TEXT: RACIAL ADAPTATIONS 
   
   
   
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  UNICORN 
   
  You’re a unicorn, whom many would mistake for a common 
  (yet attractive and healthy) horse, if it weren’t for the horn that 
  extends from your forehead. That horn is more than just a mark of 
  difference between you and other equines; it is your primary 
  weapon and the object that channels your magical healing abilities. 
  Your kind typically lives in the wilds or the world, protecting 
  those areas from despoilment and destruction, while using your 
  horn’s magic to heal those friendly to you and your aims. Both this 
  isolation and your natural aloofness and suspicious nature makes 
  making friends difficult – far too often you’ve heard stories of 
  those whose greed would lead to them capturing a unicorn and 
  cutting off its horn, hoping to harness the healing power for 
  themselves. Those stories never end well for the unicorn. 
  Common Personality Traits: Aloof, crafty, noble, resigned, 
  shy 
  Common Physical Traits: majestic spiraling horn sprouting 
  from forehead, horse-like body, beautiful shining coat, long flaxen 
  mane, intelligent glint in eye. 
  Example Names: Amadaria, Etana, Fire-mane, Iriandel, 
  Sliver-spear, Wind-hoof. Some unicorn herds use names that 
  easily translate over to common tongues as a descriptive 
  name, and others use names with a meaning to other fey, 
  meaning their names sound “elven” to other races’ ears.  
  Splinter Race Feats: Golden horned (dark 
  unicorn), and silver horned (deep forest unicorn). 
  Unless you choose one of these, you’re an ‘ivory 
  horned’ (common unicorn). 
  Type: Large (1×2) quadruped Fey Beast with a 
  Reach of 1 (see Fantasy Craft, page 227). Your 
  maximum wounds equal your Constitution score × 1.5 
  (rounded down). 
   Attributes: +2 to lower of Dexterity or Wisdom, –2 
  Constitution 
   Base Speed: 40 ft. 
   Alicorn Horn: Your Medicine checks are never 
  untrained, (see Fantasy Craft, page 63), can be 
  performed on any character despite your type 
  being beast at no penalty (as long as you can touch 
  them with your horn), and you never need a 
  doctor’s bag. 
   Aloof: Your error range increases by 2 when making Impress 
  and Sense Motive checks targeting characters of other species. 
   Fatal Falls: You suffer +1 damage per die from falling and 
  falling damage gains keen (20). 
   Improved Stability: You’re considered 1 Size category larger 
  for carrying capacity, Trample attacks, and resisting Bull Rush 
  and Trip attempts so long as you are standing firmly on the 
  ground and not climbing, flying or riding. 
   Limited Proficiencies: You begin with 2 fewer proficiencies 
  (minimum 0).  
   Mark of Life: You take the first step on the Path of Life. After 
  
  (SPECIES) 
   
   
   
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  Career Level 1, each time you would gain a feat from your 
  Career Level, you may instead take another step along this 
  path. Your Caster Level is considered equal to you Career 
  Level for any benefits from these steps. 
   Medical Original: Medicine is an origin skill for you. 
   Natural Attack: You gain the Gore I natural attack (see Fantasy 
  Craft, page 235). If you gain a natural attack from multiple 
  sources, the attack’s grade becomes equal to the highest single 
  grade + 1 per additional benefit granting the same attack, to a 
  maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite 
  V). 
   Natural Elegance: Your Appearance bonus increases by +1. 
   Uncommunicative Beast: You will not speak to or around 
  anyone who does not have an attitude of at least friendly 
  towards you (see Fantasy Craft, page 373). You understand 
  when they speak to you (assuming there is a shared language) 
  and you can comply with their spoken desires, but can’t 
  communicate your desires to strangers any better than a highly 
  intelligent dog or horse would (Pawing, nuzzling, head 
  gestures, etc.). 
   
  NEW ROGUE TEMPLATE 
   
  UNICORN (+5 XP):  
  Benefit: The NPC’s Base Speed increases by +10 ft., gains the 
  Beast Type, and s.  
  The NPC becomes a Large (1×2, Reach 1) Fey Beast, and his 
  Speed increases by 10 ft. He also gains attractive I, Gore I (dmg 
  1d8 lethal, threat 19–20, qualities: bleed), and the Alicorn Horn 
  species ability from above. In most cases you should also avoid 
  talking directly to those of Neutral or lower attitude towards you. 
  NEW SPECIES FEATS 
   
  The following new Species feats expand the abilities of 
  unicorns in any campaign containing them as a character option. 
  GOLDEN HORNED 
  With a golden horn and dark coat, you make a rather imposing 
  sight... frightening, even. 
  Prerequisites: Unicorn, Level 1 Only 
  Benefit: You gain 1 rank in Intimidate and a +1 morale bonus 
  to all Intimidate checks. Apply this bonus rank before spending 
  skill points. Also, the keen quality of each attack made against you 
  decreases by 4. Finally, your Gore attack increases by 1 grade. 
  GOLDEN MAJESTY 
  You are a regal black courser, striking swiftly and disappearing 
  as if by magic. 
  Prerequisites: Golden Horned 
  Benefit: Your Base Speed increases by 10 feet. Also, you may 
  cast Dimension Door as a natural spell (Fantasy Craft, pages 234) 
  a number of times per session equal to the number of species feats 
  you have. This use of Dimension Door is limited to a 250 foot 
  distance rather that the spell’s normal 1000 foot distance. 
  SILVER HORNED 
  Your horn is very sharp, but a touch can purge all poisons and 
  infections. 
  Prerequisites: Unicorn, Level 1 Only 
  Benefit: You may perform a Treat Poison or Disease check 
  (Fantasy Craft, page 78) as a full action. Also, pick 1 weapon of 
  the Fencing Blade category. Your Gore attack gains all of the 
  qualities of that fencing blade and you may treat your horn as if 
  was the chosen fencing blade for tricks, stances, and abilities. 
  SILVER MAJESTY 
  Your majesty drives out poisons and infections like mice 
  before the thresher. 
  Prerequisites: Silver Horned 
  Benefit: You are immune to poisons and the bonus you grant 
  with a Treat Poison o Disease check is doubled to +4. Also, your 
  Gore attack increases by 1 grade. 
  RACIAL ARMOR AND 
  WEAPON UPGRADES 
   
  The following craftsmanship upgrades follow the same 
  parameters as those in Fantasy Craft (see Fantasy Craft, pages 
  184-186) – namely that of a racial construction/craftsmanship 
  upgrade for the unicorn race. 
  ARMOR UPGRADE DESCRIPTIONS 
  Unicorn: A unicorn’s healing touch during construction allows 
  the wearer to recover better in the midst of combat. If the wearer is 
  targeted by a single attack (whether it hits or not) while refreshing, 
  then the refresh action is not ruined if the wearer succeeds at a DC 
  20 Resolve check. 
   
  Table X.X: Armor Upgrades (Craftsmanship) 
  Name 
  DR 
  Effect  
  DP 
  ACP 
  Speed 
  Disguise 
  Const 
  Comp 
  Weight 
  Era 
  Cost 
  Unicorn 
  — 
  DC 20 Resolve check to 
  ignore a single attack during 
  a refresh action. 
  — 
  — 
  — 
  — 
  — 
  +10 
  — 
  Primitive 
  +200% 
   
   
   
   
   
   
   
  Table X.X: Weapon Upgrades (Craftsmanship) 
  Name 
  Effect 
  Const 
  Comp 
  Weight 
  Era 
  Cost 
  Unicorn 
  Grants Triumphant Swing trick (see Fantasy Craft, page 222)  
   
  — 
  +5 
  — 
  Primitive 
  +100% 
   
  
  RACIAL ADAPTATIONS 
   
   
   
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  WEAPON UPGRADE DESCRIPTIONS 
  Unicorn: With a touch of a unicorn’s horn during construction, 
  the weapon gains the ability to ease minor strains during combat as 
  the wielder fights. 
  NEW MASTER CLASSES 
   
  There is one new master class that accompanies the addition of 
  unicorns as a playable race to a campaign. 
  LEGENDARY 
  UNICORN (MASTER) 
   
  Many don’t understand the magic of your horn, thinking 
  healing is its only gift. The Legendary Unicorn, however, goes 
  above and beyond, expanding it use as both a magical tool and its 
  obvious uses as a weapon. 
  Depending on your campaign, a Legendary Unicorn could be... 
   The chosen defender of a sacred forest 
   The partner of a mighty paladin, which the uninformed 
  mistakenly believes is simply her mount 
   One of the last of your kind, searching the world for others 
   The living symbol of a kingdom’s innate majesty and respect 
  for the greater power of nature, magic, and the wild 
   A shy but dauntless explorer, hoping to learn of the hidden 
  magics that lay dormant in natural places of power everywhere 
   
  Party Role: Wildcard. You are a healer by your very nature as 
  a unicorn, but the Legendary Unicorn adds some combat capability 
  and control to your repertoire.  
  CLASS FEATURES 
  Requirements: Unicorn, Wisdom 13+, Medicine 10+ ranks, 
  Survival 4+ ranks, Bandage feat 
  Favored Attributes: Wisdom, Strength, Intelligence 
  Caster: Each Level in this class increases your Casting Level 
  by 1. 
  Class Skills: Athletics, Blend, Impress, Intimidate, Notice, 
  Resolve, Sneak, Survival 
  Continuity: At Level 1, choose 2 skills that are class skills for 
  any of your other classes. These become Legendary Unicorn class 
  skills for you. 
  Skill Points: 6 + Int modifier per level 
  Vitality: 9 + Con modifier per level 
  CLASS ABILITIES 
  Magic Of The Alicorn: At Level 1, you may cast Bless, Calm 
  Emotions, Cure Wounds IV, and Neutralize Poison, as a natural 
  spells with a casting level equal to your starting action dice and a 
  save DC is equal to 10 + 1/2 your Career Level (rounded up). The 
  total times that you can use this ability 
  per scene is equal to your starting action 
  dice. You may also cast Touch of Light and Glow I at will. All of 
  these spells emanate from or are centered on your horn as 
  appropriate. 
  It’s My Greatest Weapon: Your horn is several feet of 
  mighty weapon. At Level 1, your Gore attack increases by 1 grade. 
  Also, pick 1 weapon of the Sword category. Your Gore attack 
  gains all of the qualities of that sword and you may treat your horn 
  as if was the chosen sword for tricks, stances, and abilities. 
  At level 4, your Gore attack increases by 1 more grade (for a 
  total of 2 grades) and you may pick 1 weapon of the Greatsword 
  category. Your Gore attack gains all of the qualities of that great-
  sword and you may treat your horn as if was the chosen great-
  sword for tricks, stances, and abilities. 
  Shun The Unwanted: You can drive away strangers with a 
  thought. At Level 2, name any combination of 2 alignments and/or 
  species. Once per combat you may Turn characters of the named 
  alignments and/or species (see Fantasy Craft, page 309). At every 
  class level after this one you may add 1 additional alignment or 
  species to the list (For an eventual total of 5). 
  Exemplar: At Level 3, the lowest of your Wisdom, Strength, 
  or Intelligence rises by 2. 
  Living Legend: At Level 4, your starting action dice increase 
  by 1. 
  
  (SPECIES) 
   
   
   
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  Table X.X: Legendary Unicorn 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Lifestyle 
  Legend 
  Abilities 
  1 
  +0 
  +0 
  +1 
  +2 
  +1 
  +1 
  +0 
  +1 
  It’s my greatest weapon (sword), magic of the alicorn  
  2 
  +1 
  +0 
  +2 
  +3 
  +1 
  +1 
  +0 
  +2 
  Shun the unwanted 
  3 
  +2 
  +1 
  +2 
  +3 
  +2 
  +2 
  +1 
  +3 
  Exemplar 
  4 
  +3 
  +1 
  +2 
  +4 
  +2 
  +2 
  +1 
  +3 
  It’s my greatest weapon (greatsword), living legend 
  5 
  +3 
  +1 
  +3 
  +4 
  +3 
  +3 
  +1 
  +4 
  Noble inspiration 
   
  Noble Inspiration: Your power to inspire others is nothing 
  short of amazing. At level 5, at the beginning of a dramatic scene 
  (or at the moment a scene becomes a dramatic scene), you gain a 
  number of bonus action dice equal to you starting action dice. 
  These dice must be given out to allied special characters (only 
  those who may have their own action dice – not personal 
  lieutenants, etc.). You may only keep 1 or more of these action 
  dice if you have them left over after giving out at least 1 to every 
  ally first. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NPC CLASS ABILITIES 
   
  The following new class abilities from the Legendary Unicorn 
  master class are available to NPCs using the class ability NPC 
  quality (see Fantasy Craft, page 231). 
  Table X.X: NPC Class Abilities 
  Class Ability 
   
  XP Value 
  It’s my greatest weapon (Greatsword only) 
  2 
  It’s my greatest weapon (Sword only) 
  2 
  Shun the unwanted  
  1 (+1 per species or alignment) 
   
  
SOURCE: textdata/thevault/FantasyCraft/Homebrew/01 - Race - Unicorn (ver 2.0) (LtI).pdf