Ability Score Rolls
14
15
18
13
17
16
+2 Dex, +2 Int: Unicorns are intelligent and steady-handed.
Medium: Unicorns are Medium creatures and have no bonuses or penalties due to their size.
Fast Speed: Unicorns have a base speed of 40 feet.
Natural Talent: Equines get a +5 to any skill of their choice. This determines what their cutie mark will look like.
Gore: Unicorns have the natural attack gore when attacking with their horn.
Leycasting: Unicorns channel magical ley energy to cast spells and can cast from the normal wizard spell list. They can also use their Spellcraft skill to cast unlisted spells, at the GM’s discretion.
Burnout: Unicorns can cast a spell above their spell level. However, doing so will lead to burnout or possibly horn rot, which can kill the caster over time. Burnout prevents the character from casting spells for a full day. If a character tries to cast any spell during burnout, they take 1d6 lethal damage.
Going Crazy!: When an Equine can’t successfully do her special talent, she starts to go…a little crazy. Equine characters have a pool of 6 sanity points. With every failed roll involving the character’s special talent, she loses a point. After losing a point, her personality grows more and more different from her original personality and she takes a -1 to all saving throws and her special talent skill roll. After losing all six points, she becomes a polar opposite of her original personality and takes a -10 to her talent skill roll. An Equine can regain all of her sanity points by being calmed down by friends for at least thirty minutes or by getting 8 hours of rest.
Languages: Unicorns begin speaking Equestrian. Unicorns with high Intelligence scores can choose between Old Elken, Old Gryphon, Old Boarean, Ancient Camleun, Elken, Leyspeak, or Draconic as their bonus languages.
http://www.d20pfsrd.com/
[Custom!]
SHIELDBEARER
Transmutation
Level: Sorcerer/wizard 1
Components: V, S
Ca sting Time: 1 standard
action
Range: Touch
Target: Shield touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
A feeling of protectiveness and
guardianship fills you as you
complete the spell. Touching
the target shield, you point
to the creature it is meant to
protect and watch as the shield
rises in the air and floats gently
toward the indicated creature.
A shieldbearer spell allows
you to enchant one shield
so that it hovers near and
attempts to protect one
creature of your choice. The
spell’s recipient is chosen
at the time of casting and
cannot be changed. The
enchanted shield remains
within 1 foot of the creature
for the duration of the spell.
The shield’s subject is then granted a
shield bonus to AC as if it was wearing
the shield. The spell permits the
enchanted shield’s subject to use a
two-handed weapon or a weapon in
each hand and still benefit from the
shield’s effect.
Shield bonuses from multiple
sources, including multiple castings
of this spell, do not stack.
Ability Score Rolls
14
15
18
13
17
16
4th level = +1 Str
8th level = +1 Wis
Feats
1st
3rd
5th
7th
9th
Skill Points = 100 = 6 + 4 (Int) X10
+2 Dex, +2 Int: Unicorns are intelligent and steady-handed.
Medium: Unicorns are Medium creatures and have no bonuses or penalties due to their size.
Fast Speed: Unicorns have a base speed of 40 feet.
Natural Talent: Equines get a +5 to any skill of their choice. This determines what their cutie mark will look like.
Gore: Unicorns have the natural attack gore when attacking with their horn.
Leycasting: Unicorns channel magical ley energy to cast spells and can cast from the normal wizard spell list. They can also use their Spellcraft skill to cast unlisted spells, at the GM’s discretion.
Burnout: Unicorns can cast a spell above their spell level. However, doing so will lead to burnout or possibly horn rot, which can kill the caster over time. Burnout prevents the character from casting spells for a full day. If a character tries to cast any spell during burnout, they take 1d6 lethal damage.
Going Crazy!: When an Equine can’t successfully do her special talent, she starts to go…a little crazy. Equine characters have a pool of 6 sanity points. With every failed roll involving the character’s special talent, she loses a point. After losing a point, her personality grows more and more different from her original personality and she takes a -1 to all saving throws and her special talent skill roll. After losing all six points, she becomes a polar opposite of her original personality and takes a -10 to her talent skill roll. An Equine can regain all of her sanity points by being calmed down by friends for at least thirty minutes or by getting 8 hours of rest.
Languages: Unicorns begin speaking Equestrian. Unicorns with high Intelligence scores can choose between Old Elken, Old Gryphon, Old Boarean, Ancient Camleun, Elken, Leyspeak, or Draconic as their bonus languages.
http://www.d20pfsrd.com/