TEXT: Children Of Bones | 1
  
  2 | Children Of Bones
  Pathfinder Roleplaying Game rules used under the Open Game License. Learn more about 
  Pathfinder at http://paizo.com and peruse their official database of rules at http://paizo.com/
  pathfinderRPG/prd/
  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.
  Author
  David Silver
  Assistant Producers
  A big shout and thanks to our Patreon backers who helped make this possible:
  Rome Silvanus, Steel Prism, Tida, and Spectacles
  http://patreon.com/ponyfinder
  Editor
  Byron Mulvogue
  Art
  Sita Duncan
  
  Children Of Bones | 3
  Attributes: As per other tribe (earth-bound, pegasi, unicorn, etc)
  Movement: 40 ft (20 ft bipedal)
  Special Abilities:
  Low-Light Vision
  Quadruped: +4 CMD vs trip and +50% carrying capacity
  Death Touched: The first point of ability damage, ability drain or level drain in any single attack 
  is ignored, as a sort of resistance.
  Ancestor Watched: Once per day when struck by a critical hit or sneak attack, the the pony can 
  spend an immediate action to negate the critical hit or sneak attack (similar to the fortification 
  armor special ability, but without requiring a roll). The damage is instead rolled normally.
  Language of the Dead: You may select Dark Whisper as a bonus language, or learn it later. This 
  secret tongue of faint whispers is known to dead, and allows communication with any undead or 
  
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  mortal reached from beyond death that is smart enough to have a language.
  Being a bone pony trades away the unique destiny racial trait.
  Bone Worship:
   
  Ponies born to the tribe of bones tend to stay emaciated. Thin frames hide a thick 
  ancestry that they call upon in their daily life. Their fates all revolve around death or the 
  departed, as the tribe as a whole shares a destiny that overwhelms the individual.
  It is entirely possible for the tribe of bones to mix with other 'physical' breeds. There are 
  earth-bound bones, pegasi bones, zebra bones, and others, though earth-bound and zebra 
  are the most common of the tribes represented in the tribe of bones. Zebras in particular 
  are considered a fortunate combination. Such crosses are fully in tune with the need to be 
  mindful of the ancestors.
   
  Long exposure to the touches of negative energy that tend to wash across the physi-
  cal world when frequently contacting with the dearly departed has given a small but signif-
  icant resistance to the assaults of many undead, toxins, and even diseases. These things that 
  would poison a pony's system and drag them down are stoically refused by the hardened 
  flesh of a bone pony.
   
  Being a more spiritual tribe, like the gem ponies, chaos hunters, and doppelgangers, 
  many of their more physical attributes are determined by the physical tribe of a foal. An 
  earth-bound will possess the hardiness and durability of the earth, while a pegasus will soar 
  through the sky. Their unifying factor is their shared fate. A DC 20 knowledge (nature) will 
  identify a tribe of bone's brand of destiny as a member of that tribe. The DC increases by 5 if 
  the pony is only a descendant of the tribe but never manifested it entirely and an additional 
  5 if the pony is a zebra.
   
  Though their ancestors were not able to turn back the tides of fate that drove the Bat-
  tle of Broken Bones, bone tribesponies are watched over by their departed kin. When things 
  would go disastrously poorly, they sometimes intercede, protecting their younger relatives 
  with gentle but sudden presses of phantasmal force. This aid is felt most strongly in true 
  bone ponies, but even lost descendants may find fate working in their favor, provided they 
  remain respectful of those who passed before them.
   
  Tribe of bone brands all feature death in some way or another. This can be as obvious 
  as a pony skeleton or skull or as subtle as an old watch, broken pendulum, empty hourglass, 
  or a setting sun. The connection between the iconography and the pony's destiny can take 
  much inner reflection to discern.
   
  Due to their shared care and respect for the spirits of their ancestors, bone ponies 
  and zebra get along, even if the zebra is not of the bone tribe. Rare is the zebra that will not 
  allow a bone pony to join them in prayer, and likewise any respectful zebra will be wel-
  comed with open hooves into bone tribe functions. When the Battle of Broken Bones saw to 
  the death of so many bone tribesponies, it was the zebras that spirited away many of those 
  who would have joined the fallen on that dark day.
  Bone Naming:
   
  The first name of bone tribesponies tends to speak of finality and conclusion, though 
  
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  not always a permanent one. Here are some popular ones: Last, Pause, Hour, Final, End, 
  Finishing, Term, Bound, Ultimate, Stub, Stump, Heel, Cusp
   
  Common second names usually modify the first or give it a noun to work on. Foals 
  will usually pick their own second name on maturation, either matching their skills or tak-
  ing on their parent's out of respect. Examples include: Hunt, Smith, Day, Sword, Axe, Prayer, 
  Whisper, Joke, Brewer, Garden, Breath, Glass, Stroke
  A Brief History of the tribe of bones:
   
  When the first proto-ponies spread and populated Everglow, there were… mistakes. 
  Be it predation, accident, or simple age, ponies were not designed to live forever, and death 
  came for them. Though most would mourn briefly and hotly the loss of their friends and 
  family, few would pay much attention beyond the sadness. Others began to hear a more 
  distinct calling. Ponies of all the physical tribes had a chance of hearing the call to action of 
  Soft Whisper. They gathered together, offering services to all the tribes to tend to the matters 
  of the dead.
   
  At first, the tribe of bones was scattered, living as shamans amongst the other tribes. 
  Though some appreciated their efforts, many ponies were skittish around the idea of so 
  much energy being put into such a distasteful topic. The shamans were slowly turned away 
  from the pony tribes as they grew more insular. They found each other in their wanderings, 
  and formed a tribe of their own, the tribe of bones. Unlike the tribes of pegasi or unicorns, 
  the tribe of bones is a spiritual tribe, a calling that echoes in the destiny of the pony that calls 
  it home.
   
  It was during this time that the greatest of the shamans could speak to Her directly, 
  if only for fleeting moments. She went by a different name when she did, Madame Tris’do. 
  They grew closer to her than any other living pony had before or since, and learned to love 
  her as a mother. When they passed, so did the name, by and large. Soft Whisper did not 
  again reach out a hoof to the living, and hid behind the much less personal moniker. She 
  would judge and care for the dead, the living were on their own.
  When Queen Iliana offered for these lost shamans to rejoin their pony kin, they were ea-
  ger to do so, but also hesitant. The Queen had blood on her hooves and had been entirely 
  divorced from their ways. They sent the messenger back with an invitation for the Queen to 
  visit and be cleansed. It would be a time to show her the way of the shamans and ensure that 
  her empire would be respectful to the ancestors, new and old. What they got back was a vast 
  army, ready for battle.
   
  The army broached little mystery to its intent. The people put their hooves togeth-
  er, dancing and singing to the spirits to deliver them in this time of great peril. The spirits 
  replied. The Battle of Broken Bones saw the tribe dashed, but the losses they caused were 
  horrific on the imperial ponies. Undead rose in overwhelming numbers at the beckoning of 
  the shamans as nearly half of all the shamans that had ever lived rose to fight in that battle. It 
  was not enough to save them, but it saved some.
   
  While the battle raged furiously, some of the shaman were whisked away, scattered 
  among the other tribes to safety. Their city of the dead was conquered at last. When Queen 
  Iliana approached, the ground yawned wide, engulfing the city and leaving bare ground in 
  
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  its place. For whatever reason possessed her, she declared the capital of her empire would be 
  built on the spot, and Viljatown was founded, a headstone most ornate for the bloody end of 
  the bone tribe.
   
  In the years following, the bloodline of the shamans became thin. Most of their 
  children did not receive proper care or raising, and had the barest link to the old ways. Still, 
  once in a while, a foal is born with the calling of the dead roaring thick in his or her veins. 
  These throwbacks can accomplish much good, or ill. Perhaps, in time, this calling will return 
  to the ponies of Everglow.
  LIFE OF BONES:
   
  The life of a bone pony varies in first part by what physical tribe they carry. Pegasi 
  will act as pegasi usually do, as will earth-bound or unicorn, at least in terms of family life. 
  The tribe of bones has no mandates or urges concerning the finding of a mate or the rearing 
  of foals, save that they be imparted with a respect and reverence for ancestors. Especially 
  after their dispersal, it is common for a bone pony to find love in the hooves of an outside 
  pony. Such pairings are considered acceptable, provided the mate(s) are taught a modicum 
  of respect for their own dearly departed.
   
  A bone pony who reaches maturity with aware parents is given a trial to find the 
  ancestor that most fits them. Brought to a dark place, either a cave or a graveyard most com-
  monly, the young pony is stripped bare and made to gaze up at the stars from sundown to 
  sunrise while allowing their thoughts to unfetter and reach out into the universe. Sometimes 
  this results in little more than a cranky foal, but others find strong visions of an ancestor 
  approaching them with advice and support. Those who find a particular ancestor in this way 
  will run into visions of the same stallion or mare all through their life.
   
  Bone pony parents of non bone foals, either due to not manifesting the tribal marks, 
  or by adoption, are given much the same instructions, but are far less likely to be visited in 
  their coming of age ceremony. Those who are, are destined to become powerful shaman or 
  oracles. Though rare, some foals who are sincere and dedicated to the task, who succeed in 
  finding an ancestor, may find the tribe manifesting spontaneously in their flesh, disrupting 
  their old destiny and replacing it with a new one. Such transformed ponies cause alarm and 
  shock among other ponies that knew them before hand, as the idea of changing one’s brand 
  of destiny is a foreign one in pony society.
  
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  8 | Children Of Bones
  STEREOTYPES OF OTHER TRIBES
   
  Earth-Bound: Ashes to ashes, dirt to dirt. The earth-bound know the cycle of the 
  world through their powerful hooves. You cannot raise plants tall and well without death to 
  feed them.
   
  Unicorn: Many think they are above death, and march on with heads held high and 
  horns glowing even as Soft Whisper's jaws close around their throats.
   
  Leatherwing: Hide in your caves, little bats. Death may yet miss you for a moment 
  in there, but she will find you eventually, have no doubt.
   
  Gem: A shattered tribe, they remind us of ourselves painfully well. Perhaps they will 
  have a chance to shine once again, but will they remember that death has a place when they 
  do?
   
  Clockwork: Cursed for foolishness, they appear as machines, but succumb to age as 
  any other pony. Judge them on their merits.
   
  Chaos Hunter: They are powerfully driven, and please Soft Whisper in their re-
  lentless pursuit of their destiny. Run well, chaos hunters, at least you will be given a grand 
  reward when you pass into Her care.
   
  Sun: A bright smile and quickly offered drink disguise their hedonistic ways. None 
  of their fineries or distractions will be of comfort when the last twilight descends on you.
   
  Ghost: Ghosts in name alone. Soft Whisper does not urge us to deal with them, and 
  there are so few of them.
   
  Antean: The tribe of giant ponies hides themselves well, fearing that their tribe will 
  be dashed as the other spirit tribes are threatened. The doppelgangers hide as well. Perhaps 
  this is not a foolish plan, considering their success.
   
  Sea: Predators of the ocean, they hunt kelp and fish alike. Good friends, if you enjoy 
  the feel of water, but don't let them get lost in the waves.
   
  Griffons: Rare half felines, they are full of pride, as seems to be part and parcel of the 
  feline races. Be wary of them, they have predated on our ancestors and may again be tempt-
  ed by sweet pony flesh.
   
  Sun Cat: The least prideful of the felines, they bow low before their sun gods and 
  move in admirable unity with one another. The other felines could learn a lot from the sun 
  cats.
   
  Purrsian: Arrogant, selfish, and pretty, if you're into felines. Their gods should 
  punish them, but there they are. It doesn't speak very well of the feline gods. Watch yourself 
  when dealing with them.
   
  Cloven: Lightly lived, lightly died. The cloven are nice enough folk, but their light 
  little hearts barely begin to live before death takes them. Soft Whisper has no time for them.
  Steel Heart: Heart of trees, shell of the earth, they persist like mountains with a wisdom to 
  match. They are one of the few things that can spurn the attentions of Soft Whisper, be wary 
  of them.
  Flutterponies: Short lived with flighty hearts, they can scarcely seem to draw in the magni-
  tude of the one life they have, let alone the score of brief flames that came before them.
  Phoenix Wolf: Risen from a cursed past to a new future, the phoenix wolves only wish to be 
  left alone, and there is little reason not to grant this wish. Let the hell-cleansed canines live 
  
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  in peace.
  RACIAL FEATS
  Ancestor Call
  A moment of thought and a question asked to the air itself sometimes turns an answer for 
  the tribe of bones.
  Prerequisite: Ancestor Watched racial trait
  Benefit: You may, once per day, use augury as a spell like ability with a caster level equal to 
  your hit dice. At 10 hit dice or above, this functions as divination instead. This has no mate-
  rial component.
  Death Caress [Combat]
  You have deepened your ties to the negative realms to the point that the dark energy lashes 
  out with you in battle.
  Prerequisite: Death Touched racial trait
  Benefit: Your unarmed, natural, and manufactured attacks may deal negative energy instead 
  of physical. At five hit dice and every 5 afterwards, you also deal 1d4 additional damage 
  while inflicting negative energy damage in this way. If you are in a grapple, you may inflict 
  this bonus damage on an opponent during your turn as a swift action. This bonus damage is 
  not increased in a critical hit. An attack must declare using negative damage before a hit is 
  confirmed and once done so, remains negative until the start of the user's next turn. Undead 
  struck with this effect do not immediately heal but gain fast healing 1 for 1 round plus one 
  additional round per 5 hit dice.
  False Fall [Combat]
  When you are struck down, you reflexively wrap yourself in the pallid shroud of death, mak-
  ing it appear that you have departed your mortal coil.
  Prerequisite: Death Touched racial trait, Bluff 3 ranks
  Benefit: When you are reduced to less than zero hit points, you immediately gain 1d10 plus 
  your hit dice in temporary hit points that persist for as many minutes as you have hit dice. 
  These hit points may prevent you from dying. If you gain enough temporary hit points to 
  remain conscious, you may choose to fall, making a bluff check against the sense motive of 
  any enemy within 10 feet of you. Those who lose the roll or who were too far away when you 
  fell are unaware of your living state until they see you move or otherwise take an action. 
  Once this ability activates, it will not activate again until you are fully healed of your hit 
  points. For as long as you have any temporary hit points from this ability, you detect as dead.
  Fell Recovery
  The hardiness you borrow from the dark planes can allow you to throw off effects that nor-
  mally require prayer or magic.
  Prerequisite: Death Touched racial trait, Con 13+
  Benefit: When struck with permanent negative levels, you get a fort save at the same DC 
  of the original effect after 24 hours. If successful, the negative level fades like a temporary 
  
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  negative level. Each level should be saved against seperately. If the DC is not known, use 
  10 + ½ HD.
  Final Prayer
  A few choice words and a touch to a fallen sends their soul to their rightful reward.
  Prerequisite: Ancestor Watched racial trait, Knowledge religion 3 ranks
  Benefit: As a standard action, you may sanctify a corpse within reach. If the corpse has 
  an undead already (such as a ghost), the bone pony becomes aware of it. Its location also 
  becomes known if within 100 feet of the bone pony. If not, the corpse becomes ash in a 
  sudden conflagration of purple flames. Such ash is useless for all necromantic activities, 
  preventing the previous owner from being raised as undead against their will.
  Bone pony necromancers who follow the ancient rites of seeking permission of the de-
  parted spirit may use the ash as if it were a fully intact body.
  Rotting Companion
  Your animal companion shares your bond with the negative plane, showing remarkable 
  resilience for its kind.
  Prerequisite: Death Touched racial trait, animal companion or mount or familiar, 
  Knowledge religion 5 ranks, Worships Soft Whisper
  Benefit: Your animal companion or familiar gains DR 5/Slashing, cold resistance 5, and 
  +2 to saves against death, poison, or disease. At 12th level or greater, double these bonus-
  es to DR 10/Slashing, Cold resist 10, and +4 to death, poison, or disease saves.
  Spiritual Awakening
  You have realized a higher calling and risen towards it. Your brand of destiny subtly 
  changes to suit your new calling and your appearance alters more dramatically to fit the 
  new tribe you call your own.
  Prerequisite: Unique Destiny racial trait
  Benefit: You gain the pony racial alternative of your choice that swaps out unique destiny, 
  gaining immediate access to its appearance and abilities. You lose the unique destiny trait, 
  but not a feat(You already spent this one to get it). This feat may not be retrained away. 
  This is how many chaos hunters are created.
  Special: You should consult with your GM before taking this feat.
  Soft Whisper Necromancer [Story]
  You have unearthed the lost rites of necromancy that the old members of the tribe of 
  bones performed. While raising the dead is much more difficult for you than a standard 
  necromancer, your conscious is clean and Her anger is not roused, as every undead at 
  your side is there willingly.
  Prerequisite: Ancestor Watched racial trait, Caster level 5, Knowledge religion 5 ranks, 
  Worships Soft Whisper
  Benefit: Pay twice the material cost when animating or creating undead, but there is a 
  50% chance of failure. This chance can be reduced to 25% if you are pursuing a goal im-
  mediately desirable to the deceased.  On failure, that spirit does not wish to return. Half 
  
  Children Of Bones | 11
  the components are refunded in such a case. 
   
  If you can communicate with the dead before hand, such as speak with dead, you 
  may ask them without spending components. You may not try the same corpse again after it 
  has refused to return for at least a year and a day, but if they agree, there is no failure chance 
  to the subsequent spell. 
   
  Such undead have the alignment they had in life as well as the mental attributes (If 
  you're uncertain, roll 3d6 for each missing stat) and free will to do as they please, though 
  they begin as helpful towards their creator. Though they are not under your direct 'control', 
  they still count as such until they are destroyed. Releasing an undead causes it to immediate-
  ly return to death.
   
  Undead who normally are mindless are not so when created by you. Undead creat-
  ed by you may also decide when they tire of undeath and destroy themselves at their own 
  behest. For random souls, assume they will be willing for 1d4 weeks. After serving a necro-
  mancer, they cannot be disturbed for a year and a day.
   
  An undead who had class levels in life may be restored with them, but those hit dice 
  count against your control limit and the money required to raise them. You must either fully 
  restore them or not at all.
  Goal: Destroy a necromancer who is not 'proper' who's CR is at least 10 or 3 above your 
  level, whichever is higher.
  Completion Benefit: Your necromantic spells no longer cost double to cast. Your level is 
  increased by 1 for sake of undead control limits.
  Soul Liberator
  With a burst of energy, you can sever the ties that force unwilling souls to labor for their 
  unfeeling masters.
  Prerequisite: Death Touched racial trait, Caster level 5, Channel Energy class feature
  Benefit: When you channel energy, positive or negative, any undead affected that is tem-
  porary (Such as per a summon spell or ability) that fails its save is immediately destroyed. 
  Undead who are under the effects of control undead or similar controlling power, such as the 
  create spawn ability of vampires and fail their save are liberated from this command. Lib-
  erated undead are still affected as appropriate (taking damage, being turned, etc). Liberated 
  undead's initial attitude towards their former controller is hostile and will attack them if 
  they are in sight.
  
  12 | Children Of Bones
  Racial Class Archetypes
  These archetypes were developed 
  by bone ponies for their use and 
  require being a bone pony to 
  take.
  Ally of the Dead (Summoner)
  You saw your ancestor clearly 
  when you were instructed to sit 
  and wait. This ancestor used your 
  magic to fashion a body for his 
  or herself and now travels with 
  you. They encourage you to find 
  the restless dead and put them to 
  peaceful slumber by putting to 
  right the wrongs of their former 
  life.
  Unliving Eidolon: Your eidolon 
  gains the undead type for sake of 
  positive and negative energy, and 
  being susceptible to effects that 
  target undead. They can not be 
  targeted by things that specifical-
  ly target extraplanars or outsid-
  ers. This changes the eidolon 
  class ability.
  Fragile Unlife: Your eidolon 
  cannot spare your life as easily 
  others of its kind but may, as an immediate action, lose twice its hit dice in hit points and 
  grant you its hit dice in temporary hit points that persist for a minute. This replaces the life 
  link class ability. It cannot be used if the loss of hitpoints would banish it.
  Spirit General: You may apply the Death Touched simple template to creatures you sum-
  mon via summon monster. If you would summon more than one of the same creature, you 
  conjure one less(to a minimum of 1). This alters the summon monster class ability.
  Quick Rules: Change type to undead. Increase natural armor by 2. Gain DR 5/Bludgeoning. 
  If the creature has 10 or more hit dice, increase natural armor by 1 and DR to 10/Bludgeon-
  ing.
  
  Children Of Bones | 13
  BONE MAGIC:
  Ancestral Skill
  School Transmutation; Level Ranger 2, Sorcerer/Wizard 2, Shaman 2
  Casting Time 1 standard action
  Components V, S
  Range Personal
  Target self
  Duration 1 round per level
  Save Will negates(harmless); Spell Resistance no
  Calling upon your ancestors, you hear the helpful whispers of your forebears, guiding you 
  through unknown tasks. For the duration of the spell, you may treat any skill as if you had as 
  many ranks as half your level, 1 minimum. Rolling 1, 2, 19, or 20 on the die of any skill roll 
  ends the effect. You may not take 10 or 20 on any roll with which you use this effect.
  Escaping Vitality
  School Necromancy; Level Cleric/Oracle 2, Summoner 2, Witch 3
  Casting Time 1 Standard Action
  Components V, S
  Range Touch
  Target 1 creature per level
  Duration 1 round per level
  Save Fort negates(harmless); Spell Resistance no
  Touching the corpse of a creature that died no more than a minute ago, you draw on the 
  power of its departing soul and funnel it into your allies. You may designate up to as many 
  allies(including yourself) as your caster level within 30 feet of the corpse. Those affected gain 
  fast healing of 1, increased by 1 per 4 HD of the corpse for the duration of the spell. This spell 
  cannot be cast on the same corpse more than once.
  Negative Barrier
  School abjuration; Level Cleric 2, Sorcerer/Wizard 3, Paladin 2, Shaman 2, Ranger 2
  Casting Time 1 Standard Action
  Components V
  Range Touch
  Target 1 creature.
  Save Will negates (harmless); Spell Resistance no
  As per resist energy, but cast with a quick calling of the darkest places. This spell protects the 
  target creature from negative energy damage.
  Release
  School conjuration; Level Cleric 4, Sorcerer/Wizard 5
  Casting Time 1 standard Action
  Components V, S
  Range close(25 ft + 5 ft per 2 levels)
  
  14 | Children Of Bones
  Target one undead creature
  Duration instantaneous
  Save Will negates; Spell Resistance yes
  Severing a soul from the physical plane with a subtle snip of magic, you banish it back what-
  ever afterlife awaits it, causing 100 damage that cannot be reduced by any means and can 
  affect incorporeal creatures fully. Channel resistance applies to this will save.
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  15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 20 00, Wizards of the Coast, Inc. System Reference Document. Copyright 
  2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arne-
  son.
  Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric 
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  Ponyfinder: Race Book © 2013, Silver Games, LLC; Authors: David Silver.
  Ponyfinder: Campaign Setting © 2013, Silver Games, LLC; Authors: David Silver, Stephen Ritterbrush.
  Ponyfinder: Griffons of Everglow © 2015, Silver Games, LLC; Authors: David Silver
  Ponyfinder: Forgotten Gods © 2015, Silver Games, LLC; Authors: David Silver
  Ponyfinder: Children of Bones © 2015, Silver Games, LLC; Authors: David Silver
  
SOURCE: textdata/thevault/Ponyfinder Collection (PF1 SF1 DND5e)/2 Races/Ponyfinder - Children of Bones.pdf