Here is my shot at trying to keep the same ideas in the race yet make it a viable race. Love it or hate it as you wish, but I thought it looked interesting so I wanted to see if I could make it work
Statistics - -2 Dex., +2 Int., +2 Cha. [1 RP] (Sheep are naturally smart and charismatic, but their massive fur hampers their movement)
Slow Speed - 20ft [-1 RP]
Type - Fey [2 RP]
Build - Quadruped [0 RP]
Shocking (Ability: Shocking Grasp/At-Will) [2 RP]: (Ex) As a move action, a sheep can gather a massive amount of energy in their wool that can then be delivered in a catastrophic shock. Gathering the energy counts as casting the spell without gaining the free touch attack.
Plasma (New ability: Elemental Penetration) [2 RP]: Whenever a sheep strikes an opponent with electric damage, their resistance to electricity is reduced by 10. If said enemy has immunity to electricity then they are instead considered to have resistance 30.
Volatile (New ability: Elemental Instability) [-2 RP]: (Ex) Upon a Sheep's death, the electrical energy pent up within them causes them to literally explode, bursting into a fireball, using their hit dice for the number of dice rolled. The save versus such a fireball is equal to 1/2 their character level plus their Intelligence or Charisma modifier, whichever is higher.
Water Vulnerability (New ability: Sodden Entanglement) [-2 RP]: (Ex) Whenever a Sheep is exposed to 1/2 their character level in gallons of water, they lose both the Volatile and Shocking abilities as well as gain the entangled condition. The duration lasts for either 1 hour per extra gallon used, or until they take their character level in fire damage.
Shear (New ability: Shear) [-1 RP]: Whenever a Sheep is subjected to an attack roll of natural 20, they loose both the Shocking and Water Vulnerability race abilities. As well as these penalties, they also lose their DR against bludgeoning damage.
Keen Ears (Ability: Keen Ears) [1 RP]: +2 Perception to hearing.
Empires Enemy (Ability: Ancient Foe) [3 RP]: All Sheep gain a +2 dodge bonus to AC against all races of ponies and a +2 racial bonus on combat maneuver checks made to grapple against all ponies.
Fluffy Wool (Ability:Damage Reduction) [4 RP]: A Sheep has DR 5/Slashing or Piercing thanks to their insanely thick pelt.
Absorbing Coat (Ability: Energy Resistance) [1 RP]: All Sheep have Energy Resistance 5 against electricity.
Flammable Wool (Ability: Elemental Vulnerability) [-2 RP]: All Sheep have vulnerability against fire damage, and cannot posses any racial trait that grants them resistance or immunity to this energy type.
Innocent (Ability: Beguiling Liar) [2 RP]: All Sheep gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.
P.S.: The total RP count is 10 RP
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