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domenica 14 settembre 2025

Santa Claus, Conjurer

So I have been working on December’s issue… I have given this a lot of thought, and I think this is the best way to render the character.

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Santa Claus (CR 30, MR 10)

XP 9,830,400

Male venerable half-celestial human conjurer (creation) 20/VMC clericPU/archmageMA 10

LG Medium outsider (mythic, native)

Init +15, amazing initiative; Senses aura sightACG, darkvision 60 ft., Perception +37

Aura good, law

Defense

AC 41, touch 20, flat-footed 36 (+13 armor, +5 deflection, +5 Dex, +8 natural)

hp 302 (20d6+200+30) +20 temporary hp (greater heroism)

Fort +15, Ref +15, Will +21. +4 racial vs. poison

Defensive Abilities force of will, hard to kill, immortal, mythic saves, recuperation, unstoppable; DR 10/magic; Immune disease, fear; Resist acid, cold, and electricity 10; SR 35

Offense

Speed 30, fly 60 (good)

Melee winter’s reachP72TWQR +21/+16 (1d6+7 +1d6 cold/+1d10 cold)

Special Attacks artificer’s touch 12/day (1d6+10 damage to objects and constructs, bypasses 20 points of DR/hardness), channel positive energy 10/day (9d6, DC 28), greater channel, improved channel, mythic power 23/day, smite evil 1/day (+9 attack, +20/+40 damage), surge +1d12

Spell-Like Abilities (CL 20th, concentration +29)

At will- mending

10/day- major creation

3/day- holy aura (DC 27), protection from evil

1/day- aid, bless, cure serious wounds, detect evil, dispel evil (DC 24), hallow, holy smite (DC 23), holy word (DC 26), mass charm monster (DC 27), neutralize poison, remove disease, resurrection, summon monster IX (celestials)

1/level/day- animate rope, forbid actionUM (DC 20), protection from chaos, protection from evil, shield of faith, true strike; aid, align weapon (good), align weapon (law), augury, wood shape; borrow fortuneAPG, magic circle against chaos, magic circle against evil, protection from energy, stone shape, tongues; freedom of movement, holy smite (DC 23), minor creation, order’s wrath (DC 23); break enchantment, dispel chaos (DC 24), dispel evil (DC 24), fabricate, greater forbid actionUM (DC 24); blade barrier (DC 25), hold monster (DC 25), major creation, mislead (DC 25), planar ally (angels); dictum (DC 26), holy word (DC 26), limited wish (DC 26), spell turning, wall of iron (DC 26); holy aura (DC 27), moment of prescience, polymorph any object (DC 27), shield of law (DC 27), statue; mass hold monster (DC 28), miracle (DC 28), prismatic sphere (DC 28), summon monster IX (good), summon monster IX (lawful)

Wizard Spells Prepared (CL 20th, concentration)

9th Level- astral projection, bilocation, gate, prismatic sphere (DC 35), summon monster IXM MHH, time stopM, wishM (DC 33)

8th Level- demand (DC 32), euphoric tranquility (DC 32), greater instant summonsUI, greater planar allyM MHH, mass charm monster (DC 32), prismatic wall (DC 32), summon monster VIII 

7th Level- banishment (DC 31), greater teleport, joyful raptureUM, mass invisibility bubbleAA, prismatic sprayM (DC 31), summon monster VII, vision

6th Level- animate objects, contingencyM, dream realityISI (DC 30), dream scanOA (DC 30), greater dispel magic, geas/quest (DC 30), getawayAPG, globe of invulnerability, summon monster VI

5th Level- army across timeLotFW, break enchantment, fabricate, hold monster (DC 29), icy prisonUM (DC 31), mage’s faithful hound, major creation, scintillating wallDR (DC 29), teleport, touch of slumberMTT (DC 29)

4th Level- brightest lightAG, charm monster (DC 28), creeping iceACG (DC 30), dimension door, greater celestial healing, greater invisibility, greater make whole, hypercognitionOA, ice storm, locate creature, phantom chariotUC, wall of ice (DC 30)

3rd Level- allied cloakAA2, arcane sight, blinkM, daylight, deep slumber (DC 27), detect desiresUI (DC 27), dispel magic, haste, hold person (DC 27), nondetection, phantom steed, sleet storm

2nd Level- apport objectOA, Aram Zey’s focusPSFG, arcane lock, continual flame,, detect thoughts (DC 26), flurry of snowballsP67TSoS (DC 28), frost fallUC (DC 28), glitterdust (DC 26), grace, hideous laughterM (DC 26), ice slickMC, knock, locate object, make whole, spider climb

1st Level- alarm, arcane pocketBM, charm person (DC 25), chastiseFG, clarion callKotIS, command (DC 25), heightened awarenessACG, hold portal, icicle daggerUM, identify, preserveIST, see alignmentUC, shieldM MHH, sleep (DC 25), snowballUW

0-Level- arcane mark, dancing lights, detect magic, mage hand, message, read magic

Statistics

Str 18, Dex 21, Con 25, Int 38, Wis 29, Cha 28

Base Atk +10; CMB +14; CMD 29

Feats Alertness*, Blissful Spell* PA, Elemental FocusM (cold), Eschew MaterialsM, Extend Spell*, Extra Path AbilityM, LeadershipM, Rime Spell* UM, Scribe Scroll*, ToughnessM, Versatile Summon Monster * MSH

Skills Appraise +41, Craft +41, Diplomacy +38, Escape Artist +31, Fly +38, Handle Animal +33, Knowledge (religion) +46, Knowledge (arcana, dungeoneering, geography, history, local, nature, planes) +41, Perception +37, Sense Motive +37, Spellcraft +41

Languages Celestial, Common, Deutsch, Draconic, Dutch, Dwarven, Elven, English, Finnish, French, Giant, Gnome, Halfling,  Italian, Russian; truespeak

SQ animate servant 4/day (20 rounds), arcane bond (familiar), arcane discovery (immortality), archmage arcana (wild arcana), crafting mastery, create gear 27/day (20 pounds), creator’s will 10/day, divine source x3 (Artifice/Construct, Good/AngelBL1, Law/LegislationHotS, Luck/Fate), domain (Artifice/Construct), enduring armor, exceptional stats, harmonious mage, improved domain, legendary hero, mythic arcane school (power)BL6, mythic contingency, mythic spellcasting, omniscient bishop, sanctum, speedy summons, spontaneous casting, star walkerMO, summoner’s charm (10 rounds), true archmage, well-prepared

Gear belt of physical perfection +6 (144,000 gp), boots of spider climbing (4,800 gp), mitre of the hierophant (18,000 gp), ring of splendid security (180,000 gp), Santa’s cap (as a headband of mental superiority +6, 144,000 gp), ring of regeneration (90,000 gp), rod of giant summoningMSH (11,000 gp), Santa’s list, Santa’s bottomless sack, Santa’s sleigh, winter’s reachP72TWQR (228,000 gp). In addition to these, Santa Claus can have access to many other magic items at the GM’s discretion.

Special Abilities


Exceptional Stats (Ex): Santa Claus’s stats were generated using a 25-point buy. Additionally, he has the equipment of a PC of the same level, plus his unique magic sack, list scroll, and sleigh. These modifications increase his CR by 2.


Familiar Cohort: Santa Claus’ cohort is a hoary muntjacFotRR barbarian 11/championMA 5. The monster cohort also serves as Santa Claus’ familiar, and possesses all the abilities of a 20th-level familiar.


Followers: Santa Claus’ followers (per Mythic LeadershipMHH) are gnomes, dwarves, and elves with levels in alchemist, arcanist, bard, wizard, and chronicler and ranks in Craft, and are daily employed in his sanctum-workshop manufacturing toys and other gifts. The 10 higher-level followers are also 1st-tier archmages with Mythic Craft.


Mythic Contingency: Whenever Santa Claus is attacked, he is affected by cat’s grace, frosty auraP91BoBH, globe of invulnerability, greater celestial healingAA, sanctuary, and shield.


Omniscient Bishop: Santa Claus is under the permanent effect of mythic deathlessMA, aura sightACG, greater heroism, ironskinMC, and truespeakARG. Any temporary effects of these spells renew every day. Santa Claus also knows all wizard and cleric spells, and has researched many druid spells. These increase his CR by 1.


Permanent Summons: Santa Claus has two permanent mythic summon monster IX spells in place thanks to Mythic Arcane SchoolBL8 (power) and used them to summon the 8 awakened agileMA reindeer that pull his sleigh. Each one of them has the abilities of a 7th-level ranger (SkirmisherAPG) and the gear of a summoned creature of equivalent level.


An eminent ecclesiastic and saint on his world in the Material Plane, Nicholas of Myra was famous in life for his generosity towards the poor and especially towards children. He achieved communion with the divine and immortality after a very long life and his wish to continue his earthly work of rewarding good children was granted. Now he is worshiped under diverse forms and names on many worlds and planes and invoked by parents as an incitement for children to be well-behaved, in order to receive his gifts. 

sabato 9 novembre 2024

Virdena for Gestalt, Level 1

So… Gestalt is my favored new game. And I am stating my homemade characters for it.

So here’s Virdena, the eldritch knight of ice in Worldcenter! She now is an elven wizard/fighter. Her companions will follow!

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Character Name

Level

Lineage

Culture

Class (Primary)

Class (Secondary)

Virdena

1

Elf

Elven

Wizard

Fighter

Keywords: Humanoid, Elf, Fighter, Wizard, Arcane Magic, Martial, Spellcaster, Talented

Oaths

  1. I will not suffer innocents to be harmed.
  2. I will pursue knowledge, self-betterment, and true love.

Ability Modifiers

STR

+2

DEX

+2

CON

+1

INT

+2

WIS

+1

CHA

+1


Hero Dice Pool

5 / 10

Defenses

HP: 31 (20+ [11 x 1])

AC: 20 (10 + 4 Prof + 2 Dex + 4 Armor)

Speed: 30 ft.

Size: Medium; Reach: 5 ft

Saves:

  • Fort: +5
  • Ref: +6
  • Will: +5

Initiative: +6

Senses

Acute senses, Detect (magic) 10 ft.


Defenses

Ability Score

Proficiency

Bonus

Defense Prof.

DEX

Prof

+6

Fortitude Save

CON

Prof

+5

Reflex Save

DEX

Prof

+6

 Will Save

WIS

Prof

+5

Trained Armor: Light, Medium, Heavy

Defensive Abilities/Qualities:

  • Fortified, Threshold 2

Offense

Attack

To Hit

Damage

Special

Melee

Longsword (One-Handed)

+12

1d8+2 S/P

Bastard, Critical (19-20)

Longsword (Two-Handed)

+12

1d10+2 S/P

Bastard, Critical (19-20)

Ranged

Shortbow

+12

1d6 P

Ranged (300 ft), Ammo (Arrows), Critical (19-20)


Other Proficiencies

(Weapons, Spellcasting)

Ability Score

Proficiency

Bonus

All Manufactured Weapons

Str/Dex

Excep

+12

Spellcasting

Int

Excep

+12


Special Actions

Action Cost

Effect

Cast Spell

2

Cast an arcane spell you know



















Skills

Skills

Ability Score

Proficiency

Bonus

Academia

INT

Prof

+6

Acrobatics

STR/DEX

Un

+2/+2

Animal Husbandry

DEX/WIS

Un

+2/+1

Aquatic

DEX/INT

Un

+2/+2

Arcane Lore

INT

Excep

+12

Athletics

STR/CON

Prof

+6/+5

Bluff

CHA

Un

+1

Fieldcraft

WIS

Un

+1

Intimidate

STR/CHA

Un

+2/+1

Investigation

INT/WIS

Sk

+3/+2

Medicine

INT/WIS

Un

+2/+1

Merchant Lore

INT/CHA

Un

+2/+1

Military Lore

INT

Prof

+6

Perception

WIS

Sk

+2

Perform

INT/CHA

Prof

+6/+5

Profession

INT/WIS/CHA

Un

+2/+1/+1

Politique

INT/CHA

Un

+2/+1

Religion

INT/WIS

Un

+2/+1

Stealth

DEX

Un

+2

Tech. Lore

DEX/INT

Un

+2/+2




Primary Class Features

Signature- Emergency Spells: Once per short rest, you can spend 1 Hero Dice as an action to regain mana. You regain mana equal to 1 + the number rolled on the Hero Dice. This cannot bring your total mana over your maximum.

  • Spellcasting: You can cast arcane spells drawn from the arcane spell list. You have 5 + your Intelligence modifier in mana to cast wizard spells. Casting a spell costs 1 mana. You recover all mana after a long rest. Your wizard Spellcasting is based on your Intelligence. You start with 3 spells of your choosing from the arcane spell list. At 3rd level, and every odd level thereafter, you gain 1 new spell from the arcane spell list.
  • Wizardry: You gain a +3 bonus on Arcane Lore and Spellcasting checks.

Secondary Class Features

  • Warrior-at-Arms: You gain a +3 bonus on attack rolls with manufactured weapons. Boost: You can expend 1 Hero Dice to cause an attack roll with a manufactured weapon to have an Absolute bonus.
  • Soldier: You ignore the movement speed reductions of armor and all armors have their maximum Dexterity cap increased by 3.

Feats


Honors


Lineage Traits

  • Flexible: You move at normal speed while squeezing through tight spaces or over difficult terrain.
  • Graceful: You are Professional with Reflex saves. If you’d already be Professional from your classes, you become Exceptional instead.
  • Acute Senses: The range of all your senses are double that of a normal creature. If you are granted a sense, its range is double what it normally would be.

Cultural Traits

  • Focused Talent: Choose a skill of your choice (Perform). You become Professional in that skill. If you’d already be Professional from your classes, you become Exceptional instead.

Languages

Common, Elven, Arcane

Gear

Weapon

Dmg Dice

Dmg Type

Crit

Qualities

Bulk

Group

Longsword

d8

S or P

None

Critical (19-20), Bastard

1

Blade

Shortbow

d6

P

None

Ranged (300 feet), Ammo (arrows), Critical (19-20)

1

Bow


Armor

AC

Max Dex

Qualities

Threshold

Scale Armor

+4

+4

Fortified

2


Other Gear

Bulk





Gold:

Bulk: x/7

Sundries Allotment: 50/50

Spells

Mana: 7/day

Arcane Spells

Spell DC: 22 (10 + spellcasting progression)

Spells Known

  • Fireball (fire, instant): You conjure a ball of fire that you hurl at your foes, causing it to violently explode. You hurl a fireball up to 100 feet and it causes 1d8 fire damage per 2 character levels (minimum 1d8) + your highest mental ability modifier in a 10-foot radius burst. All creatures in this area must attempt a Reflex save. If they are successful, they take no damage. This spell causes anything flammable to burn.
  • Elemental Touch (touch, instant): Your hand shimmers with pure elemental energy: ablaze with fire, seething with frigid cold, cracking with electricity, humming with a violent sonic edge, or even oozing with caustic acid. This spell allows you to touch a creature, causing 1d6 damage per 2 character levels (minimum 1d6) + your highest mental ability modifier. At the time of casting you can choose one of the following damage types: acid, cold, electricity, fire, or sonic.
  • Magic Missile (magic [damage], cantrip, instant): You fire a number of small darts of raw arcane force that home in on your foe. These magical energy darts have a range of 30 feet and automatically hit (so long as there is no cover or miss chance) the creature you target. Each dart causes only 1 magic damage and, by default, you fire 1d4 darts when you cast this spell.

Biography

Virdena comes from a peripheral elven city. Her tribe was considered “uncivilized” by the noble elves of the capital, so she always felt the need to prove herself when she went to train in magic and the art of combat there. Full of wild dreams about becoming a hero of legend, Virdena fell in love with one of her teachers, an elven cleric of the most noble family and pure blood. She felt unworthy of him and never confessed her feelings, but rather decided to leave and carve a name for herself in the world, so she could come back proudly some day and maybe win the attention of her beloved.