Furcadia Sheet

Click here to expand. Long content. Name: Malyn Am'Michi M'Mahami J'Uoni En'Katenga Ay'Ahroth Ay'Jijunka
Race: Okapi Cerdiere/Elvenfurre/Dahna Shee (Free 1 point Advantage)
PHYS: 10
DEFT: 12
INTL: 9
WILL: 11

Clever fingers (-1 Points) +1 to rolls such as carving, painting, etc. NEVER applies in combat.
Poor (1 Point) Start with only X1/5 coins.
Foreign (1 Points)
Dahna Shee (-2) Includes both Fragile (1) and Graceful (-2)
Fragile (*) Hit Points are decreased by 2 points.
Graceful (*) +1 anywhere balance is a factor, including Dodge but not any other Combat-related scores/rolls

Hobby: Spears
Hobby: Weaver
Job: Tailor
Job: Physicker/Herbalist

Languages: Kasurian, Glimmerish

HP: 8
Unarmed: 1/1/2
Initative: 2/4/6
Move: 8

45g
Cost Hit Dmg PHYS
ShortSpear 55 +2 2/4/6 9

Lightfoot (*) (The opposite of the Vampfurre Evil Way called Ghostpaw) This power works only on green grass or other living plants. The Dahna Shee can walk across the tops of the plants, not leaving any tracks or scent. They don't even disturb the shimmering morning dew with their passage.
Passing (*) Of all the FaerieFolk, only Dahna Shee can pass for mortal Furres. To accomplish a mortal guise, the FeyFurre takes fresh flowers and sprinkles the petals over their head. This doesn't change the FaerieFurre into a new person, it just makes them look like a mortal version of their usual self. This effect goes away at the next noon or midnight.
Fragile (*) They are ill-suited for unarmed martial arts; the joints of their long limbs are easily dislocated, their ribs easily shattered.
Song of Serenity (*) Use of this ability causes one target to fall into an unnaturally deep sleep. This sleep lasts until one noon and one midnight have passed. If the victim is kissed by someone of royal blood (someone with Pedigree Great House) the spell is broken.
Serenade of Serenity (*) This is like Song of Serenity except it can be used on up to 5 targets at once.

5th Ponyfinder

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Mahameli Alchemist, Zebra-blooded Ruminant, Chaotic Good
Alchemist Artificer

Trait: I feel far more comfortable around animals than people.
Ideal: Nature is more important than any construct of man.
Bond: I will bring wrath to those who despoil nature.
Flaw: I am skittish and cowardly.

Ability Score Increase. Your Intelligence score increases by 1. Your dexterity score increases by 2. Age. Ruminant are slow aging, coming into maturity at around twenty years of age and remaining for about twice as long as most other races. In the ether, a ruminant ceases to age. Alignment. Ruminant can be of any alignment, though there is a slight inclination towards lawful alignments. Size. Your size is Medium. Speed. Your base walking speed is 40 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Born. You count as fey for all purposes. Four-Legged . Being a four-legged creature, you can bear greater weights than a human of the same strength without being encumbered (increasing your carrying capacity by 50%). You gain advantage on any ability checks or saving throws to avoid the prone condition. Languages. You can speak, read, and write Common and Ruminant, a flowing and prancing speech that is often found written in their old places, confusing explorers of the modern day as it has become secret outside of the ruminant themselves.. You can also choose one language from the following list: Aquan, Terran, Celestial, Dwarven, Elven, or a human regional tongue. Clouded History. An abandoned child of your people, the bloodlines of others run in your veins. Select an impurity from the impurity table. Your appearance is also strongly influenced by your bloodline, and you can attempt to disguise as another race if appropriate with advantage. Mechanically Adept. Assembling and tinkering with complex devices fills you with a primal sort of joy. You may add your proficiency bonus to use thieves tools and ability checks involving engineering knowledge. Peacebringer You are of an old line, which only expresses in females. You have no antlers, never did, and never will. In its place you dance with an inner peace. Diplomat. You can use your bonus action to gain advantage on a Deception, Insight, Intimidate or Persuasion check check. You can do so once, and can do so again after finishing a long rest. Pony Touched: The blood of ponies runs strongly in you. You qualify as a ponykind for all purposes. You also gain a brand of destiny, though this has no mechanical benefit.

Dungeons and Dragons Centaur

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Mahameli, Okapitaur, Chaotic Good
Circle of the Land (Forest) Druid
Protector of the Rainforest

Trait: I feel far more comfortable around animals than people.
Ideal: Nature is more important than any construct of man.
Bond: I will bring wrath to those who despoil nature.
Flaw: I am skittish and cowardly.

4'9" to the withers, 7'8" tall.
around 650lbs heavy
Type: Fey
Size: Medium
Speed: 40 ft.

Strength: Dexterity: Constitution: Wisdom: Intelligence: Charisma:
Hit Dice: 1d8 Hit Points Max: 8 + con mod
Proficiencies
Armor: light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit, Lyre
Saving Throws: Intelligence, Wisdom
Skill Proficiencies: Athletics, Survival, Nature, Perception, Animal Handling
Languages: Common, Sylvan, Primordial, and Druidic
Equipment: Leather armor, an explorer's pack, and a druidic focus, Two spears, A staff, an instrument, a set of traveler's clothes, and a belt pouch containing 10 gp

Charge
If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
Hooves
Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike
Equine Build
You count is one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
Survivor
prof in animal handling
Background: Outlander
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

History: Mahameli is from the rainforests of [insert jungle in setting] where her people, a scattered stone age tribe that meets during holidays to start families and catch up, wander. She is one of the few shamans of her people, a role she inherited from her mother Dawa. As shaman she is a peace keeper among her people, a guardian of the jungle itself, and an emissary to their totem, the okapi. Her sister Laini is also a shaman, one who serves the role well, and so Mahameli feels no guilt in leaving the jungles to her sister while she deals with problems of much larger scale. The jungle spirits have always whispered she is destined for things greater than herself, and the greater druid circles have done their best to help her adjust to the world outside. They call her a Jungle Druid, a Beastfriend, a Totemic Savage, and she wears those titles with pride.
(Her dad, Tiba, is alive and well. She just doesn't see him often.)
You can follow these general rules when foraging for plants: Avoid plants with white or yellow berries. Don’t eat mushrooms. Some are safe, but many are highly toxic and even deadly, so it’s not worth the risk. Avoid plants with thorns. If it tastes bitter or soapy, spit it out. Steer clear of shiny leaves. Stay away from plants with leaves in groups of three. Stay away from plants with umbrella-shaped flowers. Avoid beans or plants with seeds inside a pod. Milky or discolored sap is a warning sign. Avoid anything with an almond smell. Jungle - The protectors of tropical rain forests, Jungle Druids usually grow up in tribes, as jungle pests, vegetation, and climate discourage farming, herding, and city-building. Because most tribal members live closely attuned to the natural world, Jungle Druids have a greater likelihood of involving themselves directly in the affairs of humans than other druids might. In fact, a Jungle Druid usually holds a position of power and respect, wielding great political authority. However, Jungle Druids do not associate themselves with a particular tribe or people, as do most tribal priests or witch doctors. Instead, they adopt a neutral position, mediating inter-tribal feuds and handling relations between human tribes and jungle-dwelling humanoids, demihumans, or intelligent monsters. In some cases, a Great Druid becomes a virtual "king of the jungle," wielding power over a coalition of several tribes, nonhumans, and animals. Holy Symbol and Grove: The jungle druid uses a tom-tom (jungle drum) as a holy symbol. Constructing a replacement takes two weeks. The grove is usually a circle of trees, often near a waterfall. Beastfriend - A deep--perhaps instinctive--knowledge of the habits, actions, and behavior of animals comes naturally to a Beastfriend. A typical Beastfriend Druid feels quite protective of animals and fiercely punishes those who inflict unnecessary harm upon them. She has nothing against people hunting for food (which, after all, animals also do) but considers hunting for sport repugnant and the use of animals in gladiatorial games a horrible crime. Role: A Beastfriend spends most of her time in the company of animals. In fact, she lives so much of her life around animals that sometimes she lacks social graces among humans. Many Beastfriends are gruff and hostile, preferring the company of honest natural creatures to deceitful humans, demihumans, and humanoids; others like people, but feel shy or tongue-tied around them and sometimes behave with poor manners. Beastfriends usually travels with one or more animal companions to whom she feels especially devoted Savage - This druid lives in primitive Stone Age tribe, usually in a rain forest. They differ from a savage priest, shaman, or witch doctor in that he belongs to the worldwide druidic order and, of course, to a druidic branch. Some Savage druids work and live among primitive tribes as missionaries from more civilized cultures. Role: Rather than associate with a particular tribe--as do most shamans or witch doctors--the Savage druid adopts a neutral position, mediating inter-tribal feuds and handling relations between human tribes and neighboring humanoids, demihumans, or intelligent monsters. Most Savages live as hermits in the wild, although if they gain a high rank, he could control a coalition of tribespeople, nonhumans, and animals. If he joins a party in more civilized lands, he occupies the role of outsider and observer. The Savage character should act puzzled by some aspects of more advanced civilization, impressed, amused, or disgusted by others. The Savage druid's reaction to big cities is unlikely to be favorable. Totemic Druid - The Totemic Druid closely identifies with a particular species of mammal, reptile, or bird. While they stop short of worshiping their totem animal, they believe that the particular animal represents their spirit. The Totemic Druid picks a normal (real-world) wild mammal, reptile, or bird as his totem. This creature cannot be larger than a bear or smaller than a mouse. Some common forest/mountain/plains choices include the black bear, bobcat, eagle, owl, wolf, rattlesnake, and beaver. Each Totemic Druid must choose a totem animal that inhabits their particular branch (terrain). Role: Totemic Druids tend to adopt characteristics associated with their totem animal. They feel especially protective of their totem animal in the wild and want to befriend the creatures. A Totemic Druid acts to promote the interests of the totem species and its individual members. Even if his totem is traditional prey (a deer, for example), a Totemic Druid never hunts the animal himself, nor does he eat its meat. While he usually does not try to ban hunting of his totem (except in the case of endangered species), he opposes cruel or wasteful hunting practices. Ability Scores: Str +2; Wis +1 ForestDruid Level Circle Spells 3rd barkskin, spider climb 5th call lightning, plant growth 7th divination, freedom of movement 9th commune with nature, tree stride Good Feats To Take:
Fey Touched
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Observant
Increase your Intelligence or Wisdom by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Mobile
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Animal Handler
Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.
Eldritch Adept
Beast Speech
You can cast speak with animals at will, without expending a spell slot.