CONTEST: Stat Santa!

[What? Nobody did a Cthulhuoid "Santa n'Tacles?"]

Doing this as well as it truly deserves would take me more time than I have for it right now. Anyway:

Game: D&D 4E -- A Playable Santa (you, too, can herd reindeer)
Saint "Joulupukki" (yeah, I looked up the name on Google Translate)
(Stats? What stats? Haven't gotten that far yet.)

Epic-level Half-elf Hybrid Bard/Druid
Favored musical instrument: Bells
"Insight" skill maximized, including that +2 from Half-elf. (He just knows if you're naughty or nice.)
Dilletante power: The Cleric's Astral Seal 1/ENC.
Favored wild shape: a swarm of sylphs (tiny and invisible for climbing down and up chimneys; and it would have to be climbing, because wild shape doesn't confer a fly speed).
Multiclass Cleric for the "Messenger of Peace" Paragon Path.

Some Feats: Unarmored agility; Hybrid Talent (Words of Friendship); Skill Focus, Nature (Handle Animal: Reindeer); Initiate of the Faith (MC Cleric); Fey Bond (the PHB1 doesn't state that Half-Elves have "fey origin"); Arcane Familiar (Arcane Wisp); Fleet-Footed; and eventually Fey Shift [Prereq.: 21st Level].

Items: Contortionist's Cord; Ring of Fey Travel; Zephyr Boots.

No, that isn't complete. Time is an issue. Happy Western New Year to all.

Edit to add: He doesn't live at the North Pole, because that's silly: the North Pole is located in the icedbound Arctic Ocean. Instead, he lives above the Arctic Circle in a place called The Fortress of Gratitude. (If Superman can have a Fortress of Solitude, then Santa can have something a little more open and friendly.)

Edit: Changing classes to Hybrid Druid/Wizard for selection of powers and for unification of implement (staff). This changes other things around somewhat. I'll try to get a readable version up tonight, before it becomes 20-13 here.
 
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This is almost certainly too late, but it is an idea I had before Christmas that I got around to sort of working out.

System: [notranslate]Pathfinder[/notranslate]

LEGION OF SANTA

Each year on the morning of the Winter Solstice in the Northern Hemisphere, children all across the land wake up to find wrapped presents tucked around the fireplace and in their stockings hung to dry from the mantle. Legends tell of a powerful sorcerer who lives in the far reaches of the North named Santa Claus who delivers these gifts to children that have been good, riding a sleigh pulled by mighty flying reindeer. The truth is that while there was a Santa Claus who lived a long time ago in ages past, in the present his mission of giving and generosity is carried out by a secret society called the Legion of Santa.

Members of the Legion come from all races and live all across the world, though elves from the far North (as well as some from the far South) make up a small majority of their numbers. While members of the Legion acquire the presents they give away a number of means, the most prominent is by crafting toys with their own hands or with magic if their abilities are strong enough. In order to preserve the legend of their founder, Santa Claus, Legion members place a premium on the ability of new recruits to be stealthy and avoid detection. As well, as their mission is one of festive cheer, members of the Legion of Santa are required to refrain from violence on the night of delivery.

Below is a typical low-ranking member of the Legion of Santa. Only highly skilled individuals with outstanding moral character are ever approached by the Legion's ruling council to become initiates. These statistics represent an almost minimum level of competence for Legion members, though the requirements can be met in other ways. Once these minimum abilities are acquired though, the abilities of Legion of Santa members tends to branch out quite widely. Higher ranking members may follow this mold to its logical conclusion, or they may focus on developing into powerful arcanists or priests, stealthy infiltrators or even mighty warriors.

Every Legion of Santa member is outfitted with four important items with designs unique to the Legion, which he or she is expected to guard with their life. One is a magical red sack that can carry an extraordinary amount of presents, and another is a trademark red cap that allows one to transform into many different shapes; highly important to keeping an appearance in line with local legends of Santa Claus if accidentally detected. Someone less important are the magical cords which allow Legion members to lift great weights, and the non-magical but still important red cold weather clothing that serves as their uniform. Individual Legion members may carry other items as well, but these four are the badges of the Legion and necessary to carry out their duties.


Legion of Santa Member CR 7
XP 3,200
Male arctic elf sorcerer 4/ninja 3/arcane trickster 1
LG Medium humanoid (elf)
Init +5; Senses darkvision 60 ft.; Perception +12

DEFENSE
AC 11, touch 11, flat-footed 10 (+ armor, +1 Dex)
hp 33 (8 HD; 5d6+3d8)
Fort +2, Ref +6, Will +8
Resist cold 5

OFFENSE
Speed 30 ft.
Melee unarmed +5 (1d3+1)
Special Attacks sneak attack +2d6
Spells Known (CL 5th, concentration +7; % spell failure)
2nd (5/day)— detect thoughts, invisibility
1st (7/day)— crafter's fortune, entangle, expeditious retreat, feather fall, sleep
0th (at will)— arcane mark, detect magic, mage hand, mending, open/closem prestidigitation
Bloodline Sylvan

STATISTICS
Str 12, Dex 12, Con 10, Int 13, Wis 14, Cha 15
Base Atk +4; CMB +5; CMD 16
Feats eschew materials, craft wondrous item, extra rogue talent, improved initiative, skill focus (toymaking)
Skills craft (toymaking) +15, diplomacy +10, disable device +9, escape artist +9, knowledge (arcana) +8, knowledge (geography) +5, knowledge (local) +9, perception +12, spellcraft +9, stealth +9
Languages common, elven, gnome
SQ animal companion (elk), bloodline arcana, ki pool 3, light sensitivity, ninja tricks (fast stealth, wall climber), no trace +1, poison use, ranged legerdemain, weapon familiarity, woodland stride
Other Gear bag of holding (type iv), cold weather outfit, greater hat of disguise, muleback cords
 


Hmmm...a mob enforcer who goes by the name, "Mr. Claus"- the coal in the stocking? It's what he clubs you with if you don't pay up. Hangs out with a guy named Black Peter, who is his driver & sidekick.
 

Why settle for one Santa when you can have a whole race of them? For Swords & Wizardry:

Blitzkringler
Hit Dice: 4
Armor Class: 4 [15] (8 [11] unarmored)
Attacks: Two-handed sword (1d10 plus 1 point of lightning damage)
Saving Throw: 13+
Special: Immune to cold & lightning
Move: 12
Alignment: Lawful
Challenge Level/XP: 5/240

Blitzkringlers are a mysterious race of lawful warriors who inhabit arctic regions. When dealing with those who are nice, blitzkringlers act benevolently. Against those who are naughty, blitzkringlers can be terrible. The red-and-white suits of fur and leather worn by blitzkringlers are equal to chain armor. Blitzkringlers prefer to fight with two-handed swords. Any metal weapon wielded by a blitzkringler inflicts an extra point of lightning damage with a successful hit.

blitzkringler.jpg
 

And . . . here's what I've come up with for a playable 4E Santa:

Playable Half-elf "Santa Claus" (calling himself "Joulupukki") built as a D&D 4E Hybrid Druid/Wizard PC

Design Guidelines: Stealth to move unseen and unheard; swiftness to place presents; magical shape-shifting (and teleporting) to get in and out quickly. Escape; affect evergreens; animal empathy; comprehend all languages; resistance to damage; charm; affecting dreams. He only becomes universal well into Epic Tier.

AT 1st LEVEL:
Ability Scores: STR 9, CON 14, DEX 10, INT 16, WIS 16, CHA 14 (racial bonuses added to CHA and WIS)
(as he levels up, he puts his ability boosts into INT and WIS each time)

Background: "Divinely Inspired" (Insight, Religion): gain +2 bonus to Insight.
'Time spent among the halflings showed him their reverence for the deity they call "the Blessed One," or Yondalla. One day, he felt the power of her voice, and beheld a wondrous vision of a world in which abundance came, not from the taking or dividing of pies, but from creating more pies for each person. He now devotes his time to the furtherance of generosity, abundance, and wonder.'
1st Level Basic Skill Check Bonuses: Arcana +8, Diplomacy +4 (race) (not trained), Insight +12 (race, background), Nature +8

Feat L1: Unarmored Agility: +2 feat bonus to AC in cloth armor or none.
Base HP: 25
HP/Surge: 6
Surge/Day: 6
AC: 15 (Cloth armor; +2 from Feat "Unarmored Agility"; with 3 INT mod.)
FORT defense: 12 (with 2 CON bonus)
,REF defense: 13 (with 3 INT bonus)
,WIL defense: 15 (with 3 WIS bonus; plus 1 from each of Hybrid Druid and Wizard)
Speed: 6
Init.: +0
Hair: White and curly
Eyes: Merry and bright.
Height: Average or a little above.
Girth: He needs a belt that is four inches wide.

Further Heroic Tier Feats:
Feat L2: Skill Training, Stealth (not Diplomacy: If it gets to the point where Diplomacy could have an effect, Santa is falling behind his time-schedule. He tries very hard not to be noticed. It took him many years to level up very far.)
Feat L4: Alertness: +2 Perception feat bonus, and can never be surprised
Feat L6: Hybrid Talent: Arcane Implement Mastery: Staff of Defense: +1 bonus to AC. Also, 1/ENC bonus equal to CON mod. against one attack.
Feat L8: Initiate of the Faith [Multiclassing into Cleric]: Religion training, and use Healing Word 1/day.
Feat L10: Resilient Focus: +2 feat bonus to saves.

Paragon Tier Feats (one available due to an automatic ability boost at start of Tier):
Feat L11: Stalking Panther Form [11th level, druid, wild shape power]: while wildshaped, +5 feat bonus to Stealth checks, +4 Initiative feat bonus.
Feat L12: Superior Fortitude [CON 15]: +3 FORT feat bonus, increasing to +4 at Epic Tier. Also, ongoing damage-resistance 6 (9 at Epic).
Feat L14: Arcane Familiar, Arcane Wisp: +2 Stealth bonus, +1 teleport distance bonus)
Feat L16: Implement Expertise: +1 feat bonus tohit (+2 at 15, +3 at 25) with a chosen implement type: Staff. (Santa's staff has the form of a red-and-white-striped, candy-cane-shaped walking stick.)
Feat L18: Superior Will [WIS 15]: +3 WIL feat bonus, increasing to +4 at Epic Tier. Also, if dazed or stunned, can make a saving throw vs. any such effect at start of turn.
Feat L20: Light Step [Elf]: +1 Speed for self & allies on long journeys (his 'reindeer' are his allies; but see details at the 'Elsewhat' heading below)

Epic Tier Feats:
Feat L21: Fey Shift [21st Level, fey origin or Fey Bond feat] You can teleport up to 2 squares as a move action. (Santa counts as an Elf, and therefore fey, for qualifying for this.)
Feat L22: Skill Focus, Stealth.
Feat L24: Fleet-footed: +1 Speed feat bonus


Heroic Tier AEDU Powers (not going into detail about higher-level powers at this time):
1AtW: Swarming Pixies (DRUID, Beast Form): Close blast 3, Each, WISvREF; 1d8, and blast area becomes a zone UEOYNT; Enemies in zone grant CA. (was "Swarming Locusts.") (Santa's favored wild-shape: a Swarm of Pixies—for climbing up & down chimneys, because Pixies "rarely appear to onlookers unless they wish to be seen.")

1AtW: Beguiling Strands (WIZARD, "Charm"); Close blast 5, ENEMIES, INTvWIL; INT psychic damage, and push target up to 3 squares. (L21: 3 + INT psychic) ("Visions of sugarplums danced in their heads.")

1E: Gust of Wind (DRUID): Close blast 3, Each, WISvFORT; 1d8 + WIS damage and knock prone. EFFECT: Push up to 2 sq.

1D: Faerie Fire (DRUID): Burst 1 in 10, Each, WISvWIL; target is slowed and grants CA (save ends both); AFTERWARD: 3d6 + WIS radiant, and target grants CA UEOYNT. MISS: 1d6 + WIS radiant, and target grants CA UEOYNT.

2U: Verdant Bounty (DRUID), 1/ENCOUNTER, Minor action: Burst 2 in 10. EFFECT: Area of the burst becomes a zone filled with plants UEOYNT; the zone is heavily obscured, giving you a +5 bonus to Stealth checks within.
"Deck the halls with boughs of holly, incense cedar, nuts and pine cones.
Top it all with wreaths of fir boughs, mistle-toe sprigs, coils of ribbon.
Place the gifts beneath the tree, then turn about and GO!"

3E: Blissful Ignorance (WIZARD): burst 2 in 10, Each, [no attack]; target is slowed and cannot take Opp. or Imm. actions UEOYNT. (Just long enough for Santa to wildshape into a swarm of invisible pixies (Minor action) and get out of Dodge (Move action).)

5D: Visions of Avarice (WIZARD): Burst 5 in 10; EFFECT: Origin square becomes a zone. Primary Attack: ENEMIES, INTvWIL; pull target up to 4 toward zone; if target ends in zone or adjacent to it, target is immobilized (save ends). SUSTAIN MINOR: Zone persists UEOYNT, and you make Secondary Attack: burst 5 centered on zone, ENEMIES, INTvWIL; pull target up to 4 toward the zone. (That illusory treasure? Actually a lump of coal. You knew it would be.)

6U: Emerald Eye (WIZARD), 1/ENCOUNTER: R-10, One; UEOYNT, you gain a +5 power bonus to Insight checks, giving you insight into your foe's true nature.
"He'll find out if you're naughty or nice," and no mistaking.

7E: Grasp of Winter (DRUID), 1/ENCOUNTER: R-10, One, WISvREF; 2d8 + WIS cold. EFFECT: the target is restrained UEOYNT. (If they won't restrain themselves. . . .)

9D: Entangle (DRUID): Burst 2 in 10, One, WISvREF; 1d6 + WIS and immobilized (save ends). EFFECT: Burst becomes zone of Roots & Vines that lasts through encounter. Any enemy starting turn in zone is slowed UEOYNT; while you are in beast form you can "crit" on melee attacks with any d20 roll of 18-20.
(These Roots & Vines seem to consist of nothing but "The Holly and the Ivy.")

10U: Spirited Wind (DRUID), 1/ENCOUNTER, Move action; Close burst 1, You and allies within can fly 6 sq. as free action, with +4 power bonus vs. provoked OAs.
("Placing a finger alongside his nose and giving a wink, up the chimney he rose.") [I'm probably misquoting that.]

Paragon Path: Messenger of Peace [Cleric] – all about not dealing damage, suppressing enemy attack rolls, stunning those who attack, extending effects one turn, and penalizing or outright prohibiting attacks through an encounter. [See that paragon path for details.]


Elsewhat:

Reindeer: You will have noticed a lack of emphasis on animal empathy here. Sure, Santa has access to plenty of ordinary reindeer. His Nature training and high WIS let him handle those through Heroic & Paragon levels. However, once Santa reaches Epic Tier he has a whole new ballgame going on:
Wildshaped 'Reindeer': At Epic Tier, Santa's 'eight reindeer' are all Paragon-Tier Elf Druids wildshaped into hooved animals using the "Form of the Sprinting Elk" Utility Power (HotFw) (2nd level). This gives each of them +4 speed. They also each have 'Zephyr' hoof-boots sized for reindeer, so they can each fly independently of the sleigh.
In addition, these Wildshaped Reindeer have feats to increase speed: Fast Runner and Fleet-Footed. When they run, they have Speed of 7 (Elf) + 2 (Fast Runner) + 1 (Fleet-Footed) +1 (Santa's "Light Step" feat) + 4 ("Sprinting Elk") = 15 squares. The Zephyr Boots give them a fly speed equal to that 15 Speed. (Double-move: fly 30 sq.)
(No ordinary reindeer could do that.)

Rudolph: "Oh, deer." "Rudolph" isn't a living creature—it's the name of Santa's sleigh. It has a carved, wooden figurehead in the form of a reindeer with a glowing red nose. (All the navigational charms that keep "Rudolph" on course are built into the nose.)

Santa's Sleigh: Yes, I just told you that it's named "Rudolph." It is an artifact created by Yondalla because he serves her so well, and it has all of these features*:
(1) flight speed (hover) equal to that of its draft creatures;
(2) invisiblity for itself, plus occupants and draft creatures, while in use;
(3) a bonus to Stealth equal to the highest Charisma modifier of any occupant;
(4) at-will time-backtracking: the sleigh can jump back in time at will, so all homes at the same time-offset from the terminator can be visited effectively at once;
(5) unerring teleport: going to the next destination uses 6 seconds (a round), so Santa doesn't have to FLY there (and perhaps run into his time-jumping self); but sometimes it is faster to fly, especially where houses are adjacent;
(6) perfect navigation--better than GPS;
(7) weather protection;
(8) magical vitality for occupants and draft creatures so they don't tire.**
* (The sleigh has all those features because I couldn't figure out any other way to give Santa all that stuff.)
** (Speaking of getting tired: it's alright, because sleighs don't really like to play reindeer games very much anyway.)

Santa's Staff: As mentioned above under Feat L16, the staff is shaped like a candy cane. It's emblematic. (Leave it at that, or see the 'Gear' heading, below.)

Gear: Yes, he has some. Yondalla can afford the best. He also has some specialty items (including a handbell because it's expected of him).

• Ornament of Alertness (Neck slot): Item bonus to Perception = enhancement bonus. Santa gets this item upgraded from +1 to +5.
• Staff of Spectral Hands (magic implement): When using the Mage Hand cantrip, you can conjure as many hands as the enhancement bonus of this staff, but no more than your Wisdom modifier; and you can sustain all of those hands as one minor action. Santa gets this item upgraded from +1 to +5.
"It was never so fast and easy to place packages under the tree with care."
• Sylvan Armor: Item bonus to Athletics and Stealth = enhancement bonus. Santa gets this item upgraded from +1 to +5.
(This armor gets washed often. The brown now looks reddish and the grey looks washed out—almost white. Meanwhile, the magic within the armor stays unchanged.)
• Contortionist's Cord (Waist slot, Level 7: 2,600 GP): While squeezing, you move at full speed and take no penalties tohit, but you still grant CA.
• Gloves of Storing (Hands slot, Level 9: 4,200 GP): minor action to stow or retrieve one item weighing 10 pounds or less; each glove holds one item.
(These are where Santa keeps his staff and handbell when he's not using them.)
• Ring of Protection (Ring slot 1, Level 17: 65,000 GP): +1 item bonus to saves.
• Ring of Fey Travel (Ring slot 2, Level 22: 325,000 GP): Gain a +1 item bonus to speed while wearing light armor or no armor. (Santa gets this; his 'reindeer' don't.)
• Ioun Stone of Perfect Language (Head slot, Level 22: 325,000 GP): Gain a +5 item bonus to Bluff, Diplomacy, Intimidate, and Streetwise checks. You also can understand all spoken languages, and when you speak all creatures hear your words in their native language. Power (Daily): Free Action. Use this power during a skill challenge. Treat your next Insight check as though you rolled a natural 20. (This is how Santa becomes universal: he can serve children of all nations because he speaks all languages.)
• Zephyr Boots: (Feet slot, Level 24: 525,000 GP) gain Fly Speed equal to Speed. (This spendy item makes all that flying possible.)

Home: Santa lives above the Arctic Circle at a place called The Fortress of Gratitude. (If Superman can have a Fortress of Soliltude, Santa gets to call his place this.)
 
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And . . . here's what I've come up with for a playable 4E Santa:

Playable Half-elf "Santa Claus" (calling himself "Joulupukki") built as a D&D 4E Hybrid Druid/Wizard PC


Could folks like tuxego explain any alternate names that may be cultural in nature? I assume Joulupukki is the name of a santa-like person in another culture, and I'm simply unaware of it's origin. That would add a bit more flavor, and eliminate the vision of "I made Santa Clause as a character and gave him a nonrelevant name" that our ignorance may contaminate the design.
 


Could folks like tuxego explain any alternate names that may be cultural in nature? I assume Joulupukki is the name of a santa-like person in another culture, and I'm simply unaware of it's origin. That would add a bit more flavor, and eliminate the vision of "I made Santa Clause as a character and gave him a nonrelevant name" that our ignorance may contaminate the design.

Ah, sorry. As @Mark Chance said, it's Finnish.
(Including Lapland, where they actually use reindeer as draft animals.)

Edit to add: No, I'm not Finnish--I'm old.
I remember seeing Sputnik pass overhead in the late 1950's (low orbit, my eyesight started out that good) after the Register-Guard published instructions about where and when to look to the sky to see it. I remember the atrocities at the 1972 Munich Olympics.
I remember a TV clip about Santa in Lapland, in which his Finnish name was used. That was years ago, but they haven't changed the name they use for him.

I didn't mean to break anyone's immersion (but I do have a bit of trouble taking Santa quite as seriously as some other things).
 
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