TEXT: Second Edition 
  Conversion Guide
  By David Silver
  
  2
  Credits:
  Writer: David Silver, Ismael Alvarez, Magan Marchant (ArkansanDragon)
  Assistant Writers: N. Jolly, All the helpful patrons (https://www.patreon.com/ponyfinder), 
  Especially Tida, Spiral Harmonies, Steel Prism, Navajo Demar, Anthony Kissinger, Fox Cutter, 
  David McMichael, Alynna Trypnotk, Tsargoth Runeclaw, Catherine Kramer, Casey Ludwig, Wolf, 
  and Rome Silvanus
  Art: Sita Duncan, Tama’at Studio, Ayla Rinta, Pfenix Artwork
  Editors: Regan Anderson (Llisandur), Thomas Behrens Jr Thomas Behrens Jr
  Second Edition
  Questions, ideas, concerns? We have a forum at http://forum.ponyfinder.net/, a reddit 
  at https://www.reddit.com/r/Ponyfinder/, and you can always email us directly at 
  ponyfinder@ponyfinder.net.
  Pathfinder Second Edition Roleplaying Game rules used under the Open Game License. Learn more about Path-
  finder at http://paizo.com and peruse their official database of rules at http://www.aonprd.com/
  Declaration of Open Game Content
  All texts pertaining to game mechanics and statistics are declared Open Game Content. All items subject to the 
  definition of Product Identity are the property of Silver Games LLC, and cannot be used without written permission.
  Product Identity
   The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, 
  Section 1(e), and are not Open Content: all trademarks, registered trademarks, proper names (characters, deities, 
  etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. Elements that have previously been 
  designated as Open Game Content or are in the public domain are not included in this declaration.
  
  3
  Cover 
  1
  Contents 
  3
  The Dawn of a New Day 
  4
  A New Edition 
  4
  Ancestries & Backgrounds 
  5
  Ponies 
  5
  Pony Heritages 
  5
  Pony Ancestry Feats 
  6
  Cloven 
  11
  Cloven Heritages 
  11
  Cloven Ancestry Feats 
  12
  Flutterpony 
  13
  Flutterpony Heritages 
  13
  Flutterpony Ancestry Feats 
  14
  Griffon 
  15
  Griffon Heritages 
  15
  Griffon Ancestry Feats 
  16
  Phoenix Wolf 
  17
  Phoenix Wolf Heritages 
  17
  Phoenix Wolf Ancestry Feats 
  18
  Purrsian 
  19
  Purrsian Heritages 
  19
  Purrsian Ancestry Feats 
  20
  Steelheart 
  21
  Steelheart Heritages 
  21
  Steelheart Ancestry Feats 
  22
  Sun Cat 
  23
  Sun Cat Heritages 
  23
  Sun Cat Ancestry Feats 
  24
  New Feats 
  25
  General Feats 
  25
  New Class Feats 
  25
  Archetypes 
  27
  Spells 
  28
  Equipment 
  31
  Adventuring Gear 
  31
  Magic Items 
  31
  Everglow Gods 
  33
  Everglow Bestiary 
  35
  Rule Adjustments 
  37
  Type Advantage Neutralization 
  37
  New Traits 
  37
  Disclaimer 
  38
  Back Cover 
  40
  Contents
  
  4
  The Dawn of a New Day
  A New Edition
  Welcome to Pathfinder, Second Edition. The world you played in has not changed, but the rules with which we 
  approach the world has. We will not be reprinting the world and its lore in this book, instead focusing on the rules. 
  To get a grasp of the setting, we have many other books to expand your knowledge, starting with the Ponyfinder 
  Campaign Setting. In this book, we’ll focus on the moving parts, allowing you to make a character that belongs to 
  this world.
  Much like in the first edition, all races (now ancestries) that you find in the standard rules also exist within Ever-
  glow. You can be a human or dwarf or elf, and that’s perfectly fine. Goblins were potential allies and troublemakers 
  in Everglow before it was made an official option with second edition. Don’t feel as if you have to play one of the 
  local fey species to fit in.
  
  5
  Ancestries & Backgrounds
  Ponies
  What people think of first when they think of Everglow, the ponies once held sway over much of the continent 
  from their grand empire that was reigned over peacefully by their queen. They come in a dizzying variety of 
  forms, adapting to fit almost any environment.
  Hit Points
  8
  Size
  Medium
  Speed
  30 feet
  Ability Boosts
  Ability boosts determined by your heritage
  Ability Flaw
  Ability flaw determined by your heritage
  Languages
  Common
  Sylvan
  Additional languages equal to your Intelligence modi-
  fier (if it’s positive). Choose from the list of common 
  languages and any other languages to which you have 
  access (such as the languages prevalent in your region).
  Traits
  Fey
  Ponykind
  Low-Light Vision
  You can see in dim light as though it were bright light, 
  so you ignore the concealed condition due to dim light.
  Fingerless
  While you can make full use of magic items that would 
  rest on the hands (becoming anklets) and feet (becom-
  ing a set of four instead of two to cover all four hooves), 
  you have no hands. Your mouth serves as a single hand, 
  preventing you from using two-handed weapons. You 
  can perform somatic components with gestures of your 
  face and/or movement of your hooves.
  Pony Heritages
  When ponies spread across Everglow, they adapted 
  to fit the varied environments, from the pegasi of the 
  mountains to the prairie-loping earth-bound.
  Earth-Bound
  Built to go far and fast without pause, your durability 
  matches that of the dwarves. You may select any one 
  dwarf heritage. You gain all of its advantages and disad-
  vantages. 
  Ability Boosts: Constitution, Wisdom, Free. 
  Ability Flaw: Dexterity.
  Pegasus
  Born of the winds, you gain a fly Speed equal to half 
  your land Speed. 
  Ability Boosts: Dexterity, Wisdom, Free. 
  Ability Flaw: Strength.
  Unicorn
  With a horn atop your brow, magic comes intuitively 
  to you. You may cast mage hand and light as arcane 
  innate spells at will. The target of your light spell must 
  be your own horn. A cantrip is heightened to a spelllevel 
  equal to half your level rounded up. 
  Ability Boosts: Constitution, Intelligence, Free. 
  Ability Flaw: Dexterity.
  Ghost Pony
  A creature of the ether, you are as living as any other, 
  but your kind are known to move as a ghost might. 
  Incorporeal creatures within 30 feet of you that would 
  normally be invisible can be seen by you. Your weapons 
  and unarmed attacks are considered magic when used 
  against incorporeal enemies. 
  Ability Boosts: Dexterity, Wisdom, Free. 
  Ability Flaw: Constitution.
  
  6
  Leather Wings
  Pegasi that turned to the comfort of caves instead of 
  the vulnerable skies above. You gain a fly Speed equal to 
  half your land Speed. 
  Ability Boosts: Constitution, Wisdom, Free. 
  Ability Flaw: Charisma
  Sea Horse
  At home in the waves, you gain a swim speed equal to 
  your land speed. While underwater, you possess darkvi-
  sion. When using Acrobatics or Athletics for swimming, 
  consider your proficiency rank 1 higher.
  (untrained > trained > expert > master > legendary)
  Ability Boosts: Constitution, Wisdom, Free. 
  Ability Flaw: Dexterity
  Zebra
  Mysterious seers of the pony world, your people are 
  known as eager learners. At 1st level and at 5th level 
  and every 5 levels thereafter, you gain an additional 
  common language. 
  Ability Boosts: Intelligence, Wisdom. 
  Ability Flaw: None
  Pony Ancestry Feats
  1st Level
  Adept Changeling 
  FEAT 1
  Ponykind
  Prerequisites doppelganger
  You may shapeshift on demand, casting an effect like 
  illusory disguise but with the polymorph and trans-
  mutation traits instead of illusion and visual. You can 
  become any ponykind that is the same size as you, 
  but not a specific person. At 5th level your voice and 
  scent change with your disguise. At 10th level, you can 
  assume specific individuals’ appearance, provided you 
  have seen the person at least once before.
  Advanced Horn Magic 
  FEAT 1
  Ponykind
  Prerequisites You must have the ability to cast 
  mage hand as an arcane innate spell.
  You have honed your abilities to weave innate force 
  magics. You can form hands with your mind, effec-
  tively ridding yourself of the fingerless trait’s down-
  sides. These mental hands are no more or less able than 
  a human’s hands and can reach no further than they 
  could. If you don’t already have one, you gain a focus 
  pool of 1 Focus Point, which you can Refocus by quiet 
  meditation. For one focus point, you can use the follow-
  ing spell.
  Horn Surge 
  FOCUS 1
  Concentrate
  Arcane
  Cast � focus (your horn)
  Duration sustained up to 1 minute
  You may use your Intelligence instead of your Strength 
  when making Strength skill checks and melee attacks.
  Antean 
  FEAT 1
  Ponykind
  Spirit Tribe
  One of the rarer varieties of spiritual tribe, you have 
  grown to massive proportions. You become Large (long) 
  sized. Increase your Strength score by 2 if your strength 
  is less than 18, otherwise increase it by 1.
  Beacon of Hope 
  FEAT 1
  Ponykind
  Prerequisites gem pony
  Allies within 60 feet of you that can see you are 
  emboldened by you. When they roll a success on a 
  saving throw against an emotion effect, they get a criti-
  cal success instead.
  Chaos Hunter 
  FEAT 1
  Ponykind
  Spirit Tribe
  Of the spiritual tribes, this is the one most commonly 
  joined mid-life. You gain a +1 circumstance bonus to 
  Will saving throws. In addition, you gain the following 
  reaction.
  Chaos Resistance �  
  Trigger You are the subject of an attack or spell with 
  the chaotic trait. 
  You reduce the degree of success of the attack roll by 
  one step, or you improve the degree of success of your 
  saving throws for that effect by one step.
  Chaos Sense 
  FEAT 1
  Ponykind
  Prerequisites chaos hunter
  You may cast detect alignment as a divine innate spell 
  at will, but can only use it to detect chaotic auras. This 
  spell becomes heightened when you are 9th level or 
  higher.
  
  7
  Clockwork 
  FEAT 1
  Ponykind
  Spirit Tribe
  Cursed for the folly of ponies that thought they could 
  challenge the gods, you stand between metal and flesh. 
  You gain the half-construct trait. You gain electricity 
  resistance equal to half your level (minimum 1). Your 
  land Speed decreases by 5 feet.
  Denial of Destiny 
  FEAT 1
  Ponykind
  Spirit Tribe
  You destroyed your brand of destiny and defy its orig-
  inal meaning. You are filled with a grim determination 
  to secure your own fate as you describe it. When you roll 
  a natural 1 on a d20 and have no hero points, you gain a 
  hero point. There must be consequences for rolling the 
  1 (even simple failure to proceed). You may take this 
  feat even if you have another spirit tribe feat. Lose the 
  benefit of any other spirit tribe feats you have, which 
  you may retrain as normal.
  Cloud Kicker 
  FEAT 1
  Ponykind
  Prerequisites natural fly Speed
  You can treat fog, mist, and clouds as solid objects 
  to stand on, shape, and otherwise handle like soft clay. 
  When you are no longer in contact with the shaped 
  vapor, it will return to its usual behavior, slowly return-
  ing to a more normal shape if you had forced it into 
  another. You gain the following action.
  Cloud Buck � 
  Attack
  Lashing out your hooves, you destroy the fog, mist, or 
  cloud within a 5-foot square adjacent to you. If the effect 
  was magic, make a melee or spell attack roll against the 
  level-based DC of the level of the origin of the effect.
  Critical Success You may selectively choose which 
  squares of the effect become cleared and which do not, 
  up to and including entirely ending the effect.
  Success You may end the effect entirely.
  Failure You only clear the 5-foot square you kicked.
  Critical Failure You waste your time, and perhaps 
  look silly.
  Doppelganger 
  FEAT 1
  Ponykind
  Spirit Tribe
  With sleek features that seem slightly un-finished, 
  you are any pony you wish, but perhaps no pony at all? 
  You have a specific pony form you can assume or aban-
  don as an action at will. When you perform an activ-
  ity with the mental trait that forces a saving throw and 
  the target fails or critically fails, you enjoy a +1 circum-
  stance bonus to attack rolls until the end of your next 
  turn.
  Echoing 
  FEAT 1
  Ponykind
  Prerequisites ghost pony
  Your attacks and actions are treated as if they had the 
  ghost touch property rune, affecting incorporeal crea-
  tures easily. If you are on the Ethereal Plane, you can 
  touch and affect things on the prime Material Plane 
  whenever you wish.
  Iron Hooves 
  FEAT 1
  Ponykind
  Prerequisites earth-bound
  You gain a hoof unarmed attack that deals 1d6 blud-
  geoning damage. Your hoof is in the brawling group and 
  has the agile and unarmed traits. Your hooves can be 
  imbued with weapon runes as if they were one weapon.
  Gem Pony 
  FEAT 1
  Ponykind
  Spirit Tribe
  A callback to brighter times, when you roll a success 
  on a saving throw against an emotion effect, you get a 
  critical success instead.
  Lustrous Coat 
  FEAT 1
  Ponykind
  Prerequisites gem pony
  Your shiny coat turns aside foul magics. You are 
  considered to have cover (+2 circumstance bonus to AC 
  and Reflex saves against area effects) against ranged 
  spell attacks or effects. You can Take Cover to increase 
  this as normal.
  Night Wing 
  FEAT 1
  Ponykind
  Prerequisites leather wing
  You gain darkvision.
  Sun Pony 
  FEAT 1
  Ponykind
  Spirit Tribe
  Born to bathe in the heat of summer and the warmth 
  of the sun, you gain fire resistance equal to half your 
  level (minimum 1). You treat environmental heat effects 
  as if they were one step less extreme (incredible heat 
  becomes extreme, extreme heat becomes severe, and so 
  on).
  Tough as Rocks 
  FEAT 1
  Ponykind
  Prerequisites earth-bound
  You gain resistance 1 to slashing, piercing, and blud-
  geoning damage. This resistance increases by 1 at 4th 
  level and every 4 levels thereafter, to a max of 6 at 20th. 
  You gain the following action.
  
  8
  Hunker Down � 
  You gain resistance to all damage equal to 1/2 your 
  level (minimum 1) until the end of your next turn.
  Unique Destiny 
  FEAT 1
  Ponykind
  Spirit Tribe
  Your brand of destiny reflects an individual fate that 
  you chase after doggedly. This is the most common 
  spiritual tribe of ponykind. You may select any 1st level 
  human ancestry feat that does not require you be 1st 
  level.
  5th Level
  Dashing Flyer 
  FEAT 5
  Ponykind
  Prerequisites natural fly Speed
  Your fly Speed increases to your land Speed. If you 
  don’t already have one, you gain a focus pool of 1 Focus 
  Point, which you can Refocus by relaxing quietly and 
  considering how great you looked. For one focus point, 
  you can use the following focus spell.
  Flying Dash 
  FOCUS 2
  Primal
  Transmutation
  Cast � somatic
  Duration 3 rounds
  Your fly Speed becomes twice your land Speed.
  Heightened (+2) The effect lasts for 1 additional 
  round.
  Day and Night � 
  FEAT 5
  Concentrate
  Metamagic
  Ponykind
  Prerequisites sun pony
  If your next action you use is to Cast a Spell that deals 
  damage, it’s damage changes based upon the current 
  time. If it is day, the spell will deal fire damage instead 
  of its usual damage type. If it is night, it will deal cold 
  damage instead of its usual damage type. If this would 
  not change the damage type, this instead causes the 
  target takes a -1 circumstance penalty to their saving 
  throw.
  Embraced Destiny 
  FEAT 5
  Ponykind
  Prerequisites You must not have Denial of Destiny.
  Embracing what fate has in store for you, you prac-
  ticed a portion of your profession with a zeal unmatched. 
  You may increase any one proficiency from trained to 
  expert.
  Unification 
  FEAT 5
  Ponykind
  Prerequisites Charisma 14
  Dormant powers of the other tribes have awakened 
  within your blood. You gain either another Ponykind 
  heritage or another spirit tribe feat, even if you already 
  have one.
  Pious Brand 
  FEAT 5
  Ponykind
  Your brand of destiny matches the religious symbol 
  of a god, allowing it to be used as a religious symbol 
  without being held, simply displayed. This allows divine 
  casters to perform Material component actions using 
  this focus without the manipulate trait.
  Piston Jump 
  FEAT 5
  Ponykind
  Prerequisites clockwork
  Your hydraulic legs give you great jumping ability. 
  When performing a Long Jump, you can travel up to 
  4 feet further. When performing a High Jump, you can 
  jump two feet higher and, on a critical success, you can 
  jump five additional feet higher. When you fail, it is 
  always considered as if you landed on a soft substance. If 
  you are an expert in Acrobatics, double these numbers. 
  If you are legendary, treat critical failures to jump as 
  failures instead.
  Water Burst 
  FEAT 5
  Ponykind
  Prerequisites sea horse
  Your affinity for the waters can be expressed force-
  fully with gouts of water from your mouth. If you don’t 
  already have one, you gain a focus pool of 1 Focus Point, 
  which you can Refocus by quiet meditation. For 1 focus 
  point, you can cast hydraulic push as a primal focus 
  spell.
  9th Level
  Field Reconstruction 
  FEAT 9
  Ponykind
  Prerequisites clockwork
  Though you still cannot be raised normally, if 200 gp 
  times your level in diamond dust and iron are sprin-
  kled over your body and allowed to rest for an hour, 
  you will be affected as if a raise dead were successfully 
  cast on you, returning you to life if factors other than 
  you being a clockwork or being too high of a level would 
  have allowed it. Your successful raising consumes the 
  diamond dust and iron.
  
  9
  Flexible Perspective 
  FEAT 9
  Ponykind
  Prerequisites ghost pony
  Your understanding of the between places allows you 
  to comprehend teleportation in a new way. Spells and 
  effects with the teleportation trait that you use have a 
  50% greater range for how far you can travel with them.
  Giant Companion 
  FEAT 9
  Ponykind
  Prerequisites an animal companion, antean
  Your companion echoes your great size, increasing in 
  size by one category. Its strength modifier increases by 
  1 and it deals 1 extra damage with its unarmed attacks.
  Giant Dreams 
  FEAT 9
  Ponykind
  Prerequisites antean
  You are considered one size category larger for the 
  sake of if you can use or be targeted by effects and 
  actions if this is to your advantage. For example a crea-
  ture that could normally swallow up to Large creatures 
  could not swallow a Large antean with this feat.
  Hopeful Heart 
  FEAT 9
  Ponykind
  Prerequisites gem pony
  When you are suffering the frightened condition, 
  it decreases by another point at the end of your turn, 
  usually to 2 points a round.
  Master Changeling 
  FEAT 9
  Ponykind
  Prerequisites doppelganger
  Your ability to imitate extends to humanoids of the 
  same size category as you. Magic items that altered to 
  fit your unusual anatomy shift with you, gloves turning 
  from anklets to actual gloves again, and will return to 
  normal when you return to your birth form or another 
  form that requires their change.
  Natural Lance 
  FEAT 9
  Ponykind
  Prerequisites unicorn
  You gain a horn unarmed attack that deals 1d6 pierc-
  ing damage. Your horn is in the brawling group and has 
  the finesse, jousting, deadly d6, and unarmed traits. 
  Your horn can be imbued with weapon runes.
  Power Buck 
  FEAT 9
  Ponykind
  Prerequisites Iron Hooves
  When you lash out and catch a creature with both 
  hooves, you can send them flying. You gain the follow-
  ing action.
  Power Buck � 
  You can use this action on any creature within reach 
  that you have struck twice this round with hoof attacks. 
  This causes them to be pushed away up to 15 feet (you 
  decide how far) and become prone. If their movement 
  is stopped due to an object in the way, they stop there 
  and take 1d6 damage as if they fell 10 feet. If you are 
  an expert at unarmed attacks, the distance increases to 
  20 feet. If you are legendary at unarmed attacks, you 
  can change their direction once as they move and they 
  travel up to 30 feet.
  Precise Motions 
  FEAT 9
  Ponykind
  Prerequisites clockwork
  Moving with precise motions, you are free of the 
  knee-jerk mistakes of your fleshy kin. When attempting 
  a Thievery check to Disable a Device on a lock, you may 
  treat critical failures as failures. This does not apply to 
  critical failures on traps that may be on locks.
  Return to the Sea 
  FEAT 9
  Ponykind
  Prerequisites sea horse
  You can breathe water as well as air. You also gain 
  resistance to cold equal to half your level.
  Sensitive Ears 
  FEAT 9
  Ponykind
  Prerequisites leather wing
  Your ears can pick up the subtlest of clues. You gain 
  the following action.
  Sonar Ping � 
  You gain sonar, a precise sense, with a range of 60 
  feet. This persists until the start of your next turn. Crea-
  tures with no body, such as incorporeal creatures, are 
  not visible to this sense, and creatures can hide from it 
  as well as they can hide from visual senses.
  Storm Stallion 
  FEAT 9
  Ponykind
  Prerequisites Cloud Kicker
  Despite the name, mares are equally capable of 
  mastering weather. If you are a spellcaster capable of 
  casting 3rd level spells, you can learn and cast lightning 
  bolt even if it’s not normally on your list. Once per day, 
  you can cast it even if you aren’t a spellcaster as a primal 
  innate spell, automatically heightened to a spell level 
  equal to half your level.
  
  10
  Strike from the Heart 
  FEAT 9
  Ponykind
  Prerequisites chaos hunter
  Once per day you may cast true strike as a divine 
  innate spell. If the creature you use the attack on is an 
  aberration or has an attack with the chaotic trait, the 
  effect works normally, otherwise it fails and is wasted.
  Sun Kissed 
  FEAT 9
  Ponykind
  Prerequisites sun pony
  Your fire resistance increases to be equal to your level.
  True Unification 
  FEAT 9
  Ponykind
  Prerequisites Charisma 18, Unification
  The power within you has grown to encompass even 
  more of the potential of ponykind. You gain either 
  another Ponykind heritage or another spirit tribe feat, 
  even if you already have one.
  
  11
  Hit Points
  7
  Size
  Medium
  Speed
  30 feet
  Ability Boosts
  Free
  Free
  Ability Flaw
  None
  Languages
  Common
  Additional languages equal to your Intelligence modi-
  fier (if it’s positive). Choose from Elven, Gnomish, 
  Sylvan, Terran, and any other languages to which you 
  have access (such as the languages prevalent in your 
  region).
  Traits
  Fey
  Cloven
  Low-Light Vision
  You can see in dim light as though it were bright light, 
  so you ignore the concealed condition due to dim light.
  Fingerless
  While you can make full use of magic items that would 
  rest on the hands (becoming anklets) and feet (becom-
  ing a set of four instead of two to cover all four hooves), 
  you have no hands. Your mouth serves as a single hand, 
  preventing you from using two-handed weapons. You 
  can perform somatic components with gestures of your 
  face and/or movement of your hooves.
  Cloven
  Distant cousins of the ponykind, the cloven are friendly towards them and most others they share space with. 
  Favoring a meritocracy, a cloven likes to get things done, but insists on being polite as they do it.
  Cloven Heritages
  Cloven adapted in different ways to their mountain 
  homes to specialize in how they handle their cloudy 
  homes.
  Horned
  While many cloven have and take pride in their horns, 
  yours are especially noteworthy. You gain
  a gore unarmed attack that deals 1d6 piercing damage. 
  Your horns are in the brawling group and have the agile 
  and unarmed traits.
  Mountaineer
  Bouncing from narrow point to narrow point, you are 
  immune to altitude sickness and take no penalty for 
  being mid-climb or caught while balancing on narrow 
  or slippery surfaces.
  Resilience
  They say cloven can eat anything. Perhaps there is 
  some truth to that. You gain poison resistance equal to 
  half your level (minimum 1), and each of your success-
  ful saving throws against a poison affliction reduces its 
  stage by 2, or by 1 for a virulent poison. Each critical 
  success against an ongoing poison reduces its stage by 
  3, or by 2 for a virulent poison.
  Watchfulness
  Cloven can be timid, or at least mindful of their 
  surroundings. You gain a +1 circumstance bonus to 
  your Perception to find hidden objects (including traps 
  and secret doors) or determine whether food is spoiled. 
  This bonus increases to +2 if your proficiency rank in 
  Perception increases to expert or higher.
  
  12
  Cloven Ancestry Feats
  1st Level
  Eat Anything 
  FEAT 1
  Cloven
  If you did not have the resilience cloven heritage, you 
  gain its effects. If you did, your resistance to poison 
  damage increases to be equal to your level.
  Impressive Rack 
  FEAT 1
  Cloven
  If you did not have the horned cloven heritage, you 
  gain its effects. If you did, you deal 2 extra damage with 
  your horns. You also gain a +1 circumstance bonus to 
  Diplomacy and Intimidation against other cloven.
  Keen Eyes 
  FEAT 1
  Cloven
  When attempting to identify an item, you gain a +2 
  circumstance bonus.
  5th Level
  Mountain Jumper 
  FEAT 5
  Cloven
  You are always considered to have had a 
  running start when making a Long Jump or 
  High Jump.
  Unassuming 
  FEAT 5
  Cloven
  When attempting to Make an Impression on 
  a creature who is a higher level than you, you gain a 
  +2 circumstance bonus. You can double this effect, but 
  doing so means you can make no demands of the crea-
  ture (save perhaps not harming you and your friends).
  9th Level
  Discerning Taste 
  FEAT 9
  Cloven
  If you did not have the watchfulness heritage, you 
  gain its effects. If you did, you gain the ability to iden-
  tify magic potions and oils with a taste. This requires a 
  single action, provided you have the potion held, and 
  follows all other rules for identification.
  Stable Footing  
     FEAT 9
  Cloven
  When something attempts to force you to become 
  prone or move you, your saving throw is considered 
  one step improved, or its attack or check is consid-
  ered one step worse, as appropriate.
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  13
  Flutterpony
  Riots of color, flutterponies are eager to be at the center of the action and throw themselves into communal 
  efforts without a moment of pause.
  Hit Points
  6
  Size
  Medium
  Speed
  25 feet
  Ability Boosts
  Dexterity
  Charisma
  Free
  Ability Flaw
  Strength
  Languages
  Common
  Additional languages equal to your Intelligence modi-
  fier (if it’s positive). Choose from Auran, Elven, Gnomish, 
  Sylvan, and any other languages to which you have 
  access (such as the languages prevalent in your region).
  Traits
  Fey
  Flutterpony
  Low-Light Vision
  You can see in dim light as though it were bright light, 
  so you ignore the concealed condition due to dim light.
  Fingerless
  While you can make full use of magic items that would 
  rest on the hands (becoming anklets) and feet (becom-
  ing a set of four instead of two to cover all four hooves), 
  you have no hands. Your mouth serves as a single hand, 
  preventing you from using two-handed weapons. You 
  can perform somatic components with gestures of your 
  face and/or movement of your hooves.
  Limited Flight
  You have a fly Speed equal to half your land Speed.
  Glowing
  As an action you can start or cease glowing. While 
  glowing, you shed a dim light within 5 feet of yourself 
  from your antenna.
  Flutterpony Heritages
  Flutterponies can appear as many different variet-
  ies of winged insect, though butterflies are the most 
  common by far.
  Butterfly
  You are among the most common of your ilk with 
  bright colors and usually as bright of a personality to 
  match. You gain proficiency in any two skills in your 
  pursuit of your own destiny.
  
  14
  Flutterpony Ancestry Feats
  1st Level
  Like a Moth 
  FEAT 1
  Flutterpony
  When you make use of the Glowing action, you shed 5 
  additional feet of light per level. You may color this light 
  as you wish at the time of activating it. You may have up 
  to half the radius of light be bright light.
  Nimble Wings 
  FEAT 1
  Flutterpony
  When making Acrobatics checks related to flying, 
  you gain a +1 circumstance bonus. If you are a master 
  of Acrobatics, you may ascend without spending addi-
  tional movement.
  5th Level
  Small Origins 
  FEAT 5
  Flutterpony
  Your kind came from small places. You gain the 
  following action.
  Small Origin � 
  Transmutation
  Magical
  Morph
  You become Small sized. You can use this action 
  again to return to your usual size and end this effect. 
  Your equipment adjusts in size with you.
  Pony Kin 
  FEAT 5
  Flutterpony
  Long have your kind sought to be as the ponies, and 
  you have succeeded at bridging that gap in part. You 
  gain the ponykind trait. You are fully qualified as a 
  pony, even able to take their ancestry feats if you desire. 
  You gain one 1st level ponykind ancestry feat.
  9th Level
  Tiny Perspective 
  FEAT 9
  Flutterpony
  Prerequisites Small Origins
  Remembering your long past, you gain the following 
  action.
  Tiny Perspective � 
  Transmutation
  Magical
  Morph
  Frequency once per hour
  Duration 1 minute
  You become Tiny sized. Your reach becomes 0 feet. 
  Your equipment adjusts in size with you. You become 
  concealed. As the nature of this effect still leaves the 
  your location obvious (barring actually hiding behind 
  something), the target can’t use this concealment to 
  Hide or Sneak.
  Faster than the Eye 
   
  FEAT 9
  Flutterpony
  Prerequisite master in Acrobatics, Nimble Wings
  While moving via flight, you become concealed, which 
  ends as soon as you take an action that is not flight-
  based movement. If you become Legendary in Acrobat-
  ics, you instead become invisible.
  Sudden Lift     
  FEAT 9
  Flutterpony
  Your flight is erratic and wild, carrying you away from 
  harm. You gain the following reaction.
  Sudden Lift � 
  Trigger target of a melee attack
  Your Armor Class becomes your Acrobatics AC 
  against any attacks from the source of the triggering 
  attack until the start of your next turn. If you were not 
  flying, you begin flying as part of this reaction, but do 
  not move. If you could not fly, this reaction fails.
  
  15
  Griffon
  Monarchs of the sky, griffons rule over the mountains, seeing all others as beneath them, and this is a simple 
  fact, is it not?
  Griffon Heritages
  Griffons can be any variety of bird and any variety 
  of cat pressed together, with even other combinations 
  rarely apparent.
  Predator
  A combination of a predatory bird and a 
  predatory cat, you swoop through the air in 
  dangerous motions. You have a fly Speed equal to 
  half your land Speed.
  Hit Points
  6
  Size
  Medium
  Speed
  25 feet
  Ability Boosts
  Strength
  Wisdom
  Free
  Ability Flaw
  Charisma
  Languages
  Common
  Additional languages equal to your Intelligence modi-
  fier (if it’s positive). Choose from Auran, Elven, Gnomish, 
  Sylvan, and any other languages to which you have 
  access (such as the languages prevalent in your region).
  Traits
  Fey
  Griffon
  Low-Light Vision
  You can see in dim light as though it were bright light, 
  so you ignore the concealed condition due to dim light.
  Glider
  You may make the Arrest a Fall reaction even without 
  a fly Speed. While in a safe fall, either due to successfully 
  Arresting a Fall or other effects such as the feather fall 
  spell, you may take the fly action to move horizontally at 
  up to half your land Speed.
  
  16
  Griffon Ancestry Feats
  1st Level
  Air Dominance 
  FEAT 1
  Griffon
  Your ties to the power of air are pervasive and potent. 
  When casting spells with the air trait that can be height-
  ened, the spell is heightened one spell level, to a maxi-
  mum of half your level.
  Cloud Kicker 
  FEAT 1
  Griffon
  You can treat fog, mist, and clouds as solid objects 
  to stand on, shape, and otherwise handle like soft clay. 
  When you are no longer in contact with the shaped 
  vapor, it will return to its usual behavior, slowly return-
  ing to a more normal shape if you had forced it into 
  another. You gain the following action.
  Cloud Buck � 
  Attack
  Lashing out your hind paws, you destroy the fog, 
  mist, or cloud within a 5-foot square adjacent to you. If 
  the effect was magic, make a melee or spell attack roll 
  against the level-based DC of the level of the origin of 
  the effect.
  Critical Success You may selectively choose which 
  squares of the effect become cleared and which do not, 
  up to and including entirely ending the effect.
  Success You may end the effect entirely.
  Failure You only clear the 5-foot square you kicked.
  Critical Failure You waste your time, and perhaps 
  look silly.
  5th Level
  Cloud Rejection 
  FEAT 5
  Griffon
  When a fog, cloud, or mist effect is launched and 
  would include your square, you may, as a reaction �, 
  allow it to push you harmlessly to the closest available 
  square outside its effect, if one exists. If this movement 
  pushes you through the effect, you suffer the normal 
  effects of walking through it. If you have master profi-
  ciency in Acrobatics, this ability remains active until the 
  start of your next turn. This movement is considered 
  forced.
  Sharpened Claws 
  FEAT 5
  Griffon
  You gain a claw unarmed attack that deals 1d6 slash-
  ing damage. Your claw is in the brawling group and has 
  the agile and unarmed traits. You gain a bite unarmed 
  attack that deals 1d6 piercing damage. Your bite is in the 
  brawling group and has the agile, finesse, and unarmed 
  traits. The claw and bite can be enchanted as weapons 
  normally. One rune is enough for both claws (as they 
  are considered one weapon).
  9th Level
  Grasping Talons 
  FEAT 9
  Griffon
  Prerequisites claw weapon
  When you make a Grapple action, you gain a +2 
  circumstance bonus for every claw attack you have 
  landed on the target during this turn. The grapple gains 
  the agile trait (reducing its multiple attack penalty).
  Intimidating Roar � 
  FEAT 9
  Griffon
  Auditory
  With a mighty roar, you attempt to use Intimidate on 
  everything in a 30-foot cone. Make one Intimidate check 
  to Demoralize and compare it to all caught in the area to 
  determine its effect on each potential target. Regardless 
  of the results, each creature targeted by this is immune 
  to further uses of Intimidating Roar for 1 minute.
  Powerful Flight 
  FEAT 9
  Griffon
  Your wings are powerful and ready. Increase your fly 
  Speed by 5 feet. When flying against the wind, your fly 
  Speed increases by another 10 feet, but it is still difficult 
  terrain.
  
  17
  Phoenix Wolf
  Reformed from the fires of hell, phoenix wolves never asked to be, but who does, in the end?
  Phoenix Wolf Heritages
  Phoenix wolves are fairly stable in their appearance 
  and abilities as reformed hell hounds.
  Fire Born
  Born of fire, you take to it easily. You gain a fire resis-
  tance equal to half your level (minimum 1). You may 
  cast light as an arcane innate spell at will, though it 
  always appears as a heatless flame.
  Battle Born
  Ready to fight, you favor your teeth and senses. You 
  gain a bite unarmed attack that deals 1d8 piercing 
  damage. Your bite is in the brawling group and has the 
  finesse and unarmed traits.
  Hit Points
  6
  Size
  Medium
  Speed
  30 feet
  Ability Boosts
  Dexterity
  Wisdom
  Free
  Ability Flaw
  Intelligence
  Languages
  Common
  Additional languages equal to your Intelligence modi-
  fier (if it’s positive). Choose from Elven, Ignan, Infer-
  nal, Sylvan, and any other languages to which you have 
  access (such as the languages prevalent in your region).
  Traits
  Fey
  Phoenix Wolf
  Low-Light Vision
  You can see in dim light as though it were bright light, 
  so you ignore the concealed condition due to dim light.
  Fingerless
  While you can make full use of magic items that would 
  rest on the hands (becoming anklets) and feet (becom-
  ing a set of four instead of two to cover all four paws), 
  you have no hands. Your mouth serves as a single hand, 
  preventing you from using two-handed weapons. You 
  can perform somatic components with gestures of your 
  face and/or movement of your paws.
  
  18
  Phoenix Wolf Ancestry 
  Feats
  1st Level
  Fiery Embrace 
  FEAT 1
  Phoenix Wolf
  You are fire. Your spells and alchemical items that 
  deal fire damage gain a status bonus to damage equal 
  to half the spell’s level or one-quarter the item’s level 
  (minimum 1). You also gain a +1 status bonus to any 
  persistent fire damage you deal.
  Go For the Ankles 
  FEAT 1
  Phoenix Wolf
  When you make a Trip action, you gain a +2 circum-
  stance bonus for every bite attack you have landed on 
  the target during this turn. The trip gains the agile trait 
  (reducing its multiple attack penalty).
  Singed Pelt 
  FEAT 1
  Phoenix Wolf
  You gain a fire resistance equal to half your level 
  (minimum 1). If you are fire born, this increases to be 
  equal to your level instead.
  5th Level
  Sun Kiss 
  FEAT 5
  Phoenix Wolf
  You can gather great heat within yourself and allow 
  it out at your discretion. If you don’t already have one, 
  you gain a focus pool of 1 Focus Point, which you can 
  Refocus by supping on ash or lingering near an open 
  flame for 10 minutes. For one focus point, you can use 
  the following focus spell.
  Flame Breath 
  FOCUS 1
  Primal
  Evocation
  Cast � somatic
  Save basic Reflex 
  You exhale a cone of fire over 30 feet that deals 4d6 
  fire damage.
  Heightened (+1) The effect deals 1d6 additional 
  damage.
  Fire Magic 
  FEAT 5
  Phoenix Wolf
  Fire runs thick in your veins, raging to come out. 
  You gain dancing lights and prestidigitation as primal 
  innate cantrips you can use at will.
  9th Level
  Wings of Flame   
    FEAT 9
  Phoenix Wolf
  You gain a fly Speed equal to your land Speed. This 
  flight is considered a fatiguing action to perform long 
  term (using it for longer than 10 minutes without a 15 
  minute break will make you fatigued).
  Greater Fire Magic 
  FEAT 9
  Phoenix Wolf
  Prerequisites Fire Magic 
  You have grown in your innate fire manipulation. 
  You can cast produce flames as a primal innate cantrip 
  at will. When making a saving throw against an effect 
  with the fire trait or that deals fire damage, improve the 
  result by one step.
  
  19
  Purrsian
  A marriage of feline sensibility, wings, and laziness makes for an incredibly potent force for change, whether 
  one wants it or not.
  Purrsian Heritages
  Appearing as winged cats, purrsians come in many 
  breeds, but their abilities do not differ as much as their 
  appearance.
  Air Remembered
  You have not forgotten how to use those wings on 
  your back. You have a fly Speed equal to half your land 
  Speed.
  Feline Charisma
  If you roll a critical failure on a Diplomacy or Intim-
  idation check, you get a failure instead. You gain a bite 
  unarmed attack that deals 1d4 piercing damage. Your 
  bite is in the brawling group and has the agile and 
  unarmed traits.
  Hit Points
  6
  Size
  Medium
  Speed
  30 feet
  Ability Boosts
  Dexterity
  Charisma
  Free
  Ability Flaw
  Wisdom
  Languages
  Common
  Additional languages equal to your Intelligence modi-
  fier (if it’s positive). Choose from Auran, Dwarven, 
  Gnomish, Sylvan, and any other languages to which you 
  have access (such as the languages prevalent in your 
  region).
  Traits
  Fey
  Purrsian
  Low-Light Vision
  You can see in dim light as though it were bright light, 
  so you ignore the concealed condition due to dim light.
  
  20
  Purrsian Ancestry Feats
  1st Level
  Agile Tail 
  FEAT 1
  Purrsian
  When you use the Interact action to grab an unat-
  tended object within reach or on your person and not 
  concealed in a bag, pouch, or similar, the action loses 
  the manipulate trait as your tail deftly grabs it and 
  drops it in your waiting hand.
  Sharpened Claws 
  FEAT 1
  Purrsian
  You gain a claw unarmed attack that deals 1d4 slash-
  ing damage. Your claw is in the brawling group and has 
  the agile, finesse, and unarmed traits. The claw can be 
  enchanted as weapons normally. One rune is enough 
  for both claws (as they are considered one weapon).
  5th Level
  Covetous Grasp � 
  FEAT 5
  Purrsian
  Prerequisite Sharpened Claws 
  Requirements Successfully hit a creature with a 
  claw attack with your last action.
  Make a Thievery attempt to Steal against an opponent 
  you have hit this turn with a claw attack. You gain a +2 
  circumstance bonus to the attempt per hit. You may 
  take objects of up to 1 bulk. If the item is currently being 
  used, you do not gain this bonus, but may still make the 
  attempt, possibly snatching it right out of their hands.
  Feline Speed 
  FEAT 5
  Purrsian
  Your Speed increases by 5 feet for every movement 
  action you’ve completed this turn. If you are an expert 
  in Athletics, this bonus increases to 10 feet.
  9th Level
  Dive for Cover � 
  FEAT 9
  Purrsian
  Trigger You are the subject of an attack or spell
  If you are within half your Speed of cover, you may 
  move to it and Take Cover before calculating the effects 
  of the attack. This could cause you to leave the area of 
  effect of an ability, but against other attacks, you may 
  gain cover, but not escape by fleeing the range of the 
  effect/attack.
  Fast Wings 
  FEAT 9
  Purrsian
  If you had a fly Speed, it increases to your land Speed. 
  If you did not, you gain one equal to half your land 
  Speed.
  Wealthy Magic � 
  FEAT 9
  Concentrate
  Metamagic
  Purrsian
  Prerequisites purrsian 
  If your next action you use is to Cast a Spell that has 
  an expensive material component, you can expend an 
  equivalent value of coins and gems without requiring 
  the specific item.
  
  21
  Steelheart
  Forged of metal, grown of tree, the steelheart does not attempt a plea. Mysterious creatures of unknown origin, 
  they straddle the line between life and death.
  Steelheart Heritages
  Steelhearts are not known for great varieties in 
  upbringing. They are all branches from the same tree.
  Factory Forged
  Your first shell was made by 
  your parents under the watch 
  of the machine priests. You gain 
  electricity resistance equal to half 
  your level (minimum 1).
  Hit Points
  10
  Size
  Medium
  Speed
  25 feet
  Ability Boosts
  Constitution
  Intelligence
  Free
  Ability Flaw
  Wisdom
  Languages
  Common
  Additional languages equal to your Intelligence modi-
  fier (if it’s positive). Choose from Dwarven, Gnomish, 
  Sylvan, Terran, and any other languages to which you 
  have access (such as the languages prevalent in your 
  region).
  Traits
  Fey
  Half-Construct
  Low-Light Vision
  You can see in dim light as though it were bright light, 
  so you ignore the concealed condition due to dim light.
  Fingerless
  While you can make full use of magic items that would 
  rest on the hands (becoming anklets) and feet (becom-
  ing a set of four instead of two to cover all four hooves), 
  you have no hands. Your mouth serves as a single hand, 
  preventing you from using two-handed weapons. You 
  can perform somatic components with gestures of your 
  face and/or movement of your hooves.
  Cold Heart
  Steelhearts can only be raised at their factories, with 
  a payment of any costly material components made to 
  the machine priests there to cast an appropriate reviv-
  ing spell.
  
  22
  Steelheart Ancestry Feats
  1st Level
  Core of Thunder 
  FEAT 1
  Steelheart
  Your kind gets along well with the force of electricity 
  that runs harmlessly over your shell. Your spells and 
  alchemical items that deal electricity damage gain a 
  status bonus to damage equal to half the spell’s level or 
  one-quarter the item’s level (minimum 1). You also gain 
  a +1 status bonus to any persistent electricity damage 
  you deal.
  Iron Hooves 
  FEAT 1
  Steelheart
  You gain a hoof unarmed attack that deals 1d6 blud-
  geoning damage. Your hoof is in the brawling group and 
  has the agile and unarmed traits. Your hooves can be 
  imbued with weapon runes as if they were one weapon.
  5th Level
  Ground 
  FEAT 5
  Steelheart
  When you are included in the area of effect of an elec-
  tricity effect, you may attempt to lessen the effect as a 
  reaction �. If you succeed a Reflex save against the DC 
  of the effect, the saving throws of anyone in the effect, 
  including you, are improved by one step.
  Heart of Steel 
  FEAT 5
  Steelheart
  Your quasi-construct nature protects you from 
  biological concerns. You gain poison resistance equal 
  to half your level (minimum 1). Improve the results of 
  your saving throws vs afflictions by one step.
  9th Level
  Field Reconstruction 
  FEAT 9
  Steelheart
  Though you still cannot be raised normally, if 200 gp 
  times your level in diamond dust and iron are sprin-
  kled over your body and allowed to rest for an hour, 
  you will be affected as if a raise dead were successfully 
  cast on you, returning you to life if factors other than 
  you being a clockwork or being too high of a level would 
  have allowed it. Your successful raising consumes the 
  diamond dust and iron.
  Insulation 
  FEAT 9
  Steelheart
  You gain cold and fire resistance equal to half your 
  level (minimum 1).
  Metal Mind 
  FEAT 9
  Steelheart
  As much metal as living material, you do not tire easily, 
  nor is your mind easy to sway. Improve your saving 
  throws against effects that cause fatigue, controlled, or 
  confused conditions by one step.
  
  23
  Sun Cat
  Some mistake them for beasts, but they hold to old civilities that seem long forgotten.
  Sun Cat Heritages
  Most Sun Cats appear as lions, prowling the fields of 
  Everglow.
  Plains Hunter
   You gain a bite unarmed attack that deals 1d4 pierc-
  ing damage. Your bite is in the brawling group and has 
  the finesse and unarmed traits.
   You gain a claw unarmed attack that deals 1d3 slash-
  ing damage. Your claw is in the brawling group and has 
  the agile and unarmed traits.
  You gain the Plains Strike action.
  Plains Strike � 
  Make two Strikes, one with your bite and one with 
  your claw, each using your current multiple attack 
  penalty. Both Strikes must have the same target. Both 
  Strikes take a -2 penalty.
  This counts as two attacks when calculating your 
  multiple attack penalty.
  Hit Points
  7
  Size
  Medium
  Speed
  30 feet
  Ability Boosts
  Strength
  Wisdom
  Free
  Ability Flaw
  Intelligence
  Languages
  Common
  Additional languages equal to your Intelligence modi-
  fier (if it’s positive). Choose from Elven, Gnoll, Ignan, 
  Sylvan, and any other languages to which you have 
  access (such as the languages prevalent in your region).
  Traits
  Fey
  Sun Cat
  Low-Light Vision
  You can see in dim light as though it were bright light, 
  so you ignore the concealed condition due to dim light.
  Fingerless
  While you can make full use of magic items that would 
  rest on the hands (becoming anklets) and feet (becom-
  ing a set of four instead of two to cover all four hooves), 
  you have no hands. Your mouth serves as a single hand, 
  preventing you from using two-handed weapons. You 
  can perform somatic components with gestures of your 
  face and/or movement of your paws.
  
  24
  Sun Cat Ancestry Feats
  1st Level
  Infectious Resilience � 
  FEAT 1
  Sun Cat
  Fortune
  Trigger You succeed a saving throw against a fear 
  effect.
  Your bravery spreads to your allies easily. You grant 
  all allies within 30 feet a new saving throw against the 
  same fear effect. They must take the results of the new 
  saving throw if they make the roll.
  Jaws of Victory 
  FEAT 1
  Sun Cat
  You deal 1 extra damage per damage die with your 
  bite attack. If you become master or better with your 
  bite, this increases to 2 extra damage.
  5th Level
  Divine Challenge 
  FEAT 5
  Sun Cat
  Prerequisites You must worship a god with the sun 
  domain.
  With a mighty roar, you invoke the power of the sun 
  itself to strike fear into the hearts of your enemies. If 
  you don’t already have one, you gain a focus pool of 1 
  Focus Point, which you can Refocus by spending 10 
  minutes basking within the sun’s light or reflecting upon 
  its nature. For 1 focus point, you can use the following 
  divine focus spell.
  Sun’s Howl 
  FOCUS 2
  Divine
  Evocation
  Auditory
  Cast � verbal
  Area 30 foot burst
  Saving Throw basic Fortitude
  A loud burst of sun-driven roar lashes out at enemies 
  around you, dealing 2d6 sonic damage + your Charisma 
  modifier. Make an Intimidate check to Demoralize, 
  comparing the one roll to all targets injured by the spell.
  Heightened (+1) The damage increases by 1d6.
  Trained Predator 
  FEAT 5
  Sun Cat
  You become proficient in Stealth and Perception. If 
  you were already trained in either, you become profi-
  cient in any other skill.
  Feline Speed 
  FEAT 5
  Sun Cat
  Your Speed increases by 5 feet for every movement 
  action you’ve completed this turn. If you are an expert 
  in Athletics, this bonus increases to 10 feet.
  9th Level
  Variable Bite 
  FEAT 9
  Sun Cat
  Sinking your fangs in, tearing flesh, and grinding 
  bones are all things your teeth are capable of. When 
  you perform a bite Strike, you can choose what physical 
  damage type it inflicts.
  Keen Nose     
  FEAT 9
  Sun Cat
  You gain scent as an imprecise sense with a range of 
  30 feet.
  
  25
  General Feats
  Kara Kissed 
  FEAT 3
  Prerequisites worship Kara, non-good alignment
  Giving yourself over to Kara, she rewards you for 
  your faith with a new form that appears as an insectoid 
  version of whatever ancestry you had. You may assume 
  your birth form whenever you wish, able to shapeshift 
  just like her favored, the doppelgangers. You gain the 
  doppelganger trait and can take ancestry feats that 
  require being a doppelganger pony, provided you meet 
  all other requirements.
  Vital Guard 
  FEAT 3
  Prerequisites construct or half-construct
  You benefit as if your armor had the fortification 
  rune, granting you a chance to turn aside critical blows.
  New Class Feats
  Alchemist
  Tribal Mixture � 
  FEAT 4
  Alchemist
  Additive 2
  Prerequisites ponykind
  Requirements You are holding an infused muta-
  gen you crafted, with a level at least 2 lower than your 
  advanced alchemy level.
  You add the distilled essence of a pony tribe to the 
  mutagen. While under the effects of the mutagen, you 
  exhibit the features of a pony tribe. You must choose a 
  pony heritage when you take this action and you have 
  access to that heritage’s effects for as long as the muta-
  gen remains. This does not change your ability scores.
  Barbarian
  Dive Bomb 
   
  FEAT 6
  Barbarian
  Prerequisites fly Speed
  If you attack something after flying at least 10 feet 
  towards it in the same round, you deal one extra die of 
  weapon damage.
  Swift Wings 
  FEAT 4
  Barbarian
  Prerequisites fly Speed
  Your rage expresses through your madly flapping 
  wings. While you are raging, you gain a +10-foot status 
  bonus to your fly Speed.
  Bard
  Prancing Step 
  FEAT 2
  Bard
  You bounce from step to step in strange and erratic 
  ways. When you take a Stride action to move half 
  your Speed or less, that movement does not trigger 
  reactions. You can use Prancing Step when Climbing, 
  Flying, or Swimming instead of Striding if you have the 
  corresponding movement type. If you possess another 
  version of this ability (such as the Mobility feat), you 
  can move at full speed.
  Well Mannered 
  FEAT 8
  Bard
  You are eager to make good impressions on the varied 
  races of the world. You gain a +1 circumstance bonus on 
  Bluff and Diplomacy when used on people you don’t yet 
  know well. If you are at Master rank in the skill being 
  used, increase this bonus to +2.
  Champion
  Lunacy Reprieve 
  FEAT 8
  Champion
  Prerequisites Mercy, worship a night deity
  Your faith enhances your ability to remove condi-
  tions. When you use Mercy, you can instead attempt 
  to counteract the confused, controlled, fascinated, or 
  stupefied conditions.
  Warden of the Night 
  FEAT 2
  Champion
  Prerequisites worship a night deity
  With an appeal to the night, you can shed a bright 
  silvery light akin to the moon. Increase the number of 
  Focus Points in your focus pool by 1.
  For 1 focus point, you can use the following focus 
  spell.
  Moon’s Mercy 
  FOCUS 1
  Champion
  Divine
  Evocation
  Cast � verbal
  Duration 1 round/level
  You shed silvery light as per the light spell. When 
  the spell is first used, all werecreatures and aberrations 
  within 30 feet of you take 3d6 good or evil damage 
  (depending on your alignment, good if you are neutral) 
  plus your Wisdom modifier. If there are no valid crea-
  tures in range, you and your allies within 30 feet gain 
  New Feats
  
  26
  2d6 temporary hit points.
  Heightened (+1) The damage increases by 1d6.
  Heightened (+2) The temporary hit points increase 
  by 1d6.
  Druid
  Call of the Elements 
  FEAT 4
  Druid
  You call upon the elements to come to your aid. You 
  can spend 10 minutes in concert with nature to replace 
  one of the spells you’ve prepared in one of your druid 
  spell slots with a summon elemental of the same level.
  gsh
  Elemental Savant 
  FEAT 4
  Druid
  Your Wild Empathy functions on elementals as if they 
  were animals, including the assumption that most will 
  give you a chance to make your case before attacking.
  
  27
  Archetypes
  Artifact Tender
  Careful Examination 
  FEAT 1
  Archetype
  Dediction
  You gain a +1 circumstance bonus to attempts to 
  identify a magic item. If you have legendary proficiency 
  in the appropriate skill, this bonus increases to +2. 
  When you first pick up a magic item, the GM may make 
  a secret roll to identify it for you, causing you to realize 
  its magic nature depending on the result. You suffer no 
  penalties for failing this secret roll and cannot critically 
  fail it. You become trained in Occultism, Arcana, Nature 
  or Religion.
  Special You cannot select another dedication feat 
  until you have gained two other feats from the Artifact 
  Tender archetype.
  Conservative Use 
  FEAT 10
  Archetype
  Prerequisites Artifact Tender Dedication, master 
  in Occultism, Arcana, Nature, or Religion
  When using a staff to Cast a Spell, you may perform 
  an additional somatic component to preserve its power. 
  The amount of charges used is deceased by 1 (to a mini-
  mum of 1).
  Discerning Eye 
  FEAT 2
  Archetype
  Prerequisites Artifact Tender Dedication
  You gain detect magic as an arcane innate cantrip.
  Powerful Release 
  FEAT 6
  Archetype
  Prerequisites Artifact Tender Dedication, expert in 
  Occultism, Arcana, Nature, or Religion
  When using a wand, staff, or scroll to Cast a Spell, 
  you may perform an additional somatic component to 
  enhance the effect, causing the spell to behave as if it 
  were heightened by one level.
  
  28
  Spells
  Ancestor’s Grace 
   
  SPELL 3
  Rare
  Necromancy
  Mental
  Traditions arcane, occult
  Cast � somatic, verbal
  Duration 1 minute
  This zebra spell conjures forth the spirit of an ances-
  tor, imbuing it with a fleeting bit of life force from their 
  own body and begging for its blessing. This spell was 
  designed for and works best for zebras (who can access 
  it as if it were common), who spend much time venerat-
  ing the wisdom of their forebears. For others, a DC 20 
  Will save is required or the spell is wasted on a failure.
  On successful casting, the mask becomes the face 
  of their ancestor and their mark of destiny changes to 
  match as well. The pony may select any one feat that is 
  not required for other feats they possess to lose access 
  to, while gaining a new feat for which they qualify. 
  Effects that end or prevent possession cause the spell 
  to immediately fail, ending its effect. Feats that grant 
  additional spells may not be selected to be gained or 
  removed.
  Blast of Harmony 
   
  SPELL 4
  Uncommon
  Evocation
  Lawful
  Traditions arcane, divine
  Cast � somatic, verbal
  Range 120 feet; Area 20-foot burst
  Saving Throw Will
  You can create a colorful burst of lawful power. You 
  deal 4d10 lawful damage; each creature in the area 
  must attempt a Will save. Creatures that are lawful are 
  unaffected. Those that are neutral in regards to law 
  and chaos treat the result of their saving throw as one 
  degree better.
  Critical Success The creature is unaffected.
  Success The creature takes half damage.
  Failure The creature takes full damage and is sick-
  ened 1.
  Critical Failure The creature takes full damage and 
  is sickened 2; while it is sickened, it is also slowed 1.
  Heightened (+1) The damage increases by 1d10.
  Curiosity’s Lightning Wall 
  SPELL 4
  Evocation
  Electricity
  Traditions arcane, primal
  Cast �–� material, somatic, verbal
  Range 120 feet
  Duration 1 minute
  Developed by Curiosity Sparks, this spell creates a 
  crackling wall of electricity that can bend and twist, so 
  long as there are no breaks in the line, up to the maxi-
  mum length of the spell. The wall’s bottom must touch 
  the ground. One side of the wall is an intimidating 
  network of sizzling electricity. The amount of actions 
  used to create the wall determine how long it can be, 
  though always 10 feet high. Every action allows 30 feet 
  of length.
  Standing within 5 feet of the wall on that side, by 
  being present when the wall is cast, or ending a move-
  ment there, causes 2d4 points of electricity damage and 
  requires a Fortitude save. The other side of the wall 
  is safe. Actually passing through the wall inflicts 2d6 
  points of electricity damage and a Fortitude save. Any 
  creature slowed by the wall becomes immune to being 
  slowed by the wall for one minute. This wall does not 
  block line of sight or effect, but attacks through it suffer 
  concealment from the vibrant arcs of power.
  Critical Success The creature is unaffected.
  Success The creature becomes slowed 1 for 1 round.
  Failure The creature becomes slowed 2 for 1d4 
  rounds.
  Critical Failure The creature becomes slowed 2 for 
  1d4 rounds and stunned 3.
  Heightened (+1) The damage increases by 1d4 for 
  being close to the wall and 1d6 for passing through the 
  wall.
  Grazing 
  SPELL 2
  Rare
  Transmutation
  Traditions primal
  Cast � somatic, verbal
  Duration while grazing, up to 1 minute
  Early cloven (who can still access the spell as if it 
  were common) explorers mastered the ability to seek 
  out and devour herbs that would speed their healing 
  from grievous injuries. This spell makes it much easier, 
  and more potent. After casting it, the target may graze, 
  which requires 2 actions per round. While grazing, they 
  gain fast healing 1 as plants they consume become the 
  healing herbs of the past.
  Heightened (+1) The fast healing is increased by 1.
  Helping Hand 
  SPELL 1
  Evocation
  Traditions arcane
  Cast � somatic, verbal
  Range touch; Target 1 willing creature
  Duration 1 hour
  
  29
  While this spell is active, a fingerless creature can 
  wield items that normally require two independent 
  hands. The spell creates temporary force grips as long 
  as the wearer goes through the motions of using the 
  device, enabling pony archers, slingers, crossbow, and 
  firearm users. This spell does not allow the target to use 
  two-handed melee or double weapons as the second 
  hand is transient and best for stabilizing the weapon, 
  rather than assisting in a swing. The Strength of the 
  force hand is equal to the Strength of the target.
  Human Way 
  SPELL 2
  Transmutation
  Traditions arcane, occult
  Cast � somatic, material
  Duration 1 hour
  Some ponies are envious of the ease that humanoids 
  manipulate the world around them. This spell bridges 
  that gap. Holding aloft a humanoid hand and sinking 
  their teeth into it (this does not harm the hand), their 
  forehooves become hands for a time, and bipedal motion 
  becomes more comfortable. They lose the fingerless 
  quality while the spell is active. Any hoof attacks are lost 
  for the duration. Upon the spell’s end, any hand or ring 
  slot items becomes anklets or reshape to fit hooves. It 
  is a particular quirk that this spell cannot be dismissed 
  early.
  Pegasus Blessing 
   
  SPELL 4
  Rare
  Transmutation
  Traditions divine
  As per fly but usable by worshippers of Princess Lumi-
  nace. The target gains butterfly wings for the duration 
  of the spell. It is said that Luminace herself mastered 
  this spell in life, and passes it to her faithful.
  Placate Plants  
  SPELL 3
  Enchantment
  Traditions primal
  Cast � somatic, verbal
  Range 120 feet; Targets 1 plant
  Duration 10 minutes
  Saving Throw Will
  A quick few words and gentle motions soothes the 
  hunger and rage of the target plant. The plant becomes 
  unable to attack or affect the druid or their compan-
  ions for the duration of the spell. If the plant bars the 
  way, it will withdraw if possible to clear the way for the 
  druid and their allies. If the druid or any ally harms any 
  affected target, the spell immediately ends. In the event 
  of plant swarms, consider every five foot square as a 
  target.
  Critical Success The creature is unaffected.
  Success The duration is only 1 round.
  Failure The creature is affected.
  Critical Failure The creature becomes slowed 1 for 
  the duration of the effect.
  Heightened (+1) Affect one additional target within 
  range.
  Pony Way 
  SPELL 2
  Transmutation
  Traditions arcane, occult
  Cast � somatic, verbal
  Range touch; Targets 1 fingered creature
  Duration 1 minute
  Saving Throw Fortitude
  What goes one way, can go the other. This trick robs 
  the target creature of their gift of hands. Their hands 
  clench painfully and refuse to unball, rendering them 
  effectively useless. While the effect lingers, the target 
  cannot hold anything with their hands, and is consid-
  ered to have no hands free for the purpose of spell-
  casting. The target immediately drops anything they 
  were holding. Victims may spend an action struggling 
  against the spell. This causes 1d4 points of damage as 
  they fight their own muscles, but allows a new saving 
  
  30
  throw to negate the effect.
  Critical Success The creature is unaffected.
  Success The duration is reduced to a single round.
  Failure The creature is affected.
  Critical Failure The creature becomes slowed 1 so 
  long as their hands remain balled.
  Heightened (+1) The damage is increased by 1d4.
  Rainbow Wings  
  SPELL 2
  Rare
  Transmutation
  Traditions arcane, primal
  Cast � somatic, verbal
  Duration 12 hours
  This spell causes your flight to become faster and 
  easier. It does not create flight where none already 
  existed. You get a +5 circumstance bonus to their fly 
  Speed. Flying while this spell is in effect causes a rain-
  bow of otherworldly hues to trail behind you, giving you 
  a -10 penalty to Stealth while moving. This spell can 
  only be cast by pegasi (who can access it as a common 
  spell).
  Heightened (+1) Increase the bonus to fly Speed by 
  5.
  Sticky Hoof 
  SPELL 1
  Transmutation
  Traditions arcane
  Cast � somatic
  Duration 8 hours or until dismissed
  A little trick to get around natural limitations. This 
  spell coats the caster’s forehooves in a selectively sticky 
  resin that can be controlled at a moment’s thought 
  by the caster for the duration of the spell. This allows 
  them to pick things up with their hooves, stuck there 
  until they release it. From there it can be passed to 
  their mouth, other forehoof, a friend, saddle pack, or 
  anywhere else the pony can reach to release it. The item 
  is simply considered held, following all standard rules 
  for such. Weapons or shields cannot be wielded in this 
  fashion, but a wand or similar item can be activated 
  while stuck to a hoof. While an item is stuck to a hoof, 
  land Speed is reduced by 10 feet. Picking items up from 
  the ground of the square the pony is occupying with a 
  sticky hoof loses the manipulate trait, but taking it from 
  the hoof to their mouth still does.
  
  31
  Adventuring Gear
  Item
  Price
  Bulk
  Hands
  Mouth kit
  3 gp
  L
  1
  Pony saddlebags
  2 sp
  --
  --
  Saddle rack
  4 gp
  L
  --
  Mouth Kit: Held in the jaws and manipulated with 
  both tongue and skill, this functions as a thieve’s tools, 
  but only one hand (usually the mouth of a fingerless 
  adventurer). A humanoid could learn to use it in one 
  hand if they wanted. Replacement picks from a normal 
  set of tools can be used.
  Pony saddlebags: These generous pouches rest on 
  either side of a walking quadruped, carrying up to 6 
  bulk easily cross the two bags (3 each). They have flaps 
  designed to be easily nosed open and reached into by 
  their wearer for easy access. The Bulk value given is for 
  saddlebags worn by a quadruped. If you are carrying or 
  stowing saddlebags, they count as 1 Bulk instead of light 
  Bulk.
  Saddle rack: Worn across much of the pony, these 
  straps and harnesses allow the pony to have a large 
  weapon attached to their side, removing some of the 
  disadvantages of being fingerless. A single weapon can 
  be placed in the rack and used normally, freeing their 
  mouth. Any round that the weapon is used two-handed, 
  or their hand-mouth is used negates the option to enjoy 
  the other until the start of their next turn. Weapons 
  installed in the rack can take advantage of the jousting 
  property provided the wearer is a quadruped.
  Equestrian Shields
  Coming in the same varieties, sizes, effectiveness, 
  and prices as shields made for a humanoid, these are 
  designed to be held in firm jaws. Tactfully placed slits 
  allow for largely unimpeded vision through the shield. 
  Humanoid and equestrian shields can be converted to 
  one another with a DC 10 Craft check. Using the shield 
  requires effort and attention and takes up one of the 
  pony’s equivalent hands to hold up, not allowing a 
  two-handed weapon to be used in their saddle rack or 
  unicorn magic. Lances remain the exception.
  Magic Items
  Consumables
  Flight Apple 
  ITEM 8+
  Consumable
  Transmutation
  Magical
  Usage held in one hand; Bulk 1
  Activate � Interact
  This delicious looking perfectly red apple has a secret 
  that manifests when eaten raw as an action. You gain a 
  fly Speed of 40 feet.
  Type standard; Level 8; Price 100 gp
  The fly Speed lasts for 1 minute.
  Type golden delicious Level 15; Price 1,000 gp
  The fly Speed lasts for 1 hour.
  Held Items
  Ghost Hook 
  ITEM 8
  Rare
  Conjuration
  Magical
  Price 500 gp
  Usage held in one hand; Bulk 1
  This heavy hook can tear holes in the fabric of real-
  ity. When held in the mouth of a ghost pony (who can 
  access this item as if it were common), it permits them 
  to become ethereal, or to return from that state, as per 
  ethereal jaunt. The hook allows ethereal jumps of up to 
  nine rounds per day. These rounds do not need to be 
  consecutive. The travel is an action � in either direc-
  tion, provided the ghost pony is already holding the 
  hook in their mouth. This item does not function for 
  other races or breeds.
  Worn Items
  Ether Harness 
  ITEM 15
  Rare
  Invested
  Conjuration
  Magical
  Price 6,500 gp
  Usage worn barding; Bulk 2
  This harness of glimmering mithril covers the entire 
  pony in an intricate web of hazy power. When worn 
  by a ghost pony (who can access this item as if it were 
  common), it permits them to enter or exit the ethereal 
  plane as an action � up to twice per day. These artifacts 
  are highly prized, with each being manufactured for a 
  specific ghost pony, though it is tradition for parents 
  to bequeath their harness to their favored child when 
  they grow old. Once a harness is given away, elder ghost 
  ponies will wander into the ethers, hunting for some-
  Equipment
  
  32
  thing only they can hear. Ether harnesses are never 
  sold to non-ghost ponies, but if one were obtained and 
  donned, it would permit them to use ethereal jaunt 
  once per day.
  Elements of Destiny 
  ITEM 9
  Uncommon
  Invested
  Evocation
  Magical
  Price 700 gp each (resulting in an elevated price for 
  a full set)
  Usage worn pendant or crown; Bulk L
  Coming in sets of three to six, elements of destiny 
  are extremely valuable amongst the ponies as much for 
  their symbolism as their power. As each pony learns of 
  their personal destiny through their brand, groups take 
  pride in uniting under a common destiny.
  Each set of Elements is constructed for a specific 
  destiny. They take the appearance of ornate crowns and 
  pendants, with artwork matching the brand of those 
  ponies meant to wear them. Each element is tied to 
  a domain and allows the user to access the domain’s 
  power, provided the user’s behavior matches the 
  domain. A meek person with a confidence domain-as-
  pected element will find it quite useless.
  If the full set of elements is worn by compatible 
  people and within 30 feet of one another, any member 
  of the collection (usually the leader, but technically 
  not required) can invoke a greater power from their 
  element.
  If you do not have a Focus Pool, you gain a focus point 
  so long as the element is invested and can Refocus by 
  acting in accordance to the domain for fifteen minutes. 
  The GM may award you a focus point if you act in accor-
  dance to your domain at risk to yourself.
  Activate � somatic, verbal; Frequency once an 
  hour; Effect The wearer may spend 1 focus to activate 
  the domain spell of the domain of the element.
  Activate � somatic, verbal, somatic; Frequency 
  once a day; Effect The wearer may spend 1 focus to 
  activate the advanced domain spell of the domain of the 
  element. This can only be done when the entire set the 
  element belongs to is present and are worn by compat-
  ible people. None of the elements of the set can be used 
  again until the next day for this action.
  Helping Hand Pendant 
  ITEM 6
  Invested
  Evocation
  Magical
  Price 580 gp
  Usage worn necklace; Bulk --
  This amulet is traditionally fashioned of ivory or silver 
  with iconography of an outstretched hand. While wear-
  ing the pendant, the user gains the benefit of a constant 
  helping hand spell.
  Queen’s Slippers 
  ITEM 11
  Rare
  Invested
  Enchantment
  Magical
  Price 1,400 gp
  Usage worn shoes; Bulk L
  These horseshoes appear to be made of crystal and 
  cover not only the bottom but much of the front of the 
  hooves in a dazzling display of wealth and grace. While 
  worn, the user gains +1 item bonus to any Charisma 
  based roll.
  Activate � somatic, verbal; Frequency Twice per 
  day; Effect The wearer may extend a hoof towards a 
  target and enchant them as per dominate with a DC of 
  31. If the target fails their save, they must take an action 
  to kiss the offered hoof before listening for further 
  commands. If the target cannot reach the wearer in 
  time to kiss on the same round, they will forgo the kiss. 
  The slippers come in sets of four, and all four must be 
  worn at once to function.
  Spectacles of the Brand 
  ITEM 8
  Invested
  Divination
  Magical
  Price 500 gp
  Usage worn glasses; Bulk --
  These spectacles are rimmed with delicate looking 
  mithril frames and lenses of finely carved glass. Besides 
  operating as a finely-made set of glasses, the user can 
  focus on any being with a brand of destiny for three 
  rounds and gain insight into them. Even if the brand is 
  covered, the wearer learns the image as well as fleeting 
  glimpses into its purpose, gaining a +1 item bonus to 
  Perception checks against the target. Against a target 
  that once had a brand but no longer does, a DC 27 
  Perception check reveals what it used to be, but gives 
  no further advantages against the target.
  
  33
  Blaze (CE)
  Angry blaze of the noon sun, Blaze bids her followers 
  never let revenge run cold when it can be served as hot 
  as her flames, for all to see and know the mistake they 
  made when they crossed any of her children.
  Edicts let no slight go unanswered, suffering is to 
  be shared as a lesson, death is a lesson rather than a 
  mercy, respect a battle well-fought, know your enemy
  Anathema turn the other cheek, be the first to with-
  draw from any conflict, forgive those who have hurt 
  what is yours without exacting revenge, be unprepared 
  for violence
  Follower Alignments CN, TN, CE, NE
  Devotee Benefits
  Divine Font harmful
  Divine Skill Intimidation
  Favored Weapon battleaxe
  Domains destruction, fire, might, zeal
  Cleric Spells 1st: magic missile, 3rd: fireball, 4th: 
  wall of fire
  Kara (NE)
  Seductive queen of shapeshifters, she claims domin-
  ion over the aspect of love and is willing to tutor mortals 
  in how to find their partners through means both inno-
  cent and foul.
  Edicts say what needs to be said, share only what 
  needs to be shared, publicly support the power struc-
  ture while privately doing what you please.
  Anathema let a truth stand between you and your 
  goal, willingly harm an insect, reveal a shapeshifter to 
  those that would prosecute it for that crime
  Follower Alignments TN, CE, NE, LE
  Devotee Benefits
  Divine Font healing
  Divine Skill Deception
  Favored Weapon dagger
  Domains cities, confidence, darkness, dreams, 
  indulgence, passion, secrecy, trickery
  Cleric Spells 1st: illusory object, 3rd: invisibility 
  sphere, 4th: modify memory
  Moon Princess (LN)
  Serene goddess of the moon, she watches over her 
  charge’s slumber, warding them from the other things 
  that dwell there, that both can live peacefully together.
  Edicts help the terrifying find a place where it can 
  live in peace, lend aid to the troubled of mind, protect 
  those threatened by the terrors of the night in all its 
  shapes
  Anathema deny a broken mind or horrific beast a 
  chance for peace, allow either to bring harm when it 
  could have been avoided
  Follower Alignments LG, NG, CG, LN, TN
  Devotee Benefits
  Divine Font healing
  Divine Skill Nature
  Favored Weapon striking horseshoes/katar
  Domains darkness, dreams, moon, protection
  Cleric Spells 1st: soothe, 3rd: mind reading, 4th: 
  telepathy
  Princess Luminace (LG)
  Studious and friendly, this once-mortal rose to the 
  ranks of divinity through her pursuit of knowledge, 
  tempered by the aid of her closest friends.
  Edicts seek knowledge, always offer friendship first, 
  learn from mistakes, teach what has been learned
  Anathema harm knowledge, sabotage friendship 
  even among those you do not like, turn away the chance 
  to be either strengthening friendship or knowledge, 
  taking advantage of friendship to the detriment of the 
  friend
  Follower Alignments any (Friendship comes in so 
  many varieties, but she urges towards goodness)
  Devotee Benefits
  Divine Font healing
  Divine Skill Diplomacy
  Favored Weapon quarterstaff
  Domains family, knowledge, magic
  Cleric Spells 1st: floating disk, 3rd: secret page, 4th: 
  clairvoyance
  Everglow Gods
  
  34
  Sheila the Author (TN)
  Little is known of the Author save that she created 
  many of the fey creatures of the world. Great author of 
  destiny, she is revered among the ponies despite having 
  not a hint of equine in her, unlike the others of her 
  pantheon.
  Edicts accept twists in the plot, make the story inter-
  esting but sensible, help others to complete their chap-
  ters
  Anathema deny fate, begrudge the sour times, 
  expect the good times to last forever
  Follower Alignments any (A good story requires 
  actors of many varieties, and she seems to imbue any 
  that ask for it)
  Devotee Benefits
  Divine Font healing or harm (chosen when access is 
  first gained and can be changed once a month)
  Divine Skill Any one
  Favored Weapon rapier
  Domains ambition, creation, fate, knowledge, luck, 
  magic
  Cleric Spells 1st: sleep, 3rd: nondetection, 4th: 
  weapon storm
  Sun Queen (NG)
  Benevolent light of ponykind, she bids her ponies 
  shine with their own light, to warm the path of all those 
  around them.
  Edicts strive for your best, help others understand 
  their potential, see the goodness of others, stand firm 
  against darkness of the soul
  Anathema forget that life is to be enjoyed, stop 
  others from showing what they have to offer, allow 
  darkness to thrive, be unkind to the good of heart
  Follower Alignments LG, NG, CG
  Devotee Benefits
  Divine Font healing
  Divine Skill Diplomacy
  Favored Weapon shortspear
  Domains confidence, family, freedom, perfection, 
  sun, trickery
  Cleric Spells 1st: burning hands (hooves), 3rd: 
  haste, 4th: aerial form
  The Night Mare (LE)
  Once one who embodied the fear of the unknown, she 
  now bids that ponies rise up against what scares them 
  and turn them into tools against others, to make their 
  fears into weapons.
  Edicts consider the value of your enemies, do not 
  let good talent go to waste, allow your inferiors to risk 
  themselves so you can look at the larger picture
  Anathema show fear, give mercy without a heavy 
  price, depend on others too greatly
  Follower Alignments LE, NE, LN, LG
  Devotee Benefits
  Divine Font harming
  Divine Skill Intimidation
  Favored Weapon scythe
  Domains ambition, confidence, destruction, moon, 
  perfection, tyranny, zeal
  Cleric Spells 1st: charm, 4th: nightmare, 5th: moon 
  frenzy
  Unspoken (CN)
  His true name is never written or spoken, for it is said 
  it draws his attention, and he likes things to be interest-
  ing. He brings change gladly, wanted or not.
  Edicts look for the longest traditions that they may 
  be ‘improved’, teach others to not expect the same, it’s 
  alright to look boring once in a while
  Anathema get stuck in a rut, even a fun one, forgo 
  a chance to remind people if they do something just 
  because it’s how they always did it
  Follower Alignments CG, CN, CE
  Devotee Benefits
  Divine Font harming or healing
  Divine Skill Deception
  Favored Weapon rapier
  Domains cities, creation, freedom, luck, trickery
  Cleric Spells 1st: item facade, 3rd: hypnotic pattern, 
  4th: veil
  eqqe
  wrqrw
  
  35
  Deeptide horse  
  CREATURE 5
  LE
  Medium
  Aquatic
  Fey
  Ponykind
  Perception +10; darkvision, light blindness
  Languages Aquan Common
  Skills Athletics +14, Acrobatics +10, Stealth +10, 
  Survival +8
  Str +3, Dex +1, Con +2, Int +2, Wis +1, Cha -1
  AC 22; Fort +11, Ref +10, Will +10
  HP 80
  Speed 10 feet, swim 50 feet
  Melee � bite +12, Damage 2d8+5 piercing
  Melee � tail slap +12, Damage 2d6+5 bludgeoning 
  plus Grab
  Deep Plunge � The deeptide horse dives straight 
  down into the water, moving up to twice its swim Speed 
  in a straight vertical line. It can use this ability while 
  grabbing a creature.
  Water Jet � (water); Frequency Twice per day; 
  Effect The deeptide horse shoots a torrent of water at 
  a creature within 60 feet, forcing the target to attempt a 
  DC 21 Fortitude save.
  Critical Success The target is unaffected.
  Success The target is Pushed 5 feet.
  Failure The target takes 2d8 bludgeoning damage 
  and is pushed 5 feet.
  Critical Failure The target takes 4d8 bludgeoning 
  damage and is pushed 10 feet and knocked prone.
  Flutter  
  CREATURE -1
  N
  Tiny
  Fey
  Flutter
  Perception +4; low-light vision
  Skills Acrobatics +6
  Str -2, Dex +3, Con +2, Int -1, Wis +1, Cha -2
  AC 15; Fort +4, Ref +7, Will +3
  HP 6
  Speed 5 feet, fly 30 feet
  Melee � Bite +7 (agile, finesse), Damage 1d4+1 
  piercing
  Siphon Magic � Immediately after a successful 
  bite strike, the Flutter drains a small sliver of magic. If 
  the target attempts to cast a spell before the start of the 
  Flutter’s next turn, they must attempt a DC 12 Will save. 
  The effective level of the spell is reduced by 1 on a failed 
  save. If this would reduce the spell below its normal level 
  or on a critical failure, the spell is disrupted instead.
  Flutter Swarm 
  CREATURE 5
  N
  Large
  Fey
  Flutter
  Swarm
  Perception +4; low-light vision
  Skills Acrobatics +12
  Str -2, Dex +3, Con +2, Int -1, Wis +2, Cha -2
  AC 15; Fort +4, Ref +7, Will +3
  HP 50; Immunities Precision, Swarm mind; 
  Weaknesses Area Damage 5, Splash damage 5; 
  Resistances Bludgeoning 7, Piercing 7, Slashing 3
  Speed 5 feet, fly 30 feet
  Swarming Bites � Each enemy in the swarm’s 
  space takes 2d8 piercing damage (DC 22 basic Reflex 
  save). If a creature is already afflicted by magical theft, 
  they also take 1 persistent force damage on a failure.
  Magic Theft � Immediately after Swarming Bites, 
  the Flutter swarm drains a portion of the Magic of any 
  creature who had failed their save. For the next minute, 
  whenever an afflicted creature would cast a spell, they 
  must attempt a DC 17 Will save.
  Critical Success The effect ends.
  Failure The effective level of the spell is reduced by 1 
  on a failed save. If this would reduce the spell below its 
  normal level, the spell is disrupted instead.
  Critical Failure The spell is disrupted.
  Magical Release � Flighty creatures at best, flut-
  ters eventually grow bored of any new toy and they 
  roughly cast it aside. Any creature within a 30-foot 
  emanation of the swarm and is affected by magic theft 
  take 2d8 force damage, which they can make a DC 17 
  Basic Will save. Regardless of the save results, they are 
  no longer afflicted with magical theft.
  Gem Gnoll Scavenger  
  CREATURE 2
  CE
  Medium
  Gnoll
  Humanoid
  Perception +7; darkvision
  Languages Common, Gnoll
  Skills Acrobatics +7, Athletics +8, Intimidation +4, 
  Lore (gems) +3, Stealth +7, Survival +5
  Str +4, Dex +3, Con +2, Int –1, Wis +1, Cha +0
  Items spear (3), leather armor
  AC 18; Fort +8, Ref +7, Will +7
  HP 29
  Speed 25 feet, burrow 15 feet
  Everglow Bestiary
  
  36
  Melee � spear +10, Damage 1d6+4 piercing
  Ranged � spear +10 (thrown 20 feet), Damage 
  1d6+4 piercing
  Pop-up Strike � The gem gnoll burrows up to 15 
  feet straight up then makes a Strike.
  Vanguard  
  CREATURE 12
  LN
  Medium
  Aeon
  Inevitable
  Monitor
  Perception +23 (+27 to detect lies); darkvision
  Languages Celestial, Infernal, Utopian; truespeech
  Skills Acrobatics +21, Athletics +28, Diplomacy +20, 
  Intimidation +20, Survival +22
  Str +8, Dex +3, Con +5, Int +1, Wis +4, Cha +2
  Truespeech A vanguard can speak with and under-
  stand any creature that has a language.
  Items +1 striking bastard sword
  AC 35; Fort +23, Ref +23, Will +22; +1 status to all 
  saves vs. magic
  HP 215, regeneration 15 (deactivated by chaotic); 
  Immunities death effects, disease, emotion, poison, 
  unconscious; Weaknesses chaotic 15
  Speed 25 feet
  Melee � bastard sword +26 (lawful, magical, 
  two-hand d12), Damage 2d8+13 slashing plus 1d6 
  lawful
  Melee � fist +23 (agile, lawful, magical), Damage 
  1d10+11 bludgeoning plus 1d6 lawful and Grab
  Constrict � 1d6+11 Bludgeoning plus 1d6 lawful, 
  DC 33
  Divine Innate Spells DC 32; 8th discern location; 5th 
  command; 4th suggestion (×2); 3rd paralyze (×2); 2nd 
  invisibility (self only); 1st command (at will)
  Divine Rituals DC 32; geas
  Unfulfilled 
  As per ghost, except that they all possess the malevo-
  lent possession ghost special ability and the ability only 
  functions on ponykind.
  
  37
  Type Advantage Neutralization
  To reduce the power given by not being humanoid, we suggest spells and effects that normally affect humanoids 
  work normally on Everglow fey (the races offered by Ponyfinder).
  New Traits
  Half Construct - You do not need to eat, breathe, or sleep, but can choose to do so if you like. Your kind often 
  have problems being resurrected normally.
  Spirit Tribe - The destiny of Ponykind is a powerful force that manifests in their spiritual tribe. You may only 
  have one feat with the spirit tribe trait.
  Dynamic Heightening - Spells with this trait do not gain all applicable heightening that is based on the addi-
  tion of levels (+1, +2, etc.). The caster must choose which heightened effects will apply as if purchasing them with 
  the extra levels the spell is heightened by. The same heighten effect can be purchased multiple times. These deci-
  sions are made while casting the spell.
  Rule Adjustments
  
  38
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  information on the compatibility license.
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  39
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFar-
  land, and Mark Seifter.
  Ponyfinder - Second Edition © 2019, Silver Games LLC; Authors: David Silver
  
  The world of Everglow survived the coming of the fifth age, it 
  will weather the second edition. Stalwart champions on hooves 
  and paws line side by side with dozens of ancestry feats, new 
  class feats, magic items, a new look at the pony pantheon, and 
  updated beasts to challenge them. Grab your dice and prepare 
  to play Ponyfinder in Pathfinder Second Edition!
  
SOURCE: textdata/thevault/Ponyfinder Collection (PF1 SF1 DND5e)/Second Edition Conversion Guide (PFRPG 2e).pdf