TEXT:      
   
   
  Everglow 
  Champions 
   
  
   
  Everglow Basics 
  Fey Manipulation 
  Some races, like ponies and cloven, have  hooves instead of hands, making it difficult for them 
  to manipulate things. Fortunately, they have talented mouths that fill in for one hand quite well. 
  They can open doors and wield weapons, store and retrieve items and generally get along as well 
  as any one handed humanoid might. 
  One notable exception is their talent with musical instruments. Any instrument that they have at 
  least one rank of perform in can be wielded with mouth alone, even if it normally requires fingers to 
  manipulate. Flutes, harps, and even pianos can be played with great skill. While it may seem 
  strange to a human onlooker to behold a pony slapping the keys of a piano with their large hooves 
  and somehow producing a melody, this little magic trick comes quite naturally to these fey 
  creatures.  
  Saddle Rack 
  50gp, 5lb, The saddle rack is a harness worn about the body of a quadruped with a strong and 
  stable slot for a weapon. The rack does not occupy any magic item slots. Traditionally, a lance or 
  other polearm is placed in this position, allowing the pony to strike with it. The rack is too far back 
  to accept light weapons, but quadrupeds can and often do, rack two-handed weapons. A 
  quadruped making a charge attack activates any advantage the weapon may have for mounted 
  use. 
  Special: This item only functions for races with the fey manipulation quality(Such as ponies or 
  cloven). 
   
   
  
   
  Fast Shadow, Iconic Seeker of the One Herd 
  Fast Shadow is an earth-bound pony mare that has dedicated 
  her life to the cause of the Seekers since early in her childhood. 
  Aggressive, but controlled, she became the leader of her friends 
  in their games, for fun at first, but with rapidly escalating stakes. 
  The Seekers saw the potential in her and gave her and her team 
  missions that had stymied others. With teamwork and an 
  unwavering resolve, she saw each to its end. Wielding a 
  polearm secured to her side and always leading from the front, 
  she puts her fellows at ease when they trot into the unknown. 
   
  Fast Shadow                                             CR 1 : 
  Ponykind, Earth-bound Fighter 1 
  NG Medium fey (ponykind) 
  Init +6; Senses Perception +1 
  DEFENSE 
  AC 18, touch 10, flat-footed 18 (+6 armor, +2 Shield) 
  hp 16 (1d10+6) 
  Fort +4, Ref +0, Will +1 
  OFFENSE 
  Speed 30 ft. 
  Melee Lance +4 (1d8+4/x3) or Spiked Horseshoe +4 (1d4+3) 
  TACTICS 
  During Combat Fast Shadow will interpose herself between any less armored ally and the most dangerous enemy 
  visible. If possible, she charges to gain the maximum benefit from her lance, hoping to end battles before they can 
  get serious. In the thick of things, she is not shy about fighting face to face with her shoes, leaving her lance 
  hanging until the opportunity arises for it to shine. 
  STATISTICS 
  Str 16, Dex 10, Con 15, Int 13, Wis 12, Cha 12 
  Base Atk +1; CMB +4; CMD 14(18 vs trip) 
  Feats Power Attack, Improved Initiative, Endurance, Toughness, Reactionary(Trait), Supportive(Trait) 
  Skills Intimidate +5, Survival +5, Climb +0, Perception +1 
  Languages Common, Sylvan, Terran 
  SQ Earth-Bound(+2 vs poisons and spells) 
  Combat Gear acid flask; Other Gear four-mirror armor, heavy wooden shield, lance, Saddle rack, saddle pack, 
  bedroll, caltrops, flint and steel, hemp rope (50 ft.), shovel, torches (5), trail rations (4), waterskin, 5 gp 
   
   
   
  
  Aeroean, Iconic Druid 
  Aeroean was brought up among the clouds and many of his 
  friends consider his head still up there, even at the best of times. 
  Just beginning his training among a sect of druids, Aeroean finds 
  it much more fun to flit about in the sky instead, poking and 
  prodding at the storms. However, if he does find something to 
  focus on, he does so with a fierce determination. Aeroean's 
  Brand of Destiny is a building thunderhead of clouds. 
   
  Aeroean                                              CR 1 : 
  Ponykind, Pegasus Druid(Storms) 1 
  NG Medium fey (ponykind) 
  Init +5; Senses Perception +7 
  DEFENSE 
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dexterity) 
  hp 10 (1d8+2) 
  Fort +3, Ref +3, Will +5 
  OFFENSE 
  Speed 40 ft., 50 ft. fly (Average) 
  Melee Spear +0 (1d8) 
  Ranged Acid Splash +3 (1d3+1) 
  Druid Spells Prepared (CL 1st; concentration +4) 
  1st—burning disarm, produce flame, Obscuring Mist* 
  0 (at will)—acid splash, detect magic, light 
  * Domain spell; Domain Storms 
  TACTICS 
  During Combat Aeroean prefers to fly above combat, supporting the party from the air.  If forced into melee, he fights 
  defensively and tries to provide flanking for allies. 
  STATISTICS 
  Str 10, Dex 16, Con 13, Int 12, Wis 17, Cha 11 
  Base Atk +0; CMB +0; CMD 13(17 vs trip) 
  Feats Dashing Flyer, Dashing Flyer (Bonus), Two World Magic (Acid Splash) (Trait), Reactionary (Trait) 
  Skills Fly +5, Handle Animal +4, Heal +7, Perception +7, Spellcraft +5 
  Languages Common, Sylvan, Druidic, Auran 
  Combat Gear acid flask(3); Other Gear hide shirt, saddle rack, saddle pack, spear, trail rations (2), waterskin, 5 gp 
   
   
   
  
  Dawn Event, Iconic Cleric 
  Dawn is a devout cleric to the pony gods. He  has heard their songs in the wind and their 
  commands in his soul. Born to serve the divine, Dawn accepts much of the world as either things 
  to protect, or things to test his resolve. Unlike some, he has little reservation bowing his head to 
  the darker of the pony gods, claiming that all have some word of wisdom for those willing to 
  decipher them. To listen only to the Sun Queen is to invite blindness from her brilliance. 
  Unapologetically panthiest, Dawn has learned a wide array of religious ceremonies and practices. 
  Dawn Event                                     CR 1 : 
  Ponykind, Earth-bound Cleric 1 
  LN Medium fey (ponykind) 
  Init -1; Senses Perception +3 
  DEFENSE 
  AC 16, touch 11, flat-footed 16 (+5 armor, -1 Dexterity,+2 deflection) 
  hp 14 (1d8+6) 
  Fort +3, Ref -1, Will +6 
  OFFENSE 
  Speed 30 ft. 
  Melee scimitar +2 (1d6+2/18–20) 
  Special Attacks channel positive energy 5/day (DC 12, 1d6) 
  Domain Spell-Like Abilities (CL 1st; concentration +6) 
  6/day—rebuke death (1d4) 
  Cleric Spells Prepared (CL 1st; concentration +6) 
  1st—bless, cure light wounds*, shield of faith 
  0 (at will)—detect magic, light, stabilize 
  * Domain spell; Domains Healing, Friendship 
  TACTICS 
  Before Combat Dawn casts shield of faith. 
  During Combat Dawn attacks cautiously, focusing on obvious evil while keeping a wary eye on allies for injuries that 
  need mending. 
  Base Statistics Without shield of faith, Dawn's statistics are AC 14, touch 9, flat-footed 14. 
  STATISTICS 
  Str 14, Dex 8, Con 14, Int 11, Wis 17, Cha 14 
  Base Atk +0; CMB +2; CMD 12(16 vs trip) 
  Feats Selective Channeling, Toughness, Endurance, Focused Mind(Trait), Indomitable Faith(Trait) 
  Skills Diplomacy +6, Heal +7, Knowledge (religion) +4, Perception +3 
  Languages Common, Sylvan 
  SQ aura, Earth-Bound(+2 vs poisons and spells) 
  Gear Scale mail, scimitar, saddle pack, bedroll, spell component pouch, sunrods (2), trail rations (2), waterskin, 
  wooden holy symbol, 8 gp 
   
  
  Under Score, Iconic Wizard 
  Under has been labeled a priest in the past, a title he does not refute. He throws himself eagerly 
  before the altar of knowledge. He worships the forgotten lore of lost books and prays feverishly to 
  Princess Luminace that he may live forever seeking out the mysteries of the universe he is 
  fortunate to inhabit. Using his razor mind to his advantage, Under has learned the art of elemental 
  manipulation, and is not shy about putting it to work to dissuade those that would harm him or his 
  allies. 
  Under Score                                        CR1 : 
  Ponykind, Earth-bound Wizard 1 
  NG Medium fey (ponykind) 
  Init +3; Senses Perception +2 
  DEFENSE 
  AC 11, touch 11, flat-footed 10(+1 Dexterity) 
  hp 9 (1d6+3) 
  Fort +2, Ref +1, Will +3 
  OFFENSE 
  Speed 40 ft. 
  Melee MW club +2 (1d6+1) 
  Ranged Ray of Frost +3 (1d3+2) 
  Wizard Spells Prepared (CL 1st; concentration +6) 
  1st—burning hands, magic missile, Shocking Grasp* 
  0 (at will)—detect magic, light, ray of frost 
  * Specialization spell; Specialty Admixture(Evocation) 
  TACTICS 
  During Combat Under uses his spells sparingly, trying to maximize 
  their effect, preferably against targets whose elemental weakness 
  he knows. If uncertain, he relies on his ray of frost to clear the way. 
  STATISTICS 
  Str 12, Dex 12, Con 14, Int 16, Wis 13, Cha 10 
  Base Atk +0; CMB +1; CMD 12(16 vs trip) 
  Feats Scribe Scroll, Endurance, Spell Focus(Evocation), Point Blank Shot, Focused Mind(Trait), Reactionary(Trait) 
  Skills Appraise +3, Knowledge (Arcana) +7, Knowledge (Planes) +7, Linguistics +7, Spellcraft +7, Perception +2 
  Languages Common, Dwarven, Elven, Sylvan, Terran, Celestial 
  SQ Earth-Bound(+2 vs poisons and spells) 
  Gear MW Club(Bonded item), saddle pack, bedroll, spell component pouch, spellbook(All cantrips and burning 
  hands, feather fall, magic missile, protection from evil, shield, and shocking grasp), trail rations (2), waterskin, 
  scroll of protection from evil, scroll of shield, 7 gp 
   
   
   
   
  
  Wandering Note, Iconic Bard 
  Wandering is quite brave for a cloven, departing the comfort of his home city to discover new 
  songs and stories. From an early age, he has been enraptured with tales of the world beyond the 
  walls of Clovenhame, and would not be dissuaded from seeing them for himself. Polite and 
  unassuming,  he has little trouble fitting in along his travels, trading stories  and doing odd jobs to 
  pay his way to ever greater discoveries. 
  Wandering Note                                    CR1 : 
  Cloven Bard 1 
  NG Medium fey (cloven) 
  Init +1; Senses Perception +5 
  DEFENSE 
  AC 15, touch 11, flat-footed 14(+4 Armor, +1 Dexterity) 
  hp 9 (1d8+1) 
  Fort +1, Ref +3, Will +3 
  OFFENSE 
  Speed 40 ft. 
  Melee Rapier +1 (1d6+1/18-20 x2) or Gore +1 (1d4+1) 
  Bard Spells Known (CL 1st; concentration +3) 
  1st(2/day)—cure light wounds, hideous laughter 
  0 (at will)—detect magic, ghost sound, light, read magic 
  Bardic Performance: 6 rd/day 
  TACTICS 
  During Combat Wandering Note prefers to avoid direct conflict, directing 
  enemies away with his illusions or sneaking past. When combat becomes 
  unavoidable, he focuses on either healing his allies or disabling enemies 
  with laughter, darting past them or opening opportunities for friends. 
  STATISTICS 
  Str 12, Dex 12, Con 12, Int 16, Wis 12, Cha 14 
  Base Atk +0; CMB +1; CMD 12(16 vs trip) 
  Feats Harmonic Spell, Day Greeter(Diplomacy), Extremely Fashionable 
  Skills Appraise +5, Bluff +6, Diplomacy +6, Knowledge (Geography) +8, Knowledge (Local) +8, Knowledge (Any 
  other) +4, Linguistics +7, Perform(Wind) +6, Sense Motive +5, Spellcraft +7, Stealth +5, Perception +5 
  Languages Common, Elven, Sylvan, Terran, Gnomish, Auran 
  SQ +1 to diplo/bluff/intimidate while well dressed, +1 vs poison 
  Gear rapier, flute, saddle pack, bedroll, spell component pouch, trail rations (2), waterskin, 4 gp 
   
   
   
   
  
  OGL
  OPEN GAME LICENSE Version 1.0a
  Steel Prism, Iconic Paladin 
  A unicorn stallion that serves faithfully at the Queen's side, he has been a member of the guards 
  since coming of age, and will continue to be one long after the Queen's death. His appearance in 
  any given group of adventures signifies that the actions of the party is of some interest to the 
  Queen, even if this is only his opinion. He sees her as the Sun Queen's divine glory made flesh, 
  and in his unwavering loyalty will stop at nothing to see 
  her will be done. 
   
  Steel Prism                                           CR 1 : 
  Ponykind, Unicorn Paladin 1
  LG Medium fey (ponykind) 
  Init +2; Senses Perception +0 
  DEFENSE 
  AC 16, touch 10, flat-footed 16 (+6 armor) 
  hp 13 (1d10+3) 
  Fort +4, Ref +0, Will +2 
  OFFENSE 
  Speed 30 ft. 
  Melee Long Sword +5 (1d8+4/19-20) While power attacking: +4 
  (1d8+6/19-20) 
  Spell Like Abilities (CL 1st, Concentration +2) 
  2/day - unseen servant 
  3/day - light 
  At will - detect evil 
  TACTICS 
  During Combat Steel Prism will focus on targets that exude the most evil. Failing that, he will seek out those that 
  mean his Queen ill will. Steel is not a vengeful pony, and will accept surrender if offered. During the battle, the 
  power of his horn wields his longsword with deadly effectiveness. 
  STATISTICS 
  Str 13, Dex 10, Con 14, Int 18, Wis 10, Cha 13 
  Base Atk +1; CMB +2; CMD 12(16 vs trip) 
  Feats Power Attack, Cleave, Reactionary(Trait), Dangerously Curious(Trait) 
  Skills Diplomacy +5, Heal +4, Knowledge (Religion) +8, Sense Motive +4, Spellcraft +8, Use Magic Device +6, 
  Perception +0 
  Languages Common, Sylvan, Elven, Ignan, Infernal, Undercommon 
  Combat Gear alchemist's fire; Other Gear four-mirror armor, long sword, saddle pack, bedroll, silver holy symbol of 
  the Sun Queen, flint and steel, hemp rope (50 ft.), torch (1), trail rations (5), waterskin, 5 gp 
   
   
   
  
  Brie Brightwing, Iconic Barbarian
  Born into a large family of competitive chicks, Brie rose above the rabble through sheer strength 
  and savagery. By the time she was a young adult, she was an incorrigible bully. It wasn't until she 
  faced true danger that she realized her fury was misplaced. Now she directs her anger at 
  monsters and foul people, grinding the edge of her axe in the hides of ever greater challenges to 
  prove her worth. 
  Brie Brightwing                            CR 1 
  Griffon Barbarian 1 
  CN Medium fey (griffon)
  Init +1; Senses Perception +5 
  DEFENSE 
  AC 15, touch 11, flat-footed 15 (+4 armor, +1 dexterity) 
  hp 14 (1d12+2)
  Fort +4, Ref +1, Will +1 
  OFFENSE 
  Speed 40 ft., 40 ft fly(poor)
  Melee Great Axe +5 (1d12+6 20/x3), Bite +0(1d6+2) or Bite
  +5(1d6+6) 
  TACTICS 
  During Combat Confident in her abilities, Brie will avoid lapsing
  into rage until she or an ally is injured. A combat she can win 
  'without breaking a sweat' is almost as satisfying as brawls she 
  barely wins through. She uses her flight to attack from above
  when possible, but has no qualms in landing and taking the
  fight face to face. 
  STATISTICS
  Str 18, Dex 12, Con 14, Int 12, Wis 13, Cha 8
  Base Atk +1; CMB +5; CMD 16
  Feats Intimidating Prowess, Armor Expert(trait), Day 
  Greeter(Diplomacy, trait) 
  Skills Acrobatics +4, Fly +0, Intimidate +8, Knowledge(Nature) +5,
  Perception +5, Survival +5 
  Languages Common, Sylvan, Auran
  Other Gear great axe, backpack, lamellar armor, rope, hip flask, belt pouch, 7 gp
  
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