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<blockquote data-quote="kronos182" data-source="post: 8869946" data-attributes="member: 6668634"><p><span style="font-size: 15px">Some Christmas related stuff.</span></p><p></p><p></p><p><strong><span style="font-size: 26px">Santa Claws (gauntlets)</span></strong></p><p>Good kids get presents, naughty kids get coal, and the truly evil get slain.</p><p>This pair of red with white trimmed, clawed gloves are a popular choice with those that battle under the banner of Claus. The Santa Claws must be worn in pairs, or the magical effects are nullified.</p><p></p><p><strong>Santa Claws</strong></p><p>Damage: 1d4+1</p><p>Critical: 19-20x2</p><p>Damage Type: Slashing</p><p>Size: small</p><p>Weight: 1.5 lbs ea</p><p>Purchase DC: 22 Res (+2)</p><p>Notes: Naughty or Nice, Naughty List, +1 magical weapon (+1 to attack and damage rolls)</p><p></p><p><strong>Naughty or Nice</strong> - Wielder can detect the alignment of all creatures within sight as a standard action with a Concentration check DC 18.</p><p><strong>Naughty List</strong> - When used to deal damage to targets with alignment of evil or has Allegiances to evil groups/creatures/gods, damage is doubled</p><p></p><p></p><p><strong><span style="font-size: 26px">Warp-Wrap </span></strong></p><p>1st level arcane spell</p><p>Casting Time: 1 action</p><p>Range: 30 ft</p><p>Components: V, S, M (a scrap of wrapping paper)</p><p>Duration: Instantaneous</p><p>Choose a large or smaller sized creature can see within range. The target must make a Charisma (Will?) saving throw. On a failed save, the target disappears as it is sent to the plane of holiday cheer until the start of its next turn, at which point it reappears in the same space it occupied (or the nearest available space) wrapped in paper covered in festive designs and patterns. While banished to the plane of holiday cheer, the creature is incapacitated.</p><p>While wrapped in paper the target is Blinded and its speed is halved. The target or another creature within 5 feet of it can use an action or bonus action to remove the paper. Otherwise, the creature remains wrapped until the paper is removed. The paper is flammable and is instantly destroyed if the wrapped creature ignites or takes fire damage.</p><p></p><p></p><p><strong><span style="font-size: 26px">Order of the Claus</span></strong></p><p>A saintly order made up of variants of Santa Claus, Saint Nicolas and other beings that fulfill similar roles of spreading cheer, good will, giving gifts to the good, and punishing evil.</p><p></p><p><strong>CENTRAL OFFICES:</strong> unknown</p><p><strong>MAJOR REGIONAL OFFICES:</strong> North Pole on Earth, A large island floating about the Plane of Good</p><p><strong>MAJORITY STOCKHOLDER:</strong> Unknown</p><p><strong>Logo:</strong> Stylized image of side of Santa Claus</p><p><strong>INFORMATION: </strong> The Order of the Claus is made up of multiple variants of Santa Claus, St. Nicolas and other beings that spread cheer, unity and good will. They work to spread good will, cheer and unity amongst humanity and other races. They are most active around Christmas and similar holidays, delivering goods, presents, medical aid and other needed goods. Besides the variants of Santa Claus and similar beings, other creatures and sentient beings work to help these beings of good by running the operations to help in the delivering and production of goods, food, presents, etc; some work as body guards and others as ambassadors to ensure the agents of the Order can move about any location where they are needed.</p><p>Some members work only to punish evil, such as Krampus, although these members are fewer in numbers, they are the more secretive in nature, and many of these members will ignore any and all laws to deliver the punishment of their targeted evil being.</p><p></p><p>The only locations run by the Order of the Claus known to outsiders are a fortress city at the North Pole on Earth, and a huge floating island that moves about the Plane of Good, however there are many hidden and secret factories, training facilities and offices throughout the universe that are only known to some members of the Order, particularly the Santa variants. The Order has a large fleet of starships, ground and air vehicles to facilitate in the delivery of goods, and moving their members about the galaxies. The Order also has one of the largest collection of artifacts and users that can create portals to allow near instantaneous travel to virtually anywhere in the multiverse.</p><p>Non Santa variant members have access to a ready supply of general equipment, insurance, and are well paid, and access to portals that will take them to their local Order facility for their duties. Depending on their role, many members are free to pursue whatever they wish during the year, however, regardless of their role in the Order, the month of December they must dedicate strictly to the Order and perform their primary duties.</p><p></p><p></p><p><strong><span style="font-size: 18px">Possible Adventure Seeds</span></strong></p><p><strong></strong></p><p><strong>Help the Claus</strong></p><p>An Order transport (space, ground, water or air) is under attack by pirates and its normal escort is destroyed and is sending out a general SOS. The Players can answer the call and fight off the pirates. As reward for saving the transport, can get a one time boost in funds (+10 PDC to next time they go shopping), a few low level magical items but no weapons or armour, free repairs to any of their equipment that was damaged in the rescue attempt.</p><p>PCs could also be tasked to escort the transport to its destination where its cargo will be distributed to Order agents (such as variants of Santas).</p><p></p><p><strong>Missing Santa</strong></p><p>The planet (or country) the Players are on/in has had their representative of the Order kidnapped and must be rescued. Rumours of a terrorist group are responsible, or a rival to the planet/country is responsible. The Players much search the site of the kidnapping (the agent's vehicle is a wreckage in the wilderness) for clues as to the culprits and where they have taken the agent of the Order. The agent must be rescued within 1 week as Christmas/similar holiday is only 8 days away.</p><p>Rewards can range from minor magical items/weapons or items of a single PL (progress level) higher than normally access to, to a new transportation vehicle with 1d3+1 powerful magical/high tech upgrades or upgrade currently method of transportation can get 1d6+1 low to mid level magical/high tech upgrades.</p><p></p><p></p><p><strong><span style="font-size: 26px">Warrior Santa Claus</span></strong></p><p>Warrior Santa Claus is a potent combat variant of Santa Claus, with a heavily muscular body, bald top of head, but with long white hair and beard, thick arms and legs rippling with muscles, covered in tattoos related to various warrior icons. He has multiple scars from his many battles, and carries two large greataxes, with a red with white fur trimmed breast plate protecting his torso, red pants and black heavy boots. Warrior Santa Claus delivers gifts to war torn areas, fighting anything that gets in his way to deliver gifts, food and medical aid to the good and needy.</p><p></p><p><strong>Warrior Santa Claus</strong></p><p>Type: Celestial (outsider), lawful Good</p><p>Size: Medium</p><p>CR: 22</p><p>Hit Points: 241 (20d8 +161)</p><p>Mas: 25</p><p>Init: +2</p><p>Speed: 30 ft</p><p>Defense: 21 (+2 Dex +9 magical breast plate)</p><p>BAB/Grp: +20/+15/+10+/+5 / +27 grapple</p><p>FS/Reach: 5 ft (10 ft with axes)</p><p>Attacks: +23 melee greataxe (3d12+16 slashing) and +23 melee greataxe (3d12+13 slashing) and +18 melee greataxe (3d12+13 slashing)</p><p>Full Attack: +23 melee greataxe (3d12+16 slashing) and +23 melee greataxe (3d12+13 slashing) +18 melee greataxe (3d12+13 slashing) and +13 melee greataxe (3d12+13 slashing) and +8 melee greataxe (3d12+13 slashing)</p><p>Special Attacks: Air Slash, Ground Split</p><p>Special Qualities: Immune to cold*, weapon immunities, charm immunity, darkvision 120 ft, brave, detect life, brute, legendary resistance, magic resistance, magic weapons spell casting</p><p>Allegiances: Good, Order of the Claus</p><p>Saves: Fort +19, Reflex +14, Will +17</p><p>Reputation: +9</p><p>Abilities: Str 27, Dex 14, Con 25, Int 18, Wis 20, Cha 25</p><p>Skills: Balance +17, Climb +17, Concentration +15, Handle Animal +22, Intimidate +17, Gather Information +17, Jump +17, Knowledge Behavioral Sciences +18, Knowledge Current Events +18, Knowledge Theology and Philosophy +18, Listen +15, Navigate +18, Search +13, Sense Motive +22, Spot +19, Survival +19, Swim +17, Treat Injury +17.</p><p>Feats: Archaic Weapons Proficiency, Armour Proficiency (light), Armour Proficiency (medium), Power Attack, Two-Weapon Fighting, Cleave</p><p>Languages: All, telepathy 90 ft.</p><p>Possessions: Warrior Santa Claus's Greataxes</p><p></p><p><strong>Weapon Immunities</strong></p><p>Warrior Santa Claus is immune to nonmagical weapons that deal slashing, piercing and bludgeoning damage.</p><p></p><p><strong>Detect Life</strong></p><p>Warrior Santa Claus can magically sense the presence of living creatures up to 5 miles away. He knows the general direction they're in but not their exact location.</p><p></p><p><strong>Brave</strong></p><p>Warrior Santa Claus has +5 to all fear based effects and against being frightened.</p><p></p><p><strong>Brute</strong></p><p>Any melee weapon wielded by Warrior Santa Claus deals one extra die of its base damage (bonus damage from magical abilities are not affected), which is factored in stats. For example a sword that deals 1d8 while wielded by Warrior Santa Claus deals 2d8 damage.</p><p></p><p><strong>Magic Weapons</strong></p><p>Any weapon wielded by Warrior Santa Claus is considered magical. In terms of damage resistance, they function as +1 weapons while in Warrior Santa Claus' hands.</p><p></p><p><strong>Legendary Resistance</strong></p><p>3 times per day, if Warrior Santa Claus fails a saving throw, he can choose to succeed instead.</p><p></p><p><strong>Magic Resistance</strong></p><p>Warrior Santa Claus has SR 14, and any effects that ignore spell resistance gains +4 to his saves.</p><p></p><p><strong>Spell Casting</strong></p><p>Warrior Santa Claus is able to cast multiple spells, with Intelligence being his spellcasting ability (spell DC 20, and spells use +12 for attack rolls). Has the following arcane spells known and can only cast as many spells as slots available:</p><p>Cantrips (at will): mage hand, detect magic, ray of frost.</p><p>1st level (4 slots): magic missile, shield, feather fall.</p><p>2nd level (3 slots): enhance ability, arcane lock, protection from Arrows/Bullets.</p><p>3rd level (3 slots): dispel magic, gaseous form, slow, sleet storm.</p><p>4th level (3 slots): arcane eye, dimension door, ice storm.</p><p>5th level (3 slots): cone of cold, mind fog</p><p></p><p><strong>Combat</strong></p><p>Warrior Santa Claus prefers melee combat, but will use spells when appropriate, such as casting buff spells such as shield and enhance ability, and ranged spells to deal damage before entering melee range. Warrior Santa Claus will strike with both his greataxes once in melee, making multiple attacks each round, cutting down one target before moving to the next.</p><p></p><p><strong>Legendary Actions</strong></p><p>Warrior Santa Claus can take 3 legendary actions per round, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Warrior Santa Claus regains spent legendary actions at the start of his next turn.</p><p>Cantrip - Casts a cantrip.</p><p>Greataxe - Costing 2 legendary actions, can move up to double his speed and use his greataxe on one target.</p><p>Summon Reindeer - Costing 2 legendary actions, Warrior Santa Claus can summon two random reindeer from his fleet. They appear in an unoccupied space that he can see within 90 feet of him. Slain reindeer can be resummoned with all its hit points as if it never died. Use celestial template on a deer (or moose for base stats). Can summon a maximum of 8 reindeer at any time.</p><p></p><p><strong>Air Slash</strong></p><p>As a standard attack, Warrior Santa Claus can slash the air with both his axes in an X, causing a powerful rush of air to blast forth to knock foes off their feet. All within a 60 foot long, 30 foot wide at the end cone must make a Reflex save DC 25 or be knocked back 1d4x10 feet and knocked prone. If they strike a solid object before the total distance knocked back, suffer 1d4 points of bludgeoning damage for every 10 feet they were thrown. If targets successfully save, they are only knocked prone.</p><p></p><p><strong>Ground Split</strong></p><p>Warrior Santa Claus hits the ground with both axes, causing tears in the ground, creating a 10 foot wide, 20 foot deep, 30 foot long rip in the ground, requiring those in the area to make a Reflex save DC 25 or fall into the hole, suffering 2d6 points of falling damage and be trapped in the hole. Those that save are prone on the sides of the hole.</p><p></p><p><strong><span style="font-size: 22px">Warrior Santa Claus Greataxes</span></strong></p><p>This pair of matching greataxes have black blades, appearing as if made of obsidian, with Elvish runes depicting concepts of good, unity and protection.</p><p></p><p><strong>Warrior Santa Claus Greataxe</strong></p><p>Damage: 2d12+8</p><p>Critical: 19-20x2</p><p>Damage Type: Slashing</p><p>Size: Large</p><p>Weight: 10 lbs</p><p>Purchase DC: 35 Unique (+5)</p><p>Notes: 10 foot reach, magical</p><p></p><p><strong>Warrior Santa Claus Armour</strong></p><p>The 'suit' Warrior Santa Claus wears is a set of magical breast plate that covers his torso, that is red in colour with white fur trim, lacks sleeves, comes with heavy red pants, also trimmed in white fur. It provides excellent protection and renders the wearer immune to all cold.</p><p></p><p><strong>Warrior Sanda Claus Armour (PL 4)</strong></p><p>Type: Medium archaic</p><p>Equipment Bonus: +9 (+5 equipment +4 magical bonus)</p><p>Nonprof. Bonus: +6</p><p>Max Dex: +3</p><p>Armour Penalty: -3</p><p>Speed (30 ft): 20 ft</p><p>Weight: 20 lbs</p><p>Purchase DC: 35</p><p>Restriction: Unique (+5)</p><p>Notes: +4 magical, wearer is immune to cold environments, cold environmental conditions, such as slipper ground due to ice, cold related conditions and all cold damage including magical cold damage.</p><p></p><p><strong><span style="font-size: 26px">Spells</span></strong></p><p><strong></strong></p><p><strong>Ray of Frost</strong></p><p>Evocation (cold)</p><p>Level 0</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: 25 ft +5 ft/2 levels</p><p>Effect: Ray</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p></p><p>A ray of freezing air and ice projects from your pointing finger. You must succeed a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.</p><p></p><p><strong>Sleet Storm</strong></p><p>Conjuration (creation, cold)</p><p>Level: 3</p><p>Components: V, S, M/DF</p><p>Casting Time: 1 standard action</p><p>Range: 400 ft + 40 ft/level</p><p>Area: Cylinder (40 ft radius, 20 ft high)</p><p>Duration: 1 round/level</p><p>Saving Throw: None</p><p>Spell Resistance: None</p><p></p><p>Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can't move in that round, while failure by 5 or more means it falls. The sleet extinguishes torches and small fires.</p><p>Arcane Materials: A pinch of dust and a few drops of water.</p><p></p><p><strong>Mind Fog</strong></p><p>Enchantment (compulsion, mind-affecting)</p><p>Level: 5</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: 100 ft + 10 ft/level</p><p>Effect: Fog spreads in 20 ft radius, 20 ft high</p><p>Duration: 30 minutes and 2d6 rounds, see text.</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p></p><p>Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 competence penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).</p><p>A moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog in 1 round. The fog is thin and does not significantly hamper vision.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8869946, member: 6668634"] [SIZE=4]Some Christmas related stuff.[/SIZE] [B][SIZE=7]Santa Claws (gauntlets)[/SIZE][/B] Good kids get presents, naughty kids get coal, and the truly evil get slain. This pair of red with white trimmed, clawed gloves are a popular choice with those that battle under the banner of Claus. The Santa Claws must be worn in pairs, or the magical effects are nullified. [B]Santa Claws[/B] Damage: 1d4+1 Critical: 19-20x2 Damage Type: Slashing Size: small Weight: 1.5 lbs ea Purchase DC: 22 Res (+2) Notes: Naughty or Nice, Naughty List, +1 magical weapon (+1 to attack and damage rolls) [B]Naughty or Nice[/B] - Wielder can detect the alignment of all creatures within sight as a standard action with a Concentration check DC 18. [B]Naughty List[/B] - When used to deal damage to targets with alignment of evil or has Allegiances to evil groups/creatures/gods, damage is doubled [B][SIZE=7]Warp-Wrap [/SIZE][/B] 1st level arcane spell Casting Time: 1 action Range: 30 ft Components: V, S, M (a scrap of wrapping paper) Duration: Instantaneous Choose a large or smaller sized creature can see within range. The target must make a Charisma (Will?) saving throw. On a failed save, the target disappears as it is sent to the plane of holiday cheer until the start of its next turn, at which point it reappears in the same space it occupied (or the nearest available space) wrapped in paper covered in festive designs and patterns. While banished to the plane of holiday cheer, the creature is incapacitated. While wrapped in paper the target is Blinded and its speed is halved. The target or another creature within 5 feet of it can use an action or bonus action to remove the paper. Otherwise, the creature remains wrapped until the paper is removed. The paper is flammable and is instantly destroyed if the wrapped creature ignites or takes fire damage. [B][SIZE=7]Order of the Claus[/SIZE][/B] A saintly order made up of variants of Santa Claus, Saint Nicolas and other beings that fulfill similar roles of spreading cheer, good will, giving gifts to the good, and punishing evil. [B]CENTRAL OFFICES:[/B] unknown [B]MAJOR REGIONAL OFFICES:[/B] North Pole on Earth, A large island floating about the Plane of Good [B]MAJORITY STOCKHOLDER:[/B] Unknown [B]Logo:[/B] Stylized image of side of Santa Claus [B]INFORMATION: [/B] The Order of the Claus is made up of multiple variants of Santa Claus, St. Nicolas and other beings that spread cheer, unity and good will. They work to spread good will, cheer and unity amongst humanity and other races. They are most active around Christmas and similar holidays, delivering goods, presents, medical aid and other needed goods. Besides the variants of Santa Claus and similar beings, other creatures and sentient beings work to help these beings of good by running the operations to help in the delivering and production of goods, food, presents, etc; some work as body guards and others as ambassadors to ensure the agents of the Order can move about any location where they are needed. Some members work only to punish evil, such as Krampus, although these members are fewer in numbers, they are the more secretive in nature, and many of these members will ignore any and all laws to deliver the punishment of their targeted evil being. The only locations run by the Order of the Claus known to outsiders are a fortress city at the North Pole on Earth, and a huge floating island that moves about the Plane of Good, however there are many hidden and secret factories, training facilities and offices throughout the universe that are only known to some members of the Order, particularly the Santa variants. The Order has a large fleet of starships, ground and air vehicles to facilitate in the delivery of goods, and moving their members about the galaxies. The Order also has one of the largest collection of artifacts and users that can create portals to allow near instantaneous travel to virtually anywhere in the multiverse. Non Santa variant members have access to a ready supply of general equipment, insurance, and are well paid, and access to portals that will take them to their local Order facility for their duties. Depending on their role, many members are free to pursue whatever they wish during the year, however, regardless of their role in the Order, the month of December they must dedicate strictly to the Order and perform their primary duties. [B][SIZE=5]Possible Adventure Seeds[/SIZE] Help the Claus[/B] An Order transport (space, ground, water or air) is under attack by pirates and its normal escort is destroyed and is sending out a general SOS. The Players can answer the call and fight off the pirates. As reward for saving the transport, can get a one time boost in funds (+10 PDC to next time they go shopping), a few low level magical items but no weapons or armour, free repairs to any of their equipment that was damaged in the rescue attempt. PCs could also be tasked to escort the transport to its destination where its cargo will be distributed to Order agents (such as variants of Santas). [B]Missing Santa[/B] The planet (or country) the Players are on/in has had their representative of the Order kidnapped and must be rescued. Rumours of a terrorist group are responsible, or a rival to the planet/country is responsible. The Players much search the site of the kidnapping (the agent's vehicle is a wreckage in the wilderness) for clues as to the culprits and where they have taken the agent of the Order. The agent must be rescued within 1 week as Christmas/similar holiday is only 8 days away. Rewards can range from minor magical items/weapons or items of a single PL (progress level) higher than normally access to, to a new transportation vehicle with 1d3+1 powerful magical/high tech upgrades or upgrade currently method of transportation can get 1d6+1 low to mid level magical/high tech upgrades. [B][SIZE=7]Warrior Santa Claus[/SIZE][/B] Warrior Santa Claus is a potent combat variant of Santa Claus, with a heavily muscular body, bald top of head, but with long white hair and beard, thick arms and legs rippling with muscles, covered in tattoos related to various warrior icons. He has multiple scars from his many battles, and carries two large greataxes, with a red with white fur trimmed breast plate protecting his torso, red pants and black heavy boots. Warrior Santa Claus delivers gifts to war torn areas, fighting anything that gets in his way to deliver gifts, food and medical aid to the good and needy. [B]Warrior Santa Claus[/B] Type: Celestial (outsider), lawful Good Size: Medium CR: 22 Hit Points: 241 (20d8 +161) Mas: 25 Init: +2 Speed: 30 ft Defense: 21 (+2 Dex +9 magical breast plate) BAB/Grp: +20/+15/+10+/+5 / +27 grapple FS/Reach: 5 ft (10 ft with axes) Attacks: +23 melee greataxe (3d12+16 slashing) and +23 melee greataxe (3d12+13 slashing) and +18 melee greataxe (3d12+13 slashing) Full Attack: +23 melee greataxe (3d12+16 slashing) and +23 melee greataxe (3d12+13 slashing) +18 melee greataxe (3d12+13 slashing) and +13 melee greataxe (3d12+13 slashing) and +8 melee greataxe (3d12+13 slashing) Special Attacks: Air Slash, Ground Split Special Qualities: Immune to cold*, weapon immunities, charm immunity, darkvision 120 ft, brave, detect life, brute, legendary resistance, magic resistance, magic weapons spell casting Allegiances: Good, Order of the Claus Saves: Fort +19, Reflex +14, Will +17 Reputation: +9 Abilities: Str 27, Dex 14, Con 25, Int 18, Wis 20, Cha 25 Skills: Balance +17, Climb +17, Concentration +15, Handle Animal +22, Intimidate +17, Gather Information +17, Jump +17, Knowledge Behavioral Sciences +18, Knowledge Current Events +18, Knowledge Theology and Philosophy +18, Listen +15, Navigate +18, Search +13, Sense Motive +22, Spot +19, Survival +19, Swim +17, Treat Injury +17. Feats: Archaic Weapons Proficiency, Armour Proficiency (light), Armour Proficiency (medium), Power Attack, Two-Weapon Fighting, Cleave Languages: All, telepathy 90 ft. Possessions: Warrior Santa Claus's Greataxes [B]Weapon Immunities[/B] Warrior Santa Claus is immune to nonmagical weapons that deal slashing, piercing and bludgeoning damage. [B]Detect Life[/B] Warrior Santa Claus can magically sense the presence of living creatures up to 5 miles away. He knows the general direction they're in but not their exact location. [B]Brave[/B] Warrior Santa Claus has +5 to all fear based effects and against being frightened. [B]Brute[/B] Any melee weapon wielded by Warrior Santa Claus deals one extra die of its base damage (bonus damage from magical abilities are not affected), which is factored in stats. For example a sword that deals 1d8 while wielded by Warrior Santa Claus deals 2d8 damage. [B]Magic Weapons[/B] Any weapon wielded by Warrior Santa Claus is considered magical. In terms of damage resistance, they function as +1 weapons while in Warrior Santa Claus' hands. [B]Legendary Resistance[/B] 3 times per day, if Warrior Santa Claus fails a saving throw, he can choose to succeed instead. [B]Magic Resistance[/B] Warrior Santa Claus has SR 14, and any effects that ignore spell resistance gains +4 to his saves. [B]Spell Casting[/B] Warrior Santa Claus is able to cast multiple spells, with Intelligence being his spellcasting ability (spell DC 20, and spells use +12 for attack rolls). Has the following arcane spells known and can only cast as many spells as slots available: Cantrips (at will): mage hand, detect magic, ray of frost. 1st level (4 slots): magic missile, shield, feather fall. 2nd level (3 slots): enhance ability, arcane lock, protection from Arrows/Bullets. 3rd level (3 slots): dispel magic, gaseous form, slow, sleet storm. 4th level (3 slots): arcane eye, dimension door, ice storm. 5th level (3 slots): cone of cold, mind fog [B]Combat[/B] Warrior Santa Claus prefers melee combat, but will use spells when appropriate, such as casting buff spells such as shield and enhance ability, and ranged spells to deal damage before entering melee range. Warrior Santa Claus will strike with both his greataxes once in melee, making multiple attacks each round, cutting down one target before moving to the next. [B]Legendary Actions[/B] Warrior Santa Claus can take 3 legendary actions per round, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Warrior Santa Claus regains spent legendary actions at the start of his next turn. Cantrip - Casts a cantrip. Greataxe - Costing 2 legendary actions, can move up to double his speed and use his greataxe on one target. Summon Reindeer - Costing 2 legendary actions, Warrior Santa Claus can summon two random reindeer from his fleet. They appear in an unoccupied space that he can see within 90 feet of him. Slain reindeer can be resummoned with all its hit points as if it never died. Use celestial template on a deer (or moose for base stats). Can summon a maximum of 8 reindeer at any time. [B]Air Slash[/B] As a standard attack, Warrior Santa Claus can slash the air with both his axes in an X, causing a powerful rush of air to blast forth to knock foes off their feet. All within a 60 foot long, 30 foot wide at the end cone must make a Reflex save DC 25 or be knocked back 1d4x10 feet and knocked prone. If they strike a solid object before the total distance knocked back, suffer 1d4 points of bludgeoning damage for every 10 feet they were thrown. If targets successfully save, they are only knocked prone. [B]Ground Split[/B] Warrior Santa Claus hits the ground with both axes, causing tears in the ground, creating a 10 foot wide, 20 foot deep, 30 foot long rip in the ground, requiring those in the area to make a Reflex save DC 25 or fall into the hole, suffering 2d6 points of falling damage and be trapped in the hole. Those that save are prone on the sides of the hole. [B][SIZE=6]Warrior Santa Claus Greataxes[/SIZE][/B] This pair of matching greataxes have black blades, appearing as if made of obsidian, with Elvish runes depicting concepts of good, unity and protection. [B]Warrior Santa Claus Greataxe[/B] Damage: 2d12+8 Critical: 19-20x2 Damage Type: Slashing Size: Large Weight: 10 lbs Purchase DC: 35 Unique (+5) Notes: 10 foot reach, magical [B]Warrior Santa Claus Armour[/B] The 'suit' Warrior Santa Claus wears is a set of magical breast plate that covers his torso, that is red in colour with white fur trim, lacks sleeves, comes with heavy red pants, also trimmed in white fur. It provides excellent protection and renders the wearer immune to all cold. [B]Warrior Sanda Claus Armour (PL 4)[/B] Type: Medium archaic Equipment Bonus: +9 (+5 equipment +4 magical bonus) Nonprof. Bonus: +6 Max Dex: +3 Armour Penalty: -3 Speed (30 ft): 20 ft Weight: 20 lbs Purchase DC: 35 Restriction: Unique (+5) Notes: +4 magical, wearer is immune to cold environments, cold environmental conditions, such as slipper ground due to ice, cold related conditions and all cold damage including magical cold damage. [B][SIZE=7]Spells[/SIZE] Ray of Frost[/B] Evocation (cold) Level 0 Components: V, S Casting Time: 1 standard action Range: 25 ft +5 ft/2 levels Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A ray of freezing air and ice projects from your pointing finger. You must succeed a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage. [B]Sleet Storm[/B] Conjuration (creation, cold) Level: 3 Components: V, S, M/DF Casting Time: 1 standard action Range: 400 ft + 40 ft/level Area: Cylinder (40 ft radius, 20 ft high) Duration: 1 round/level Saving Throw: None Spell Resistance: None Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can't move in that round, while failure by 5 or more means it falls. The sleet extinguishes torches and small fires. Arcane Materials: A pinch of dust and a few drops of water. [B]Mind Fog[/B] Enchantment (compulsion, mind-affecting) Level: 5 Components: V, S Casting Time: 1 standard action Range: 100 ft + 10 ft/level Effect: Fog spreads in 20 ft radius, 20 ft high Duration: 30 minutes and 2d6 rounds, see text. Saving Throw: Will negates Spell Resistance: Yes Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 competence penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind). A moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog in 1 round. The fog is thin and does not significantly hamper vision. [/QUOTE]
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