This campaign will start with ECL 4 magical ponies(thus no class levels), around the time they're all shunted into a more hostile universe. The only selection criterion is that they must have been standing together when they were shunted. I'm not using multiclassing XP penalties, so no favored classes are listed. Speak Language slots can be left open, as a sort of prepay plan. While filling a slot is unrealistically rapid, it does take about a day. Magical Pony Resembling horses with chibi proportions and toxic colors, magical ponies come from an alternate plane of happiness and light. Roughly 80% of all magical ponies are female; while their wild ancestors used a "harem herd" structure, modern pony culture is matriarchal. Magical ponies are oviparous, with four or five eggs in a typical clutch. Eggs hatch after exactly a year, but after hatching pony growth is unpredictable; while one might spend 26 years growing to adulthood, another might get there in six months of valiant questing. Once they reach adulthood, magical ponies don't age, remaining youthful in mind and body. Magical ponies are given names based on their powers; usually it's fairly obvious what a pony's power does, but occasionally you get cases like Glitterlight, who discovered as an adult that her "sparkle effect" was actually an anti-undead PBAOE-over-time with massive damage. Opaque names are never used - all names are descriptive combinations of words, almost always two or more. When a pony has no detectable power, or has an incomprehensible power, they'll be given a name based on the power icon on their hip(like Boxcars, whose power made minor alterations in probability), or their appearance(like Winterblue, whose power let her communicate with and control machines), or on a personality trait if they go unnamed long enough. Magical ponies have D12 HD, 4 SP/lev, a BAB factor of 1/2, a ground Move of 60', and Lowlight. They're only proficient with their natural weapons, and they need to eat, sleep, and breathe. They're nominally of the Magical Beast type. Each pony's unique power gives them two good saves and six class skills. Magical ponies of Lawful or non-Good alignment are very rare. * +4 STR, +4 CON, -2 INT, -2 WIS, +2 CHA. * Ponies of less than 3 HD are pony babies or pony children, and are Medium size(Space/Reach 5'/0', lifting and carrying limits are at ×1½). Ponies of 3 or 4 HD are teenagers, and have attained Large size(Space/Reach 10'/5', -1 size penalty to AC, -1 size penalty to attacks, -4 size penalty on Hide checks, +4 size bonus on grapple checks, lifting and carrying limits are at ×3). Ponies of 5 HD are adults, are Large(similar to teenage ponies), and have the option of taking class levels. * Quadruped: As quadrupeds, magical ponies can carry more than bipeds of similar size and STR. The lifting and carrying limits above already include this. * Their long, pointed ears give them good hearing, for a +4 racial bonus on Listen checks. From A Peaceful Realm: You come from a place where war is considered a disaster, and you're an herbivore to boot, so you don't do well in combat. At the start of a fight, roll 2D4; you suffer a morale penalty equal to the result on AC, saves, attacks, and maybe some other things. At the start of your turn, this penalty decreases by 1 until it's gone. You can spend two full-round Concentrate actions psyching yourself up for a battle, which relieves this effect in that battle. * No Hands: You have no hands, and must use your mouth if you want to manipulate an object, at -4. You also make touch attacks to use your powers as if with your Bite attack. Modern pony culture is multiracial, mixing magical ponies of various types with magical fuzzies, small furry sentients with four legs and four arms. Many modern inventions(like high shelves) require ponies and fuzzies to work together to use them. * Natural Weapons: You have a primary Kick attack dealing 1D6 bash damage, and a secondary Bite attack dealing 1D6 slash damage. You can fight while carrying a rider; magical ponies are used to being ridden by magical fuzzies. * Unique Power(Su): Each magical pony has a unique power, worth 10 power points per level. These are spent using the Mutants & Masterminds(2ed) book, either on a single power or on a GM-approved set of very-closely-related powers. Unless you get special dispensation from the GM, all activatable powers must cost at least one energy point(treat as Hero Points); each pony has [Level] energy points, which refresh completely if they get 8 hours of rest. Since each power is unique, translation to standard d20 will be done on a case-by-case basis, but in general each attack/defense power level is worth one point of damage. Pony Boosters The following are "boosters", abilities magical ponies can spend ECLs on. Most inherit, but a few can be learned. Unicorn Pony(+1 ECL) You have a spiral horn on your head, letting you skip your Bite attack for a Gore attack dealing 2D6 impale damage. Also, your Gore and Bite attacks are primary, and your Kick attacks are secondary. Your Gore attack has +5' reach. Also, you can channel your powers through your horn, so you can make touch attacks to use your powers as if with your Gore attack. Pegasus Pony(+1 ECL, incompatible with Flutterpony) You have feathered wings, giving you a flying Move of 60'C. Flutterpony(+1 ECL, incompatible with Pegasus Pony) You have membranous wings like a dragonfly, giving you a flying Move of 30'A. Racing Pony(+1 ECL) You have at least one ancestor from the eastern lands, where fast racing ponies predominate. Your ground Move is 90'. Up to [Level] times per day, you can boost your ground Move to 120'. Princess Pony(+1 ECL) You are descended from one of the old royal dynasties. While this doesn't make you a leader in modern society, the dynasties had more potent magic. Up to [Level] times per day, you can add a +[Level] bonus to a power check. Tracker Pony(+1 ECL) You've mastered the ancient scent-tracking skills. Unlike most other boosters, Tracker Pony can be learned, and is not usually inherited. You have the Scent monster ability, a +4 racial bonus to track by scent, and you can function as if your hexes were illuminated. You gain Survival as a class skill, even if you multiclass. You also get a +2 racial bonus on Craft(Alchemy) checks. Warpony(+1 ECL, incompatible with Panic Pony) Sure you come from a peaceful realm, but you're not proud of that fact. You were always "the bravest pony of them all", "the rough-and-tumble one", or maybe just "the butch one", and you've been starving for some action. Unlike most other boosters, Warpony can be learned, and is not usually inherited. You are not affected by the From A Peaceful Realm disability. You get one combat feat. You get an extra Kick attack. Your racial class BAB factor increases by +1/4. (May be too powerful… if there are too many warponies in the party, I'll know I need to tone it down.) Panic Pony(+1 ECL, incompatible with Warpony) It may not be dignified, but you know what they say… "When in trouble, when in doubt, run in panic, scream and shout." Unlike most other boosters, Panic Pony can be learned, and is not usually inherited. When you suffer from an ongoing adverse effect, you can delay it by running in circles and screaming. You are running(but you can only cover net distance up to your Move), and you're quite obvious, but all ongoing adverse effects(DOTs, bleeding to death, etc) are paused. However, when you stop panicking, if your condition is not promptly dealt with you will suffer all the "back damage" you delayed. If your condition is promptly dealt with(via Cure Poison for a poison DOT, stabilizing you for bleeding to death, etc), the "back damage" never occurs. Pony Mentat(+1 ECL) You were born with great mental abilities. You have +4 INT and +4 WIS, six more racial class skills, and one of your racial class skills is always a class skill for you, even if you multiclass. Feats Magical Fuzzy Cohort [General] Prerequisite: CHA 14 This is like a lower-level version of Leadership; you know a magical fuzzy who follows you wherever you go. This may be due to a "puppy-dog crush", or perhaps you saved his life once and he's in awe, but for whatever reason you have a cohort. He starts two ECLs below you, to a minimum of ECL 1. Special: A magical fuzzy cohort counts like a familiar, special mount, or animal companion for purposes of the Leadership feat. This feat can be taken multiple times, for an extra cohort each time(one ECL lower, minimum 1), as long as they have different starting ECLs. Allies Magical Fuzzy Magical fuzzies resembe three-foot spheres of cream to brown to black fur, with big black eyes and the occasional foot or hand visible. Magical fuzzies live closely with magical ponies; they have four arms and four legs, making them the "hands" of society, while the ponies do the heavy lifting. Magical fuzzies rarely go far under their own power, usually hitching a ride from a friendly pony. Magical fuzzies have D4 HD, 4 SP/lev, a BAB factor of 3/4, good Ref saves, a ground Move of 20', and Lowlight. They're proficient with all simple weapons, and they need to eat, sleep, and breathe. They're nominally of the Humanoid(Magical Zy) type. They have ten class skills, which vary between individuals. Magical fuzzies of Lawful alignment are very rare; a magical fuzzy whose alignment becomes Evil immediately turns into a magical frizzy, and the GM gets to laugh evilly. * -2 STR, -2 CON, +2 DEX, +2 INT, -2 WIS. * Magical fuzzies are Small(Space/Reach 5'/5', +1 size bonus to AC, +1 size bonus on attacks, +4 size bonus on Hide checks, -4 size penalty on grapple checks, lifting and carrying limits are at ×3/4). * Magical fuzzies reach adulthood while still at 1 HD, and gain the option of taking class levels after that. * Magical fuzzies have four arms, allowing them to quad-wield(which uses the same feats and such as dual-wielding). * Their big, chibi eyes give them very good vision, for a +8 racial bonus on Spot checks and a +4 racial bonus on Search checks. However, their ears are tiny and beneath their thick fur, giving them a -4 racial penalty on Listen checks. * Their padded feet give them a +4 racial bonus on Move Silently checks. * Long experience riding magical ponies gives them a +4 racial bonus on Ride checks. * From A Peaceful Realm: You come from a place where war is considered a disaster, so you don't do well in combat. At the start of a fight, roll 2D4; you suffer a morale penalty equal to the result on AC, saves, attacks, and maybe some other things. At the start of your turn, this penalty decreases by 1 until it's gone. You can spend two full-round Concentrate actions psyching yourself up for a battle, which relieves this effect in that battle. Zy Boosters Warzy(+1 ECL) This booster has the same stats as the Warpony booster. Superzy(+1 ECL per level) Some magical zies train up their innate magical powers. Unlike most other boosters, Superzy can be learned; a child inherits all but one of each parent's Superzy levels. (Note that that's *current* Superzy level - it's Lamarckian and epigenetic.) Specific powers are not inherited, just the underlying "amplitude". Each level of Superzy gives 15 power points and one energy point. Mentatzy(+1 ECL) This booster has the same stats as the Pony Mentat booster.