Form: Have only a torso and head with ears, eyes, mouth, nose, and teeth.
Beast Mind: Cannot be a playable character, has intelligence of an animal and no starting Souls, and cannot speak.
Beast Progression: Must expend double AP to learn, train, and boost abilities that are not from your Species.
Beast Body: Can only learn beast and Species abilities. Has no Training Limit. Ignore requirements during creation.
Base Skills: Each Skill Tier begins as Tier 0 and can be increased up to 4 as part of creation.
Language: Keric, Elven
Size: 2 Height: 5' 6" Weight: 1200
Age: 2
Rarity: 12
Athletics: 3
Elude: 2
Guile: 1
Magic: 2
Endure: 3
Nimble: 2
Poise: 2
Nature: 2
Martial: 2
Tools: 0
Zeal: 1
Observe: 1
Might: 8
Finesse: 4
Charisma: 4
Wit: 5
Grit: 20
Threshold: 7
Affinities:
Energy: 12
Minor Actions: 2
Training Limit: 4
Resolve: 9
Movement: 5
Souls:
Shards:
0
Bulk Limit: 54
Does not reflect modifiers from abilities except Skill Tiers and passive size changes.
Abilities
Understands Elven, Common, and Sylvan
Horn, 4 legs, hooves, long torso
Horn 2d12, 9s, devastating
Hooves 2d12 9b, shove
Gear
Personal Details
Appearance: Light riding horses with a spiral horn that can grow to be several feet long. White in color with long flowing manes and tails. Their clear blue eyes seem to hold great wisdom.
Personality: Shy and reclusive. When they choose a companion, they have total loyalty.
Combat Role: Support and Protect
Adventure Notes: Unicorns are Fey creatures with power against poison and disease. They will use these abilities on their companion without prompting. They prefer to protect their companions over harming enemies, but will attack when the situation warrants it. When a unicorn dies naturally, part of their soul remains in their horn allowing it to be crafted into a most sought after weapon. The blood of a unicorn can be drunk to cause a creature to grow younger, but what most don't know is that, when the unicorn dies, the gained years are reversed.