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<blockquote data-quote="Obly99" data-source="post: 8869631" data-attributes="member: 7035194"><p>Oh oh oh, Merry Christmas.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Santa Claus</span></strong></p><p></p><p>Male unique Jotnar Niflheim (Hrímþursar) Lesser Deity druid (artic druid) 20</p><p></p><p>NG Huge humanoid (cold, extraplanar, giant, good)</p><p></p><p><strong>Init</strong> +16 (+26 while in cold or icy terrain);<strong> Senses</strong> darkvision 1800 ft., divine senses (x10), low-light vision, scent, snow vision, true seeing; Perception +74 (+84 while in cold or icy terrain)</p><p></p><p><strong>Aura</strong> divine (DC 35, 540 ft.), holy aura (DC 43)</p><p></p><p><strong>AC</strong> 69, touch 47, flat-footed 55 (+17 deflection, +8 Dex, +6 dodge, +8 divine, +22 natural, -2 size)</p><p></p><p><strong>hp</strong> 1.980 (44d20+1.100) regeneration 20 (fire)</p><p></p><p><strong>Fort </strong>+86, <strong>Ref</strong> +71, <strong>Will</strong> +76; +4 vs fear or pain; -8 against mind-affecting</p><p></p><p><strong>Defensive Abilities</strong> arctic endurance, freedom of movement, rock catching, sixth sense; <strong>DR</strong> 20/epic and lawful; <strong>Immune</strong> cold, Terrestrial Hazards; <strong>Resistance</strong> fire 20, Stellar Hazards; <strong>PR/SR</strong> 62</p><p></p><p><strong>Weakness</strong> vulnerability to fire;</p><p></p><p><strong>Speed</strong> 60 ft., climb 30 ft., flurry form, icewalking</p><p></p><p><strong>Melee</strong> <em>candy can</em> +78/+78/+73/+68/+63 (6d10+44 plus 3d6 cold and 3d6 against evil) or 2 slam +68 (4d10+23)</p><p></p><p><strong>Ranged</strong> rock +53 (8d10+34)</p><p></p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 15 ft.</p><p></p><p><strong>Special Attacks</strong> breath weapon (60-ft. cone, DC 55, 20d12 cold damage, 1d4 rounds), mythic power (10/day, surge +1d12), rock throwing (200 ft.), wild shape 8/day</p><p></p><p><strong>Spell-like Abilities</strong> (CL 52th, concentration +77)</p><p></p><p><strong>Constant</strong>—freedom of movement, holy aura, true seeing</p><p></p><p><strong>At will</strong>—aid, blade barrier (DC 41), bliss bolt (DC 37), commune, dispel evil, displacement, dream, etherealness, euphoric tranquility (DC 43), fool’s teleport (DC 39), freedom, greater false vision (DC 42), geas/quest, good hope, greater dispel magic, greater heroism, greater illusion of treachery (DC 41), greater invisibility, greater shadow enchantment (DC 41), greater shadow evocation (DC 43), greater shadow trasmutation (DC 44), greater teleport, heroes feast, heroism, holy aura (DC 43), holy smite (DC 39), holy word (DC 42), impossible angles (DC 40), invisibility, invisibility sphere, irresistible dance (DC 42), magic circle against evil, magic jar (DC 40), major phantom object (DC 40), mirage arcane (DC 40), mirror image, mislead (DC 41), permanent image (DC 41), phantasmal web (DC 40), polypurpose panacea, programmed image (DC 41), project image (DC 42), protection from evil, scintillating patern (DC 43), sending, shades (DC 44), subjective reality, summon monster IX (good creatures only), tongues, veil (DC 41)</p><p></p><p><strong>9/day</strong>—wish</p><p></p><p><strong>3/day</strong>—polar ray, wish (replicate spell with cold descriptor only)</p><p></p><p><strong>1/day</strong>—polar midnight (DC 44)</p><p></p><p><strong>Druid Spells Prepared</strong> (CL 52th; concentration +75)</p><p></p><p><strong>9th</strong>—clashing rocks (DC 42), elemental swarm, foresight, mass cure critical wounds (2), regenerate</p><p></p><p><strong>8th</strong>—euphoric tranquility, mass cure serious wounds (2), wandering weather, word of recall (2)</p><p></p><p><strong>7th</strong>—control weather, heal (2), mass cure moderate wounds (2), tectonic communion, wind walk</p><p></p><p><strong>6th</strong>—find the path (2), mass cure light wounds (3), summon stampade (DC 39), unerring tracker</p><p></p><p><strong>5th</strong>—atonement (2), awaken, comune with nature, death ward, companion transposition, hallow</p><p></p><p><strong>4th</strong>—air walk, cure serious wounds (2), earth glide, greater aggresive thunderstorm (DC 37), ice storm, true form (DC 37)</p><p></p><p><strong>3rd</strong>—cloak of wind, companion mind link, cure moderate wounds (2), daylight, remove disease, sleet storm, wind wall</p><p></p><p><strong>2nd</strong>—animal messanger (2), barkskin (2), companion life link, frigid touch, frost fall (DC 35), unshakable cold (DC 35)</p><p></p><p><strong>1st</strong>—cure light wounds (2), endothermic touch (DC 34), endure elements, faerie fire, pass without trace, obscuring mist, speak with animals</p><p></p><p><strong>0th (at will)</strong>—detect magic, mending, purify food and drink, stabilize</p><p></p><p><strong>Str </strong>57, <strong>Dex</strong> 27, <strong>Con</strong> 61, <strong>Int</strong> 40, <strong>Wis</strong> 40, <strong>Cha</strong> 44</p><p></p><p><strong>Base Atk </strong>+39; <strong>CMB</strong> +72 (+74 for bull rush and sunder); <strong>CMD</strong> 113 (115 vs. bull rush and sunder)</p><p></p><p><strong>Feats</strong> Alertness, Awesome Blow, Catch Off-Guard, Dodge, Furious Focus, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Lightning Reflexes, Natural Spell, Power Attack, Skill Emphasis (craft [toymaker]), Summon Good Monster, Vital Strike</p><p></p><p><strong>Epic Feats</strong> Epic Skill Emphasis (craft [toymaker]), Epic Skill Focus (craft [toymaker]), Good Reflexes, Improved Dodge, Sixth Sense, Skill Mastery (craft [toymaker])</p><p></p><p><strong>Skill</strong> All skills 55 + ability modifier; +10 Knowledge (geography), Perception, Stealth, and Survival while in cold or icy terrain, +2 Knowledge (nature) and Survival; Craft (toymaker) +145 total</p><p></p><p><strong>Languages</strong> Aquan, Auran, Common, Druidic, Dwarf, Elf, Giant, Old Norse</p><p></p><p><strong>SQ</strong> arctic native, change size, divine traits (lesser deity), jotun traits, maven, might, nature bond (animal companion: megaloceros [Rudolph]), nature sense, portfolio (good, happiness), snow caster, spontaneous castin (summon nature’s ally), timeless body, virtual size category +1, wild empathy +45</p><p></p><p><strong>Gears</strong> <em>candy cane</em>, <em>sack of gift, toy factory, travel sled</em></p><p></p><p><u><strong>Divine Abilities</strong></u></p><p></p><p>• Amaranthine Soul (Ex): Cos as circumstance to saving throw</p><p></p><p>• Divine Skill Focus (craft [toymaker]) (Ex): +60 to the chosen skill</p><p></p><p>• Legend Companion (Ex): Your animal companion gains the Monster of Legend template</p><p></p><p>• Legendary Companion (Ex): Your animal companion gains the Legendary Animal template</p><p></p><p>• Lurking (Ex): You are difficult to detect</p><p></p><p>• Omnicompetent (Ex): All skills are class skill</p><p></p><p>• Saviour (Su): Suffer damage instead of your allies</p><p></p><p>• Vanguard Will (Ex): Allies within your divine aura can use your Will saving throw instead of their own</p><p></p><p><strong><u>Good Portfolio Traits (Lesser Deity)</u></strong></p><p></p><p><em>Granted Power:</em> You cast good spells at +1 caster level</p><p></p><p>• <em>Hostile Environment (Unholy) (Ex)</em>: Competence penalty (equal to your divine rank) on all die rolls while within an evil aligned environment</p><p></p><p>• <em>Unholy Vulnerability (Ex):</em> Suffer 50% extra damage from evil aligned attacks and spells</p><p></p><p>• Disease Immunity (Su): You are immune to disease</p><p></p><p>• Holy Scion (Ex): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class within a good aligned locale</p><p></p><p>• Improved Summoning (Good) (Ex): Good aligned creatures summoned have 50% more HD</p><p></p><p>• Taint of Good (Su): Healing against your damage 50% effective except in evil aligned locale</p><p></p><p>• Superior Holy [Effect] (Su): Assault your enemies with holy attacks</p><p></p><p><strong><u>Happiness Portfolio Traits (Lesser Deity)</u></strong></p><p></p><p><em>Granted Power:</em> You get a +4 bonus on saves vs fear or pain effects</p><p></p><p>• <em>Rhino's Cunning (Ex)</em>: Competence penalty (equal to your divine rank) to Intelligence</p><p></p><p>• <em>Starry Eye (Ex):</em> Competence penalty (equal to your divine rank) on saving throws versus mind-affecting effects and sense motive checks</p><p></p><p>• Pain Immunity (Su): You are immune to any effects with the pain descriptor</p><p></p><p>• Scion of Happiness (Ex): You increase all morale bonuses by your divine rank</p><p></p><p>• Happy Summoning (Ex): Summoned creatures gains morale bonus equal to your divine rank</p><p></p><p>• Instrument of Happiness (Su): Immunities against your enchantment effects are only 50% effective</p><p></p><p>• Superior Iatric [Effect] (Su): Bless your allies with healing energy</p><p></p><p><strong><u>Superior Holy Beam</u></strong></p><p>Blast 22d8; 2.160 ft./185 ft. Standard action Ref 45/half</p><p></p><p><strong><u>Superior Iatric Hand</u></strong></p><p>Hand 440; Melee Touch</p><p></p><p><strong>Change Size (Ex)</strong></p><p>A jotun can alter its size between Small and Colossal as a standard action, this is a polymorph effect.</p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Small:</em> -6 Str, +8 Dex, breath weapon (20-ft. Cone), rock throwing (50 ft.)</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Medium:</em> -4 Str, +6 Dex, breath weapon (30-ft. Cone), rock throwing (100 ft.)</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Large:</em> -2 Str, +4 Dex, breath weapon (40-ft. Cone), rock throwing (150 ft.)</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Gargantuan:</em> +2 Str, -2 Dex, breath weapon (80-ft. Cone), rock throwing (300 ft.)</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Colossal:</em> +4 Str, -4 Dex, breath weapon (100-ft. Cone), rock throwing (350 ft.)</p> </li> </ul><p></p><p><strong>Grant Spells</strong></p><p>Santa Claus can grant spells of any level. He grant access to the domains of Artifice, Creation, Darkness, Good and Travel and to the subdomains of Agathion, Familiy°°, Friendship, Home°°, Industry°, Night, Toil and Yule.</p><p>°Require urban acolyte trait.</p><p>°°Clerics of Santa Claus can use the Family and Home subdomain to modify the Good domain.</p><p></p><p><strong>Icewalking (Ex)</strong></p><p>Santa Claus ignores all difficult terrain and movement penalties from snow and ice. Santa Claus can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.</p><p></p><p><strong>Might (Ex)</strong></p><p>Santa Claus deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than Santa Claus HD.</p><p></p><p><strong>Divine Traits (Lesser Deity) (Ex)</strong></p><p>As a lesser deity, Santa Claus gains a +8 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Santa Claus’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. A lesser deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>Santa Claus has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. Santa Claus use any of his spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.</p><p></p><p><strong>Snow Vision (Ex)</strong></p><p>Santa Claus see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions.</p><p></p><p><strong>Artifacts</strong></p><p></p><p><em>Candy Cane</em></p><p></p><p>This candy cane work as a Huge +10 dread evil outsider, dread undead, everdancing, icy blast, ghost touch, holy power, merciful great club of speed. Evil creature hit by the candy cane must make a Will save DC 46 or become stunned for 1 round. Creature without Divine Rank immune to stun gains a +4 to this save instead of applying their immunity.</p><p></p><p><em>Sack of Gifts</em></p><p></p><p>This seemingly mundane sack in reality work as a bag of holding of type IV without content limits on volume or weight but can only contain mundane non-magical items. Santa Claus can retrieve a specific item always as a swift action.</p><p></p><p><em>Toy Factory</em></p><p></p><p>This factory placed at the North Pole speeds up all types of construction. When crafting inside the factory a creature can craft any magic item as if he had the necessary item creation feats. When a creature use the Craft skill to create an item, he double the progress each check provides. This ability does not reduce the item’s cost or any other requirements. In addition, a creature can make an item masterwork simply by paying for the cost, and doesn’t need to increase the time to create the item or attempt additional checks. When a creature use the Craft skill inside the factory, he gains the benefit of the Cosmic Architect Cosmic Ability but only for create mundane, non-magical, non-technological toys.</p><p></p><p><em>Travel Sled</em></p><p></p><p>This sled gives the benefit of the Supersonic Cosmic Ability, the feat Run and immunity to exhaustion and fatigue to the creatures that pull it. From among them select the sleigh leader. All other creatures increase all their speed to match the sleigh leader's, and if they lack one or more types of movement relative to the sleigh leader, they gain it.</p><p></p><p></p><p></p><p style="text-align: center"></p> <p style="text-align: center"><strong><span style="font-size: 26px">Rudolph</span></strong></p><p></p><p>Legendary Animal Monster of Legend</p><p></p><p>Male megaloceros animal companion</p><p></p><p>NG Large outsider (cold, extraplanar)</p><p></p><p><strong>Init</strong> +17; <strong>Senses</strong> darkvision 60 ft., low-light vision, scent, snow vision; Perception +84</p><p></p><p>DEFENSE</p><p></p><p><strong>AC</strong> 109, touch 29, flat-footed 89 (+13 Dex, +7 dodge, +80 natural, –1 size)</p><p></p><p><strong>hp</strong> 1.824 (64d10+1.472)</p><p></p><p><strong>Fort</strong> +79, <strong>Ref</strong> +74, <strong>Will</strong> +75; +4 vs. enchantments and poison</p><p></p><p><strong>Defensive Abilities</strong> devotion, improved evasion, sixth sense; <strong>DR</strong> 32/epic; <strong>Immune</strong> acid, cold, petrification; <strong>Resistance </strong>cold 10, sonic 10; <strong>SR</strong> 74</p><p></p><p><strong>Weakness</strong> vulnerability to fire</p><p></p><p>OFFENSE</p><p></p><p><strong>Speed</strong> 130 ft., fly 130 ft. (perfect)</p><p></p><p><strong>Melee</strong> gore +91 (6d6+26), 2 hooves +89 (1d8+13)</p><p></p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p></p><p><strong>Special Attacks</strong> breath weapon (15-ft. cone, DC 65, 3d6 cold, 1d4 rounds), powerful charge (6d6)</p><p></p><p>STATISTICS</p><p></p><p><strong>Str</strong> 62, <strong>Dex</strong> 36, <strong>Con</strong> 57, <strong>Int</strong> 16, <strong>Wis</strong> 36, <strong>Cha</strong> 22</p><p></p><p><strong>Base Atk</strong> +64; <strong>CMB</strong> +91; <strong>CMD</strong> 120 (124 vs. trip)</p><p></p><p><strong>Feats</strong> Alertness, Blind-Fight, Cleave, Dodge, Greater Cleave, Greater Vital Strike, Improved InitiativeB, Improved Iron Will, Improved Natural Attack (gore), Improved Vital Strike, Iron Will, MultiattackB, Power Attack, Run, Vital Strike, Weapon Focus (gore)</p><p></p><p><strong>Epic Feats</strong> Good Will, Improved Dodge, Sixth Sense, Sky Walker, Subtle Body, Tenacious Body</p><p></p><p><strong>Skills</strong> Acrobatics +80 (+120 jump), Fly +86, Knowledge (geography) +72, Perception +84, Sense Motive +80, Spellcraft +72, Stealth +80, Survival +80, Swim +90</p><p></p><p><strong>Languages</strong> Auran, Celestial, Common, Draconic, Infernal, Old Norse; speak with animals, true speech</p><p></p><p><strong>SQ</strong> glowing nose, lay on hands 38/day (32d6), link, monster of legend (breath weapon, haste, cold subtype), share spells, virtual size category +2</p><p></p><p>Rudolph renounce 12 feats for 2 divine ability slot</p><p></p><p><u><strong>Divine Abilities</strong></u></p><p></p><p>• Dimensional Ancestry (agathion) (Ex): You gain agathion traits</p><p></p><p>• Strong Soul (Ex): Str as insight to saving throw</p><p></p><p><strong>Glowing Nose (Ex)</strong></p><p>Rudolph’s nose glows with bright light out to 100 feet. This light removes all fog, rain, smoke, snow, or obscuring effects in its area. He can suppress or resume this light as a free action.</p><p></p><p><strong>Snow Vision (Ex)</strong></p><p>Rudolph see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8869631, member: 7035194"] Oh oh oh, Merry Christmas. [CENTER][B][SIZE=7]Santa Claus[/SIZE][/B][/CENTER] Male unique Jotnar Niflheim (Hrímþursar) Lesser Deity druid (artic druid) 20 NG Huge humanoid (cold, extraplanar, giant, good) [B]Init[/B] +16 (+26 while in cold or icy terrain);[B] Senses[/B] darkvision 1800 ft., divine senses (x10), low-light vision, scent, snow vision, true seeing; Perception +74 (+84 while in cold or icy terrain) [B]Aura[/B] divine (DC 35, 540 ft.), holy aura (DC 43) [B]AC[/B] 69, touch 47, flat-footed 55 (+17 deflection, +8 Dex, +6 dodge, +8 divine, +22 natural, -2 size) [B]hp[/B] 1.980 (44d20+1.100) regeneration 20 (fire) [B]Fort [/B]+86, [B]Ref[/B] +71, [B]Will[/B] +76; +4 vs fear or pain; -8 against mind-affecting [B]Defensive Abilities[/B] arctic endurance, freedom of movement, rock catching, sixth sense; [B]DR[/B] 20/epic and lawful; [B]Immune[/B] cold, Terrestrial Hazards; [B]Resistance[/B] fire 20, Stellar Hazards; [B]PR/SR[/B] 62 [B]Weakness[/B] vulnerability to fire; [B]Speed[/B] 60 ft., climb 30 ft., flurry form, icewalking [B]Melee[/B] [I]candy can[/I] +78/+78/+73/+68/+63 (6d10+44 plus 3d6 cold and 3d6 against evil) or 2 slam +68 (4d10+23) [B]Ranged[/B] rock +53 (8d10+34) [B]Space[/B] 15 ft.; [B]Reach[/B] 15 ft. [B]Special Attacks[/B] breath weapon (60-ft. cone, DC 55, 20d12 cold damage, 1d4 rounds), mythic power (10/day, surge +1d12), rock throwing (200 ft.), wild shape 8/day [B]Spell-like Abilities[/B] (CL 52th, concentration +77) [B]Constant[/B]—freedom of movement, holy aura, true seeing [B]At will[/B]—aid, blade barrier (DC 41), bliss bolt (DC 37), commune, dispel evil, displacement, dream, etherealness, euphoric tranquility (DC 43), fool’s teleport (DC 39), freedom, greater false vision (DC 42), geas/quest, good hope, greater dispel magic, greater heroism, greater illusion of treachery (DC 41), greater invisibility, greater shadow enchantment (DC 41), greater shadow evocation (DC 43), greater shadow trasmutation (DC 44), greater teleport, heroes feast, heroism, holy aura (DC 43), holy smite (DC 39), holy word (DC 42), impossible angles (DC 40), invisibility, invisibility sphere, irresistible dance (DC 42), magic circle against evil, magic jar (DC 40), major phantom object (DC 40), mirage arcane (DC 40), mirror image, mislead (DC 41), permanent image (DC 41), phantasmal web (DC 40), polypurpose panacea, programmed image (DC 41), project image (DC 42), protection from evil, scintillating patern (DC 43), sending, shades (DC 44), subjective reality, summon monster IX (good creatures only), tongues, veil (DC 41) [B]9/day[/B]—wish [B]3/day[/B]—polar ray, wish (replicate spell with cold descriptor only) [B]1/day[/B]—polar midnight (DC 44) [B]Druid Spells Prepared[/B] (CL 52th; concentration +75) [B]9th[/B]—clashing rocks (DC 42), elemental swarm, foresight, mass cure critical wounds (2), regenerate [B]8th[/B]—euphoric tranquility, mass cure serious wounds (2), wandering weather, word of recall (2) [B]7th[/B]—control weather, heal (2), mass cure moderate wounds (2), tectonic communion, wind walk [B]6th[/B]—find the path (2), mass cure light wounds (3), summon stampade (DC 39), unerring tracker [B]5th[/B]—atonement (2), awaken, comune with nature, death ward, companion transposition, hallow [B]4th[/B]—air walk, cure serious wounds (2), earth glide, greater aggresive thunderstorm (DC 37), ice storm, true form (DC 37) [B]3rd[/B]—cloak of wind, companion mind link, cure moderate wounds (2), daylight, remove disease, sleet storm, wind wall [B]2nd[/B]—animal messanger (2), barkskin (2), companion life link, frigid touch, frost fall (DC 35), unshakable cold (DC 35) [B]1st[/B]—cure light wounds (2), endothermic touch (DC 34), endure elements, faerie fire, pass without trace, obscuring mist, speak with animals [B]0th (at will)[/B]—detect magic, mending, purify food and drink, stabilize [B]Str [/B]57, [B]Dex[/B] 27, [B]Con[/B] 61, [B]Int[/B] 40, [B]Wis[/B] 40, [B]Cha[/B] 44 [B]Base Atk [/B]+39; [B]CMB[/B] +72 (+74 for bull rush and sunder); [B]CMD[/B] 113 (115 vs. bull rush and sunder) [B]Feats[/B] Alertness, Awesome Blow, Catch Off-Guard, Dodge, Furious Focus, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Lightning Reflexes, Natural Spell, Power Attack, Skill Emphasis (craft [toymaker]), Summon Good Monster, Vital Strike [B]Epic Feats[/B] Epic Skill Emphasis (craft [toymaker]), Epic Skill Focus (craft [toymaker]), Good Reflexes, Improved Dodge, Sixth Sense, Skill Mastery (craft [toymaker]) [B]Skill[/B] All skills 55 + ability modifier; +10 Knowledge (geography), Perception, Stealth, and Survival while in cold or icy terrain, +2 Knowledge (nature) and Survival; Craft (toymaker) +145 total [B]Languages[/B] Aquan, Auran, Common, Druidic, Dwarf, Elf, Giant, Old Norse [B]SQ[/B] arctic native, change size, divine traits (lesser deity), jotun traits, maven, might, nature bond (animal companion: megaloceros [Rudolph]), nature sense, portfolio (good, happiness), snow caster, spontaneous castin (summon nature’s ally), timeless body, virtual size category +1, wild empathy +45 [B]Gears[/B] [I]candy cane[/I], [I]sack of gift, toy factory, travel sled[/I] [U][B]Divine Abilities[/B][/U] • Amaranthine Soul (Ex): Cos as circumstance to saving throw • Divine Skill Focus (craft [toymaker]) (Ex): +60 to the chosen skill • Legend Companion (Ex): Your animal companion gains the Monster of Legend template • Legendary Companion (Ex): Your animal companion gains the Legendary Animal template • Lurking (Ex): You are difficult to detect • Omnicompetent (Ex): All skills are class skill • Saviour (Su): Suffer damage instead of your allies • Vanguard Will (Ex): Allies within your divine aura can use your Will saving throw instead of their own [B][U]Good Portfolio Traits (Lesser Deity)[/U][/B] [I]Granted Power:[/I] You cast good spells at +1 caster level • [I]Hostile Environment (Unholy) (Ex)[/I]: Competence penalty (equal to your divine rank) on all die rolls while within an evil aligned environment • [I]Unholy Vulnerability (Ex):[/I] Suffer 50% extra damage from evil aligned attacks and spells • Disease Immunity (Su): You are immune to disease • Holy Scion (Ex): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class within a good aligned locale • Improved Summoning (Good) (Ex): Good aligned creatures summoned have 50% more HD • Taint of Good (Su): Healing against your damage 50% effective except in evil aligned locale • Superior Holy [Effect] (Su): Assault your enemies with holy attacks [B][U]Happiness Portfolio Traits (Lesser Deity)[/U][/B] [I]Granted Power:[/I] You get a +4 bonus on saves vs fear or pain effects • [I]Rhino's Cunning (Ex)[/I]: Competence penalty (equal to your divine rank) to Intelligence • [I]Starry Eye (Ex):[/I] Competence penalty (equal to your divine rank) on saving throws versus mind-affecting effects and sense motive checks • Pain Immunity (Su): You are immune to any effects with the pain descriptor • Scion of Happiness (Ex): You increase all morale bonuses by your divine rank • Happy Summoning (Ex): Summoned creatures gains morale bonus equal to your divine rank • Instrument of Happiness (Su): Immunities against your enchantment effects are only 50% effective • Superior Iatric [Effect] (Su): Bless your allies with healing energy [B][U]Superior Holy Beam[/U][/B] Blast 22d8; 2.160 ft./185 ft. Standard action Ref 45/half [B][U]Superior Iatric Hand[/U][/B] Hand 440; Melee Touch [B]Change Size (Ex)[/B] A jotun can alter its size between Small and Colossal as a standard action, this is a polymorph effect. [LIST] [*][LEFT][I]Small:[/I] -6 Str, +8 Dex, breath weapon (20-ft. Cone), rock throwing (50 ft.)[/LEFT] [*][LEFT][I]Medium:[/I] -4 Str, +6 Dex, breath weapon (30-ft. Cone), rock throwing (100 ft.)[/LEFT] [*][LEFT][I]Large:[/I] -2 Str, +4 Dex, breath weapon (40-ft. Cone), rock throwing (150 ft.)[/LEFT] [*][LEFT][I]Gargantuan:[/I] +2 Str, -2 Dex, breath weapon (80-ft. Cone), rock throwing (300 ft.)[/LEFT] [*][LEFT][I]Colossal:[/I] +4 Str, -4 Dex, breath weapon (100-ft. Cone), rock throwing (350 ft.)[/LEFT] [/LIST] [B]Grant Spells[/B] Santa Claus can grant spells of any level. He grant access to the domains of Artifice, Creation, Darkness, Good and Travel and to the subdomains of Agathion, Familiy°°, Friendship, Home°°, Industry°, Night, Toil and Yule. °Require urban acolyte trait. °°Clerics of Santa Claus can use the Family and Home subdomain to modify the Good domain. [B]Icewalking (Ex)[/B] Santa Claus ignores all difficult terrain and movement penalties from snow and ice. Santa Claus can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. [B]Might (Ex)[/B] Santa Claus deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than Santa Claus HD. [B]Divine Traits (Lesser Deity) (Ex)[/B] As a lesser deity, Santa Claus gains a +8 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Santa Claus’s natural attacks or any weapons he wields, are treated as epic for the purpose of overcoming damage reduction. A lesser deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep. [B]Mythic (Ex)[/B] Santa Claus has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. Santa Claus use any of his spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells. [B]Snow Vision (Ex)[/B] Santa Claus see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions. [B]Artifacts[/B] [I]Candy Cane[/I] This candy cane work as a Huge +10 dread evil outsider, dread undead, everdancing, icy blast, ghost touch, holy power, merciful great club of speed. Evil creature hit by the candy cane must make a Will save DC 46 or become stunned for 1 round. Creature without Divine Rank immune to stun gains a +4 to this save instead of applying their immunity. [I]Sack of Gifts[/I] This seemingly mundane sack in reality work as a bag of holding of type IV without content limits on volume or weight but can only contain mundane non-magical items. Santa Claus can retrieve a specific item always as a swift action. [I]Toy Factory[/I] This factory placed at the North Pole speeds up all types of construction. When crafting inside the factory a creature can craft any magic item as if he had the necessary item creation feats. When a creature use the Craft skill to create an item, he double the progress each check provides. This ability does not reduce the item’s cost or any other requirements. In addition, a creature can make an item masterwork simply by paying for the cost, and doesn’t need to increase the time to create the item or attempt additional checks. When a creature use the Craft skill inside the factory, he gains the benefit of the Cosmic Architect Cosmic Ability but only for create mundane, non-magical, non-technological toys. [I]Travel Sled[/I] This sled gives the benefit of the Supersonic Cosmic Ability, the feat Run and immunity to exhaustion and fatigue to the creatures that pull it. From among them select the sleigh leader. All other creatures increase all their speed to match the sleigh leader's, and if they lack one or more types of movement relative to the sleigh leader, they gain it. [CENTER][SIZE=7][/SIZE] [B][SIZE=7]Rudolph[/SIZE][/B][/CENTER] Legendary Animal Monster of Legend Male megaloceros animal companion NG Large outsider (cold, extraplanar) [B]Init[/B] +17; [B]Senses[/B] darkvision 60 ft., low-light vision, scent, snow vision; Perception +84 DEFENSE [B]AC[/B] 109, touch 29, flat-footed 89 (+13 Dex, +7 dodge, +80 natural, –1 size) [B]hp[/B] 1.824 (64d10+1.472) [B]Fort[/B] +79, [B]Ref[/B] +74, [B]Will[/B] +75; +4 vs. enchantments and poison [B]Defensive Abilities[/B] devotion, improved evasion, sixth sense; [B]DR[/B] 32/epic; [B]Immune[/B] acid, cold, petrification; [B]Resistance [/B]cold 10, sonic 10; [B]SR[/B] 74 [B]Weakness[/B] vulnerability to fire OFFENSE [B]Speed[/B] 130 ft., fly 130 ft. (perfect) [B]Melee[/B] gore +91 (6d6+26), 2 hooves +89 (1d8+13) [B]Space[/B] 10 ft.; [B]Reach[/B] 10 ft. [B]Special Attacks[/B] breath weapon (15-ft. cone, DC 65, 3d6 cold, 1d4 rounds), powerful charge (6d6) STATISTICS [B]Str[/B] 62, [B]Dex[/B] 36, [B]Con[/B] 57, [B]Int[/B] 16, [B]Wis[/B] 36, [B]Cha[/B] 22 [B]Base Atk[/B] +64; [B]CMB[/B] +91; [B]CMD[/B] 120 (124 vs. trip) [B]Feats[/B] Alertness, Blind-Fight, Cleave, Dodge, Greater Cleave, Greater Vital Strike, Improved InitiativeB, Improved Iron Will, Improved Natural Attack (gore), Improved Vital Strike, Iron Will, MultiattackB, Power Attack, Run, Vital Strike, Weapon Focus (gore) [B]Epic Feats[/B] Good Will, Improved Dodge, Sixth Sense, Sky Walker, Subtle Body, Tenacious Body [B]Skills[/B] Acrobatics +80 (+120 jump), Fly +86, Knowledge (geography) +72, Perception +84, Sense Motive +80, Spellcraft +72, Stealth +80, Survival +80, Swim +90 [B]Languages[/B] Auran, Celestial, Common, Draconic, Infernal, Old Norse; speak with animals, true speech [B]SQ[/B] glowing nose, lay on hands 38/day (32d6), link, monster of legend (breath weapon, haste, cold subtype), share spells, virtual size category +2 Rudolph renounce 12 feats for 2 divine ability slot [U][B]Divine Abilities[/B][/U] • Dimensional Ancestry (agathion) (Ex): You gain agathion traits • Strong Soul (Ex): Str as insight to saving throw [B]Glowing Nose (Ex)[/B] Rudolph’s nose glows with bright light out to 100 feet. This light removes all fog, rain, smoke, snow, or obscuring effects in its area. He can suppress or resume this light as a free action. [B]Snow Vision (Ex)[/B] Rudolph see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions. [/QUOTE]
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