Horses, like dogs, have a long association with humans, and are nearly as tightly bound to the longpaws as dogs, too. Many horses pride themselves and their ancestors on their willingness to accompany their human friends into the gravest of dangers. Some have even become legends in their own right. Nonetheless, there remain many wild horses in the world, far many more than wild dogs, and such noble steeds are wary of man.
AT (Dam.): Bite (1d3), 2 hooves (1d5 [1d6])
Beginning HP: 7 [8]
Habitat: Temperate (plains)
MV: 10
SZ: Large
Species Traits:
- Combat Restriction: Horses who do not take Warrior as their niche must choose bite as their favored attack form.
- Low Light Vision
- Scent
- +1 bonus on all Runner lore checks.
- +1 bonus on all Warrior lore checks to push, pull, drag, break, or otherwise use their raw muscle power on heavy objects.
- +1 on all lore checks to interpret human behavior, or deduce the function of human-crafted devices
- Special Maneuvers: Charge, Kick Back, Trample
- Suitable Niches: Runner, Scout, Warrior.
In some fantasy worlds, the fey ungulates called unicorns are a randy species, capable of breeding with any equid (horse, pony, zebra) and producing viable off-spring. Such children are known by many names, depending on the realm, but are here described under the general heading of half-unicorn.
Half-unicorns look mostly like a normal member of their equid species, but careful observers can distinguish their magical heritage with a successful Seer lore check. Such observers will notice a bony plate on the half-unicorn’s forehead (possibly covered over by the mane), their blue eyes, and (on males) a short, goat-like beard. Half-unicorns are usually light-colored or have patches of white on their coats, though zebra hybrids can be hard to tell apart in this fashion.
Like their supernatural parent, half-unicorns are renowned for their swiftness and magical abilities, but sometimes live on the fringes of their herds, feeling like they do not belong to either world.
AC: 4
AT (Dam.): Head-butt (1d5 [1d6]), 2 hooves (1d5 [1d6] each)
Beginning HP: 7 [8]
AT (Dam.): Head-butt (1d5 [1d6]), 2 hooves (1d5 [1d6] each)
Beginning HP: 7 [8]
Habitat: Temperate or Tropical (plains)
MV: 12
SZ:
Large
Species Traits:
- Healing Powers: Once per day, a half-unicorn can heal 1d3 hp of damage on another animal, in a manner similar to Healers. She must do this by touching her head-plate to the subject. She gains an additional use of this ability at 4th Total Level, and again at 8th.
- Low Light Vision
- Scent
- Teleportation: At 5th Total Level, a half-unicorn can teleport herself (and any rider she may be carrying) to any unoccupied space with 60 ft of her current position, once per day. The range increases to 120 ft. at 10th level.
- +2 bonus on all Runner lore checks.
- +1 bonus on all Warrior lore checks to push, pull, drag, break, or otherwise use their raw muscle power on heavy objects.
- +1 bonus on all Healer lore checks
- +2 bonus on all Charm saves
- Special Maneuvers: Charge, Kick Back, Trample
- Suitable Niches: Healer, Runner, Scout, Seer, Warrior.
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