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Unicorn Race - Advanced Statsheet

Statline

Classic Stats
Str Dex Con Int Wis Cha
Base Stats

-

-

-2

-

+2

+2


 
 
Immersive Stats
Str Dex Con Int Wis Cha Character Points
Base Stats

10

12

6

10

20

20

0

Size Hitpoints Moral Resistances Vulnerabilities
Large 20 + HD + Con 20 + MD + Wis Radient Radiation

Mobility

Standard
Slow 10ft.
Medium 40ft.
Fast 200ft.
Features -
Diet
Omnivore

Sences

Vison
Arcansight
Hearing
Keen
Smell
Keen
Pertence
Keen
Touch
Standard
Taste
Standard
Spacailty
Standard
Arkence
Incredible
Extra
Effersence
 

Natural Proficiencies

  • Persuasion
  • Insight
  • Handling
  • Deception

Natural Attacks

Horn Charge
Kick

Evirometaly Effected
As a being so deeply connected with the world, you are very much affected to its environment.
 

Biome Effect

The biome you are in has the most dramatic effect on your physical appearance. Over the course of several days, you will slowly take on the appearance of a 4-legged, hoofed creature that could typically be found in that enviroment. If there is more than one type of creature for that environment, and there often is, which one you take on the form of is entirely up to you. This process can be sped up to an almost instantaneous transformation if you so will it.   If for some reason you find yourself in an environment in which no four-legged, hoofed animal could reasonably be found you will instead take 1 point of true damage for every minute you spend there.   Below are some of the creatures that may be typically encountered throughout the world. As it is rare to find a unicorn outside of a fantasy setting there are a few more fantastical options for what you can find out there.  
Notes:
Four-legged hoofed animals does not limit you to just mammals in a fantasy setting.
ForrestDeer - Wood Horse
DesertCammel - Snadtrotter
PlainsHorse
MountainsMountain Goat - Mountain Pony
Snow FieldsSnow Pony - Raindeer
Vlocanic LandsAshfoal - Lavahoof - Drakonhoff
SavvannaRino - Ibex
Hot SpringsHot Horse - Hot Pony

Envirometal Charge

The charge on an area is something that can be easier to feel that to truly describe. But in a nutshell, it is effectively the energies that are at a place in a given location. Many actions add up over the years that live a stain upon the world, whether they be good or bad. But some places are just natural soaked in arcane power or have corruption seeping out from other worlds. All of the places will have a visible effect on your character look, but what that looks like is mostly up for you to decide.
Positivly Charged

Vivieden

Bright, vibrant places full of life, the sort of place where you feel naturally happier and full of energy. Sadly these are in short supply in most worlds.
All none-physical damage done by you covered to healing magic using half the final result of the damage role.
Sylvethian
Place where nature extends its bounds out into the supernatural. Pathways don't always lead where they should do and the trees could rise up at any moment and bear down on hostile trespassers.
You gain Clearsight and a deep connection to the natural world. While in these areas you may call its inhabitants to your aid and move freely over all solid terrain. Hoever you may not get any rest here unless you maintain the will of the enviroment.
Festavian
Places wher sho much revelry and merry days have take place that it lifts the spirits of the whole environment.   You may re-roll any role over 20 that in not natural.
Hallowed
Places that hold great significance.
Santifided
Spaces that have been dedicated to a deity or entity of significant power.
Depending on the divinity in question you will   Astral
Neturaly Charge Places
Tempreren
Places that are either naturally or unnatural balanced in their energies. These usually make up the vast majority of a world's locations.
No effect.
Epperian
Places, where there is so little going on that thier, is no sort of energy whatsoever.
You physically become a natural example of the creature you are currently taking the form as. This quickly reverts once to enter an area with another dominant energy.
Negativly Charged
Desolate
Places where it seems like the very sky has fallen down upon. Whatever life used to live here has been so utterly snuffed out that nothing save the most reached of creatures would dare make their home here.
All of your actions become completely silent. In areas where this energy is at its highest you become ethereal or made of shadow.
Mizzrien
Places where so much misery has piled up over the years that it has left the lands dull and lifeless.
Lefarun
Locations where unatural energies have taken hold of the world and begun to warp the very grounds around them.
All of your actions spread corruption.
Ciddrien
 

Racial Progression

Character Creation

Pegusian Wings

You gain a lustrous pair of wings that grant you a flight speed:
Slow: 40ft. Medium: 120ft. Fast: 300ft.
Or

Barrier Runner

Charging / Sprinting becomes a bonus action. Every time you charge or sprint, you gain a barrier that negates the first source of damge you take while performing it.
 
- Tier 1-

Hungery Horn

Any physical damage you deal with your horn heals you equle to the damage done upto what it would take to kill the traget. If you kill a target this way it counts as consuming a ration of equal size to the creature.   This can overheal you up to ten times your level.
Or

Hand of the Horn

You gain a permanent mage hand able to lift 5ibs. + 5 x your wisdom modifier in pounds. This hand has a range of 5 x your level in feet.
 
- - Tier 2 - -

Humanoid Holiday

As a standard action, you can now take on the size and shape of any humanoid creature. This can be dispelled.
Or

Spell Catcher

As a reaction, you may make an opposed arcane check to catch one spell that has been fired at you. As a standard action, you may unleash this spell as if you were the caster.
 
- - - Tier 3 - - -

Perternatural Nudge

You can nudge the energies in the immediate area around you towards one Eiromental Energy or another. To do so is a bonus action that requires concentration. The strength of this is equal to your tier and has a radius equal to twice your level in feet.
Or

Enviromental Ignorance

The biome you are in no longer forcibly changes your form.
 
--- - Tier 4 - ---

Class Specific Feat

 
--- - - Tier 5 - - ---

Telecentic Storm

As a full-round-action, you may set up a telecentric field equal to 5 x your level in feet, centred around you. Within this field, you gain a lift weight of your tier in tonnes. As a bonus action or reaction, you may fire any object you can lift within this field up to 120ft. The damage of these is relative to the object fired. As a standard action, you may slam a number of these objects equal to your wisdom modifier up to 60ft.
Or

Forced Plain Shift

As a stander action, you may permanently move a target creature or object up to one tonne in weight within 40ft. up or down one plane level, effectively removing them from tier previous situation. Most beings are unable to resist this action, but those that are may make perform an opposed arcana check to counteract this ability.   Bear in mind that some entries may be able to move freely between planes!
 
--- --- Tier 6 --- ---

True Resurrection

Once per-day, as a standard action you may bring one creature whose remains you can touch back from the dead. This works so long as there is at least some part of the target still remaining and even works on ashes. If the creature's spirit is not free to come back to its body or is unwilling, it will create a Hollow Being instead.
Or

Ultra Horn

Using a one-minute windup, requiring concentration, you may charge up your horn with a devastating amount of power. Onces charged you will be prompted to make your way to your target, they will then be prompted to make a dexterity save equal to 12 + your Dexterity modifier. If they fail this they will then be prompted to make a number of DC 20 constitution saves equal to their con modifier to half the damage.   If you hit your target successfully you will deal 100 x your level in True Damage!

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