Unicorn
You know what a unicorn is.
CREATURE TRAITS (28 XP)
- Types Medium Organic Humanoid (LOREM)
- Reach 5 feet
- Speed Land 30 feet
ATTRIBUTES (2 XP)
- +2 Str, +2 Cha
LANGUAGES (0 XP)
- Starting Languages: 000, Common
- Bonus Languages: Any common language.
INNATE ABILITIES (26 XP)
- Large Size (4 XP): no reach
- Gore (1 XP): Sadsfsafd
- Slam (1 XP): Sadsfsafd
- Fast Movement (4 XP): 20 ft
- No Hands (-6 XP): Sadsfsafd
- Quadruped (4 XP): x1.5 carrying capacity, +2 vs. Shove
- Magic Horn (10 XP): Unicorns have the following 1st-tier innate arcane spells: nature's pathway; cleanse affliction, heal; light, detect impurity
- Nigthtvision (3 XP): Unicorns ignore penalties attack rolls and Perception checks resulting from dim lighting and darkness. They cannot see color in darkness, only shades of grey.
- Powerful Charge (3 XP): Uasdfrey.
VARIANTS
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ADDITIONAL ABILITIES
LOREM begin with their innate traits and can gain additional traits from the following list as feats.
Unicorn (Playable Race)
RP: 11�“12 (Advanced)
Type: Magical Beast
Size: Medium
Base Speed: 50 ft.
Unicorns are sacred guardians of the wild—wise, swift, and fiercely moral beings bound to ancient magic and oaths.
Ability Score Modifiers
+2 Wisdom, +2 Charisma, �“2 Dexterity
Unicorns are spiritually powerful and forceful of presence, but their large bodies are less agile in tight quarters.
Racial Traits
Magical Beast
Unicorns are magical beasts and are affected by effects that target that creature type.
Quadruped Body (No Hands)
Unicorns do not have hands.
They cannot wield weapons, shields, or wear most humanoid magic items
They can wear barding, amulets, belts, headbands, cloaks (specially fitted), horseshoes, and similar items
They can manipulate simple objects (doors, levers, pouches) using their horn, muzzle, or hooves, but:
Fine manipulation (locks, writing, delicate tools) is impossible without magic or assistance
They take a �“4 penalty on Disable Device and Sleight of Hand, and cannot use them untrained
�‘� This is the cost of being a unicorn. It is real and intentional.
Horned Strike
Unicorns gain a gore natural attack dealing 1d6 damage (Medium).
This is a primary natural attack.
Hooves
Unicorns gain two hoof attacks (1d4 damage each) as secondary natural attacks.
Keen Senses
Unicorns gain darkvision 60 ft., low-light vision, and scent.
Forest Runner
Unicorns gain a +10-foot enhancement bonus to base speed (already included) and ignore difficult terrain caused by undergrowth.
Innate Purity
Unicorns gain a +2 racial bonus on saving throws against poison, charm, and compulsion effects.
(Full immunities are gated behind feats.)
Wild Empathy
Unicorns gain wild empathy as a druid of their character level, using Charisma.
This stacks with druid levels.
Languages
Unicorns begin play speaking Common and Sylvan.
Unicorns with high Intelligence may choose from: Celestial, Elven, and Druidic (GM approval).
How Unicorn PCs Adventure (Important!)
Unicorn PCs function best as:
Divine casters (oracle, druid, shaman)
Martial chargers (cavalier, barbarian, ranger)
Support/face characters
They rely on:
Natural attacks instead of weapons
Barding instead of armor
Party cooperation for fine manipulation
Magic to bypass physical limitations
This is not a weakness—it’s a different play pattern, like oozes or serpentine races.
Alternate Racial Traits (Optional)
Sacred Guardian: Gain +1 natural armor; lose Forest Runner.
Moon-Blessed: Gain light as an at-will spell-like ability; lose Keen Senses.
Racial Feats (Unicorn)
These unlock the iconic unicorn powers safely over time.
UNICORN RACIAL FEATS
Magical Strike
Prerequisites: Unicorn, character level 3
Your gore attack is treated as a magic weapon for the purpose of overcoming DR.
Magic Circle of Purity (Su)
Prerequisites: Unicorn, Charisma 13, character level 5
You gain a magic circle against evil aura, functioning continuously but affecting only yourself and adjacent allies.
Healing Horn (Su)
Prerequisites: Unicorn, Charisma 13, character level 5
You gain the following spell-like abilities:
cure light wounds 2/day
cure moderate wounds 1/day (available at level 7)
Caster level equals your character level.
Neutralizing Touch (Su)
Prerequisites: Unicorn, Healing Horn, character level 7
You may use neutralize poison 1/day as a spell-like ability.
Powerful Charge (Combat)
Prerequisites: Unicorn, Horned Strike, BAB +5
When charging, your gore attack deals double damage.
Aura of True Purity (Su)
Prerequisites: Unicorn, Magic Circle of Purity, character level 9
Your aura now affects all allies within 10 feet and grants a +2 resistance bonus on saves vs. evil effects.
Forest Step (Su)
Prerequisites: Unicorn, character level 7
You may use tree stride 1/day as a spell-like ability.
Sacred Passage (Su)
Prerequisites: Unicorn, Charisma 15, character level 11
You may use greater teleport 1/day, but only within natural terrain you consider sacred (GM discretion).
Celestial Immunity
Prerequisites: Unicorn, character level 9
You gain immunity to poison, charm, and compulsion effects.
Favored Class Options (Examples)
Druid: +1/2 bonus on wild empathy checks.
Oracle: +1/2 bonus to healing spell dice.
Cavalier: +1/4 bonus on damage rolls when charging.
Paladin: +1/4 bonus to lay on hands healing.
Roleplaying Notes
Unicorn PCs are moral anchors. They are not naïve, but they are principled. Many struggle in cities, confined spaces, or morally gray situations—but shine as symbols of hope, judgment, and mercy.