Santa the Gift Giver |
CR 20
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Male
human druid 13, cleric 5, rogue 2
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wizards.com 3.0; updated to 3.5
here
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NG
Medium Humanoid (human)
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Init +1; Senses Normal human senses; Listen
+7, Spot +7
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Aura good (see detect evil)
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Languages All languages (see cap of all-speaking)
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AC 24, touch 11, flat-footed 23
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(Dex +1, Armor +8, Natural +5)
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hp 156 (20 HD)
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Immune poison
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Resist cold 5, fire 5; +4
on saves vs fey spell-like abilities
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Fort +19, Ref +13, Will +25; evasion
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Speed 30 ft; trackless
step, woodland stride
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Melee Santa’s staff of animals +14/+9/+4 (1d6+1/
20 x2)
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Space 5 ft; Reach 5 ft
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Base Attack +13; Grapple +14
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Attack Options Sneak attack +1d6,
turn undead 6/day (turn check 1d20+3, turn damage 2d6+8)
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Special Actions A thousand faces, trapfinding,
wild empathy, wild shape 4/day
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Cleric Spells
Prepared
(caster level 5/6/5/4, Domains (Good and Knowledge), spell penetration +5,
spontaneously cast cure spells)
3rd level—clairaudience/ clairvoyance D, magic vestment, remove curse, water walk
2nd level—calm emotions, detect thoughts D, make whole, resist energy, shield other
1st level—command, comprehend languages, detect
evil, protection from evil D, remove fear, sanctuary
0th level—create water, detect magic, guidance,
resistance, virtue
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Druid Spells
Prepared
(caster level 13, spell penetration +13, spontaneously cast summon nature’s ally spells)
7th level—heal, true seeing
6th level—find the path, mass cure light wounds,
transport via plants
5th level—awaken, control winds, tree stride (x2)
4th level—cure serious wounds, dispel magic, freedom
of movement (x2), sleet storm
3rd level—cure moderate wounds, dominate animal,
neutralize poison, protection from energy, remove disease, quench
2nd level—barkskin, charm person or animal, hold
animal (x2), lesser restoration,
speak with animals, wood shape
1st level—animal friendship, calm animals, detect
animals or plants, invisibility to animals, obscuring mist (x2), pass without trace
0th level—create water, detect poison, know
direction, light, mending, purify food and drink
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Abilities Str 12, Dex 12, Con
12, Int 13, Wis 24, Cha 16
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Special Qualities Animal companion,
nature’s sense
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Feats Combat Expertise,
Craft Staff, Craft Wondrous Item, Great Fortitude, Improved Disarm, Iron
Will, Leadership, Magical Artisan (Craft Wondrous Item)
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Skills Concentration +13,
Craft (toy making) +11, Diplomacy +8, Escape Artist +6, Gather Information
+8, Handle Animal +13, Heal +22, Knowledge (geography) +17, Knowledge
(nature) +8, Move Silently +24, Open Lock +24, Profession (teamster) +12,
Profession (toy maker) +12, Ride +3, Survival +17
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Possessions Bag of tricks (tan), belt of control weather (3/day), boots of spider climbing (as the slippers), bracers of armor +8, cap of
all-speaking (understand and speak all languages), cloak of resistance +4, flying
sleigh (as 5 ft by 10 ft carpet of
flying, needs reindeer for steering), Keoghtom’s
ointment (x3), Santa’s staff of
animals (see below), periapt of
wisdom +6, ring of natural armor +5,
sack of holding (as bag of holding type 4) (holds about
9,000 gp worth of toys and minor protective, healing, or nonviolent magic
items), vest of weather resistance
(provides cold and fire resistance 5).
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Santa’s Staff of
Animals
This finely crafted wooden staff is adorned with gold, detailed emerald
enamelwork, and bells; it’s crowned with a carving of a reindeer. It allows
the use of the following spells: animal
trance (1 charge), calm animals
(1 charge), charm person or animal
(1 charge), dominate animal (1
charge), hide from animals (1
charge), speak with animals (1
charge); Caster Level: 6th; Prerequisites: Craft
Staff, animal trance, calm animals,
charm person or animal, dominate animal, hide from animals, speak with
animals; Market Price: 28,125 gp.
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A Thousand Faces
(Su) Santa
Claus has the ability to change his appearance at will, as if using the disguise self spell, but only while in
his normal form. This affects Santa’s body but not his possessions. It is not
an illusory effect, but a minor physical alteration of Santa’s appearance,
within the limits described for the spell.
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Animal Companion
(Ex)
All of Santa Claus’s reindeer animal companions have been awakened with the awaken spell and no longer count as animal companions (they are
now magical beasts instead of animals). He may acquire other animal companions
if he feels the need.
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Evasion (Ex) Santa Claus can
avoid even magical and unusual attacks with great agility. If he makes a
successful Reflex saving throw against an attack that normally deals half
damage on a successful save, he instead takes no damage. Evasion can be used
only if Santa is wearing light armor or no armor. A helpless rogue does not
gain the benefit of evasion.
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Nature Sense (Ex) Santa Claus gains a
+2 bonus on Knowledge (nature) and Survival checks.
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Resist Nature’s Lure
(Ex) Santa
Claus gains a +4 bonus on saving throws against the spell-like abilities of
fey.
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Sneak Attack If Santa Claus can
catch an opponent when she is unable to defend herself effectively from his
attack, he can strike a vital spot for extra damage. Santa’s attack deals
extra damage any time his target would be denied a Dexterity bonus to AC
(whether the target actually has a Dexterity bonus or not), or when Santa
flanks his target. Should Santa score a critical hit with a sneak attack,
this extra damage is not multiplied. Ranged attacks can count as sneak
attacks only if the target is within 30 feet. With a sap (blackjack) or an
unarmed strike, Santa can make a sneak attack that deals nonlethal damage
instead of lethal damage. He cannot use a weapon that deals lethal damage to
deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
Santa can sneak attack only living creatures with discernible
anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack
vital areas to attack. Any creature that is immune to critical hits is not
vulnerable to sneak attacks. Santa must be able to see the target well enough
to pick out a vital spot and must be able to reach such a spot. Santa cannot
sneak attack while striking a creature with concealment or striking the limbs
of a creature whose vitals are beyond reach.
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Trackless Step (Ex) Santa Claus leaves
no trail in natural surroundings and cannot be tracked. He may choose to
leave a trail if so desired.
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Trapfinding Rogues (and only
rogues) can use the Search skill to locate traps when the task has a
Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at
least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25
+ the level of the spell used to create it. Rogues (and only rogues) can use
the Disable Device skill to disarm magic traps. A magic trap generally has a
DC of 25 + the level of the spell used to create it. A rogue who beats a
trap’s DC by 10 or more with a Disable Device check can study a trap, figure
out how it works, and bypass it (with her party) without disarming it.
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Turn Undead (Su) Santa Claus has the
power to affect undead creatures by channeling the power of his faith through
his holy symbol. Santa can turn or destroy undead creatures. He may attempt
to turn undead a number of times per day equal to 3 + his Charisma modifier.
A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on
turning checks against undead.
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Venom Immunity (Ex) Santa Claus is
immune to all poisons.
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Wild Empathy (Ex) Santa Claus can
improve the attitude of an animal. This ability functions just like a
Diplomacy check made to improve the attitude of a person. He rolls 1d20 and
adds his druid level (+13) and his Charisma modifier (+3) to determine the
wild empathy check result. The typical domestic animal has a starting
attitude of indifferent, while wild animals are usually unfriendly. To use
wild empathy, Santa Claus and the animal must be able to study each other,
which means that they must be within 30 feet of one another under normal
conditions. Generally, influencing an animal in this way takes 1 minute but,
as with influencing people, it might take more or less time. Santa Claus can
also use this ability to influence a magical beast with an Intelligence score
of 1 or 2, but he takes a -4 penalty on the check.
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Wild Shape (Su) Santa Claus has the
ability to turn himself into any Tiny, Small, Medium, or Large animal or
plant and back again 4 times per day. His options for new forms include all
creatures with the animal type. This ability functions like the alternate
form special ability, except as noted here. The effect lasts for 1 hour per
druid level (13 hours), or until he changes back. Changing form (to animal or
back) is a standard action and doesn’t provoke an attack of opportunity. Each
time he uses wild shape, he regains hit points as if he had rested for a
night. Any gear worn or carried melds into the new form and becomes
nonfunctional. When he reverts to his true form, any objects previously
melded into the new form reappear in the same location on his body that they
previously occupied and are once again functional. Any new items worn in the
assumed form fall off and land at his feet. The form chosen must be that of
an animal Santa Claus is familiar with. He loses his ability to speak while
in animal form because he is limited to the sounds that a normal, untrained
animal can make, but he can communicate normally with other animals of the
same general grouping as his new form. (The normal sound a wild parrot makes
is a squawk, so changing to this form does not permit speech.) The new form’s
Hit Dice can’t exceed Santa’s druid level. (Santa can’t use this ability to
take the form of a plant that isn’t a creature.)
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Woodland Stride (Ex)
Santa
Claus may move through any sort of undergrowth (such as natural thorns,
briars, overgrown areas, and similar terrain) at his normal speed and without
taking damage or suffering any other impairment. However, thorns, briars, and
overgrown areas that have been magically manipulated to impede motion still
affect him.
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Strategy and Tactics Santa Claus
dislikes violence and prefers to deal with opponents using words rather than
direct action. He casts spells that soothe emotions, charm enemies, negate
hostile magic, and remove people from harm’s way rather than trying to harm
his adversaries. He would much rather divert or distract an opponent, remove
himself, his allies, and any innocents from the area, then send a more
martial person to deal with the situation.
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Society Santa Claus is
generous, kind, friendly, and jolly. He loves a good conversation, good
meals, and working with his hands. He is particularly protective of children,
and threatening a child is one of the few things that can rouse his ire. He
is patient with fools and the misguided, but deals harshly with bad-tempered
or violent folk. He gives small gifts to any children or innocent folk he
encounters, and has been known to help out good-minded people in need with
small magic items that can heal, protect, or aid without causing harm to
others. He often uses animal friendship to befriend local animals, then
dismisses the bond when he has to leave. He even uses awaken on pets of
vulnerable children, entrusting them to secretly watch over their two-legged
friends.
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Awakened Reindeer |
CR 4
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Awakened reindeer; use pony
stats for reindeer; Ranger 2
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Usually
Neutral Medium Magical Beast
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Init +1; Senses Low-light vision, scent;
Listen +9, Spot +9
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Languages Sylvan
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AC 16, touch 11, flat-footed 15
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(Dex +1, Natural +5)
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hp 62 (6 HD)
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Fort +8, Ref +8, Will +1
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Speed 40 ft; Run
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Melee 2 hooves +1 (1d3);
reindeer hooves are always considered secondary natural weapons
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Space 5 ft; Reach 5 ft
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Base Attack +6; Grapple +6
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Attack Options Favored enemy
(magical beast) +2
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Abilities Str 14, Dex 13, Con
12, Int 10, Wis 11, Cha 5
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Special Qualities Awakened
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Feats Endurance, Improved
Toughness, Run, Track B
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Skills Balance +9, Jump
+10, Knowledge (nature +2), Listen +9, Spot +9, Survival +9, Tumble +3
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Possessions Reindeer in a
sleigh team wear a harness of natural
armor +5 which overlaps (does not stack) with the creature’s +2 natural
armor
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Favored Enemy (Ex) Each of Santa’s
reindeer gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival
checks when using these skills against Magical Beasts. Likewise, they get a
+2 bonus on weapon damage rolls against such creatures.
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Wild Empathy (Ex) Any of Santa’s reindeer can improve the
attitude of an animal. This ability functions just like a Diplomacy check to
improve the attitude of a person. The reindeer rolls 1d20 and adds his ranger
level and his Charisma bonus to determine the wild empathy check result. The
typical domestic animal has a starting attitude of indifferent, while wild
animals are usually unfriendly. To use wild empathy, the reindeer and the
animal must be able to study each other, which means that they must be within
30 feet of one another under normal visibility conditions. Generally,
influencing an animal in this way takes 1 minute, but, as with influencing
people, it might take more or less time. The reindeer can also use this
ability to influence a Magical Beast with an Intelligence score of 1 or 2,
but he takes a -4 penalty on the check.
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Alignment Usually Neutral
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Society Santa is quite
prolific in awakening reindeer. So
far, he has awakened the following
69 reindeer:
Sleigh
Team Alpha—Dasher, Dancer, Prancer, Vixen, Comet, Cupid, Dunder, and Blixem.
Sleigh
Team Beta (Backup)—Steven, Fluffy, Horace, Chantel, Skippy, Rainbow, Patches,
and Montel
Sleigh
Team Gamma (used only for especially arduous journeys or heavy hauls)—Dasher,
Dancer, Prancer, Vixen, Comet, Cupid, Dunder, Blixem, Bruce, Marvin, Leon,
Cletus, George, Bill, Slick, Do-right, Fred, Ace, Clyde, Blackie, Queenie,
Prince, Spot, and Rover
Sleigh
Team Delta (Retired, used briefly after the creation of sleigh team alpha)—Flossie,
Glossie, Racer, Pacer, Fearless, Peerless, Ready, Steady, Feckless, and
Speckless
The follow are not
on a sleigh team for one reason or another, but are part of Santa’s awakened 69 reindeer:
Arrow—Rudolph’s
cousin, and son of Cupid
Blizzard—daughter
of Blixem and Delphi
Chet—recently
awakened
Clarice—one
of Rudolph’s girlfriends
Delphi—mother
of Blizzard, mate of Blixem
Fireball—a
son of Blixem
Frost—husband
of Vixen, father of Holly
Jingle—delivers
toys
Jonni—stepbrother
of Niko
Lenni—husband
of Oona
Leroy—untamed
Lightning—recently
awakened
Holly—daughter
of Frost and Vixen
Max—an
awakened dog that thinks it’s an awakened reindeer
Mitzi—Rudolph’s
mother; Blixem had an affair with Mitzi at the same time Dunder was dating Mitzi,
thus Mitzi doesn’t know if Rudolph is the son of Blixem or Dunder
Niko—untamed,
a son of Prancer and Oona, stepbrother of Jonni
Olive—an
awakened dog who wishes he was an awakened reindeer
Oona—ex-wife
of Prancer, mother of Niko
Ralph—Rudolph’s
brother who also has a birth defect, an infrared glowing nose
Robbie—a
son of Rudolph, has a nose with supernatural powers of jumping higher and
flying faster than other awakened reindeer
Rudolph—has
been exiled for two reasons: First, he has an embarrassing birth defect—a glowing
red nose; second, his mother doesn’t know if Dunder or Blixem is his father.
Rusty—a
younger brother of Rudolph, unable to fly Santa’s sleigh
Scratcher—a
reindeer that ended up becoming evil
Shadrach—a
beautiful black reindeer
Thrasher—a
permanently enlarged awakened reindeer,
Dasher’s second cousin
Tundra—anxiously
desires to be on a sleigh team
Zoey—one
of Rudolph’s girlfriends
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