheep Racial Traits[edit]

  • Stat Adjustments:
  • Medium: Sheep are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Sheep is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Sheep may be considered to be mounted for the purpose of mounted feats.
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  • Non-Dextrous: Sheep can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Sheep also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Languages: Sheep begin play speaking Equine. Sheep with a high Int score can choose from the following list of bonus languages: Camelu, Germane, Griffin, Cervidan, Herd Tounge, Ursic, Zebrican
  • Level Adjustment: + (Optional; most useful if combined with humanoid characters from other settings.)

Camelid[edit]

Description[edit]

  • Physical Desription:
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Camelid Racial Traits[edit]

  • Stat Adjustments:
  • Medium: Camelids are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Camelid is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Camelid may be considered to be mounted for the purpose of mounted feats.
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  • Non-Dextrous: Camelids can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Camelids also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Languages: Camelids begin play speaking Camelu. Camelids with a high Int score can choose from the following list of bonus languages: Antelopian Glyphs, Cervidan, Equine, Herd Tounge, Tapiron, Zebrican
  • Level Adjustment: + (Optional; most useful if combined with humanoid characters from other settings.)

Dromedan[edit]

Description[edit]

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Dromedan Racial Traits[edit]

  • Stat Adjustments:
  • Medium: Dromedans are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Dromedan is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Dromedan may be considered to be mounted for the purpose of mounted feats.
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  • Non-Dextrous: Dromedans can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Dromedans also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Languages: Dromedans begin play speaking Camelu. Dromedans with a high Int score can choose from the following list of bonus languages: Antelopian Glyphs, Cervidan, Equine, Herd Tounge, Tapiron, Zebrican
  • Level Adjustment: + (Optional; most useful if combined with humanoid characters from other settings.)

Canidan Dog[edit]

Description[edit]

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Canidan Dog Racial Traits[edit]

  • Stat Adjustments:
  • Medium: Canidan Dogs are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Canidan Dog is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Canidan Dog may be considered to be mounted for the purpose of mounted feats.
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  • Non-Dextrous: Canidan Dogs can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Canidan Dogs also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Languages: Canidan Dogs begin play speaking Canidan. Canidan Dogs with a high Int score can choose from the following list of bonus languages: Boardorian, Equine, Griffin, Herd Tounge, Tapiron, Ursic.
  • Level Adjustment: + (Optional; most useful if combined with humanoid characters from other settings.)

Canidan Fox[edit]

Description[edit]

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Canidan Fox Racial Traits[edit]

  • Stat Adjustments:
  • Medium: Canidan Foxes are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Canidan Fox is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Canidan Fox may be considered to be mounted for the purpose of mounted feats.
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  • Non-Dextrous: Canidan Foxes can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Canidan Foxes also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Languages: Canidan Fox begin play speaking Canidan. Canidan Foxes with a high Int score can choose from the following list of bonus languages: Boardorian, Equine, Griffin, Herd Tounge, Tapiron, Ursic.
  • Level Adjustment: + (Optional; most useful if combined with humanoid characters from other settings.)

Canidan Wolf[edit]

Description[edit]

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Canidan Wolf Racial Traits[edit]

  • Stat Adjustments:
  • Medium: Canidan Wolves are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Canidan Wolf is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Canidan Wolf may be considered to be mounted for the purpose of mounted feats.
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  • Non-Dextrous: Canidan Wolves can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Canidan Wolves also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Languages: Canidan Wolves begin play speaking Canidan. Canidan Wolves with a high Int score can choose from the following list of bonus languages: Boardorian, Equine, Griffin, Herd Tounge, Tapiron, Ursic.
  • Level Adjustment: + (Optional; most useful if combined with humanoid characters from other settings.)

Cervidian Deer[edit]

Description[edit]

  • Physical Description: On average, Deer are only a head taller than most ponies, and slimmer. They can have manes as elaborate as the Equines that usually take after autumn or earthly tones.

Males can have small to large antlers, and are distinguished from elk by the difference in height, patterns on their bodies, and a more delicate physical frame.

  • Society: Compared to the Elk, the deer are more curious, free-spirited, less hierarchical, and more competitive. Deer (like the Elk) are elemental magi, able to learn one (or more) of the elemental schools. They aren't as capable as most elk, but can easily best the average unicorn.
  • Relations: Often seen as the Elk's little brothers, they have managed to make allies with ponykind. Springy and fast, they are potent allies and life-long friends. Deer tend to come from forested lands, often filled with danger, and over the generations they have adapted to living in hostile areas.
  • Alignment and Religion:
  • Adventurers: The deer are regal and proud race, said to have descended from the God King himself. Unlike the elk, the deer are not averse to travel and can usually be found anywhere– mainly (but not exclusively) in temperate climates.
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Cervidian Deer Racial Traits[edit]

  • Stat Adjustments: +2 Dexterity, +2 Charisma, -2 Constitution
  • Medium: Cervidian Deer are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Cervidian Deer is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Cervidian Deer may be considered to be mounted for the purpose of mounted feats.
  • Magical Antlers: Most Cerviadians have an innate ability for magic. Cervidian Deer with an Intelligence Score of 11 or higher may use Mage Hand and Prestidigitation as at-will spell-like abilities with a caster level equal to their character level. Cervidans receive a +2 racial bonus on Use Magic checks to overcome spell resistance.
  • Antlers: All Cervidians may make a natural attack with their horns. The Antler deals 1d6 piercing damage
  • Non-Dextrous: Cervidian Deer can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Cervidan Deer also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Skills: Cervidian Deer always gain Use Magic as an automatic Class Skill
  • Talents: Cervidian Deer have access to special racial Talent Trees (Low Magic, Acrobatics; see Racial Talents). Whenever they gain a talent from a class or otherwise, they may choose a racial talent instead.
  • Languages: Cervidian Deer begin play speaking Cervidan. Cervidian Deer with a high Int score can choose from the following list of bonus languages: Camelu, Equine, Griffin, Herd Tounge, Ursic, Zebrican
  • Level Adjustment: + (Optional; most useful if combined with humanoid characters from other settings.)

Cervidian Elk[edit]

Description[edit]

  • Physical Description: An elk's physique is comparable to Princess Celestia and is typically slimmer than Equines. They usually take after earthly tones, lighter than the Deer, but darker than the moose with the most visible feature being their mane (if they choose to grow it out) and majestic antlers. It is considered traditional to Elk to keep their manes short.
  • Society: Elk are very traditional. Their culture revolves around their broad understanding of magic, its nature and history, and the World Tree their home city, Concordia is built on. Its elementally enchanted seeds have many applications and make for a profitable export.

The Elk are elemental magi, able to learn any one of the elemental schools. They are some of the most powerful magi in the known world, and the best among the Cervids. Their magic can compare in power to some of the most powerful unicorns. All elk, at birth, are named after a star. Only recently have some adopted a new custom of "earning" a new name once they've claimed their first elemental power. Conservative Cervids may choose to keep their star name in respect to their heritage. Elk fawn often undergo a coming-of-age test, where they are tasked to demonstrate their magic. The test differs from location to location, but they usually made to seem dangerous, when in truth they are completely harmless. In Concordia, most fawn are sent into the Eternal Forest, beneath the World Tree, and told to find a specific root to mark their name onto it.

  • Relations:

Elk kind are powerful and are seen with respect and awe. Lesser races have cowered and asked for there assistance for generations. There wills and whimsies have shaped nations around Concordia. Unfortunately, the Elk know this. To put it bluntly, history is all they have.

  • Alignment and Religion:
  • Adventurers: The elk are among the oldest races, and are experts on the nature of magic and ancient lore. Stubborn and proud traditionalists – they take great pride in their heritage and magical prowess, often looking down on those that can't use magic and believing themselves to be the world's true guardians. Despite that, they tend to remain in their homelands and are not usually the adventurous sort.
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Cervidian Elk Racial Traits[edit]

  • Stat Adjustments: +2 Strength, +2 Constitution, -2 Dexterity
  • Medium: Cervidian Elk are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Cervidian Elk is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Cervidian Elk may be considered to be mounted for the purpose of mounted feats.
  • Magical Antlers: Most Cerviadians have an innate ability for magic. Cervidian Elk with an Intelligence Score of 11 or higher may use Mage Hand and Prestidigitation as at-will spell-like abilities with a caster level equal to their character level. Cervidans receive a +2 racial bonus on Use Magic checks to overcome spell resistance.
  • Antlers: All Cervidians may make a natural attack with their horns. The Antler deals 1d6 piercing damage
  • Non-Dextrous: Cervidian Elk can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Cervidan Elk also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Skills: Cervidian Elk always gain Use Magic as an automatic Class Skill
  • Talents: Cervidian Elk have access to special racial Talent Trees (Low Magic, High Magic; see Racial Talents). Whenever they gain a talent from a class or otherwise, they may choose a racial talent instead.
  • Languages: Cervidian Elk begin play speaking Cervidan. Cervidian Elk with a high Int score can choose from the following list of bonus languages: Camelu, Equine, Griffin, Herd Tounge, Ursic, Zebrican
  • Level Adjustment: + (Optional; most useful if combined with humanoid characters from other settings.)

Cervidian Moose[edit]

Description[edit]

  • Physical Description: The bulkest of the cervids, the Moose are hulking creatures with massive antlers, easily larger than most elk. They have longer muzzles and their antlers' shape is distinct to their race.
  • Society: The moose consider their ships and sea ports their homes. They spend most of their lives out at sea, usually on vessels they built themselves.

They make for the best shipwrights and navigators, if you can convince one to join your crew. They are seldom motivated by wealth and revenge – preferring adventure. The moose are the only Cervids that can't use magic. However, they have the uncanny ability to detect the flow of ley in the sea, which allows them to navigate even the most perilous of seas. Some say this sense even extends to a very simple kind of precognition when on the sea.

  • Relations: The quiet big guy in the family that makes up Cervidia. They are often said to be master's of water, and can shape it like pegusi do clouds. This is wrong. However, more often than not, the moose you are looking at right now was probably born in a boat, or at least in a port city you probably could not even find on a map.
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Cervidian Moose Racial Traits[edit]

  • Stat Adjustments: +2 Strength +2 Constitution, -2 Wisdom
  • Medium: Cervidian Moose are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Cervidian Moose is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Cervidian Moose may be considered to be mounted for the purpose of mounted feats.
  • :
  • Antler: All Cervidians may make a natural attack with their horns. The Antler deals 1d6 piercing damage
  • Non-Dextrous: Cervidian Moose can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Cervidian Moose also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid characters from other settings.)
  • Skills: Cervidian Moose always gain Swim as an automatic Class Skill
  • Talents: Cervidian Moose have access to special racial Talent Trees (Fisherman, Wave Working; see Racial Talents). Whenever they gain a talent from a class or otherwise, they may choose a racial talent instead.
  • Languages: Cervidian Moose begin play speaking Cervidan. Cervidian Moose with a high Int score can choose from the following list of bonus languages: Camelu, Equine, Griffin, Herd Tounge, Ursic, Zebrican
  • Level Adjustment: + (Optional; most useful if combined with humanoid characters from other settings.)

Cervidian Reindeer[edit]

Description[edit]

  • Physical Description: Reindeer have the lightest frames among the Cervids, with a thinner muzzle and forward reaching antlers. When using magic, their antlers glow the color of their eyes.
  • Society: Reindeer are a strange lot. Tending to live up north, they are known to be able to fly without wings. Having a sort of kindred to the frost and snow, they are known to be experts in the fields they choose to learn about. Some have said that there minds are "up in the clouds" because of there strange ideas, some saying that there magic effects there minds. Most reindeer have a capacity for magic which far exceeds their mind's capacity, allowing them to wield an unimaginable amount of power, but at the cost of their sanity. They slowly lose control of emotions and cognitive ability, becoming savage, and in some fringe cases, disintegrating the host.
  • Relations: The reindeer take to secluded mountain-tops and forests anywhere in the Known World (except for the Old World), though they don't usually want to be found.
  • Alignment and Religion:
  • Adventurers: Due to their incredible potential for magic, the reindeer are reclusive and try to avoid confrontation and attention. They often become bodyguards or couriers.
  • Male Names:
  • Female Names:

Cervidian Reindeer Racial Traits[edit]

  • Stat Adjustments: +2 Dexterity, +2 Intelligence, -2 Constitution
  • Medium: Cervidian Reindeer are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Cervidian Reindeer is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Cervidian Reindeer may be considered to be mounted for the purpose of mounted feats.
  • Magical Flight: Reindeer have the ability to fly as Pegasi, but without wings. However, they take -5 to any check while flying, due to the magical nature of there flight requiring constant attention and vigilance.
  • Magical Antlers: Most Cerviadians have an innate ability for magic. Cervidian Reindeer with an Intelligence Score of 11 or higher may use Mage Hand and Prestidigitation as at-will spell-like abilities with a caster level equal to their character level. Cervidans receive a +2 racial bonus on Use Magic checks to overcome spell resistance.
  • Antlers: All Cervidians may make a natural attack with their horns. The Antler deals 1d6 piercing damage
  • Rein's Folly: This curse is referred to as Rein's Folly, and comes from a fawntale in Cervid mythology where two thieves (one a reindeer, one a moose) stole magic from the elk. The magic was too great for the reindeer to contain, destroying him and cursing all reindeer for his folly. Whenever a Reindeer succeeds on a Use Magic roll, roll another d20 and consult the following table.

Table: Rein's Folly

Roll ResultEffect
1character permanently looses 1 Wisdom
2-3spell deals 1d4 mental levels to character
4-5spell drains additional fatigue from all allied characters in range
6-7spell deals 1d3 Wisdom damage to character
8-9spell drains additional fatigue from random allied character
10–11spell deals one mental level to character
12-13spell drains double fatigue from character
14–19spell works normal
20spell doubles range, duration or effect
  • Non-Dextrous: Cervidian Reindeer can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Cervidian Reindeer also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid characters from other settings.)
  • Skills: Cervidian Reindeer always gain Use Magic and Fly as automatic Class Skills
  • Talents: Cervidian Reindeer have access to special racial Talent Trees (Flying, Low-Magic; see Racial Talents). Whenever they gain a talent from a class or otherwise, they may choose a racial talent instead.
  • Languages: Cervidian Reindeer begin play speaking Cervidan. Cervidian Reindeer with a high Int score can choose from the following list of bonus languages: Camelu, Equine, Griffin, Herd Tounge, Ursic, Zebrican
  • Level Adjustment: +1 (Optional; most useful if combined with humanoid characters from other settings.)

Griffon[edit]

Description[edit]

  • Physical Desription:
  • Society:
  • Relations:
  • Alignment and Religion:
  • Adventurers:
  • Male Names:
  • Female Names:
  • Favored Class: Athlete or Guard

Griffon Racial Traits[edit]

  • +2 Dexterity
  • Medium: Griffon are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Griffon is considered to be a humanoid.
  • Speed: 30 feet (land), special (flight)
  • Quadraped: A Griffon may be considered to be mounted for the purpose of mounted feats.
  • Gliding: A Griffon can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Griffon glide at a speed of 30 feet (average maneuverability). Even if her maneuverability improves, she can't hover while gliding. A Griffon can't glide while carrying a medium or heavy load. If a Griffon becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The Griffon descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
  • Flight: Griffon gain the ability to fly by the use of their wings at level two at a speed of 40 feet (average maneuverability). A Griffon can't fly while carrying a medium or heavy load or while fatigued or exhausted. Griffon can safely fly for a number of rounds equal to double their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. They are likewise fatigued after spending a total of more than 10 minutes per day flying. Because Griffons can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued). When they reach level nine, Griffon have enough stamina and prowess to fly for longer periods. They can fly at a speed of 60 feet (average maneuverability), and flying requires no more exertion than walking or running. A Griffon with flight can make a dive attack. A dive attack works like a charge, but the creature must move a minimum of 30 feet and descend at least 10 feet. A Griffon can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A Griffon with flight can use the run action while flying, provided she flies in a straight line.
  • Cloudwalk: Griffon may treat clouds or fog as as solid ground or as vapor.
  • Semi-Dextrous: Griffon can grasp one item (with their beak) while walking on the ground and up to two more (with their talons) while gliding, or in flight. They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Griffon also suffer -5 to all checks needing fingers, due to the low dexterity of their talons. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Skills: Griffon always gain Fly as an automatic Class Skill
  • Languages: Griffon begin play speaking Equine or Vaporian and reading as well as writing Griffin. Griffon with a high Int score can choose from the following list of bonus languages: Cervidan, Equine, Germane, Ibese, Ursic, Vaporian
  • Level Adjustment: +1 (Optional; most useful if combined with humanoid characters from other settings.)

Ibis[edit]

Description[edit]

  • Physical Desription:
  • Society:
  • Relations:
  • Alignment and Religion:
  • Adventurers:
  • Male Names:
  • Female Names:

Ibis Racial Traits[edit]

  • Stat Adjustments:
  • Medium: Ibex are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, an Ibis is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: An Ibis may be considered to be mounted for the purpose of mounted feats.
  • :
  • :
  • Non-Dextrous: Ibex can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Ibex also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Languages: Ibex begin play speaking Ibese. Ibex with a high Int score can choose from the following list of bonus languages: Cervidan, Equine, Germane, Griffin, Vaporian
  • Level Adjustment: + (Optional; most useful if combined with humanoid characters from other settings.)

Llama[edit]

Description[edit]

  • Physical Desription:
  • Society:
  • Relations:
  • Alignment and Religion:
  • Adventurers:
  • Male Names:
  • Female Names:

Llama Racial Traits[edit]

  • Stat Adjustments:
  • Medium: Llamas are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Llama is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Llama may be considered to be mounted for the purpose of mounted feats.
  • :
  • :
  • Non-Dextrous: Llamas can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Llamas also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Languages: Llamas begin play speaking Llamanol. Llamas with a high Int score can choose from the following list of bonus languages: Boardorian, Canidan, Equine, Herd Tounge, Ursic, Vaporian.
  • Level Adjustment: + (Optional; most useful if combined with humanoid characters from other settings.)

Earth Zebra[edit]

Description[edit]

  • Physical Desription:
  • Society:
  • Relations:
  • Alignment and Religion:
  • Adventurers:
  • Male Names:
  • Female Names:

Earth Zebra Racial Traits[edit]

  • +2 to any ability, +2 Dexterity, -2 Constitution
  • Medium: Zebras are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Zebra is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Zebra may be considered to be mounted for the purpose of mounted feats.
  • Able Learner: A Zebra gains one extra skill and one extra feat at first level.
  • Runner: When running, a Zebra moves five times its normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times its speed (if wearing heavy armor or carrying a heavy load). If the Zebra makes a jump after a running start (see the Jump skill description), it gains a +4 racial bonus on the Jump check. While running, the Zebra retains its Dexterity bonus to AC.
  • Self Sufficient: Zebras get a +2 racial bonus on all Heal checks and Survival checks.
  • Down to Earth: Zebras automatically have an arcane spell failure chance of 15%. This percentage is counted, as if the Zebra was wearing light armor, and may be modified as such.
  • Non-Dextrous: Zebras can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Zebras also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Languages: Zebras begin play speaking Zebrican. Earth Zebras with a high Int score can choose from the following list of bonus languages: Antelopian Glyphs, Camelu, Cervidan, Equine, Herd Tounge, Tapiron
  • Cutie Mark: Like a pony, Zebras have the option to take a cutie mark at Level 3; see MLP Cutie Marks for details.
  • Level Adjustment: +1 (Optional; most useful if combined with humanoid characters from other settings.)

Pegasus Zebra[edit]

Description[edit]

  • Physical Desription:
  • Society:
  • Relations:
  • Alignment and Religion:
  • Adventurers:
  • Male Names:
  • Female Names:

Pegasus Zebra Racial Traits[edit]

  • Stat Adjustments:
  • Medium: Pegasus Zebras are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Pegasus Zebra is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Pegasus Zebra may be considered to be mounted for the purpose of mounted feats.
  • :
  • :
  • Non-Dextrous: Pegasus Zebras can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Pegasus Zebras also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Languages: Pegasus Zebra begin play speaking Zebrican. Pegasus Zebras with a high Int score can choose from the following list of bonus languages: Camelu, Cervidan, Equine, Herd Tounge, Tapiron, Vaporian
  • Level Adjustment: + (Optional; most useful if combined with humanoid characters from other settings.)

Unicorn Zebra[edit]

Description[edit]

  • Physical Desription:
  • Society:
  • Relations:
  • Alignment and Religion:
  • Adventurers:
  • Male Names:
  • Female Names:

Unicorn Zebra Racial Traits[edit]

  • Stat Adjustments:
  • Medium: Unicorn Zebras are medium creatures and gain no special bonuses or penalties due to their size.
  • Humanoid: For the purposes of D&D rules, a Unicorn Zebra is considered to be a humanoid.
  • Speed: 40 feet (land)
  • Quadraped: A Unicorn Zebra may be considered to be mounted for the purpose of mounted feats.
  • :
  • :
  • Non-Dextrous: Unicorn Zebras can only grasp one item at a time (with their mouth). They are able to use two handed weapons, but suffer a -2 penalty to attack, when doing so with a melee-, or unmodified ranged weapon. Unicorn Zebras also suffer -10 to all checks needing fingers, due to the low dexterity of their hooves. (Optional; most useful if combined with humanoid chracters from other settings.)
  • Languages: Unicorn Zebra begin play speaking Zebrican. Unicorn Zebras with a high Int score can choose from the following list of bonus languages: Antelopian Glyphs, Camelu, Cervidan, Equine, Herd Tounge, Tapiron
  • Level Adjustment: + (Optional; most useful if combined with humanoid characters from other settings.)