CONTEST: Stat Santa!

Morrus

Well, that was fun
Staff member
I'm holding a cheery little EN World contest. It's really simple: stat Santa in any RPG system of your choice. Post your entry in this thread. I'll pick the best one after Christmas, and the author will get a prize! it doesn't have to be Santa as we know him traditionally (though he can be) - do what you want with him. Dragon Santa, Cthulhu Santa... whatever you like!

What's the prize? Choose any of the following print books from EN Publishing:


  • War of the Burning Sky 3.5 Compiled (600 + pages, softcover, black-and-white)
  • ZEITGEIST: The Gears of Revolution #1: Island at the Axis of the World plus the Player's Guide and Campaign Guide (Pathfinder or 4E, your choice; softover, full-colour)
  • War of the Burning Sky 4E #1: The Scouring of Gate Pass plus the Player's Guide and Campaign Guide (softcover, full-colour)
  • Admiral o' the High Seas: The Naval Combat Supplement for Pathfinder & D&D 4th Edition (softcover, full-colour)

No limit on location - I'll mail the prize to anywhere on the planet. Except Antartica or Atlantis, because they both suck.
 

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Game: Dread

Name: Santa Claus
Questions

1) Why do you give away presents to children every year?
My house would be over-filled with toys if I didn't. The elves have this OCD fixation on making toys. They just won't stop. Salvation Army won't take that large of a donation. So, I just zip around the world, dropping off toys every year to clean out the garage.

2) Why haven't you done anything about Rudoplph's problem?
I've known Rudolph for years. He's a good guy, hard worker. His ex has been real hard on him, won't let him see his kids, takes half his pay. So, I let it slide if he takes a nip now and then on the job. It hasn't been a problem, he's got 8 guys behind him keeping him straight. And that nose, once he's hit the bottle, it really does light the way pretty good.

3) What really happened to the Crampas and what are you going to do if you see him again?
I don't really like to talk about that night. It shouldn't have gone down that way, and he took the rap for it. But now, I can't trust that he didn't tell the Feds. I'll put him down if I get the chance.

4) What's in the bag that would surprise a normal person?
Aside from Marie Antoinette's head, which I was going to put under the tree for Husein, but I missed him before he got captured. Security was just too tight. Been lugging that around ever since. I also carry a my double-bitted axe. It's good to have if I get sleigh-jacked, that always surprises the hoods when you lop off a punk's head.

5) How do you get around the world and down chimneys in one night?
Is this a fat joke? I'm kind of obligated to eat the cookies you know. I know those science guys think they're all smart and did all this math to prove I can't hit the world in one night. It ain't rocket science. It's quantum physics. I just reduce the size of the space between sub-atomic particles. Just like space is normally expanding, i contract it temporarily. That makes Beijing and New York really close. Getting down chimneys (or through locked doors is the same trick in reverse. Make the space bigger and I can drive my whole sleigh into your living room if I want. Heck, that's how I fit all the toys in the bag. You think this is all fat? That bag is frickin heavy and I'm ripped from toting it every year.

6) Why is it imperative that this year's delivery be made?
Well, I always gotta keep the product moving, or I'll be buried in my own house with toys. But I could just as easily dump that crap in the sun if that was the only reason I did it. It seems like it's always the case, but there's some folks who had a bad time recently. I can't always bring them what they really want, but it seems like dropping off the toys brings folks hope and joy, and that spirt stuff is infectious. It spreads, and for a little while, folks are just a little bit nicer and more like the person they aspire to be. I'm like the freaking Postal Service. Neither rain, nor sleet nor snow or freaking goblin attack is going to keep me from my appointed rounds.
 


Game: Fantasy Craft

Rootwalker Rogue Burglar 1

STR 10
DEX 15
CON 13
INT 11
WIS 14
CHA 13

Large biped plant with Reach 1
Speed: 30ft
Achilles Heel (Fire) (suffer extra lethal damage when suffer fire damage)
Bleeding Immunity
Lean Season (only require 1 common meal per day)
Lumbering (-2 on Reflex saves, flanked if 2 opponents adjacent)
Natural camoflage (+5 Blend (gear bonus) in Forest)
Thick Hide 2 (2 points of partial armor)
Practiced Sneak (Regain action die if Sneak check fails)
Sharp Mind (+1 skill point per level)
Trap Sense (Roll twice for Reflex saves against security devices/traps)
Dextrous (Roll 2 action dice to boost Dex based skill check)
Very, very sneaky (can't fail Sneak checks with DC <= 21 except with an error)

Vitality 7
Wounds: 19

BAB +0
Fort: +1
Ref: +2
Will: +0
Defense: +14
Init +4
Lifestyle +1 (Panache 1, Prudence 0)
Legend +1
Reputation: 10
Acton dice: 3 (d4)

Interests:
Language
Study: North Pole
Study: Toys
Study: Coal

Skills:
Acrobatics +4 (+2 dex)
Athletics +4 (+0 str)
Crafting +4 (+0 int) (carpentry, metalworking focuses)
Investigate +4 (+2 wis)
Notice +4 (+2 wis)
Prestidigitation +4 (+2 dex)
Ride +4 (+2 dex) (air vehicles, flying mounts focuses)
Search +4 (+0 int)
Sneak +4 (+2 dex)

Feats:
Ambush Basics (faster ambush checks, sneak attack damage)
New Leaf (evergreen) (cold resistance 10)

Proficiencies:
Unarmed (forte)
Blunt

Basically, this is a Christmas tree treant ninja Santa. He has four arms (which makes sense since his skills forewarn him about the naughty children) and can easily sneak past sleeping children to deliver presents.
 

System: D&D Next playtest rules

Clas is the foremost of the santar (singular santa, Elvish for "slaver"), a group of Elves who live on the mountain of Gilgaladhor in the North. Their slaves, the Gnomes, work all year crafting weapons for the nearby Halfling town of Fordheim. Fordheim is constantly at war with a community of Dwarves called the Eight Lights, and both sides are troubled by a melancholy green troll. Clas is their only protection, and he knows it: he orders the gnomes to create weapons that will break after slightly less than a year. Each year he demands a ransom from the Halflings before he will give them new weapons. Each year the ransom is greater and he withholds the weapons longer--only delivering them at the very last moment, using his time stop power.

He is feared by the Druids, who know him as "Father Christmas." Some new Druids think he is merely a fairy-tale, meant to scare them from deviating from their alignment. In fact, the Druids trained him in the ways of magic before he ascended to Gilgaladhor two thousand years ago. They also inspired his affinity for holly leaves, a sack of which he always carries while abroad.

The Druids know that he was once an Elf; none knows what sort of creature he is now.

Santa: Clas
Medium Fey (see below)
Armor Class: 13
Hit Points: 85 (13d12)
Speed: 30 ft.
Senses: darkvision 6 mi.
Str 12 (+1), Dex 17 (+3), Con 11 (+0)
Int 20 (+5), Wis 25 (+7), Cha 19 (+4)
Alignment: Neutral Evil
Languages: all; see below

Traits
Universal: Clas is all creature types and can speak all languages. His physical appearance is an illusion in the mind of the observer, which he can change at his whim. To a mindless observer, or to an observer under a true seeing effect, he is invisible.

True Seeing: Clas can see invisible creatures and the true forms of creatures that have changed their shape. He always succeeds on saving throws against illusions, and he can see into the Ethereal Plane.

Know Alignment: Clas knows the alignment of all creatures, even those he has never met or seen.

Stealthy +10: Clas gains a +10 bonus to all checks to avoid detection.


Actions
Melee Attack--Sack: +5 to hit (reach 5 ft.; one creature). Hit: 12 (1d12 + 5) bludgeoning and piercing damage.

Dominate Person: Clas chooses one living humanoid within 50 feet of him. The target must make a DC 17 Wisdom saving throw. Failed Save: The target is charmed for 1 year. While charmed, the target must obey Clas's commands. If the charmed creature takes any damage, it can make a DC 17 Wisdom saving throw to end the effect.
A creature that succeeds on its saving throw against this effect is immune to any santa's dominate person effect for 1 year.

Time Stop (1/Year):
Clas instantly takes 2 days' worth of actions and moves.

Spells: Clas casts as a 13th-level Druid. He can cast any spell of levels 1-7 on the Druid spell list once per day, and any Druid cantrips at will. Clas uses Wisdom as his magic ability score. His magic attacks are +7 and the saving throw DC to resist his spells is 17.
For Druid spells that refer to a specific kind of tree, those spells instead refer to evergreen conifers (e.g., Clas can cast liveoak on a pine or fir tree, but not on an oak).

Encounter Building
Level 16 XP 33,590
 
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System: :mnm: 3rd Edition

Santa Claus
Power Level 10, 210 PP
th

"Merry Christmas to all,
And to all a good night!
"

Abilities: 84 PP
Strength: 2
Stamina: 8
Agility: 5
Dexterity: 5
Fighting: 3
Intellect: 5
Awareness: 6
Presence: 8

Defenses: 20 PP
Dodge: +11/6 (21/16; +5 Agi +6)
Parry: +11/6 (21/16; +3 Fgt +8)
Toughness: +9 (+8 Sta +1 Protection)
Fortitude: +8 (+8 Sta +0)
Will: +12 (+6 Awe +6)

Offense
Initiative: +5
Unarmed +3 Close, DC 17 Toughness
Jolly Laughter Close Perception Area, DC 14 Dodge and DC 14 Will
Re-purposed Jump Ropes +6 Close, DC 21 Dodge Resists and DC 21 Damage or Sleight of Hand Escapes
Re-purposed Play Putty +8 Ranged, DC 21 Dodge
Re-purposed Perfect Gift +8 Ranged, DC 21 Will

Advantages: 22 PP
Animal Empathy, Beginner's Luck, Benefit (Worldwide Adoration), Equipment, Extraordinary Effort, Fascinate (Persuasion), Favored Environment (Cold), Favored Foe (Children), Fearless, Inspire 3, Interpose, Jack-of-All-Trades, Leadership, Luck 2, Ranged Attack, Teamwork, Tracking, Uncanny Dodge, Well-Informed
Equipment: Santa Suit (Immunity 1: Environmental Cold; 1 ep)

Skills: 66 Ranks, 33 PP
Acrobatics 0 (+5)
Athletics 4 (+6)
Close Combat 0 (+3)
Deception 0 (+8/10 Children)
Expertise (History) 2 (+7)
Expertise (Religion) 4 (+9)
Expertise (Toys) 6 (+11)
Expertise (Other) 0 (+5)
Insight 12 (+18/20 Children)
Intimidation 0 (+8/10 Children)
Investigation 0 (+5)
Perception 4 (+10/12 Children)
Persuasion 8 (+16)
Ranged Combat (Toys) 2 (+8)
Ranged Combat (Other) 0 (+6)
Sleight of Hand 6 (+11)
Stealth 14 (+19)
Technology 0 (+5)
Treatment 0 (+5)
Vehicles 4 (+9)

Powers: 41 PP
Greater Immortal
Immunity 1 (Aging) [1]
Protection 1 [1]
Immortality 2 (1 Week) [4]

Father Christmas
Quickness 12 [4]
-Limited 2 (to December 24th-25th)
Affliction (Entranced and Vulnerable, Stunned and Defenseless) 4 [8]
-Area (Perception)
-Extra Condition
-Limited Degree
Insubstantial 1 [2]
-Limited 3 (to entering and exiting buildings through chimneys and similar features)
Comprehend 3 [6]
-Speak, Understand, and Read All Languages

Santa's Sack
Easily Removable [-12]
Feature 2 (Toy Storage) [2]
Re-purposed Toys
-Jump Ropes
--Accurate Close Snare 11 [23]
-Alternate Effect: Play Putty [1]
--Affliction 11
---Increased Range (Ranged)
---Alternate Resistance (Dodge)
---Hindered, Immobile, Paralyzed
-Alternate Effect: Perfect Gift [1]
--Affliction 11
---Increased Range (Ranged)
---Will
---Impaired, Disabled, Unaware


Abilities (84) + Defenses (20) + Advantages (22) + Skills (33) + Powers (41) = 210

Complications
Responsibility
Fame



This Santa Claus is probably not much of a superhero in his own right--he can endure an attack by supervillains, but he's not too able to stop them--but he can help out a team of PC heroes and lend a notable hand.
To give him that ability to stand alongside superheroes I gave him a little more offensive capability than he's known for, but he's still not very good at hurting anybody--it's just not his style. He can power stunt something easily enough, if he really has to bash a bad guy.

This Santa lacks any special ability to remember who all the children in the world are, etc., but if he could do that on his own why does he need a list? So I'm saying that it's not an innate power of his--that capability comes from equipment built into his workshop.

Quickness 12 is enough to perform tasks that normally take 3 years in 8 hours. That's probably more than enough. It doesn't cover travel time, but that's up to the reindeer's Flight speed, not Santa's.


Santa's North Pole Workshop
santa_workshop_night_250.jpg

PL 22, 65 Equipment points
Colossal Headquarters, Toughness +12
Features: Computer, Concealed (+10 DC to find), Grounds, Hangar, Infirmary, Isolated, Library, Living Space, Power System, and Workshop
Powers:
Senses 5
-Acute Rapid 3 (x1000) Visual Detect Naughty or Nice Limited to Children
-Remote Sensing (Visual) 22 (16,000 miles)






Mrs. Claus Power Level 6, 83 PP
mrs_santa.jpg

"I'm Mrs. Santa Claus,
Yes I'm married to him...
"

Abilities: 40 PP
Strength: -1
Stamina: 4
Agility: 2
Dexterity: 4
Fighting: 1
Intellect: 2
Awareness: 5
Presence: 3

Defenses: 9 PP
Dodge: +5/3 (15/13; +2 Agi +3)
Parry: +4/2 (14/12; +1 Fgt +3)
Toughness: +5 (+4 Sta +1 Protection)
Fortitude: +4 (+4 Sta +0)
Will: +8 (+5 Awe +3)

Offense
Initiative: +2
Unarmed +1 Close, DC 14 Toughness
Ranged +4

Advantages: 9 PP
Diehard, Favored Environment (Cold), Favored Foe (Children), Fearless, Improved Defense, Interpose, Luck, Set-up, Teamwork

Skills: 36 Ranks, 18 PP
Athletics 0 (-1)
Close Combat 0 (+1)
Deception 0 (+3/5 Children)
Expertise (Baking) 10 (+14)
Expertise (History) 2 (+4)
Expertise (Toys) 4 (+6)
Insight 8 (+13/15 Children)
Intimidation 0 (+3/5 Children)
Perception 4 (+9/11 Children)
Persuasion 4 (+7)
Ranged Combat 0 (+4)
Stealth 2 (+4)
Treatment 2 (+4)

Powers: 4 PP
Lesser Immortal
Immunity 1 (Aging) [1]
Protection 1 [1]
Immortality 1 (2 Week) [2]


Abilities (40) + Defenses (12) + Advantages (9) + Skills (18) + Powers (4) = 83


Santa's Elves (Archetype, typical member)
PL 3, 54 PP; Minion Rank 4
th


Abilities: 20 PP
Strength: -1/-2
Stamina: 2
Agility: 1
Dexterity: 3
Fighting: 2
Intellect: 2
Awareness: 1
Presence: 0

Defenses: 4 PP
Dodge: +4/2 (15/13; +1 Agi +2 Size +1)
Parry: +4/2 (14/12; +2 Fgt +2 Size +0)
Toughness: +2 (+2 Sta)
Fortitude: +3 (+2 Sta +1)
Will: +3 (+1 Awe +2)

Offense
Initiative: +1
Unarmed +2 Close, DC 13 Toughness
Ranged +3

Advantages: 8 PP
Evasion, Favored Environment (Cold), Hide in Plain Sight, Improvised Tools, Set-Up, Skill Mastery (Expertise: Toys), Taunt, Teamwork

Skills: 24 Ranks, 12 PP
Athletics 0 (-2)
Close Combat 0 (+2)
Deception 0 (+0)
Expertise (Baking) 4 (+6)
Expertise (Toys) 10 (+12 w/Int, +13 w/Dex)
Insight 0 (+1)
Intimidation 0 (-4)
Perception 4 (+5)
Persuasion 2 (+2)
Ranged Combat 0 (+3)
Sleight of Hand 4 (+7)
Stealth 0 (+5)

Powers: 10 PP
Minor Immortal
Immunity 1 (Aging) [1]

Elfin
Shrinking 4 [9]
-Permanent
-Innate


Abilities (20) + Defenses (4) + Advantages (8) + Skills (12) + Powers (10) = 54



Dasher and Dancer and Prancer and Vixen, Comet and Cupid and Donner and Blitzen
PL 6, 64 PP
th


Abilities: 6 PP
Strength: 1/5
Stamina: 2/6
Agility: 4
Dexterity: -3
Fighting: 2
Intellect: -1
Awareness: 0
Presence: -2

Defenses: 12 PP
Dodge: +5/3 (15/13; +4 Agi -2 Size +3)
Parry: +3/1 (13/11; +2 Fgt -2 Size +3)
Toughness: +7 (+6 Sta +1 Protection)
Fortitude: +9 (+6 Sta +3)
Will: +3 (+0 Awe +3)

Offense
Initiative: +4
Gore +2 Close, DC 22 Toughness

Advantages: 8 PP
Animal Empathy, Favored Environment (Aerial), Great Endurance, Instant Up, Interpose, Move-by Action, Teamwork, Uncanny Dodge

Skills: 22 Ranks, 11 PP
Athletics 8 (+13)
Close Combat 0 (+2)
Deception 0 (-2)
Insight 0 (+0)
Intimidation 2 (+2)
Perception 4 (+4)
Persuasion 0 (-2)
Ranged Combat 0 (-3)
Stealth 8 (+10)

Powers: 27 PP
Minor Immortal
Immunity 1 (Aging) [1]

Reindeer
Growth 4 [9]
-Permanent
-Innate
Strength-Based Damage 2 [2]
Speed 1 [1]
Protection 1 [1]

Christmas Magic
Flight 2 [4]
Flight 18 [9]
-Limited 2 (to December 24th and 25th)


Abilities (6) + Defenses (12) + Advantages (8) + Skills (11) + Powers (27) = 64

Complications
Disability Santa's reindeer are quadrupeds and lack hands. They also can't speak (probably).


Rudolph
PL 6, 108 PP
th


Abilities: 16 PP
Strength: 1/5
Stamina: 2/6
Agility: 4
Dexterity: -3
Fighting: 2
Intellect: 0
Awareness: 1
Presence: 1

Defenses: 12 PP
Dodge: +5/3 (15/13; +4 Agi -2 Size +3)
Parry: +3/1 (13/11; +2 Fgt -2 Size +3)
Toughness: +7 (+6 Sta +1 Protection)
Fortitude: +7 (+6 Sta +1)
Will: +5 (+0 Awe +5)

Offense
Initiative: +8
Gore +4 Close, DC 22 Toughness
Nose So Bright Close Cone, DC 16 Dodge half, DC 16/13 Fortitude

Advantages: 14 PP
Animal Empathy, Assessment, Diehard, Favored Environment (Aerial), Great Endurance, Improved Initiative, Instant Up, Interpose, Move-by Action, Set-Up, Startle, Teamwork, Tracking, Uncanny Dodge

Skills: 32 Ranks, 16 PP
Athletics 8 (+13)
Close Combat (Gore) 2 (+4)
Close Combat (Other) 0 (+2)
Deception 0 (+1)
Insight 4 (+5)
Intimidation 4 (+7)
Perception 6 (+7)
Persuasion 0 (+0)
Ranged Combat 0 (-3)
Stealth 10 (+12)

Powers: 40 PP
Minor Immortal
Immunity 1 (Aging) [1]

Reindeer
Growth 4 [9]
-Permanent
-Innate
Strength-Based Damage 2 [2]
Speed 1 [1]
Protection 1 [1]

Christmas Magic
Flight 2 [4]
Flight 18 [9]
-Limited 2 (to December 24th and 25th)

Nose So Bright
Dazzle 6 [12]
-Fortitude, Visual
-Area (Cone)
-Close
Environment 1 [1]
-Light

Abilities (16) + Defenses (12) + Advantages (14) + Skills (16) + Powers (40) = 108

Complications
Disability Rudolph is a quadruped and lacks hands. He also can't speak (probably).
 
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3.5Ed

Claus the Centaur

Sorcerer/Cleric/Geomancer

The full extent of his true abilities is a mystery, but this powerful being is known to:

1) wear Horseshoes of Flying

2) pull a sled full of Bags of Holding, and can cast Shrink Item, Reduce, and Charm person at will- this allows him to carry huge numbers of gifts and gain entry into housesof all kinds.

3) have antlers due to his pursuit of Geomancy

4) have an artifact that allows him to travel at amazing speeds, once per year
 



Hope I'm not too late.

For a D&D 3.5-ish game.

Size/Type: Medium Fey
Hit Dice: 20d6 (130)
Initiative: +5
Speed: 30 ft
Armor Class: 23 (+7 dex, +1 padded, +5 natural), touch 17, flat-footed 16
Base Attack/Grapple: +10 / +10
Attack: Whip +17 ( 1d3 subdual)
Full Attack: Whip +17/12 (1d3 subdual)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, Christmas Dreams
Special Qualities: Damage mitigation, low-light vision, spell resistance 30, spell-like abilities, Augment Reality, Santa’s Bag
Saves: Fort + 9, Ref + 19, Will + 13
Abilities: Str 10, Dex 24, Con 16, Int 20, Wis 12, Cha 20
Skills: Balance +32, Climb +23, Escape Artist +32, Gather Information +28, Hide +32, Jump +23, Knowledge (Local) +28, Listen +26, Move Silenty +32, Sense Motive +24, Spot +26
Feats: Alertness, Stealthy, Combat Expertise, Improved Trip, Weapon Finesse, Agile, Ability Focus (Christmas Dreams)
Environment: North Pole
Organization: Solitary, Sleigh (Santa plus 8 reindeer and 1d3-1 elves) or Workshop (Santa plus Ms. Claus, 8 reindeer, elven work crew and 1 dentist).
Challenge Rating: Oh, just wing it already!
Treasure: Santa’s Bag
Alignment: Always neutral good
Advancement: By character class
Level Adjustment: ----

Standing before you appears a figure unlike an elderly man with a large white beard, rosy cheeks, and belly that shakes like a bowl full of jelly. He wears a red suit, trimmed with white fur, which is covered with soot and ashes. Over his shoulder is a large sack filled to the brim with toys. With a gesture he reaches in and produces a strange brightly colored wrapped parcel.

Also known as Saint Nicholas and Kris Kringle, Santa Claus is a reclusive fey that only visits the world but once a year to bring cheer and good will to all the good children of the world.

Damage Mitigation (Ex) – Santa Claus is adept at resisting the attacks of naughty beings all around the world. He only takes half damage from any one that appears on the naughty list. However, anyone attempting to harm Santa can, and often does, find themselves immediately on the naughty list.

Santa’s Bag (Su) – Santa’s Claus’s bag contains gifts for all of the children of the world. While Santa Claus is able to produce any gift he wishes from the bag, anyone else wanting to obtain a desired object from the bag must succeed a DC 20 intelligence check. Despite the large size of Santa’s Bag it never encumbers the holder.

Augment Reality (Sp) – Once per year, as part of a special ritual, Santa Claus is able to create a pocket reality which allows him, and anyone he chooses, to traverse the entire world in a single night. This effect cannot be dispelled by any means.

Christmas Dreams (Sp) – At will Santa Claus can create an effect similar to Deep Slumber that works on any creature regardless of Hit Dice. Creatures so affected experience pleasant dreams that frequently feature sugar plums. The DC for this effect is 27 and it is charisma based.

Spell Like Abilities
At Will – Detect Nice (Good), Detect Naughty (Evil), Levitate, Knock, Passwall, Dimension Door, Shrink Person.
 

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