Ponies Of The Eclipse – Flash Magnus, the Pillar of Bravery

A thousand years ago Flash was a cadet in the Royal Legion of Cloudsdale – which really tells us very little. Still, even today, most “cadets” are teenage trainees, Cloudsdale is just one city (and so probably had a relatively small military, accounting for some of that organizations apparent informality), and Equestria’s Rank-And-File seems to be expected to take charge whenever danger pops up – which is sort of a “Junior Officer” role.

So, when a problem pops up in Equestria, the nearest individual(s) with combat training take charge of the civilians. They draft those with useful abilities to help deal with whatever it is and get the ones without useful talents out of the way. This would never work in real life – but ponies are clearly labeled, hard to seriously injure, recover quickly, and almost never get killed, so drafting suitable bystander to help deal with a monster or other emergency is actually fairly reasonable.

This also explains why Twilight and company tend to wind up dealing with monsters attacking Ponyville; Twilight has authority over the local guards by virtue of being a princess and probably has some training. Celestia would have to be pretty silly to have totally neglected a students physical education and basic combat training when she knew that said student might have to fight Nightmare Moon – and she’d probably pick up some more from simply being around Shining Armor. Ergo, if there’s a monster attack, and Twilight is available… she grabs the people nearby with useful talents (such as her generally-exceptional friends) and they deal with it. Similarly, Applejack – who is the best qualified to deal with it – deals with a stampede and the Mayor presumably does the paperwork.

Finally, this makes trying to take a detachment of six pegasi – at least three of them partially-trained youngsters – through the Dragon Territories, and then leaving one of the kids in charge of the rescue plan when the dragons do attack, make some trace of sense. Dragons or not, the pegasi weren’t expecting any trouble – and when there was trouble, the one who stayed to face it and came up with a plan was automatically assumed to be in charge – cadet or not.

It also explains why there was no trouble over him “violating orders” to help out a griffon village later on. He was there, he took charge, and it worked out – making him right. No real-world military could function that way, but given ponies, the magic of friendship and harmony, and what’s basically a town militia, it’s at least comprehensible.

As for his actual abilities… He doesn’t really seem to be on the top end of the normal-pegasus scale for speed, or militarized weather manipulation, or even combat skill – although he’s presumably at least decent at all of them. He doesn’t actually seem to be terribly bright either, but he does mean well – and in Equestria that goes quite a long way all by itself. He IS fast, evasive, reasonably strong, quite acrobatic, and lightning-resistant, but the only thing he’s got that pretty much every other military-trained pegasus doesn’t have is a magic shield – and he has to get that into position; it doesn’t automatically protect him.

And there’s a reason for that.

If you’re nigh invulnerable, or have powers far beyond those around you, or your defenses aren’t always at risk of failing… you don’t NEED bravery. THAT is why Flash Magnus is pretty much a normal pegasus pony with a neat shield – because if he doesn’t get the shield in position in time (a risk with every attack made against him) he’s going to get hurt. Probably not too badly given that he IS a pony and they’re pretty tough anyway, but just a little bad luck – such as missing several times in a row – could easily bring him down. That is what makes being at the forefront, being the bait, and being the first into danger, an act of courage rather than basic tactics.

So what we have here is Captain America with wings. All-around competent, and with reasonable tactical skills (at least for a setting where you can’t do anything that would confuse a small girl too much), a valued member of the Pillars because of his courage, determination, loyalty, and being the only one who has any real idea what he or she is doing in a fight.

Secondarily, he hasn’t wandered the world extensively like Mistmane or Mage Meadowbrook or (especially!) Starswirl The Bearded even if he did start off with a solo encounter with some dragons and then participated in a few group encounters with Gryphon diplomacy, the Pillars against the Sirens, and so on. Ergo, level three, or ECL 4 with the +1 ECL Pegasus Pony package.

Flash Magnus, Pillar Of Bravery

Level Three (ECL 4) Pegasus Military Officer

.To summarize the low-level adventurer template, those affected get:

  • A -3 penalty on unskilled skill checks.
  • Very slow level advancement, by direct session-based character point awards rather than experience points. Succeeding in goals helps, but killing things and taking their stuff does not.
  • The status of valuable trouble magnets – they’re rare and find trouble everywhere they go.
  • A +3 bonus on five skills which suit their backgrounds and training. Sadly, this cannot be applied to active magical skills.
  • Extra hit points equal to [12 + (2 x Con Mod)].
  • Two minor special talents. For the full list see the Template, for Flash Magnus we’ll be taking +2 Dexterity and Internal Compass (so that he never gets lost).

To summarize the Basic Pony Modifiers:

  • Quadruped. In general ponies are slow and have trouble moving while using tools or weapons.
  • Attribute Modifiers: -2 Dex, +2 Con. An additional +2 Con and +2 Chr are dispellable magical bonuses.
  • Damage Reduction 9/- versus both Physical and Energy Attacks, only DR 2/- versus melee attacks by living creatures.
  • Endure Elements. Ponies pretty much ignore the weather.
  • Ponies heal 1d8+1 damage per round three times per day.
  • Ponies are always treated as having lots of pockets, even in the nude.
  • Ponies get minor cartoon effects, such as hair that responds to moods, blushing through fur, and so on.
  • Ponies may begin or participate in spontaneously choreographed musical numbers that provide bonuses for group tasks.
  • Have a base pool of 1d6+3 Mana, regaining 1d6 with an hours rest up to three times a day and 1-2 points per day regardless. For Flash I’ve rolled 8 – at the high end of the usual pool.
  • Get a +2 Racial Bonus to Perform/Sing

To summarize the Pegasus Subrace Modifiers:

  • 40′ Flight, with perfect maneuverability
  • Cloud-Walking
  • Adept (Rune Magic/Air, Mastery and Casting, Flight, and Knowledge/Nature (Specialized for Double Effect in Weather Prediction and air-related phenomena).
  • +3 Racial Bonus on all Adept Skills (effectively +6 for the specialized Survival)
  • Damage from high-speed collisions, crashes, and similar impacts is one-fourth normal to a maximum of 6d6.
  • Resist Lightning 10 (stacks with general energy resistance).
  • +2 racial bonus to Spot (Perception in Pathfinder).
  • Additional +6 Racial Bonus to Spot (Perception)/Specialized, only to make up for range, fog, and other atmospheric penalties (3 CP).

Yes, that’s a whole bunch of racial stuff. That’s because ponies come with a whole load of powers and abilities straight out of the box, even if taking them out of the box does make them a lot less collectible.

Base Attributes: Str 13, Dex 16 (-2 Pony +2 Knack = 16), Con 14 (+2 Pony +2 Magic = 18), Int 12, Wis 13, Cha 12 (+2 Magic = 14) (Pathfinder 25-Point Buy).

Available Character Points: 96 (Level Three Base) +6 (Disadvantages: History and Foolhardy – a version of Insane) +6 (Duties to the Cloudsdale Military) +12 (L1 and L3 Bonus Feats) = 120 CP.

Basic Abilities (66 CP):

  • Hit Dice: 23 (L1-3, d8, 12 CP) +20 (12 + 2 x Con Mod Template) +12 (3 x Com Mod) = 55 HP. Usually starts with three additional temporary hit points from Personal Greater Heroism.
  • Skill Points: 12 (Purchased, 12 CP) + 6 (Int) + 18 (Augmented Bonus) = 36 SP.
  • BAB +2 (12 CP).
  • Saves:
    • Fortitude +0 (0 CP) +4 (Con) +4 (Resistance) +4 (Morale) = +12
    • Reflex +4 (12 CP) +3 (Dex) +4 (Resistance) +4 (Morale) = +15
    • Will +2 (6 CP) +1 (Wis) +4 (Resistance) +4 (Morale) = +11
  • Proficiencies: All Simple and Pegasi Weapons plus Shields (12 CP).
  • Initiative: +3 (Dex)
  • Move: 40 (four legs, 20 on three or less), Flight 40 (Perfect, +8 on Fly Checks).
  • Armor Class: 10 (Base) + 3 (Dex) +4 (Shimmer Mail) +3 (Martial Art) (Usually) +4 (Shield Bonus from air-based Force Shield effect) = 24.

Usual Weapons:

  • Strike: +9 (+2 BAB +1 Str +2 Martial Art +4 Morale), 1d4+1 (Str) +4 (Morale) (may add +3d6 Concussive Strike, for 1 Mana), Crit 20/x2 plus Fort DC 16 Blinding Strike. May inflict Lethal or Nonlethal Damage and make a Whirlwind Attack. Counts as being armed or unarmed as desired.
  • Javelin: +11 (+2 BAB +3 Dex +2 Martial Art +4 Morale), 1d8 +1 (Str) +4 (Morale), Crit 20/x2, Range 30. May spend 1 Mana on a wind assist to add +1d8+1 damage, raise the range to 120, and increase the critical range to 19-20/x2. With his Tulthara Charm (see Equipment, below) he may opt to inflict lethal or nonlethal damage and will never run out of Javelins.

Other Abilities:

  • Advanced Improved Augmented Bonus (Adds Dex Mod to Int Mod for skill purposes), Specialized and Corrupted/only applies up to level five, only for calculating skill points (6 CP).
  • Adept: Acrobatics, one Wind Gallop Martial Art, Knowledge /Military Tactics, History, and Gear and Perception (6 CP).
  • Skills (All save Rune Magic skills +4 Morale):

Purchased Skills:

  • Acrobatics +6 (3* SP) +3 (Dex) +3 (Tem) = +16
  • Flight 6 (3* SP) +3 (Race) +3 (Dex) +3 (Tem) +8 (Perfect Man) = +27
  • Javelin Storm Style Martial Art +6 (6 SP) +3 (Dex) = +13
    • Abilities (7): Attack 2, Power 1, Crippling, Expertise (may trade off attack bonus for AC), Inner Strength, and Vanishing.
  • Knowledge/Nature (Specialized in Weather for double effect) +12 (6) (3* SP) +6 (3) Race = +22
  • Knowledge/Military Tactics, History, and Gear +6 (3* SP) +1 (Int) +3 (Tem) = +14
  • Perception +6 (3* SP) +1 (Wis) +3 (Tem) = +14 (Additional +6 versus atmospheric penalties).
  • Perform/Sing +2 (2 SP) +3 (Cha) +2 (Race) = +7
  • Rune Magic/Air Casting +6 (3* SP) +3 (Race) +2 (Cha) = +11. Effective Caster Level 5.
  • Rune Magic/Air Mastery +6 (3* SP) +3 (Race) +2 (Cha) = +11. May use second level effects.
  • Stealth +4 (4 SP) +3 (Dex) = +11
  • Wind Gallop Martial Art +6 (3* SP) +3 (Tem) +3 (Dex) = +16
    • Abilities (8): Defenses 3, Attack 2, Strike, Blinding Strike, and Whirlwind Attack.
  • Fortune (Evasion Variant, 6 CP). If Flash makes a successful Reflex save he takes no damage. This is actually pretty normal for combat-trained Pegasus Ponies: “no be there” seems to be one of their major defensive strategies.
  • Reflex Training: Combat Reflexes Variant (+3 Attacks of Opportunity per round) (6 CP).

Pony names tend to be pretty descriptive and fairly often tell us something about their personal talents – and here we have Flash (“a brief burst of energy”) and Magnus (“the great”) for a name. Moreover, he seems to be a pegasus-style Paladin; a guardian who will always place himself between friends, innocents, and the helpless, and any danger. So…

Flash

  • Opportunist: Can use a personal-enhancement air magic effect of up to level two as a part of another physical action (6 CP). He usually uses this to pull off incredible acrobatics, make instant high-speed aerial turns, boost his armor class, boost his speed, expand his physical attacks to affect a small area (knocking down a line of creatures by flying through them or spinning to affect a small radius). boosting the impact of one of his attacks, or similar tricks.
  • Reflex Training, Three Action Per Day Variant, Specialized for Increased Effect (provides a full round action, but can only be used when heroically going to the rescue of someone else, 6 CP).

Magnus:

  • Mana-Powered Inherent Spells:
    • Greater Warding Rune (The Practical Enchanter, L3, reduced to L2 by costing 3 Mana, adds +4 + (CL/6) Resistance Bonus to Saves for one minute per level, 6 CP).
    • Personal Greater Heroism (The Practical Enchanter, L4, reduced to L2 by costing 4 Mana, +4 morale bonus on attack rolls, saves, checks, and weapon damage, immunity to fear effects, and temporary hit points equal to the caster level, Max 20. Lasts ten minutes per level, 6 CP)
    • Greater Blink (d20 base, L5, reduced to L2 by costing 5 Mana. Note that this is more than he has available from the Superheroic Template with his Constitution Modifier, so this is a limited-use effect that taps into his personal mana reserve – albeit by only one point. His special effects run more towards moving in and out of cover, moving so fast that opponents cant keep track of him, and vanishing into the shadows than becoming invisible, but the mechanics are the same (6 CP).

Netitus

Flash’s shield was capable of (mostly) protecting him from Dragonfire and the Siren’s magical (sonic?) blasts and survived being used as a dragon plaything. Ergo, the shield itself is close to indestructible and will protect the user from a good deal of energy damage and at least some simple physical damage if properly deployed. It’s obviously a Relic, and the build looks like this:

  • Returning, Specialized for Reduced Cost / does not apply to the user, simply renders the shield itself nigh-indestructible (3 CP). There are, of course, ways to destroy it – but none that are likely to come up in combat.
  • Immunity to Energy Damage (Very Common, Major, Minor), Specialized and Corrupted for Increased Effect (36 points)/ user must be able to raise the shield against an incoming attack, must expend an Attack of Opportunity, and must successfully make a DC 20 Reflex Save to make use of this immunity (10 CP).
  • Immunity to Physical Damage (Very Common, Major, Trivial), Specialized for Increased Effect and Corrupted for Reduced Cost (10 points of protection, 3 CP).
  • Blessing, Specialized for Increased Effect (May protect a small area) and Corrupted for Reduced Costs / only to allow the user to extend the two immunities above to one or more persons behind him or her if it is successfully used against an area effect attack (4 CP).

With a net cost of 20 CP, this is a 3 CP Relic – in a setting where characters may have up to 4 CP worth. Given that the build for Mage Meadowbrook included the ability to equip her companions with a single 1 CP relic each, this works out perfectly. It’s also pretty much a build for Captain America’s shield, but the resemblance is hard to deny anyway.

Other Equipment:

  • Charms: Cleansing Wand, Contraceptive Charm, Ditty Bag, Firespice Shakers, Fireworks Pouch, Sovereign Ointment, and a Tulthara (creates Javelins “made of lightning” which may inflict lethal or nonlethal damage at the user’s option).
  • Talismans: Helm Of War, Mother’s Tears Amulet, and Shimmer Mail.
  • Outside of the usual basic supplies (some rope, rations, a water bottle, personal items, and the rest of a basic travel kit) Flash – like most ponies – really doesn’t use a lot of equipment.

Flash Magnus is fundamentally very different from his companions. They were all solo heroes to start with – while Magnus was a Soldier. He’s competent in a wide variety of tactical roles, he can use weapons other than his favorites, and if confronting major monsters his reaction is not to confront them directly with his massive magical power, it’s to pull them into a trap set up by his comrades. In a team full of rugged individualists used to adventuring on their own, Flash Magnus is the one who keeps them organized and on-mission rather than each doing their own thing.

For further development… his biggest needs are more attacks (Personal Haste if the game master is willing to put up with it, Bonus Attack otherwise), better saves to make the use of his Shield more reliable, and pumping up his Constitution and Dexterity a bit. Otherwise he’s really quite competent; Pegasus Air Magic has a wide variety of combat applications, his attacks are already pretty good, he has ranged options, he has melee options, he’s highly mobile, and Netitus will – with a little luck – let him tank a good bit of incoming damage.

Advertisements

Prince Blueblood’s Aggravating Pony Overlord List Part VI – The Mendaciously Meandering Miasmic Morus Maze of Meticulously Mangled Mutinous Management Maxims

Previously on the Aggravating Pony Overlord Channel…

  1. If someone says “This isn’t a cartoon!” I will glance at myself and say “Really?” in a questioning tone. If they have been amusing enough so far I will add a horrified “OH NOOOOOOO!!!!” and teleport away, leaving only a slowly dissolving after-image of myself with an expression of horror on it’s face!
  2. If any of my kids fall in love, I will make sure that their crush is a reasonably decent sort and is not just using them! If that checks out, the pair (or group, it’s not like I don’t keep a harem!) will be supplied with plentiful travel funds, reservations wherever, contraceptives (if desired) and toys of choice (if any) and told to go for it! Sex is fun, grandchildren are great, and it’s not like I’M a model of decorum!
  3. If I am confronting an Eldritch Abomination I shall remember that I qualify as a Cute Eldritch Abomination myself, and there shall be tea and cookies! And possibly dancing! I haven’t done the Lord Of The Shoggoths Line Dance Show since the last Eldritch Elder Invasion!
  4. If dealing with Vampires, Werewolves, Mummies, or some similar potentially sensible horror-movie creature I will talk first! If forced, I will point out that – while they are good at terrorizing normal humans – I am at LEAST a cartoon superhero wizard and can put them in the core of the sun, toss them into a black hole, or banish them to some eldritch elder dimension if I have to!
  5. I shall train my own ninja, pirates, and ninja-pirates, starting with adorably fluffy kittens and puppies! That way when my ninja puppy trips an opponent out a window, cuddles will be entirely appropriate!
  6. I will disguise myself (perhaps with a mustache, hat, or glasses!) and join any team of heroes gathered to oppose me, proclaiming myself to be my heroic dimensional alternate, a counterbalancing mystic force, arcane rival, or some such! That will let me know what’s going on, help keep the heroes gainfully employed, and – if and when I successfully help overthrow myself – I will be starting off in the upper tier of the successor government and will doubtless be the only one with administrative skills, and so I shall continue my rule with a fresh start, new public support, friendly heroes, and without interruption!
  7. I will encourage my kids to be rebellious scamps who sneak out to go adventuring – but only after I have arranged for some reasonable form of immortality for them and a nigh-unbreakable magical link so that I can pull them out of messes! But I will mostly get the heroes to do it! They will never be able to resist rescuing a bunch of youngsters running away from an Evil Overlord if no one tells them that they’re trying to escape school and bedtime! Of course, if any of the kids turn out to be incompetent dimwits, I shall shunt them to suitable pointless positions! I am an Aggravating Overlord, I can be as nepotistic as I wish, and they’re still my kids!
  8. I shall not be a corrupt CEO or any other style of corrupt leader! I am a Wealthy, Immortal, Decadent, Pleasure-Seeking, Superheroic Unicorn Wizard! What will being corrupt get me that I can’t have already anyway? Smoother ice cream?
  9. Trampling my foes beneath my hooves will ruin my hooficure! Blood splatters look terrible on my coat! Screams of agony spoil the music! There will be none of that barbaric nonsense in my realm! If something along those lines is absolutely required for some reason there is always Vogon Poetry!
  10. If I am told that I am an alien, descendant of an eldritch power, heir to something, the prophesied one, part of some deal with the underworld, or anything similar, I will start laughing! I escaped from a cartoon into reality and created both myself and fifty generations of my family history from pure fanfiction and egotism, and I didn’t include any of THAT nonsense! (Except when I did! I am a Cartoon! Consistency is not one of my major attributes!)
  11. I will hit on female opponents with combat propositions! They’re already attacking me, so what have I got to lose? And it’s not like anyone can seriously attack someone who is currently reeling from a smack with a hammerspace mallet! It would be unsporting and would break the running gag!
  12. I will knock loudly – and repeatedly – and announce my presence before entering a sauna, bath, hot pool, or similar establishment . This will save me from getting unavoidably whacked with hammers and things until I’ve had time to actually make at least one indecent proposition!
  13. I will not go for the domineering, master of sex slaves routine, or any similar perverse cliche, unless some of the mares in the harem request them for a role-playing night! It’s not like I have any shortage of willing partners who want to try out quirks!
  14. Listen very carefully, I shall say ‘zis only once! Watching the heroes try to figure out just what you might be suggesting with an innuendo involving wet celery, egg whisks, and flying helmets is amusing enough that I shall use the mysterious perverse quirk routine! After all, it worked for Allo Allo!
  15. My allies do not all have to be ponies! Griffins and other monsters work fine too! There is much to be said for diversity and a combined lack-of-arms strategy!
  16. If I am having a flashback, I shall drag everyone else into it with me! I am immune to paradox, but I bet that most of the heroes are not!
  17. If the heroes attempt to send a comic relief character who always bumbles their way to victory against me, I shall allow the kids to join the ensuing pie fight and clown-off, with the victor being whoever can raise the most money for charity! Given that my funds are nigh limitless and that the power of heart will be on my side, my “victory” is inevitable – and the comic relief can return to the heroes and announce that he or she was defeated, but the battle nevertheless raised a great deal of money for orphaned children!
  18. Fanboys and Fangirls will be offered harem jobs if they’re qualified and cute enough! If they are not they will be sent to places so distant that no one there has ever heard of me to spread the word (whatever they think THAT to be). Hero-worshiping playthings can be a lot of fun and it’s not like they’re ever going to be anything but a hindrance in any other role!
  19. If I am (somehow!) actually being overthrown and cannot escape, I will act like a petulant five year old and embarrass the heroes as much as possible! If I can manage to convince them that I have been a disposable figurehead all along, so much the better. To this end, there will be some sinister figure lurking nearby, to attack (machine gun, grenades, whatever) and injure (but certainly not kill) both some heroes AND myself, shout something unintelligible about “DOOM!”, and then make a cackling escape of its own. Given that this will be a well-shielded summoning protected from divination, and will vanish as soon as it’s out of sight, they will never catch it!
  20. If I ever feel the need to wear a mask, it will be a classic domino affair, suitable for parties or Zorro! It will be conceal my identity just as well as some elaborate demonic mask of power (Unicorn, remember?), is far less likely to attract swords of bullets, and is far, FAR, more stylish! And, as a bonus, you can nuzzle other ponies just fine while wearing it!
  21. The only acceptable reason for approaching the Moral Event Horizon is to cast “Reverse Gravity” on the ethical singularity, and ascend past wherever the heroes stand on the good-guy scale on the resulting cosmic eruption of virtue, thus leaving them with no reason to object to my sudden transcendence!
  22. If someone actually manages to badly hurt me, I shall do a dramatic death scene and dissolve into little sparkling lights. I regenerate quickly – even if killed – ANYWAY and I do need to use SOME special effect for my teleportation and dimension hopping! Who says that it CAN’T it be “leaving everyone with the impression of a dramatic death scene”?
  23. I am not limited by logistics, rationality, or sanity, and I shall not assume that the heroes are either! Numbers mean nothing! Of course, if I am up against a reasonable hero, there is something to be said for targeting his ammunition dumps, food stores, fuel reserves, and other supplies. Reasonable heroes seem to think that they need that kind of stuff!
  24. Family time takes priority over nefarious plotting! When I am busy attending a wedding, birthday, anniversary, or any other events important to wives, concubines, or children, the heroes can just come back tomorrow! After all, if they try anything at that point, they will be on the wrong side of so many tropes that I probably will not have to lift a hoof! Which is good, because one is occupied with a mare and the other with my drink!
  25. If a popular and known-to-be-fictional hero appears to stop me, I shall play along with their cliches rather than getting into an existential debate! After all, I’M fictional and I managed to sneak into reality, so there’s no reason why they shouldn’t have managed it too!
  26. Non one ever defeats an Overlord until he or she has used every weapon in his or her arsenal! So I will have a wide variety of powers (and every possible flavor of pie) and will keep adding more – including some that I can swap out! That way any heroes will have to work their way through an infinite list before they can defeat me!
  27. I will not attempt to “steal” Christmas, Easter, Thanksgiving, Hannukkah, Memorial Day, Boxing Day, Independence Day, or any other popular holiday! Instead I shall invite their avatars over for tea and become well-known for my generous support of such festivities! For no attack launched on someone celebrating a holiday is ever successful and that will both give me a day off and provide a reasonable chance of watching the heroes battle Santa or the Easter Bunny! The home movies will keep me laughing for YEARS!
  28. Super-Soldiers, Proud-Warrior-Race-Guys, and Villainous Henchmen only become effective AFTER they turn on their Creators, Manipulators, or Masters! Therefore I shall only recruit them on the rebound from whoever was trying to use them! Then they can teach the kids!
  29. I shall study the Greats! Overlords like Aku, Bavmorda, Ahab, Hook, Jareth, Megamind, Zod, Kurgan, Kahn, and Ming! They REALLY knew how to ham it up and chew the scenery – and I am quite possibly MADE OF HAM and I EAT scenery!
  30. If a serious villain turns up to spread evil and misery, or kidnaps one of my kids, or otherwise interrupts my aggravating overlordship, I shall join forces with the heroes right away! After all, I am protected from heroism by the power of the farce – and can give the heroes a nice fruit basket! But when it comes to defeating serious villains, that’s what heroes do!
  31. I will keep the air conditioner running, levels of alcohol in my system that would be lethal for any normal creature, and enjoy my ability to always stay nice and clean and my cartoon immunity to disease! Whatever it is that causes Villain Decay, I’m not catching it!
  32. If the heroes are the offspring of my lieutenants, I shall ensure that they get safe visitation days and college funds and give their younger siblings having part-time jobs as pages in my household so that they can throw water balloons at their older siblings whenever they get too serious. Nothing spoils a heroic narrative like a six-year-old sibling with a water balloon!
  33. If someone leaves a giant statue of me or any other creature outside my gates I will call up some builders and landscapers and turn it into the centerpiece of a carnival honoring myself! If someone is hiding inside, I will ensure that the exit is stuck until the evening rush and that all nearby restrooms are coin operated!
  34. If a God or Goddess is intervening to assist my opponents I will adjourn to the realms of the gods to find out what their problem is! I don’t stick my nose into THEIR portfolios, and even if I’m not a member of THEIR pantheon, I expect a similar level of respect when I’m being aggravating! Which is in itself aggravating! RECURSION FOR THE WIN!
  35. All the enhancement potions, super-soldier serums, and similar boosting effects that I give to my minions will be short-term only. Anyone who wants something permanent will have to buy it in the gift shop or volunteer to get experimented on! After all, such things ALWAYS exact a price proportionate to the power that they provide, and better it be “powered up for a few hours before taking a day off to sleep” than “go permanently insane with permanent super powers” unless that’s really what they want!
  36. Traveling performers and such can book the music hall down the block! If they want to perform for ME they can get accredited, build up a reputation and a repertoire, submit an application and a proposal, and go through a security check just like everyone else! Or they can get a recommendation from Leisure Suit Larry! Whichever!.
  37. If some mystic balance must be maintained, I will have a mechanic check it over and then set it spinning! Gyroscopes are a lot more stable! And it can’t be me upsetting it anyway! There are PLENTY of things out there that AREN’T aggravating to balance out me!
  38. If I am having a tantrum, my minions will be fully authorized to hit ME with a pie, and will have orders to do so! Tantrums aren’t really much fun anyway and pie fights make an excellent countermeasure!
  39. I will abuse time travel to train with the great masters! Not only are the arts a nice hobby but it will let me buy a lot of otherwise unknown original works at discount prices to decorate my residence with! Go ahead, blow the place up, destroy priceless pieces of history! At least until I abuse time travel some more to get them back!
  40. If confronted with a sealed cosmic power in a can, an omnipotent artifact of doom, or any similar macguffin I will add a minor fascination charm and a cigarette-lighter charm to it and use it to get free drinks and break the ice with women! The accumulated sleaze will soon drain all narrative importance from it and give me plenty of time to find out if the obvious booby trap is actually somehow useful!
  41. My citizens shall be well-educated, so that any would-be rebels will be able to realize that the odds are against them and that they have hundreds of other options! That way they can bog down endlessly in debates, discussions, and petitions!
  42. If I am engaged in a war, SOMEONE is losing their job! All conflicts come down to a tiny band of heroic adventurers against me anyway, so wars are pointless, messy, and wasteful! Why not just skip to the main event and let the taxpayers (and those cute new girls in my harem) get on with their jobs!
  43. If some terrible entity demands a sacrificial victim that has some special quality, I shall find a more reasonable entity that is willing to take a retainer and work for cash or just for the LOL’s! It’s a big multiverse and there is no need to work with obnoxious, demanding, occult entities when there are plenty of more reasonable ones out there!
  44. There is nothing like existential confusion to aggravate people! I shall leave both my subjects and the heroes opposing me hopelessly confused at every opportunity; and preferably unsure as to whether I am good or evil or just crazy! Consistency is for Overlords who aren’t cartoons!
  45. I will ensure that all heroes have evil (and grandstanding, if not especially effective) twins and vice versa! It will help keep things interesting if no one knows who is who!
  46. I will have an Evil Grand Vizier, of the sort who will advise everyone that he or she is a treacherous master of exotic poisons, twirl his villainous mustache or peer through her villainous spectacles at them, and then offer everyone tea and cookies that he or she had especially made!
  47. When some terrible quest needs to be accomplished, I shall send off the youngest kid who’s successfully completed an immortality ritual and a linking effect! Those things are most fun when you’re young and it’s always the youngest one who goes who succeeds anyway! I shall also give them a cat! Those always help!
  48. I will invite a selection of witches, fairy godmothers, mysterious gypsies, and similar occult types to my kids parties! Some suitably modified curses and blessings make a fine basis for pretty much any fantastic fantasy career!
  49. If any gods or goddesses want me to judge something, or decide who is best at something, or otherwise settle something, I shall remain utterly flippant! If they wanted a serious opinion on something they wouldn’t have come to ME!
  50. There shall be monster preserves with a limited number of no-kill monster fighting permits available for heroes to practice their skills! You never know when you’re going to need either a hero or a monster or a pair of them who have had a recent bonding experience!

And hopefully the various time-sinks that have kept me from writing for the past month have been dealt with…

Ponies Of The Eclipse – Mistmane, Pillar of Beauty

Mistmane – or at least her role as the “Pillar of Beauty” – is a bit awkward. After all, beauty isn’t really a quality that you have. It lies in other people’s perceptions.

Checking some definitions… “A set of qualities in a person or thing that pleases the senses or exalts the mind or spirit”. “An especially graceful, ornamental, or excellent quality”. “An exceptionally good example of something, regardless of whether or not it is a “good” thing.”.

There is physical, mental, and spiritual beauty, the dagger-like beauty of a deadly stratagem, the beautiful elegance of a brilliant mathematical proof, the bloody beauty of a tiger pulling down its prey, and even a warped beauty in a scene of utter carnage. There is beauty in friendship, love, and sacrifice – and in the maniacal purity of obsessive hatred.

There have been people who have thought that torturing children was pleasing to the senses, exalting to the mind and spirit, and an excellent example of the finer things in life – a thing of marvelous beauty. Thankfully, most people do not agree – but that alone shows that there is no consensus on what is “beautiful”.

I personally would say that there is more beauty in a scarred, crippled, and elderly, but still enduring, survivor of war, loss, and suffering, than there is in any vain supermodel – but that is merely MY perception.

Mere appearance often has little to do with beauty. Beauty lies in the mind that perceives it, not in the outside world.

And if Mistmane (who struck me as rather physically ugly to start with and seemed to gain some character from her magical “aging”), had somehow given up what most of us would describe as her inner “beauty” – some or all of the positive elements of her personality and perhaps a part of her ability to relate to others (the primary function of Charisma in d20 terms) regardless of the motive – she wouldn’t be hero material. She’d be Granny at best, or more likely Hydia from the Volcano of Gloom, or the Wicked Witch of the West.

Damaging her physical appearance was a side effect. Mistmane’s aspect is not mere physical “Beauty”, but a much deeper and far greater Beauty. Her aspect is Accord – forgiving wrongs and overlooking conflicts to come together to solve greater problems. Cooperation – not quite Harmony, but perhaps the best that could be expected of a relatively new federation of once-quarreling tribes. Still, in Accord… there is the seed of Harmony.

Perhaps quite literally.

That is why (at least in my version) she has that moving magical mane, an effect she shares with Princess Celestia, Princess Luna, King Sombra, and the Pony of Shadows – all individuals channeling a power beyond themselves.

So, Mistmane was a pretty young mare with high-end magical talent, an excellent spellcasting education (if only fair by modern standard since there have been advancements over the last thousand years) , and a good deal of natural power (in superheroic d20 terms a high constitution). She returned home from school on being informed that one of her best friends had become the local ruler, only to find that said friend had gone a bit mad with jealousy as well. She defeated and cured her old friend, restoring beauty, prosperity, and good government to the area in the process, before wandering off across Equestria to look for further adventures in being nice to people.

So what is Mistmane seen to do? Well – presuming that Rarity’s campfire-tale version of a story from a thousand years ago has all the details right (which honestly seems pretty unlikely) and throwing in what the Wiki’s say she does in the comics, she is seen to…

  • Escape an entangling/grappling effect. That’s L0) Untie, boosted up to L1) Liberating Command, with the usual Unicorn option to power it up further to escape other forms of confinement, dogpiles, and similar restraints. .
  • Communicate with Animals and Plants That’s L0) Influence Animal, powered up to L1) Speak with Animals, L2 Speak with Plants, and L3) Influence Animals (lets you try to persuade groups of animals and grants a +10 enhancement bonus on social skills against them).
  • Attempts to Purify a Timberwolf. That’s probably L0) Purify Food And Drink boosted up to L3) Remove Curse. She might also be able to manage L3) Neutralize Poison.
  • Cause a plant to suddenly grow and grapple someone. Similarly, she can fix up a sick tree and – for a short time thereafter – a trail of flowers sprouts where she walks. So… L1) Enhance Plant (prettier, stronger, more fruit, stronger medicinal effect – double something at CL1+, 3x effect at CL4+, quadruple something at CL 7+), L2) Plant Strike (cause a nearby plant – even if small – to execute up to (Cha Mod in total) combat maneuvers on those targets adjacent to it – such as a Grapple, followed by a Hold/Pin), and even L3) Plant Growth or L3) Diminish Plant. She has a slight disadvantage on this particular set of effects – they cause her to leave an obvious trail of flowers for a bit – but that’s really too minor to worry about in game terms.
  • Project multiple magical blasts – although they might be representing telekinesis. I’ll presume an actual combat spell – L1) Magic Missile – although she can power it up to provide a variety of secondary or enhanced effects.
  • Summon a Flying-Serpent Psychic Construct (Water versus Fire) that defeats a similar construct and then either grapples an opponent, ties them up in vines, or dissipates while Mistmane casts a spell to tie an opponent up in vines. Probably L1) Summon Psychic Construct, powered up to get higher level ones.

OK, up to this point this is Improved Occult Talent (three level zero and three first level effects plus standard unicorn boosting effects) – the standard unicorn bonus feat option for having an advanced magical education. Given a high constitution and the superheroic world template (or a reserve of Mana) to work with and boost those effects, you get a versatile mage with a wide selection of fairly low-level effects.

  • She’s also seen to clean up, and make minor repairs on, an entire village and it’s landscaping – including possibly removing a curse of ugliness -albeit at a significant, and apparently permanent, personal cost. Of course, in game terms… none of that has real effect save, perhaps, acting as a large-area Mending spell. Whether or not things look nice just isn’t a major element in the d20 rules. This is a powered-up version of Mending, Prestidigitation, or an effect that does cantrips. I’ll call it Cantrip Mastery (L2, produces up to three arcane cantrip effects targeting any desired target in a 20′ radius within short range. Thus you could Mend a lot of stuff, apply a Ray Of Frost to six opponents, and Drench all the torches in the area. A L3 version produces four effects in a 30′ radius within medium range. That’s useful, and fairly versatile, but still… I bet that most casters would prefer something like Fireball, Fly, or a nice battlefield-control effect).

So that’s Mana-Powered Inherent Spell (L3 Cantrip Mastery, 6 CP). Her grandiose effect was achieved by spending more Mana (+3 points), using the Compact Metamagic to pay for another +3 (by accepting a permanent curse of damaged appearance), and +2 levels worth of the Magic Of Accord (Below), to achieve an Amplified effect across a massive area.

And, of course, she has the standard unicorn racial Occult Talent package – all of which can be boosted as usual.

  • L0: Dancing Lights (in many trivial variants), Daze (with various special effects), Detect Magic, and (Skill) Mastery (provides a +3 competence bonus on a particular skill for ten minutes per level, +6 if it only covers a limited aspect of a skill. In her case it’s Craft/Landscaping).
  • L1) Greater Mage Hand.

The Magic Of Accord:

  • Metamagical Theorems, all Specialized/only for use with Occult Talents and no more than three inherent spells, no more than two Amplify (only +1 CP since Unicorns get part of it already), Area (3 CP), Compact (3 CP), and Sculpting (3 CP),
  • Streamline III (two levels of each of the above Metamagics save Compact), Specialized and Corrupted for Reduced Cost/no more than two levels in total may be applied to any one effect, only when acting on behalf of others or working in a group endeavor, shows a tell-tale physical sign (moving ethereal mane) (6 CP).

The Magic of Accord is, in fact, a lesser, and somewhat unbalanced, version of Alicorn Magic – but it’s about as much of that power as is available to a Unicorn who lacks Earth Pony and Pegasus Magic. It does, however, give Mistmane exceptional flexibility and control over her magic when acting in Accord with others – a trick that Starswirl the Bearded (who is something of an anti-social loner) has never mastered. That alone makes her a renowned sorceress and allows her to make a substantial magical contribution to a group that contains a more powerful spellcaster in Starswirl and a more versatile healer/item crafter in Mage Meadowbrook.

Mistmane The Enchantress, Pillar of Beauty Accord.

ECL 5 (including a+1 ECL racial template) Unicorn Pony Enchantress

To summarize the low-level adventurer template, those affected get:

  • A -3 penalty on unskilled skill checks.
  • Very slow level advancement, by direct session-based character point awards rather than experience points. Succeeding in goals helps, but killing things and taking their stuff does not.
  • The status of valuable trouble magnets – they’re rare and find trouble everywhere they go.
  • A +3 bonus on five skills which suit their backgrounds and training. Sadly, this cannot be applied to active magical skills.
  • Extra hit points equal to [12 + (2 x Con Mod)].
  • Two minor special talents. For the full list see the Template. For Mistmane we’ll take a +2 bonus to her Constituition) and Enduring (providing her with a +1 bonus on her Saves).

To summarize the Basic Pony Modifiers:

  • Quadruped. In general ponies are slow and have trouble moving while using tools or weapons.
  • Attribute Modifiers: -2 Dex, +2 Con. An additional +2 Con and +2 Chr are dispellable magical bonuses.
  • Damage Reduction 9/- versus both Physical and Energy Attacks, only DR 2/- versus melee attacks by living creatures.
  • Endure Elements. Ponies pretty much ignore the weather.
  • Ponies heal 1d8+1 damage per round three times per day.
  • Ponies are always treated as having lots of pockets, even in the nude.
  • Ponies get minor cartoon effects, such as hair that responds to moods, blushing through fur, and so on.
  • Ponies may begin or participate in spontaneously choreographed musical numbers that provide bonuses for group tasks.
  • Have a base pool of 1d6+3 Mana, regaining 1d6 with an hours rest up to three times a day and 1-2 points per day regardless.
  • Get a +2 Racial Bonus to Perform/Sing

To Summarize The Unicorn Subrace Modifiers:

  • Occult Talent provides their usual minor spellcasting.
  • Immunity/Being unable to Concentrate on more than one thing at a time (covering up to three tasks and/or spells of up to level three at any one time).
  • Upgrade their basic Mana supply with the Spell Enhancement Natural Magic option.
  • Metamagic: Amplify / Only applies to Occult Talent abilities.
  • A +2 Racial Bonus to Knowledge/Arcana (2 CP).
  • +2 Intelligence/-2 Strength.
  • One Bonus Feat.
  • Executive, Corrupted for Increased Effect (add the user’s Int Mod to his or her effective level of use)/requires 2 Mana/hour to power. Unicorns are good at coordinating groups, and can provide substantial bonuses.

Basic Attributes: Str 8 (-2 Race = 6) (+3 for one level of Self-Development = 9). Dex 14 (-2 Race = 12), Con 16 (+4 Race +2 Knack = 22), Int 12 (+2 Race = 14), Wis 14, Cha 14 (+2 Race = 16). (Pathfinder 25-Point Buy).

Available Character Points: 120 (Level Four Base) +10 (Disadvantages: Blocked (Polymorph Magic), Compulsively Nice and Forgiving, and History) +12 (L1 and L3 Bonus Feats) +8 (Duties: Pillar of Equestria) = 150 CP.

Basic Abilities (50 CP):

  • Hit Dice: 20 (L1-4, d6, 8 CP) +22 (12 + 2 x Con Mod Template) +24 (4 x Com Mod) = 66 HP.
  • Skill Points: 12 (Purchased, 12 CP) + 14 (Int) + 14 (Fast Learner) = 40 SP
  • BAB +2 (12 CP).
  • Saves:
    • Fortitude +0 (0 CP) +6 (Con) +1 (Knack) = +7
    • Reflex +2 (6 CP) +2 (Dex) +1 (Knack) = +4
    • Will +2 (6 CP) +2 (Wis) +1 (Knack) = +5
  • Proficiencies: All Simple Weapons (3 CP) and Oriental Weapons “Suitable For Women” (3 CP).
  • Initiative: +1 (Dex)
  • Move: 40 (four legs, 20 on three or less).
  • Armor Class: 10 (Base) + 1 (Dex) +4 (Shimmer Mail) +3 (Martial Art) = 18

Other Abilities (100 CP):

  • Magic Of Accord (Above) (16 CP).
  • Inherent Spell (as above, 6 CP)
  • Fast Learner, Specialized in Skills for Double Effect (6 CP).
  • Adept (Atheric Dance, Craft/Landscaping, Perception, and Knowledge/Engineering, 6 CP)
  • Mystic Artist (Landscaping) (6 CP), with Composition (Specialized, only as a Prerequisite, 3 CP), Influence (6 CP), Mass Influence (6 CP), Acclaim (6 CP), Song of Power (Specialized, only as a prerequisite, 3 CP), and Touch The Soul (6 CP).
    • At a net cost of 36 CP this is pretty expensive – but Mistmane’s magical landscaping can deeply influence cultures, illustrate philosophical points, empower her to achieve remarkable things, and – at it’s peak and once every thousand years – change the world. Mistmane never fully understood it (or she might have completed her ascension to Alicorn)- but her beautiful Gardens of Accord would help bring the suspicious tribes, insular villages, and local leaders of Equestria together as one nation and would, in the end, usher in the Age of Harmony (and likely Discord, since he put in an appearance soon after the Tree of Harmony did).
    • At +20, this allows her to incorporate Inspiration (Emotion, Competence, Greatness, Excellence) and Synergy (Block (prevents weeds and minor changes in her gardens), Amplify, Harmonize, and Serenity) functions into her gardens – over and above her ability to influence the wider world with them.
  • Luck with +8 Bonus Uses (18 CP).
  • Privilege (Fabulous Beauty, 3 CP).
    • Mistmane sacrificed this ability to empower her grand spell of renewal – which is why her high charisma currently manifests itself as looking like everyone’s cheerful grandmother. The points wound up accidentally being invested in the flower she used as a focus, giving it Returning (the flower is essentially indestructible, 6 CP), a Mystic Link (with Power Link, 6 CP) to her, and Grant of Aid (6 CP) with +2 Bonus Uses (3 CP) – the net cost of 21 CP making the flower a three-point relic.
  • Skill Emphasis (Craft / Landscaping, 3 CP).
  • Skill Focus (Craft / Landscaping, 6 CP).

Skills:

  • Aetheric Dance Martial Art +7 (3* SP) +3 (Tem) +6 (Con) – +16
  • Craft (Landscaping) +7 (3* SP) +2 (Int) +3 (Tem) +5 (Feats) +3 (Enh) = +20
  • Diplomacy +4 (4 SP) +3 (Cha) = +7 (Specialized in Animals for Double Effect, +10 Enh = +24).
  • Escape Artist +4 (4 SP) +1 (Dex) = +5
  • Handle Animal +2 (2 SP) +3 (Cha) = +5
  • Knowledge / Arcana +4 (4 SP) +2 (Int) +2 (Race) = +8
  • Knowledge / Engineering +7 (3* SP) +2 (Int) +3 (Tem) = +12
  • Knowledge / Nature +2 (2 SP) +2 (Int) = +4
  • Perception +7 (3* SP) +2 (Wis) +3 (Tem) = +12
  • Perform (Sing) +2 (2 SP) +2 (Race) +3 (Cha) = +8
  • Sense Motive +3 (3 SP) +2 (Wis) +3 (Tem) = +8
  • Spellcraft +4 (4 SP)
  • Swim +2 (2 SP) -1 (Str) = +1
    • Specific Knowledge: Oriental Cultural Arts (1 SP).

Aetheric Dance Style (Con):

  • Requires: Unicorn Magic
  • Basic Techniques: Defenses 4, Synergy/Knowledge/Arcana, Synergy/Spellcraft, Toughness 2 (Variant, +2 on saves made during magical duels), Attack 2 (Specialized for Increased Effect / with spells during Magical Duels).
  • Advanced Techniques: Mind Like Moon, Weapon Kata (Shuriken or Chakram), Deflect Arrows, and Improved Initiative (Specialized, only during Magical Duels).
  • Occult Techniques: Healing Hand, Inner Strength, Serpent Strike, and Vanishing.

Known Techniques (8): Defenses 3, Toughness 2, Improved Initiative, Inner Strength, and Healing Hand.

Equipment:

  • Charms: All-Weather Cloak, Automatic Writer (Uses Loaded Brush), Bracers of Force, Druid Boxes, Grace of Miravor, Sands of Time, and Stunstone.
  • Talismans: Loaded Brush, Shimmer Mail (Mages Kimono), and a Sunstone.

Mistmane is a powerful – if rather subtle – force for cooperation, cultural change, and peace – but isn’t really much for fight scenes and is best off sticking with someone who can block incoming attacks. As a more conventional adventurer she’d be well advised to acquire a damage blocking effect as an Innate Spell or to find a way to upgrade her Psychic Constructs so that she can “wear” one and let it absorb the damage. Worse, as usual for superheroic mages, she’d need several levels worth of Mana and Rite of Chi to get it back with to function effectively in more conventional settings.

Still, she’s an excellent example of a standard superheroic mage; she’s got a rather limited list of base effects that she can use all she wants. She can vary them to fit the situation and boost them to some extent – but most of the game-breaking powers (easy long-range teleportation and that kind of thing) are basically out of her reach. 

Eclipse: The Codex Persona is available in a Freeware PDF Version, in Print, and in a Paid PDF Version that includes Eclipse II (245 pages of Eclipse races, character and power builds, items, relics, martial arts, and other material) and the web expansion. Here’s a Featured Review of it and another Independent Review.

The Practical Enchanter can be found in a Print Edition (Lulu), an Electronic Edition (RPGNow), and a Shareware Edition (RPGNow).  There’s an RPGNow Staff Review too.

Ponies Of The Eclipse – Rockhoof At Level Four

For this particular request, it’s an upgrade to Rockhoof – basically “what he might be like after some experience” with specific reference to his past adventures and “A Rockhoof And A Hard Place”.

There’s another good reason for doing that. Given that Equestria is a low-level superheroic world (providing a constant supply of Mana for it’s heroes to work with); Rockhoof is an excellent example of the standard “Super Strongman” type. He lacks only Flight to be a splendid example of what PS238 calls the most common super-power package of all – “FISS”, or “Flight, Invulnerability, Super-Strength”. Even as he is… he’s a pretty fair approximation of what Superman was like in his early adventures, back when he was just leaping around rather than truly flying – and he could always work his way up to true flight in another level or two.

So why not? For those who want to play such a character (and are playing in a superheroic setting where it’s possible), he’s a general example of the build.

While, we don’t have much information on most of Rockhoof’s historical adventures, the Legends of Magic series does indicate that there were a fair number of them. Looking at the “A Rockhoof And A Hard Place” episode, we basically have a long string of “too strong and breaking things” jokes (which was a bit hard to swallow: there was plenty of fragile stuff in the past and apparently Rockhoof wasn’t a walking disaster area back then) along with a few “socially clueless” jokes (also kind of hard to swallow; he spent his youth as a scrawny weakling who presumably did not want to be kicked in the face; he should know better. Perhaps something happened?). Still, Rockhoof does demonstrate a very physical style of storytelling – and has presumably picked up a few levels with his historical adventures. It’s pretty arbitrary, but I’ll peg him at level four.

Rockhoof, the Pillar of Strength, Strong Man of Old Equestria

Level Four, ECL 5, Experienced Earth Pony Athletic Superhero.

To summarize the low-level adventurer template, those affected get:

  • A -3 penalty on unskilled skill checks.
  • Very slow level advancement, by direct session-based character point awards rather than experience points. Succeeding in goals helps, but killing things and taking their stuff does not.
  • The status of valuable trouble magnets – they’re rare and find trouble everywhere they go.
  • A +3 bonus on five skills which suit their backgrounds and training. Sadly, this cannot be applied to active magical skills.
  • Extra hit points equal to [12 + (2 x Con Mod)].
  • Two minor special talents. For the full list see the Template, for Rockhoof we’ll take Might (a +2 bonus to his Strength) and Enduring (providing him with a +1 bonus on his Saves).

To summarize the Basic Pony Modifiers:

  • Quadruped. In general ponies are slow and have trouble moving while using tools or weapons.
  • Attribute Modifiers: -2 Dex, +2 Con. An additional +2 Con and +2 Chr are dispellable magical bonuses.
  • Damage Reduction 9/- versus both Physical and Energy Attacks, only DR 2/- versus melee attacks by living creatures.
  • Endure Elements. Ponies pretty much ignore the weather.
  • Ponies heal 1d8+1 damage per round for a round three times per day.
  • Ponies are always treated as having lots of pockets, even in the nude.
  • Ponies get minor cartoon effects, such as hair that responds to moods, blushing through fur, and so on.
  • Ponies may begin or participate in spontaneously choreographed musical numbers that provide bonuses for group tasks.
  • Have a base pool of 1d6+3 Mana, regaining 1d6 with an hours rest up to three times a day and 1-2 points per day regardless.
  • Get a +2 Racial Bonus to Perform/Sing

To Summarize the Earth Pony Modifiers:

  • Mana-Powered Berserker (+8 Str) with no fatigue. In effect, an Earth Pony with a Con of 14+ (their average) can run a continuous +8 bonus to their Strength.
  • Nature Sense (very vague save for items related to agriculture).
  • +4 to resist bull rushes and knockdowns
  • Pays half price for Rune Magic (Homesteading) Casting and Mastery, Knowledge/Nature, and Survival. (Yes, Homesteading Magic covers digging ditches, plowing fields, and so on via magic. Some appropriate spells for use with Homesteading Magic can be found under Hedge Magic – such as Plow and The Laborer’s Word). These skills also receive a +3 Racial Bonus.
  • Immunity to Fatigue and Exhaustion.
  • A +3 bonus on any one hoof-based Martial Art.

Basic Attributes: Str 16 (+18 Ber +2 Knack +12 Enh = 48), Dex 16 (-2 Pony = 14), Con 14 (+2 Pony, +2 M  +1 Level = 19), Int 10, Wis 10, Cha 10 (+2 M = 12). (Pathfinder 25-point point buy).

Available Character Points: 120 (L4 Base) + 6 (Disadvantages; History and Obligations (Pillar of Equestria)) +8 (Duties to his Village – or to wherever he adopts now) +12 (level one and level three bonus feats) = 146 CP.

Basic Abilities (69 CP):

  • Hit Dice: 12 (L1d12, 8 CP) +20 (12 + 2 x Con Mod Template) +18 (L2-4d8, 12 CP) +20 (5 x Con Mod) +114 (Str Mod x 6, see “Divine Physique” and “Belt of Strength”, below) = 184 HP.
  • Skill Points: 18 (Purchased, 18 CP) + 28 (7 x Con Mod substituting for Int Mod) = 46 SP

Skills:

  • Acrobatics: +7 (7 SP) +2 (Dex) +3 (Tem) = +12 (Jump +50).
  • Bluff +1 (1 SP) +1 (Cha) +19 (Str), Specialized for Double Effect (Combat Only) = +42
  • Diplomacy +1 (1 SP) +1 (Cha) +19 (Str) = +21
  • Intimidate +1 (1 SP) +1 (Cha) +19 (Str) = +21
  • Knowledge/Nature +7 (3* SP) +3 (Race) +0 (Int) = +10
  • Perception +2 (2 SP) +1 (Wis) = +3
  • Perform (Storytelling)  +5 (5 SP) +1 (Cha) +19 (Str) = +25, +30 when telling tales of heroism. Corrupted for Increased Effect (listeners find his tales inspiring no matter how absurd they are, but he often accidentally breaks things while telling them).
  • Profession/Farmer +4 (4 SP) +0 (Wis) +3 (Tem) = +7 (Includes making basic farm tools, such as replacement shovels – since he’s specifically noted as having had his destroyed many times).
  • Profession/Sailor +4 (4 SP) +0 (Wis) = +4. Rockhoof picked up the basics after he joined The Mighty Helm, since they used a ship. He’s no great expert, but he is an able-bodied seaman. Unfortunately, his knowledge of Navigation is long out of date.
  • Survival +7 (3* SP) +3 (Race) +0 (Wis) +3 (Tem) = +13
  • Swim +2 (2 SP) +19 (Str) = +21
  • Homesteading Rune Magic Casting +7 (3* SP) +3 (Race) +1 (Cha) = +11
  • Homesteading Rune Magic Mastery +7 (3* SP) +3 (Race) +1 (Cha) = +11
  • Martial Art / Jade Mountain Stance Style: +7 (7 SP) +3 (Race) +13 (Permanent Str) +3 (Tem) = +26.
  • Perform (Sing) +0 (0 SP) +2 (Race) +1 (Cha) +19 (Str) -3 (Tem Unskilled Penalty) = +19
    • Specific Knowledge/Heroic Tales, Sagas, and Chants (+15 to knowing them, +5 to telling them) (1 SP).

The Jade Mountain Stance Style (Str):

  • Requires: Hooves
  • Basic Techniques: Attack 2, Power 3, Strike, and Toughness 4.
  • Advanced Techniques: Breaking, Combat Reflexes, Improved Disarm, and Weapon Kata (Any one simple weapon or farming implement, with a preference towards pruning hooks, shovels, hand axes, and similar items).
  • Occult Techniques: Healing Hand, Inner Strength, Ki Focus (Str), and Focused Blow.

Known Techniques (13): Attack 1, Power 1, Strike, Toughness 4, Breaking, Combat Reflexes, Improved Disarm, Weapon Kata (Shovel), Healing Hand and Inner Strength.

  • BAB +2 (12 CP).
  • Saves:
    • Fortitude +2 (6 CP) +4 (Con) +1 (Tem) +19 (Str) = +26
    • Reflex +2 (6 CP) +2 (Dex) +1 (Tem) +19 (Str) = +24
    • Will +2 (6 CP) +0 (Wis) +1 (Tem) +19 (Str) = +22
  • Proficiencies: Earth Pony Reinforced Shovels (1 CP).
  • Initiative: +2 (Dex)
  • Move: 40 (four legs) +30 (Light Foot) +30 (Haste),= 100 (50 on two or three legs).
  • Armor Class: 10 (Base) + 2 (Dex) +4 (Shimmermail) = 16. Rockhoof is still not so good at not getting hit. Fortunately, he does not really need to be.

Usual Weapons:

  • Unarmed: +22/+22 (+2 BAB +19 Str +1 Martial Art, Personal Haste), for 1d6+19, Crit 20/x2, lethal or nonlethal. 3 Attacks of Opportunity, see “Concussive Parry” below.
  • Shovel: +22/+22 (+2 BAB +19 Str +1 Martial Art, Personal Haste), for 1d8+13, Crit19-20/x2, lethal or nonlethal, B or S, Trip, usable as a shovel. 3 Attacks of Opportunity, see “Concussive Parry” below.

New Weapon (Pathfinder Design System): Earth Pony Reinforced Shovel. Simple, One-Handed (mouthed), Melee Weapon (6 Design Points), Additional Design Points (+1 Point, +15 GP. Earth Pony shovels need to be heavily reinforced to stand up to earth pony strength), B or S damage (1 Point), Improved Critical Threat Range (19-20, 3 Points), Improved Damage II (2 Points), Tool (Shovel, 0 Points), Special Feature (Trip, 1 Point). Net Result: Simple Weapon, Medium-Sized. Damage 1d6, Crit 19-20/x2, inflicts B or S damage, Trip Weapon, freely usable as a shovel, 20 GP.

  • Shovel-Thrown Rocks: +23/+23/+23 (+2 BAB +19 Str +3 Competence -1 Rocks), 1d6+19, Crit 20/x3, Range Increment 80′.

Other Abilities (77 CP):

  • Add Odinpower and Odinmight to his basic Berserker ability, for a total of +18 strength (+6 CP).
  • DR 2/-, versus both physical and energy attacks (3 CP).
  • Upgrade his racial Mana Pool with a form of Natural Magic (Reality Editing), Specialized and Corrupted for Increased Effect / only to support the user’s heroic narrative and let the user’s abilities function without normal scaling restrictions (2 CP). This is great for engineering and digging massive trenches, but so-so otherwise.
  • Concussive Parry: Opportunist (6 CP): Rockhoof may make an attack of opportunity against any attack that enters his threatened area. If his attack roll exceeds that of the attacker he can subtract the damage he “inflicts” on the attack from the damage IT would normally inflict, reducing it to a minimum of zero. If this completely negates the damage from an attack, it also negates any other effects it might have, such as requiring a saving throw.
    • This is a powerful defense, but this IS a superheroic setting, so why not? In other settings it might get defined as an Inherent Spell to limit it’s uses – but a superhero will just fuel it with mana and get exactly the same result anyway.
  • Reflex Training: Can spend Mana to maintain his “Berserker” strength enhancement and his Innate Enchantments without it requiring an action of any kind – even while asleep or unconscious. Corrupted for Reduced Cost / he must do so as long as he has Mana available. (4 CP).
  • Innate Enchantment, Specialized for Increased Effect (effects are considered extraordinary abilities and cost no experience to acquire) / Requires two mana to activate for one minute. Is blatantly obvious in operation since he bulks up a lot (11,310 GP Value, 12 CP).
    • Lob (L1: The user may hurl three items at his or her full BAB and with no need for getting out or loading ammunition or for a physical weapon (or proficiency therewith). This is otherwise treated as if the user was using a medium-sized Halfling Staff Sling. Only while wielding a shovel (x.8), only for throwing rocks (x.8) = 1280 GP.
      • In general: 1d6+Str Mod bludgeoning damage and a -1 to hit for using rocks instead of bullets, Crit 20/x4, Range Increment 80 feet, requires a normal roll to hit. In combination with his Reality Editing he could also throw lots of dirt and junk to make clouds of dust and difficult terrain if he wanted to.
    • (Weapon) Mastery (Halfling Sling Staff, Cantrip): +3 Competence Bonus to BAB with a Halfling Sling Staff (or magical simulation thereof). x.7 Personal-Only (700 GP).
    • Thousand Pound Stance (Target gains a +8 versus Bull Rush, Grapple, Trip, Overrun, being lifted or thrown, or similar situations, for one minute. x .7 Personal Only = 1400 GP). Note that this changes the -4 Penalty for Light Foot to a +4 Bonus.
    • Resist Energy (Provides resistance 10 to all energies), x.7 Personal-Only = 1400 GP
    • Personal Haste: User gains a +30′ enhancement bonus on all movement rates and +1 attack at his or her full BAB when making a full attack (2000 GP).
    • Light Foot: User becomes very light, gaining a +30 circumstance bonus on his or her ground movement speed and, a +10 circumstance bonus on jump checks, as well as DR 10 versus Falling Damage [only]. The user is, however, considered one size category smaller in a Bull Rush, Grapple, Trip, or Overrun situation. x .7 Personal Only = 1400 GP.
    • Heroic Will: Protection From Evil, Personal Only (x.7), 3/Day Only (x.6), Only when the GM feels that the user is being compelled to do something against their personal code or otherwise is likely to summon a mighty surge of will to throw off possession/mind control/etc (x.25) = 210 GP.
    • Heroic Rally: Remove Fear, 2/Day Only (x.4), user must make an adequate inspiring speech (x.6) = 480 GP.
    • Coincidental Catch: Feather Fall, 2/Day Only (x.4), activates automatically (x1.5), but only works 50% of the time (x.4) = 480 GP. When a hero falls off a roof or gets dropped, there is a substantial chance that SOMETHING will happen to break his or her fall.
    • Heroic Health: Relieve Illness (from the Hedge Wizardry spell list) 1/Day (x.2), Personal Only (x.7) = 280 GP. Relieve Poison (from the Hedge Wizardry spell list) 1/Day (x.2), Personal Only (x.7) = 280 GP, Lesser Restoration 2/Day (x.4), Personal Only (x.7) = 560 GP. Fast Healing I (from The Practical Enchanter, for 18 rounds, 2/Day (x.4), Personal Only (x.7)) = 560 GP.
  • Hard Training: Finesse (substitutes Con Mod for Int Mod when computing skill points, 6 CP). Thanks to Pathfinders ruling that changes like this are retroactive, this gets him quite a few skill points.
  • Double Damage against inanimate objects, Corrupted/also applies when he accidentally damages stuff (4 CP).
  • “Muscular Spectacle” / Augmented Bonus, adds Str Mod to Cha Mod when using charisma-based skills (6 CP).
  • Finesse, Uses Str Mod in place of Dex Mod for Ranged Combat, Specialized / only for throwing rocks with his shovel (3 CP).
  • Mana-Powered Inherent Spell/Trebuchet Special (L3 Transmutation). You can grab an unresisting individual (or adjacent group of up to four if you have sufficient strength to lift them) and throw them to any location within medium range accessible via a normal parabolic trajectory. The landing is harmless and, during the trip, they are considered to be stationary while the world moves by them (6 CP).
  • Divine Physique: Advanced, Improved, Augmented Bonus: Adds (Str Mod) to (Con Mod) when calculating Hit Points. Specialized and Corrupted/only works for levels 1-5 (6 CP). This gets him an extra 78 HP, or 114 when his Belt of Strength is active
  • Divine Endurance: Improved Augmented Bonus x3 (Add Str Mod to all three saving throws), Specialized / only while being noble, helpful, charging in to face the foe, standing between others and danger, and otherwise being a big boy scout or Superman/Captain Marvel expy, Corrupted / Costs 2 Mana per Use. That’s +13 to all saves, or +19 when his Belt of Strength is active (12 CP). Note that this means that he can normally only boost two saves a round.
  • Minor Privilege (3 CP). Rockhoof gets invited to all the parties and has lots of willing female companionship.

To summarize his various defenses, he can attempt to parry incoming attacks. If he’s still hit, he has DR 6/- versus physical attacks, DR 16 versus Falling Damage, and Energy Resistance (All) 12. If damage still gets through, two points of any melee damage inflicted by a sentient being and nine points of any other damage is converted to nonlethal damage.

Equipment:

  • Charms: Captain’s Torc, Conjurer’s Tattoo (His Shovel), Contraceptive Charm, Foothold “Boots” (hoofwrappings), Impervious Glue, Resounding Horn, and Tinkerstone.
  • Talismans: Ditty Bag, Helm Of War, and Shimmer Mail.
  • Relic: Thur’s Belt Of Strength (Inherent Spell, L3 Personal-Only Enhance Strength/+8 Str for one minute per level, Corrupted for Increased Effect / uncontrollably drains mana to renew itself, makes the user clumsy and prone to breaking things as well as removing any sense of tact or awareness that maybe you should take the thing off sometimes. Net +12 Strength and a lot of environmental and social damage (1 CP Relic).

Rockhoof is now capable of withstanding enormous amounts of damage, bouncing arrows from his skin, resisting minor energy bolts, partially blocking fairly serious attacks with his shovel, dishing out rather a lot of damage, and will be unaffected by most poisons, diseases, or other special effects – although he can be overloaded if he’s hit with more than two a round and has moments of vulnerability (when he’s spending some of this rounds mana keeping his strength boosted). Still, at this point… he’s your basic Colossus, fully capable of going toe-to-toe with massive elementals, lesser giants, and similar menaces. In comparison to normal characters… the Superheroic World Template adds at least +3 CR, a high-efficiency Eclipse build is about +2. and he has a +1 to start with – making him roughly equivalent to a normal character of level ten or higher.

He also has his full allotment of Charms and Talismans and has picked up one minor Relic on his adventures.

Faster than a speeding pegasus! More powerful than an avalanche! Able to leap small hills in a single bound! Look! Up on the mountain! It’s Rockhoof!

Prince Bluebloods Aggravating Pony Overlord List Part V – The Palatial Personal Parlor Of Perilously Prepared Pretentious Proverbs

Previously on the Aggravating Overlord Channel…

And today it’s more Pony Overlord rules, for those times that you just want to be irritating…

  1. All of my guest quarters shall actually be miles away and linked to my fortress by an authorized-use-only teleportation doorway with guard-operators standing by all night! Servants, kitchens, air conditioning vents, and so on will be purely local, so anyone who wants to get out and sneak around can stealthily explore the wrong place entirely!
  2. Members of my legions will get free training and tuition as well as substantial pay raises for increasing their qualifications! Adding things like “Lay Therapist”, “Hostage Negotiator”, or “Plumber” will be strongly encouraged! I want the general public to assume that my guards are omni-competent and can be turned to to resolve any problem and I want heroes to have to deal with guards who will be attempting psychotherapy and non-violent conflict resolution between pies!
  3. Everybody thinks that plans calling for intervention from magic unicorns are impractical, but I shall show them that they are wrong!
  4. Occasionally I will dig out and erect a massive crypt-dungeon, filled with formidable defenses, clever traps, and terrible monsters, then ceremoniously hide a locked and warded chest in the central crypt, offering no public explanation! The chest will hold a supply of glasses and good liquor, a high-quality first aid kit, a random bonus prize, and personally signed certificates of graduation from the Blueblood Academy for Adventurers. I will then offer to hire graduates if I ever need an artifact or something retrieved from an ancient temple of doom, liche’s crypt, or similar location.
  5. My employees will have decent tailoring, good grooming, elocution lessons, regular visits to the spa, and decent hygiene! If they want to act like uncouth barbarians, I shall open a gate to Valhalla and see if Odin would like to run an exchange program for some bored Einherjar who would like to try a modern deathstyle for a bit and train with modern weapons and pies!
  6. I will instruct my fashion designer that – when designing for a pony – it is accessories, not outfits! After all, it’s not like any conceivable outfit could possibly be much of an improvement on ME!
  7. My guards will be perfectly capable of functioning in the dark! Between night-sight gear, spells, training, and blindfolded combat practice it shouldn’t be any problem at all and it will give the visually handicapped a chance to shine!
  8. My stronghold shall be overstaffed, for many hands makes for light work! Outsiders who show up claiming to be there to do maintenance, make repairs, or install special equipment will be directed to appropriate properties around the city that are in need of work! I have lots! Their activities will then be reviewed and rated online! They had best hope that they are actually good at repairs!
  9. When my employees park their vehicles to do something on foot, they will do it in full confidence that attempting to bypass said vehicles biometric security locks will lead to being dosed with knockout gas, entangled with mystic chains, or whatever other random security feature the weekly security competition has put in this week.
  10. I will not add unsuitable females to my harem! One night stands are one thing, but who needs troublemakers in the family?
  11. If my chief engineer upsets me (or gets too frustrated with me using magic to do things) I shall reassign him to the Kerbal Space Program! It’s not like I have a lot of real engineering to be done anyway; I am a magic unicorn pony!
  12. I shall not fill the corridors with traps! I have kids, servants, and hundreds of minions, many of whom will doubtless be injured for every hero who is mildly inconvenienced! Instead there will be occasional clearly labeled dead-end side-corridors leading to nonlethal containment traps that the heroes can assume are protecting something important and meddle with to their hearts content!
  13. If the Girl Scouts are delivering my Thin Mints, a servant will meet them at the door with the required forklift and take them around to the kitchen. They will then be offered tickets to an amusement park, but NOT a tour of my stronghold unless it’s “bring your child to work” day and they happen to be some employees offspring.
  14. When I install “Spiked Deadfalls”, “Scorpion Pits”, “Shark Tanks”, “Piranha Pools”, or any similar “death trap” or “execution” device, they shall actually be illusions over teleportation portals that will drop those who pass through randomly into the homes of energetic old ladies armed with broomsticks, cantankerous old men with shotguns loaded with salt, highly skilled female martial artists who happen to be in the shower, or in front of a monstrous family watching TV who can be counted on to scream “A HUMAN! RUN FOR YOUR LIVES KIDS, I’LL HOLD IT OFF! CALL THE POLICE!”.
  15. When the heroes inevitably toss ME into one of those “death traps” I shall let my natural background music swell and announce that I have come to grant whoever is there a wish – and presuming that it is at all reasonable, I shall not be a Jackass or even a Literal Genie about it. As a side benefit, when I’m teleporting or dimension hopping, I’m more likely to get a friendly reaction to my abrupt appearance!
  16. While I shall invariably taunt my enemies as I escape, the fact that I usually do so by teleporting or dimension-hopping (at least when no water slide is available) means that such taunts must be prerecorded! They will be delivered by automated Taunt-O-Matic (TM!) systems. Being an Aggravating Overlord calls for the occasional sacrifice!
  17. I will not send out droid, undead, or golem armies against heroes who are reluctant to kill living beings but have no qualms about destroying constructs. Instead I shall place kittens and puppies in need of difficult and lengthy rescue efforts in their way and save the army of constructs for things like dam-building, mining, and other tedious large-scale projects where they might actually accomplish something useful.
  18. I shall not be typecast! My every outfit and hairstyle will be a bold fashion statement and always different! It’s not like they won’t be able to identify me anyway! How many other Aggravating Unicorn Pony Overlords have YOU seen?
  19. My doomsday devices shall have digital timers that reset to various random numbers every few seconds after they are tampered with! When they happen to hit zero there will be a blinding moment of flash photography and the resulting picture will be published with the headline “Blundering “Heroes” Accidentally Trigger “Doomsday Device”. Child’s Birthday Cake Ruined” since any such “Doomsday Device” is actually going to be an elaborate baking oven.
  20. If my guards are defeated in battle, I will route my attackers through several video-game worlds instead! Perhaps they can show me how to get past “Waterfall”, “Animal Antics”, “Ninja Gaiden”, “Dr Wiley’s Castle”, “Aztec”, “The Perfect Run”, “Through the Fire and Flames”, “The Water Temple”, “The Dam”, and :”Turbo Tunnel”!
  21. If I have something the heroes vitally need, and one of them or their hangers-on suddenly offers to warm my bed (and I find them sufficiently appealing), I shall take full advantage of the situation while ensuring that the actual item is in a safety-deposit box in a random bank while I am only carrying a copy! If they’re going to be underhanded, I shall be underhanded too – and I will still get something for my trouble!
  22. I will not triumphantly grab and try to use some ancient mystic/psionic/alien/lost science artifact! Those things never work right until they’ve been analyzed, properly attuned by being “paid for” in some fashion, and put into your inventory! Besides, I wouldn’t be an Overlord if I didn’t have plenty of power and artifacts already!
  23. I will be very selective in my hiring of character assassins! Entirely too many columnists, comedy hosts, and writers will happily turn on you at a moments notice or do hackwork that is all too easily revealed as a hired hit piece!
  24. I shall not conceal my weaknesses! Fine wines, pretty mares, good food, great personal accessories, and more do attract me, while dirt, damage to my hair, incompetent minions, poor hygiene, and noxious odors all repel me! I am, however, neither stupid nor incapable of self-control! I can and will ignore such things when something important is going on!
  25. Any important facilities, storage areas, escape pods, and similar necessities will be found INSIDE my defenses! Leaving important stuff unprotected is asking for it and I do that enough anyway!
  26. I reserve the right to fire minons who are excessively irritating know-it-alls who say “I told you so!” too much! It’s not like ANY plan is likely to hold up when a bunch of crazy heroes comes through anyway, so they’re not exactly making a useful contribution there!
  27. When my mechanisms, spells, rituals, and mad science devices fail, they will do so in great bursts of colored light and loud bangs with symphonic accompaniment! Everypony loves a good fireworks display!
  28. I will employ stone, metal, modern safety techniques, and warding spells to make sure that my stronghold is proof against fire, flood, storms, natural disasters, and various other hazards while requiring minimal maintenance! Cheap construction always costs you more in the long run!
  29. I shall hire some competent people to run my intelligence, census, and similar services! There is no use trying to give orders to make things sillier if you do not know what is going on!
  30. If a hero feels a need to speak to me in person, there is always videoconferencing! Otherwise he or she can await one of my general audience days, just like everybody else! And bring a fruit basket!
  31. I will have many projects going on at once! This is what Delegation and Subdivisions are for! If some heroes disrupt one project, well, there shall be a dozen more that actually get finished!
  32. Drugs, rituals, artifacts, and pacts offering immortality will be carefully examined for difficulty and drawbacks and filed accordingly! While I have Immortality ANYWAY, the kids don’t always inherit it and I can only bestow it up until they move out! If any of them want to put up with whatever drawbacks a given method has (there are always SOME) I will gladly help them get it set up!
  33. Any classical monsters working for me will be provided with new riddles, weaknesses, or vulnerable points! There is no point in having a guardian or enforcer that can be defeated by any kid with access to Google!
  34. Just in case there is a background music failure, I will have a backup background music system installed, complete with an AI to pick something appropriate. What is a good scene without background music?
  35. I will keep my priorities in order! Dramatic Escapes (Family first, and with less drama), Cool Scenes, Being Annoying, Bad Puns, Expanding My Harem, Teaching Moments, Coming Up With Evil Explanations for Nice Deeds, Chocolate Desserts, Ruling Effectively, and Finding More Heroes to Amuse Me, in that order!
  36. If a Hero or (especially!) Heroine starts a transformation sequence, I will wait until it is halfway through to interrupt and point out that they are now naked. If necessary, I will use my powers of transmutation on their clothing to ensure that this is so – and to make sure that it remains true. There’s nothing like a bunch of naked heroes doing a Benny Hill chase scene!
  37. My word is my bond! My Safeword, on the other hand, is Power Word Escape!
  38. Collecting Dread Artifacts of Great Power is always fun until you try to use them for something important, at which point they invariably backfire! I will use them only for trivia, and when a hero steals one because “He does not know what he has his hooves on!” I shall laugh uproariously when it blows up in his or her face! Besides… Aggravating Overlord Vastly Wealthy Influential Magic Cartoon Unicorn Wizard here, remember? It’s not like dread artifacts are going to do much that I can’t find a way to do anyway!
  39. I will make sure that any invisibility devices that I either use or leave around to be stolen will stop working at dramatic moments! What good is a dramatic moment with no audience?
  40. Any robots will have concealed power systems, well inside. The vulnerable external power pack will be a popcorn grenade trap (because a hero who tries this obviously needs more grains!) Set to go off when somebody grabs it!
  41. Zombie, Ghoul, Vampire, Wraith and other undead armies are GROSS. Also useless and prone to going out of control. The necromancer down the block can HAVE them. A squad of scantily dressed lovely cat girls and/or handsome and virile horse boys looking for someone to protect and rescue them from me is FAR more effective at delaying heroes – and lets me get rid of them. Where do the blasted things keep coming from anyway?
  42. I shall not be cheap. What use is being incredibly wealthy if you do not spend your money? Hordes are for dragons, and look how much good they do THEM.
  43. Any idea that crosses my mind will get serious consideration! After all, how can I be stopped if even I do not know what I am up to at any given moment?
  44. If cornered I will break out the emergency eyepatch, pirate shirt, and ninja-to. Then I shall be invincible! Or in a mental hospital. If it works for the Joker, it will work for me!
  45. I shall have small, cute, furry things with big eyes handle my personal security! Even if the heroes should somehow work up a desire to attack, the law of cartoon cute will stop them.
  46. If I must resort to generic villainy, I shall go to a discount club and invest in an entire pallet of the large economy size. Do you have any idea how embarrassing it is to run out of villainy?
  47. Any offerings of cringing slaves, frightened children, or beautiful young virgin women will be accepted, sorted out by the staff, given meals and appropriate treatment, and either sent home or – if they actually want a job – given the usual security checks and evaluation. (See Legions Of Cuddly, Harem, and Staff). Adults who show up four or more times will be referred to social services! Children who prove to have been around this four or more times will be given a swat on the rear, a good scolding, and a note sent to their parents or social workers! If they have neither they will be assigned some social workers! I am not a babysitting service most of the time!
  48. If I feel a need to demonstrate my utter decadence, ruthless domination, or extreme edginess I will hire in some people to play the necessary roles! The look on the heroes faces when some of the heads “mounted on the wall” ask them how they’re doing is priceless!
  49. Whenever a policeman comes to arrest me, or solo hero tries to capture me, or I am somehow trapped in the company of someone utterly unlike me, I shall consider how amusing they seem likely to be and then either 1) Teleport, or 2) Use my “change genre” power to make it a “Buddy Picture” just in case it wasn’t already.
  50. If the heroes attempt to break or reform me by listing off all my flaws, errors, failures, and bad habits I shall listen closely! They will almost certainly remind me of several fun things that I need to do again!

Healing Magic in Classical Fantasy and Ponies of the Eclipse – Mage Meadowbrook

Healing in Classical Fantasy Worlds

Healers aren’t especially uncommon. A lot of people like to help others – and being one of the people who makes it stop hurting, saves lives, and delivers babies comes with social respect, a certain amount of authority, and good-to-excellent pay.

Or at least it does if you’re good at it – and magical healers tend to be very, VERY, good at it.

That’s a problem with ponies, or any other setting, class, or effect which offers both access to healing magic and near-unlimited use of spells. If one of the local casters has “Cure Light Wounds”… then long-term injuries are not going to exist unless you make up special rules for them. If they know a few more spells – “Lesser Restoration”, “Cure Disease”, “Neutralize Poison”, and perhaps a few others along those lines (even if they’re lesser variants which have to be cast several times to obtain the same effect) then there won’t be hospitals, epidemics, or much in the way of medical problems outside of congenital defects (if there’s no spell for those) and the infirmities of extreme old age.

But Equestria DOES have hospitals. So even the most gifted healers are going to be limited to natural cures, alchemy, special-purpose items and potions, and the following spell list:

  • Cantrips: Check Health#, Congenital Cure* (fixes a congenital defect over the next month), Contraception#, Know Usage (identifies the medicinal potential of various substances and plants)*, Painkiller#, Stabilize (Standard), Transfuse#, and Wake Up (gets a living but unconscious or even a brain-damaged target awake and coherent for one minute/caster level)*
  • Level One Spells: Dentistry#, Expel Parasites#, Healing Lorecall (SC, Note that this works with the Healthful Rest spell, even if you don’t take the time to complete the rest), Healthful Rest (SC) (or the Restful Sleep Pathfinder version), Lesser Restoration, Pharmacist* (+10 to making medicines), Relieve Poison#, and Relieve Illness#.
    • #: From the Hedge Magic spell list. *: Original Spell.

The rarely-required Regeneration can be induced with a Dao Sigil Talisman (Charms and Talismans can be found in The Practical Enchanter), but takes a very long time. Instant Healing is available through the Sovereign Ointment Charm or the Rubydraught Talisman, but those are very limited use.

Mage Meadowbrook, Pillar of Healing

Level four (ECL 5) Earth Pony Physician and Artificer.

As a filly, Meadowbrook learned her mother’s healing skills – but when an epidemic of Swamp Fever (a magical disease with no known cure that turned its victims into trees) swept through the village and her mother fell ill, she surpassed her training to find a cure. With her village safe and it’s ponies recovering, she set forth to cure other stricken villages – and continued on to find and administer cures for many other magical ills, as well as learning to use the magical properties of the natural world to brew powerful potions and forge useful enchantments. In her travels across Equestria she, and her curious healers mask, became legendary while she was still quite young.

Mage Meadowbrook is principally noted for her Eight Enchanted Items, for her ability to make Magical Potions, Dusts, and Brews and other “:alchemical” concoctions, and for her Healing Skills. Secondarily, she’s quite agile and – as befits an earth pony – is quite tough and strong.

Eight Enchanted Items… Isn’t it pretty odd that the number is so definite but there’s no actual mention of what any of those items were? Wouldn’t there have been a time when she only had seven, and wouldn’t it have been possible for her to have picked up a ninth? Even Twilight didn’t seem to know what any of the eight items were – although she was sure that there were only eight. Even more puzzling… when Mage Meadowbrook actually made an appearance, she didn’t seem to need or use any items besides her potions and her mask.

Evidently her eight enchanted items were legendary, but (outside of her mask) they weren’t actually a part of HER panoply and legend – and that’s downright weird. When you read about King Arthur, you’ll read about Excalibur, it’s sheath, the Siege Perilous, and the Holy Grail, (among other items). If you listen to the legends about Thor you will hear about his chariot and goats, his belt and gauntlets, and his mighty hammer. And yet we don’t hear about Meadowbrooks Eight Enchanted Items or see her use any of them. Why not?

Perhaps because they were tools instead of independent items like Starswirls Mirror? Did she keep changing them out so they varied from story to story? Maybe she only used her Mask and loaned out the other seven items? Or perhaps all of those? Because I have a power package for that. Meadowlark was probably a Houngan Conjurer,

  • Create Relic, Specialized and Corrupted/only usable to make one-point relics, only usable with points from Enthusiast, requires that the user come up with a neat ritual, and all relics carry a disadvantage – although this does help reduce their cost (2 CP).
  • Enthusiast x3, Two Specialized and Corrupted for Triple Effect, one Specialized for Double Effect and Corrupted for Decreased Cost (8 CP to get 8 “floating” CP to be made into temporary relics) / points may only be used to create relics (known as “conjures”), relics have a maximum cost of one point and no one can use more than one at any one time. This will let her have eight conjures at any one time.
  • Adaption, with the same limitations (+1 CP) so that she can change them around in a day if she needs to instead of requiring a week or so.

There: for a mere 11 CP Mage Meadowbrook can provide a customized two-feat boost – albeit with an accompanying disadvantage – to each member of any party she is associated with. She can thus be famous for her Eight Enchanted Objects, and still have no one having any idea of what they actually were because they’d change from story to story.

Similarly, Mage Meadowbrooks “potions” do a lot more than what d20 potions can do. They can produce active, external, magical effects rather than being limited to things that affect the drinker. Fortunately, there is a power package ready for that too.

  • Create Relic: Specialized and Corrupted / only to make limited-use items (Apply “Specialized / Does Not Recover to the items created, only select abilities that normally offer a limited number of daily uses) costing a maximum of 3 CP each, only using points from Enthusiast (2 CP).
    • Mage Meadowbrook tends to talk about requiring rare ingredients and such – but this rarely actually seems to limit her, so it’s basically flavor text.A list of sample items that can be created can be found HERE, under “where does he get these wonderful toys”.
  • Double Enthusiast x2, Specialized for Increased Effect (provides four floating CP per instance) and Corrupted for Reduced Cost / points may only be used with Create Relic, limited as above (8 CP).
    • This provides Mage Meadowbrook with a small magical arsenal. It will take quite some time – days or weeks – to rebuild it if she exhausts it, but she can stockpile or create quite a few things. The game master may allow her to use her base relic allotment in this way as well, substantially increasing her arsenal.

So…

To summarize the low-level adventurer template, those affected get:

  • A -3 penalty on unskilled skill checks.
  • Very slow level advancement, by direct session-based character point awards rather than experience points. Succeeding in goals helps, but killing things and taking their stuff does not.
  • The status of valuable trouble magnets – they’re rare and find trouble everywhere they go.
  • A +3 bonus on five skills which suit their backgrounds and training. Sadly, this cannot be applied to active magical skills.
  • Extra hit points equal to [12 + (2 x Con Mod)].
  • Two minor special talents. For the full list see the Template, for Meadowbrook we’ll take Plague Survivor (+4 on saves versus illnesses, -2 on any attribute damage taken) and Sensitive Nose (Can easily detect the scent of poisonous substances).

To summarize the Basic Pony Modifiers:

  • Quadruped. In general ponies are slow and have trouble moving while using tools or weapons.
  • Attribute Modifiers: -2 Dex, +2 Con. An additional +2 Con and +2 Chr are dispellable magical bonuses.
  • Damage Reduction 9/- versus both Physical and Energy Attacks, only DR 2/- versus melee attacks by living creatures.
  • Endure Elements. Ponies pretty much ignore the weather.
  • Ponies heal 1d8+1 damage per round for a round three times per day.
  • Ponies are always treated as having lots of pockets, even in the nude.
  • Ponies get minor cartoon effects, such as hair that responds to moods, blushing through fur, and so on.
  • Ponies may begin or participate in spontaneously choreographed musical numbers that provide bonuses for group tasks.
  • Have a base pool of 1d6+3 Mana, regaining 1d6 with an hours rest up to three times a day and 1-2 points per day regardless.
  • Get a +2 Racial Bonus to Perform/Sing

To Summarize the Earth Pony Modifiers:

  • Mana-Powered Berserker (+8 Str) with no fatigue. In effect, an Earth Pony with a Con of 14+ (their average) can run a continuous +8 bonus to their Strength.
  • Nature Sense (very vague save for items related to agriculture).
  • +4 to resist bull rushes and knockdowns
  • Pays half price for Rune Magic (Homesteading) Casting and Mastery, Knowledge/Nature, and Survival. (Homesteading Magic covers cooking, cleaning, making and mending basic clothing, helping make tools, agriculture, and general pioneering. Earth ponies can get lots of work done and raise crops in extremely dubious locations. Some appropriate spells for use with Homesteading Magic can be found under Hedge Magic). These skills also receive a +3 Racial Bonus.
  • Immunity to Fatigue and Exhaustion.
  • A +3 bonus on any one hoof-based Martial Art.

Basic Attributes (Pathfinder 25-Point Buy): Str 12 (+8 Ber = 20), Dex 14 (-2 Pony = 12), Con 14 (+2 Pony +2 M = 18), Int 14, Wis 14, Cha 13 (+2 M +1 Level = 16)

Available Character Points: 120 (L4 Base ) + 6 (Disadvantages; Obligations (Pillar of Equestria) and History) +8 (Duties as a Healer) +6 (First and Third Level Bonus Feats) = 140 CP.

Basic Abilities (68 CP):

  • Hit Dice: 10 (L1d10, 6 CP) +20 (12 + 2 x Con Mod Template) +14 (L2-4d6, 6 CP) +16 (4 x Con Mod) = 60 HP.
  • Skill Points: 25 (Purchased, 25 CP) + 14 (Int) +10 (Fast Learner) = 49 SP

Skills:

  • Acrobatics: +7 (3* SP) +1 (Dex) = +8 (Jump +12 due to speed).
  • Craft/Alchemy +7 (3* SP) +2 (Int) +3 (Tem) = +12
  • Diplomacy +1 (1 SP) +3 (Cha) = +4
  • Heal +7 (3* SP) +2 (Wis) +3 (Tem) = +12
  • Iron Hoof Skirmisher Style +7 (3* SP) +5 (Str) +3 (Race) = +15
  • Knowledge/Geography +4 (4 SP) +2 (Int) = +6
  • Knowledge/Local +7 (3* SP) +2 (Int) +3 (Tem) = +12
  • Knowledge/Nature +7 (3* SP) +2 (Int) +3 (Tem) = +12
  • Linguistics +5 (2* SP) +2 (Int) = +7
  • Perception +7 (3* SP) +2 (Wis) +3 (Tem) = +12
  • Profession (Swamp Rat) +1 (1 SP) +2 (Wis) = +3
  • Perform (Sing) +2 (2 SP) +3 (Cha) +2 (Race) = +7
  • Rune Magic (Homesteading) Casting +5 (2* SP)+3 (Cha) +3 (Race) = +11 (Effective Caster Level Five)
  • Rune Magic (Homesteading) Mastery +5 (2* SP) +3 (Cha) +3 (Race) = +11 (Can use second level effects)
  • Spellcraft +2 (2 SP) +2 (Int) = +4
  • Stealth +7 (3* SP) +1 (Dex) = +8
  • Survival +7 (3* SP) +2 (Wis) = +9
  • Swim +1 (1 SP) +5 (Str) = +6

Specific Knowledges: Equestrian Diseases (1 SP).

Skill Specialties: Making Medicines, Natural Remedies,and Knowledge/Local/Where to find natural remedies (3 SP)

The Iron Hoof Skirmisher Style (Str):

Requires: Str 16+, Hooves

  • Basic Techniques: Attack 2, Defenses 4, Strike, Toughness 1, and Synergy/Acrobatics.
  • Advanced Techniques: Blinding Strike, Crippling Blow. Improved Disarm, and Mobility.
  • Occult Techniques: Healing Hand, Inner Strength, Light Foot, and Vanishing.

Known Techniques (8): Defenses 4, Strike, Crippling Blow, Inner Strength, and Light Foot.

  • BAB +2 (12 CP).
  • Saves:
    • Fortitude +2 (6 CP) +4 (Con) = +6
    • Reflex +2 (6 CP) +1 (Dex) = +3
    • Will +2 (6 CP) +2 (Wis) = +4
  • Proficiencies: Throwing Vials/Bottles (1 CP).
  • Initiative: +1 (Dex)
  • Move: 40 (four legs)
  • Armor Class: 10 (Base) + 1 (Dex) +4 (Martial Art) +4 (Shimmermail) = 19
  • Usual Weapons:
    • Kick: +7 (+2 BAB +5 Str), 1d4+5 (+4d6 with Thunderhoof Strike), Crit 20/x2. May inflict lethal or nonlethal damage without penalty.
    • Thrown Container/Rock: +3 (+2 BAB +1 Dex), damage depends on contents, range increment as per Light Crossbow thanks to Bracers.

Other Abilities (72 CP):

  • Houngan Conjurer Package (As above, 11 CP).
  • Magical Brewing (As above, 10 CP).
  • Fast Learner, Specialized in Skills for +2 SP/Level (6 CP).
  • Adept: Acrobatics, Craft/Alchemy, Heal, and Knowledge/Local (6 CP).
  • Adept: Iron Hoof Skirmisher, Perception, Stealth, and Linguistics (6 CP).
  • Luck with +4 Bonus Uses, Specialized in Skills (6 CP)
  • Mana-Powered Inherent Spell: Thunderhoof Strike (L3, cast as a part of an attack action, adds 1d6/Level, 10d6 maximum, to the damage inflicted by a blow, 6 CP). At the moment this is only 4d6 with her single attack – but an extra 4d6 on your kick is actually pretty good.
  • Mana-Powered Occult Talent, Specialized for Increased Effect (Double Spell Formula: 8 Cantrips and 2 First Level Effects) / requires messing about with assorted herbs and medicines and a DC 20 Craft/Alchemy check – although she may “take 20” on this (6 CP).
  • Mana Powered Occult Talent, Specialized for Increased Effect (L0 slots count as L1, the L1 slot counts as two L1 Slots for a total of six level one slots) / requires messing about with assorted herbs and medicines and a DC 20 Heal check – although she may “take 20” on this (6 CP).
    • These two occult talents give her access to the full list of Equestrian Healing Spells (above), although she channels her magic through medications and skill instead of direct spellcasting.
  • Luck with +4 Bonus Uses, Specialized in Saving Throws (6 CP).
  • Privilege: Mage Meadowbrook is recognized as an expert healer, a plaguebreaker, and a master of potions and brews throughout the land, and – as such – enjoys a welcome and local support everywhere she goes (3 CP).

Equipment:

  • Healers Mask: This is her personal Conjure, and provides two six-point Immunities – to swarms and to the side effects of magical plants – allowing her to gather her ingredients in relative safety. It’s unfortunate side effect is a -5 penalty on Perception rolls, since wearing it makes it difficult to see, hear, or smell properly.

Unlike most of the other Pillars, Meadowbrook is something of a specialist in enchanted items – and so it should be no surprise that she makes use of a full set of Charms and Talismans (from The Practical Enchanter).

  • Charms: Blemish Cream, Bracers of Hurling, Cleansing Wand, Druid Boxes, Ice Chest, Ring of Mist, and Sovereign Ointment.
  • Talismans: Dao Sigil, Rubydraught, and Shimmermail

By normal d20 standards Mage Meadowbrook isn’t an especially powerful healer. She can relieve illnesses and some conditions, accelerate healing, and fix a variety of minor problems all day long – but she can’t instantly heal massive wounds or wipe away major conditions without an appropriate potion or brew – and her brew-and-potion resources have to be split between healing, defensive, offensive, and utility effects. She can fight reasonably effectively too, but is no match for a dedicated warrior. She can provide basic boosting items for her friends, but cannot produce major enchantments for them.

And really, that’s about what you’d expect from healers apprentice who went adventuring as early as she possibly could. She did a lot of minor adventuring on her own, dabbles in pretty much everything you need for undertaking minor adventures / ingredient-gathering fetch-quests, and can take care of herself – but her skills are best used as party backup.

Ponies Of The Eclipse – Rockhoof, the Pillar of Strength

Faced with a dreadful emergency, a scrawny, youthful newspaper boy farmers son threw himself into attempting to save those who were endangered – refusing to stop or give up despite his having no chance whatsoever to actually handle the problem. In the face of the onrushing mortal peril his sacrifice – however willing – seemed doomed to fail. Then, in a bolt of lightning flash of light, Billy Batson the boy became the mighty Captain Marvel Rockhoof, gifted with fabulous strength, speed, and durability as long as he remains morally upright doesn’t party too much. With the strength of Hercules, the endurance and durability of Atlas and the speed of Hermes, Captain Marvel Shazam Rockhoof went on to become a mighty hero,

OK, there are some nods to Norse Runes and “Viking” motifs in there too, but Rockhoof is pretty blatantly a four-color superhero character like The Mighty Thor rather than some sort of fantasy barbarian. Classic fantasy strong men are huge, strong, and tough because they are the scions of long lines of hulking mighty men who grew up in the wilds among other great warriors, often had divine blood, eat and burn off tremendous amounts of food, and get absurd amounts of healthy outdoor exercise. They run around leaving trails of bloody corpses as they smite their opponents with massive deadly weapons because they are mighty warriors and that is what they do. Enkidu, Hercules, Conan… they didn’t suddenly become powerful out of moral authority or self-sacrifice. Neither did they start their heroic careers by digging a big ditch with a shovel or by performing any other bit of basic engineering. They battled other heroes, strangled snakes when they were mere infants, and slew great enemies as kids. Rockhoof… simply isn’t a mighty warrior. Even if Rockhoof is fairly good at fighting when he must, ponies just do not tend towards the “charge in and kill them all” style of combat. There’s a distinct absence of “Blood for the Blood God, Skulls for the Skull Throne!“, “Blood and Souls for my Lord Arioch!“, “Lava quod est sordium!” (Cleanse that which is unclean!), “Jai Mahakali!” (Glory to Great Kali!”), or even “CROOOMMMM!!!“. Instead… you get a lot more “nice young man who made eagle scout and is currently out helping the neighbors!”.

So it’s a good thing for Rockhoof that Equestria is a superheroic world where characters get (Con Mod) points of mana to spend every round isn’t it?

As for his specific powers… Rockhoof can move a lot of earth and stone very quickly (including throwing boulders), hit really hard, jump a long ways, run very fast, and withstand major attacks. He also acquired – or at least activated – most of his power in a single moment of heroism as an adolescent or young adult rather than developing it over time like Starswirl, so it probably isn’t based on him being high level. Fortunately, with the Superheroic World Template in play, it can be based on Mana-fueled specialization at level one.

He probably got another level or two while out adventuring, but there’s not a lot of information on that – so here he is at the start of his heroic career.

Secondarily, considering the abilities displayed by Maud Pie, Big Macintosh, and various other Earth Ponies in what looks like a considerably more densely populated equestria… Rockhoof very likely isn’t actually the “strongest earth pony of all time”. While he may have been known as such in the distant past and in legends, that was without actual testing, after centuries of story-polishing, in comparison with a rather modest sample size, and (perhaps most importantly) not in a RPG full of players who dabble in character optimization. For, if you put stats on it, they will find a way to outdo them.

In any case, it’s on with the game statistics!

Rockhoof, the Pillar of Strength, Strong Man of Old Equestria

Starting (Level One, ECL 2) Athletic Superhero.

To summarize the low-level adventurer template, those affected get:

  • A -3 penalty on unskilled skill checks.
  • Very slow level advancement, by direct session-based character point awards rather than experience points. Succeeding in goals helps, but killing things and taking their stuff does not.
  • The status of valuable trouble magnets – they’re rare and find trouble everywhere they go.
  • A +3 bonus on five skills which suit their backgrounds and training. Sadly, this cannot be applied to active magical skills.
  • Extra hit points equal to [12 + (2 x Con Mod)].
  • Two minor special talents. For the full list see the Template, for Rockhoof we’ll take Might (a +2 bonus to his Strength) and Enduring (providing him with a +1 bonus on his Saves).

To summarize the Basic Pony Modifiers:

  • Quadruped. In general ponies are slow and have trouble moving while using tools or weapons.
  • Attribute Modifiers: -2 Dex, +2 Con. An additional +2 Con and +2 Chr are dispellable magical bonuses.
  • Damage Reduction 9/- versus both Physical and Energy Attacks, only DR 2/- versus melee attacks by living creatures.
  • Endure Elements. Ponies pretty much ignore the weather.
  • Ponies heal 1d8+1 damage per round for a round three times per day.
  • Ponies are always treated as having lots of pockets, even in the nude.
  • Ponies get minor cartoon effects, such as hair that responds to moods, blushing through fur, and so on.
  • Ponies may begin or participate in spontaneously choreographed musical numbers that provide bonuses for group tasks.
  • Have a base pool of 1d6+3 Mana, regaining 1d6 with an hours rest up to three times a day and 1-2 points per day regardless.
  • Get a +2 Racial Bonus to Perform/Sing

To Summarize the Earth Pony Modifiers:

  • Mana-Powered Berserker (+8 Str) with no fatigue. In effect, an Earth Pony with a Con of 14+ (their average) can run a continuous +8 bonus to their Strength.
  • Nature Sense (very vague save for items related to agriculture).
  • +4 to resist bull rushes and knockdowns
  • Pays half price for Rune Magic (Homesteading) Casting and Mastery, Knowledge/Nature, and Survival. (Yes, Homesteading Magic covers digging ditches, plowing fields, and so on via magic. Some appropriate spells for use with Homesteading Magic can be found under Hedge Magic – such as Plow and The Laborer’s Word). These skills also receive a +3 Racial Bonus.
  • Immunity to Fatigue and Exhaustion.
  • A +3 bonus on any one hoof-based Martial Art.

Basic Attributes: Str 16 (+18 Ber +2 Knack = 36), Dex 16 (-2 Pony = 14), Con 14 (+2 Pony, +2 M = 18), Int 10, Wis 10, Cha 10 (+2 M = 12). (Pathfinder 25-point point buy).

Available Character Points: 48 (L1 Base ) + 6 (Disadvantages; History and Obligations (Pillar of Equestria)) +2 (Duties to his Village – or to wherever he adopts now) +6 (level one bonus feat) = 62 CP. Rockhoof started off Blocked – unable to spend Mana on anything but Rune Magic – so he couldn’t use his Berserker strength boost, making him pretty feeble in comparison to other Earth Ponies. But then in a desperate situation, he spent his last four character points buying that limitation off at a dramatic moment, thus activating his strength enhancement, innate enchantments, and four-color reality editing.

Basic Abilities (29 CP):

  • Hit Dice: 12 (L1d12, 8 CP) +20 (12 + 2 x Con Mod Template) +4 (1 x Con Mod) = 36 HP.
  • Skill Points: 12 (Purchased, 12 CP) + 0 (Int) = 12 SP

Skills:

  • Acrobatics: +1 (1 SP) +2 (Dex) +3 (Tem) = +7 (Jump +45).
  • Profession/Farmer +1 (1 SP) +0 (Wis) +3 (Tem) = +4 (Includes making basic farm tools, such as replacement shovels – since he’s specifically noted as having had his destroyed many times).
  • Knowledge/Nature +2 (1* SP) +3 (Race) +0 (Int) = +5
  • Survival +2 (1* SP) +3 (Race) +0 (Wis) +3 (Tem) = +8
  • Homesteading Rune Magic Casting 4 (2* SP) +3 (Race) +1 (Cha) = +8
  • Homesteading Rune Magic Mastery 4 (2* SP) +3 (Race) +1 (Cha) = +8
  • Martial Art / Jade Mountain Stance Style: 4 (SP) +3 (Race) +13 (Str) +3 (Tem) = +23.
  • Perform (Sing) +0 (0 SP) +2 (Race) +1 (Cha) -3 (Tem, Unskilled) = +0

The Jade Mountain Stance Style (Str):

  • Requires: Hooves
  • Basic Techniques: Attack 2, Power 3, Strike, and Toughness 4.
  • Advanced Techniques: Breaking, Combat Reflexes, Improved Disarm, and Weapon Kata (Any one simple weapon or farming implement, with a preference towards pruning hooks, shovels, hand axes, and similar items).
  • Occult Techniques: Healing Hand, Inner Strength, Ki Focus (Str), and Focused Blow.

Known Techniques (12): Attack 1, Power 1, Strike, Toughness 4, Breaking, Combat Reflexes, Weapon Kata (Shovel), Healing Hand and Inner Strength.

  • BAB +1, Specialized /Ranged Combat Only, Corrupted/Throwing stuff with shovel only (2 CP).
  • Saves:
    • Fortitude +0 (0 CP) +4 (Con) +1 (Tem) = +5
    • Reflex +2 (6 CP) +2 (Dex) +1 (Tem) = +5
    • Will +0 (0 CP) +0 (Wis) +1 (Tem) = +1
  • Proficiencies: Earth Pony Reinforced Shovels (1 CP).
  • Initiative: +2 (Dex)
  • Move: 40 (four legs) +30 (Light Foot) +30 (Haste),= 100 (50 on two or three legs).
  • Armor Class: 10 (Base) + 2 (Dex) +4 (Shimmermail) = 16

Usual Weapons:

  • Unarmed: +14/+14 (+13 Str +1 Martial Art, Personal Haste), for 1d6+13, Crit 20/x2, lethal or nonlethal. 3 Attacks of Opportunity, see “Concussive Parry” below.
  • Shovel: +14/+14 (+13 Str +1 Martial Art, Personal Haste), for 1d8+13, Crit19-20/x2, lethal or nonlethal, B or S, Trip, usable as a shovel. 3 Attacks of Opportunity, see “Concussive Parry” below.

New Weapon (Pathfinder Design System): Earth Pony Reinforced Shovel. Simple, One-Handed (mouthed), Melee Weapon (6 Design Points), Additional Design Points (+1 Point, +15 GP. Earth Pony shovels need to be heavily reinforced to stand up to earth pony strength), B or S damage (1 Point), Improved Critical Threat Range (19-20, 3 Points), Improved Damage II (2 Points), Tool (Shovel, 0 Points), Special Feature (Trip, 1 Point). Net Result: Simple Weapon, Medium-Sized. Damage 1d6, Crit 19-20/x2, inflicts B or S damage, Trip Weapon, freely usable as a shovel, 20 GP.

  • Shovel-Thrown Rocks: +4/+4/+4 (+2 Dex +3 Competence -1 Rocks), 1d6+13, Crit 20/x3, Range Increment 80′. He’ll probably want to learn Finesse to base this on Str instead later on.

Other Abilities (33 CP):

  • Add Odinpower and Odinmight to his basic Berserker ability, for a total of +18 strength (+6 CP).
  • DR 2/-, versus both physical and energy attacks (3 CP).
  • Upgrade his racial Mana Pool with a form of Natural Magic (Reality Editing), Specialized and Corrupted for Increased Effect / only to support the user’s heroic narrative and let the user’s abilities function without normal scaling restrictions (2 CP). This is great for engineering and digging massive trenches, but so-so otherwise.
  • Concussive Parry: Opportunist (6 CP): Rockhoof may make an attack of opportunity against any attack that enters his threatened area. If his attack roll exceeds that of the attacker he can subtract the damage he “inflicts” on the attack from the damage IT would normally inflict, reducing it to a minimum of zero. If this completely negates the damage from an attack, it also negates any other effects it might have, such as requiring a saving throw.
    • This is a powerful defense, but this IS a superheroic setting, so why not? In other settings it might get defined as an Inherent Spell to limit it’s uses – but a superhero will just fuel it with mana and get exactly the same result anyway.
  • Reflex Training: Can spend Mana to maintain his “Berserker” strength enhancement and his Innate Enchantments without it requiring an action of any kind – even while asleep or unconscious. Corrupted for Reduced Cost / he must do so as long as he has Mana available. (4 CP).
  • Innate Enchantment, Specialized for Increased Effect (effects are considered extraordinary abilities and cost no experience to acquire) / Requires two mana to activate for one minute. Is blatantly obvious in operation since he bulks up a lot (11,310 GP Value, 12 CP).
    • Lob (L1: The user may hurl three items at his or her full BAB and with no need for getting out or loading ammunition or for a physical weapon (or proficiency therewith). This is otherwise treated as if the user was using a medium-sized Halfling Staff Sling. Only while wielding a shovel (x.8), only for throwing rocks (x.8) = 1280 GP.
      • In general: 1d6+Str Mod bludgeoning damage and a -1 to hit for using rocks instead of bullets, Crit 20/x4, Range Increment 80 feet, requires a normal roll to hit. In combination with his Reality Editing he could also throw lots of dirt and junk to make clouds of dust and difficult terrain if he wanted to.
    • (Weapon) Mastery (Halfling Sling Staff, Cantrip): +3 Competence Bonus to BAB with a Halfling Sling Staff (or magical simulation thereof). x.7 Personal-Only (700 GP).
    • Thousand Pound Stance (Target gains a +8 versus Bull Rush, Grapple, Trip, Overrun, being lifted or thrown, or similar situations, for one minute. x .7 Personal Only = 1400 GP). Note that this changes the -4 Penalty for Light Foot to a +4 Bonus.
    • Resist Energy (Provides resistance 10 to all energies), x.7 Personal-Only = 1400 GP
    • Personal Haste: User gains a +30′ enhancement bonus on all movement rates and +1 attack at his or her full BAB when making a full attack (2000 GP).
    • Light Foot: User becomes very light, gaining a +30 circumstance bonus on his or her ground movement spee and, a +10 circumstance bonus on jump checks, as well as DR 10 versus Falling Damage [only]. The user is, however, considered one size category smaller in a Bull Rush, Grapple, Trip, or Overrun situation. x .7 Personal Only = 1400 GP.
    • Heroic Will: Protection From Evil, Personal Only (x.7), 3/Day Only (x.6), Only when the GM feels that the user is being compelled to do something against their personal code or otherwise is likely to summon a mighty surge of will to throw off possession/mind control/etc (x.25) = 210 GP.
    • Heroic Rally: Remove Fear, 2/Day Only (x.4), user must make an adequate inspiring speech (x.6) = 480 GP.
    • Coincidental Catch: Feather Fall, 2/Day Only (x.4), activates automatically (x1.5), but only works 50% of the time (x.4) = 480 GP. When a hero falls off a roof or gets dropped, there is a substantial chance that SOMETHING will happen to break his or her fall.
    • Heroic Health: Relieve Illness (from the Hedge Wizardry spell list) 1/Day (x.2), Personal Only (x.7) = 280 GP. Relieve Poison (from the Hedge Wizardry spell list) 1/Day (x.2), Personal Only (x.7) = 280 GP, Lesser Restoration 2/Day (x.4), Personal Only (x.7) = 560 GP. Fast Healing I (from The Practical Enchanter, for 18 rounds, 2/Day (x.4), Personal Only (x.7)) = 560 GP.

To summarize his various defenses, he can attempt to parry incoming attacks. If he’s still hit, he has DR 6/- versus physical attacks, DR 16 versus Falling Damage, and Energy Resistance (All) 12. If damage still gets through, two points of any melee damage inflicted by a sentient being and nine points of any other damage is converted to nonlethal damage.

Rockhoof really doesn’t need a high level. Being a fairly generic good guy and using the constant flow of mana provided by the superheroic world template to fuel strength, durability, and being able to swiftly accomplish huge amounts of work makes him about the most classical type of superhero there is. He’d still be pretty dangerous in a standard game – but he’d need to spend some levels on buying mana and the ability to quickly recover it to fuel his abilities with, which would make him a fairly powerful warrior, but not a superhero.

Faster than a speeding pegasus! More powerful than an avalanche! Able to leap small hills in a single bound! Look! Up on the mountain! It’s Rockhoof!