Post by Admin on Sept 27, 2015 14:51:20 GMT
Santa Claus
Demi-god
1/2 elf (1/2 stout hobbit, 1/2 snow elf) adeptus (priest/wizard)
ARMOR CLASS: -8
MOVE: 8"
HIT POINTS: 188.8
NO. OF ATTACKS: 2 per round
DAMAGE/ATTACK: see pummeling in the DMG
SPECIAL ATTACKS: lots
SPECIAL DEFENSES: more than lots
MAGIC RESISTANCE: none
SIZE: M (6' tall and rather fat)
ALIGNMENT: NG
WORSHIPER'S ALIGN: G (esp. children)
SYMBOL: Candy cane
PLANE: Prime Material (Canada)
CLERIC/DRUID: High Priest (C16)
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: Wizard (M32)
THIEF/ASSASSIN: Ninja (8)
MONK/BARD: Nil
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
S: 18
I: 18
W: 20
D: 17.50
C: 18
CH: 26
COM: 8
SPHERE OF CONTROL: toys
ANIMAL: reindeer
CLERICS: any
RAIMENT: elf-cap, low soft elven boots
COLOR(S): red
HOLY DAYS: Christmas
SACRIFICE: annual sacrifice of milk & cookies
PLACE OF WORSHIP: hearth
WP: club, flail, hammer, mace, lasso, staff sling
WP: caltrop, dagger, dart, knife, sling, staff
NWP: direction sense, animal handling, charioteering, airborne riding (reindeer), survival (cold), weather sense
NWP: animal trainer, blacksmith, boatwright, bowyer/fletcher, carpenter, leatherworker, potter, smelter, stonemason, weaver, weaponsmith
AL: NG
POSSESSIONS: super-abundant
AGE: old
GENERAL: clean (dirty on Christmas)
SANITY: very stable
GENERAL TENDENCY: altruist
PERSONALITY: friendly extrovert
DISPOSITION: cheerful
INTELLECT: dreaming
NATURE: soft-hearted
MATERIALISM: greedy
HONESTY: scrupulous
BRAVERY: brave
MORALS: virtuous
PIETY: saintly
ENERGY: driven
THRIFT: wastrel
INTERESTS: community service
As a Saint (cf. BD4.63), Santa has the following powers:
(the number in parentheses indicates the number of times per day that the power can be used)
command, 1 round effect, no save (1)
continual light (3)
cure disease (6)
cure blindness (6)
dispel evil (1)
heal (1)
Immunity to death magic spells and powers
know alignment (at will)
protection from evil, 10' r. (at will)
raise dead (1)
reduce aging (Santa has 8 times the lifespan of an ordinary mortal, in addition to being able to use life-prolonging aids available in the AD&D universe (such as a potion of longevity). Upon his death, a saint will go to reside upon an Outer Plane appropriate to his alignment and religion.)
remove curse (3)
summon (A saint can summon one creature of the same alignment and not more than 12 HD. This power is usable once per week, as opposed to all other "numbered" powers, which are usable the specified number of times per day).
Santa's spells:
1(7+3=10): ceremony, bless, protection from evil, penetrate disguise, resist cold, invisibility to undead, sanctuary, combine, precipitation, purify food and drink
2(7+3=10): messenger, enthrall, augury, withdraw (x2), speak with animals, aid (x2), chant (Ho-Ho-Ho), dust devil, wyvern watch
3(7+1=8): meld into stone, glyph of warding, negative plane protection, speak with dead, feign death, water walk, create food and water, flame walk
4(6+3=9): divination, speak with plants, spell immunity (x2), neutralise poison, logs to snakes (x2), cure serious wounds, abjure
5(5): air walk (x2), cure critical wounds, flame strike, true seeing
6(3): forbiddance, conjure animals (x2)
7(1): $ymbol
0:Useful(18): chill, clean, color, dampen, dry, dust, exterminate, flavor, freshen, gather, polish, salt, shine, spice, sprout, stitch, warm, wrap
0:Reversed(5): dusty, tangle, untie, wilt, dirty
0:Legerdemain(3): distract, mute, hide
0:Person-affecting(4): cough, scratch, present
0:Personal(6): bee, bluelight, firefinger, mouse, smokepuff, unlock
0:Haunting-sound(2): footfall, rattle
1(7): spider climb. mount, comprehend languages, identify, feather fall, sleep, shocking grasp
2(7): mirror image, invisibility. magic mouth, zephyr, rope trick, whip, forget
3(7): explosive runes, wind wall, infravision, water breathing (x2), feign death, suggestion
4(7): wizard eye. extension I (x2), dimension door, minor globe of invulnerability, stoneskin, hallucinatory terrain
5(6): fabricate. cone of cold (x2), feeblemind, stone shape, distance distortion
6(6): spiritwrack, enchant an item, monster summoning IV, glassee, globe of invulnerability, eyebite.
7(6): truename, cacodemon, power word: stun, phase door, delayed blast fireball, mordenkainen's sword
8(6): permanency. antipathy/sympathy, power word: blind, monster summoning VI, trap the soul, sink
9(6): time stop, temporal stasis (x2), monster summoning VII, mordenkainen's disjunction, meteor swarm
<note: the MU spells are only done up to level 29>
Saints are noted as demi-deities in Best of Dragon IV.
As such, Santa has a save of 3 in all categories.
In addition:
astral travel + (at will)
incl the ability to enter the Astral Plane in physical form, or as an astral projection, according to the whims of the Power, and the limitations of the Plane.
command + (at will)
functions as the spell of the same name, with the following restrictions:
There is no saving throw for followers or believers of that Power.
The spell lasts for four rounds for Greater Powers,
three rounds for Lesser Powers,
and two rounds for Demi-Powers.
continual light/continual darkness + (at will)
function as the spells of the same names.
cure + (at will)
is used as a general term to include the following curative spells.
All can be used at will, but only one at a time:
Cure blindness
Cure deafness
Cure disease
Cure feeblemind
Cure insanity
Remove curse
Remove fear
Remove paralysis
detect + (at will)
includes the following divination spells.
All can be used at will, but only one at a time.
Detect balance
Detect charm
Detect evil/good
Detect illusion
Detect invisibility
Detect lie
Detect life
Detect magic
Detect poison
Detect traps
Know alignment
Powers can also use the reverse of these spells,
in particular the undetectable lie,
in their dealings with mortals.
ethereal travel + (at will)
enables the Power to enter the Ethereal plane (if the Power's present plane permits this).
Lesser and Greater Powers can travel through areas of the Border Ethereal occupied by the fields of living creatures,
but cannot leave the Border Ethereal into the same space as a living creature.
enlarge (up to 300%) + (at will)
geas + (at will)
levitate + (at will)
polymorph self + (at will)
protection from cantrips + (at will)
functions as the spell of the same name.
These effects extends out to 10 feet for Santa.
protection from evil/good + (at will)
function as the spells of the same names.
This effect extends out to 10 feet for Santa.
sending + (at will)
functions as the spell of the same name,
with no chance for failure in cross-planar communication when communicating with a follower or believer of that Power.
teleport without error + (at will)
functions as the spell of the same name.
Powers with other means of interplanar travel avoid this method because of the inherent dangers.
understand languages/tongues + (at will)
incl the combined powers of the spells tongues, comprehend languages, read languages, and read magic.
These abilities can be used simultaneously with other divine abilities.
vocalize + (at will)
functions as the spell of the same name.
@15, @will
[alter self]
[invisibility]
[phantasmal force]
@15, only 3 per day from this group
[cure light wounds]
[dispel evil/good]
[dispel illusion]
[dispel magic]
@15, only 1 per day from this group
[anti-magic shell]
[finger of death]
[gate]
[heal]
[raise dead]
[summon]
[symbol] (all)
[true seeing]
grant a [limited wish]
[holy/unholy word]
Granting a [limited wish] functions for Demi-Powers as for
Greater and Lesser Powers. Demi-Powers are affected by the
malefic side effects of any spell-like abilities they USE. The summon
ability for Demi-Powers calls 1d3 creatures of no more than
20 HD total of the same alignment as the Demi-Power.
_________________________________________________________________________________________
Nothing but the ho-ho-ho truth
by Douglas Loss
(Dragon 44.94)
Santa Claus.
Outside of legends, what do we really know about him?
We can extrapolate from the legends to
come up with some very interesting and
thought provoking hypotheses.
First, we have direct evidence of Claus's
race. In Clement Moore's well-known
treatise on Santa,
Clement Moore: en.wikipedia.org/wiki/Clement_Moore
A Visit from St. Nicholas: en.wikipedia.org/wiki/A_Visit_from_St._Nicholas
A Visit from St. Nicholas, Full Text: iment.com/maida//familytree/henry/xmas/poemvariants/troysentinel1823.htm
he is identified as a "right
jolly good elf." In view of the well-documented
age (from various sources) of Claus, I'm inclined
to believe this may be at least partly
right. However, in view of his famed girth
and jollity, I'm inclined to believe he has a bit
of halfling blood in him, too. His affinity for
brightly colored clothing would also suggest
that he's part halfling.
We have then an elf/halfling. But what of
his class? Well, he's obviously a religious
man, as his principal appearances coincide
with the winter solstice religious festival of
one of the major planetary gods. His teachings
tend to be secularized versions of the
holy writings of that god. He's also known in
some places as "Saint Nicholas." While he's
never been known to use the standard Clerical
spells, I think we have strong evidence of
Cleric as one of his classes.
We have even stronger evidence for
Santa being a Magic-User of extremely high
level. Besides the incredible strength of his
magic, we know that he's high-level because he's
established a stronghold at the North Pole
and attracted many elven (or perhaps
elven/halfling) followers.
[Dragon 123 should provide the details of wizard's strongholds]
He's cast a permanent Flight spell on eight
reindeer. He's cast an extremely powerful
(and permanenet until dispelled) Mirror Image spell
on himself, his sleigh, and his
reindeer. He and his followers use an extra-ordinary
number of permanent Create Object spells each year <note: this might be the equiv. of fabricate in UA>
to produce the goods they distribute. Through the use of
Wizard Eye spells, he sees you when you're sleeping
and knows when you're awake. And by casting
Know Alignment, he knows if you've
been bad or good. All of this indicates a very
experienced Magic-User.
So. An elven/halfling Cleric/Magic-User.
But what's his alignment? Obviously, it's
some form of Good. Many scholars opt for
the immediate thought of Lawful Good, but
I lean to Neutral Good. Consider: The regular
repetition of kindly acts he does each
year precludes any sort of Chaotic, but a
close description of those acts must lead to
the conclusion that some of them are not
Lawful. He lands on the roof of a house and
enters it through the chimney.
A clear case of illegal entry.
He leaves multitudes of gifts
that, if not carefully considered, could ruin
the economy of the planet. These are obviously
the deeds of someone of Neutral Good
alignment, interested only in as much
good as he can do, unconcerned about the
Lawfulness of it.
So far we have a very high-level Neutral
Good elven/halfling Cleric/Magic-User. As
yet we know nothing of his personal characteristics.
Perhaps a little speculation can
shed some light on some of them.
His Dexterity is obviously very high, else
how could someone of his rotundity make it
down all of those narrow chimneys? <probably with a spider climb, and a reduce, just to be safe>
I'd say 17 or 18.
His Charisma may be beyond measure.
His followers are nothing short of fanatical.
Indeed, which of you, if told Santa Claus
needed you, wouldn't instantly rally to his
side? <this is a good question, and I'm interested to know who here won't rally to the side of Santa>
To be as high-level a M-U as he
evidently is, his INT must be 18. And
his WIS must be very high too, since he
never seems to anger or to lash out at anyone.
That would require a very wise person.
His Strength and Constitutin are less <STR set at 18, as it is more important to climbing than DEX>
clear. We really know nothing about his
Strength. His Constitution is probably high
to be able to absorb all that magic, but we
have no direct evidence of this.
What about psionic power?
I don't think we can assume that he has any.
Of course, many of the things attributed to magic could
be psionic. But assuming psionics would complicate the
picture needlessly.
It is truly unfortunate that such a famous
and revered figure as Santa Claus should be
known only through conjecture and
speculation. It would be a boon to the world
if we knew the facts about him, but that
would only happen if someone were able to
get him to take a little time on his yearly
rounds to tell us about himself. Sadly, no
one has ever successfully researched a Hold Santa spell --
and it isn't likely to happen this Christmas, either.
<problem: someone under the influence of a hold spell is unable to talk.
i went ahead and successfully researched the spell anyway, for the heck of it - Prespos>
Hold Santa
Level: 9
Range: 6"
Duration: 4r + 1r per level
Components: v.s.m
Casting Time: 5
Saving Throw: -3
Area of Effect: Santa
As hold person, but only affects Santa Claus.
Material Component: Milk and Cookies.
This spell allows the caster to Hold Santa.
* * * * * * *
<this needs to be finished>
Herd Animal: Reindeer <(Caribou)>
<>
FREQUENCY: Common
NO. APPEARING: 20-200 (or more)
ARMOR CLASS: 8-7
MOVE: 15" to 24"
HIT DICE: 1-5
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: Variable
DAMAGE/ATTACK: Variable
SPECIAL ATTACKS: Stampede
SPECIAL DEFENSES: Nil
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: S, M, or L
LEVEL/X.P. VALUE: xx | x + x
<>
Demi-god
1/2 elf (1/2 stout hobbit, 1/2 snow elf) adeptus (priest/wizard)
ARMOR CLASS: -8
MOVE: 8"
HIT POINTS: 188.8
NO. OF ATTACKS: 2 per round
DAMAGE/ATTACK: see pummeling in the DMG
SPECIAL ATTACKS: lots
SPECIAL DEFENSES: more than lots
MAGIC RESISTANCE: none
SIZE: M (6' tall and rather fat)
ALIGNMENT: NG
WORSHIPER'S ALIGN: G (esp. children)
SYMBOL: Candy cane
PLANE: Prime Material (Canada)
CLERIC/DRUID: High Priest (C16)
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: Wizard (M32)
THIEF/ASSASSIN: Ninja (8)
MONK/BARD: Nil
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
S: 18
I: 18
W: 20
D: 17.50
C: 18
CH: 26
COM: 8
SPHERE OF CONTROL: toys
ANIMAL: reindeer
CLERICS: any
RAIMENT: elf-cap, low soft elven boots
COLOR(S): red
HOLY DAYS: Christmas
SACRIFICE: annual sacrifice of milk & cookies
PLACE OF WORSHIP: hearth
WP: club, flail, hammer, mace, lasso, staff sling
WP: caltrop, dagger, dart, knife, sling, staff
NWP: direction sense, animal handling, charioteering, airborne riding (reindeer), survival (cold), weather sense
NWP: animal trainer, blacksmith, boatwright, bowyer/fletcher, carpenter, leatherworker, potter, smelter, stonemason, weaver, weaponsmith
AL: NG
POSSESSIONS: super-abundant
AGE: old
GENERAL: clean (dirty on Christmas)
SANITY: very stable
GENERAL TENDENCY: altruist
PERSONALITY: friendly extrovert
DISPOSITION: cheerful
INTELLECT: dreaming
NATURE: soft-hearted
MATERIALISM: greedy
HONESTY: scrupulous
BRAVERY: brave
MORALS: virtuous
PIETY: saintly
ENERGY: driven
THRIFT: wastrel
INTERESTS: community service
As a Saint (cf. BD4.63), Santa has the following powers:
(the number in parentheses indicates the number of times per day that the power can be used)
command, 1 round effect, no save (1)
continual light (3)
cure disease (6)
cure blindness (6)
dispel evil (1)
heal (1)
Immunity to death magic spells and powers
know alignment (at will)
protection from evil, 10' r. (at will)
raise dead (1)
reduce aging (Santa has 8 times the lifespan of an ordinary mortal, in addition to being able to use life-prolonging aids available in the AD&D universe (such as a potion of longevity). Upon his death, a saint will go to reside upon an Outer Plane appropriate to his alignment and religion.)
remove curse (3)
summon (A saint can summon one creature of the same alignment and not more than 12 HD. This power is usable once per week, as opposed to all other "numbered" powers, which are usable the specified number of times per day).
Santa's spells:
1(7+3=10): ceremony, bless, protection from evil, penetrate disguise, resist cold, invisibility to undead, sanctuary, combine, precipitation, purify food and drink
2(7+3=10): messenger, enthrall, augury, withdraw (x2), speak with animals, aid (x2), chant (Ho-Ho-Ho), dust devil, wyvern watch
3(7+1=8): meld into stone, glyph of warding, negative plane protection, speak with dead, feign death, water walk, create food and water, flame walk
4(6+3=9): divination, speak with plants, spell immunity (x2), neutralise poison, logs to snakes (x2), cure serious wounds, abjure
5(5): air walk (x2), cure critical wounds, flame strike, true seeing
6(3): forbiddance, conjure animals (x2)
7(1): $ymbol
0:Useful(18): chill, clean, color, dampen, dry, dust, exterminate, flavor, freshen, gather, polish, salt, shine, spice, sprout, stitch, warm, wrap
0:Reversed(5): dusty, tangle, untie, wilt, dirty
0:Legerdemain(3): distract, mute, hide
0:Person-affecting(4): cough, scratch, present
0:Personal(6): bee, bluelight, firefinger, mouse, smokepuff, unlock
0:Haunting-sound(2): footfall, rattle
1(7): spider climb. mount, comprehend languages, identify, feather fall, sleep, shocking grasp
2(7): mirror image, invisibility. magic mouth, zephyr, rope trick, whip, forget
3(7): explosive runes, wind wall, infravision, water breathing (x2), feign death, suggestion
4(7): wizard eye. extension I (x2), dimension door, minor globe of invulnerability, stoneskin, hallucinatory terrain
5(6): fabricate. cone of cold (x2), feeblemind, stone shape, distance distortion
6(6): spiritwrack, enchant an item, monster summoning IV, glassee, globe of invulnerability, eyebite.
7(6): truename, cacodemon, power word: stun, phase door, delayed blast fireball, mordenkainen's sword
8(6): permanency. antipathy/sympathy, power word: blind, monster summoning VI, trap the soul, sink
9(6): time stop, temporal stasis (x2), monster summoning VII, mordenkainen's disjunction, meteor swarm
<note: the MU spells are only done up to level 29>
Saints are noted as demi-deities in Best of Dragon IV.
As such, Santa has a save of 3 in all categories.
In addition:
astral travel + (at will)
incl the ability to enter the Astral Plane in physical form, or as an astral projection, according to the whims of the Power, and the limitations of the Plane.
command + (at will)
functions as the spell of the same name, with the following restrictions:
There is no saving throw for followers or believers of that Power.
The spell lasts for four rounds for Greater Powers,
three rounds for Lesser Powers,
and two rounds for Demi-Powers.
continual light/continual darkness + (at will)
function as the spells of the same names.
cure + (at will)
is used as a general term to include the following curative spells.
All can be used at will, but only one at a time:
Cure blindness
Cure deafness
Cure disease
Cure feeblemind
Cure insanity
Remove curse
Remove fear
Remove paralysis
detect + (at will)
includes the following divination spells.
All can be used at will, but only one at a time.
Detect balance
Detect charm
Detect evil/good
Detect illusion
Detect invisibility
Detect lie
Detect life
Detect magic
Detect poison
Detect traps
Know alignment
Powers can also use the reverse of these spells,
in particular the undetectable lie,
in their dealings with mortals.
ethereal travel + (at will)
enables the Power to enter the Ethereal plane (if the Power's present plane permits this).
Lesser and Greater Powers can travel through areas of the Border Ethereal occupied by the fields of living creatures,
but cannot leave the Border Ethereal into the same space as a living creature.
enlarge (up to 300%) + (at will)
geas + (at will)
levitate + (at will)
polymorph self + (at will)
protection from cantrips + (at will)
functions as the spell of the same name.
These effects extends out to 10 feet for Santa.
protection from evil/good + (at will)
function as the spells of the same names.
This effect extends out to 10 feet for Santa.
sending + (at will)
functions as the spell of the same name,
with no chance for failure in cross-planar communication when communicating with a follower or believer of that Power.
teleport without error + (at will)
functions as the spell of the same name.
Powers with other means of interplanar travel avoid this method because of the inherent dangers.
understand languages/tongues + (at will)
incl the combined powers of the spells tongues, comprehend languages, read languages, and read magic.
These abilities can be used simultaneously with other divine abilities.
vocalize + (at will)
functions as the spell of the same name.
@15, @will
[alter self]
[invisibility]
[phantasmal force]
@15, only 3 per day from this group
[cure light wounds]
[dispel evil/good]
[dispel illusion]
[dispel magic]
@15, only 1 per day from this group
[anti-magic shell]
[finger of death]
[gate]
[heal]
[raise dead]
[summon]
[symbol] (all)
[true seeing]
grant a [limited wish]
[holy/unholy word]
Granting a [limited wish] functions for Demi-Powers as for
Greater and Lesser Powers. Demi-Powers are affected by the
malefic side effects of any spell-like abilities they USE. The summon
ability for Demi-Powers calls 1d3 creatures of no more than
20 HD total of the same alignment as the Demi-Power.
_________________________________________________________________________________________
Nothing but the ho-ho-ho truth
by Douglas Loss
(Dragon 44.94)
Santa Claus.
Outside of legends, what do we really know about him?
We can extrapolate from the legends to
come up with some very interesting and
thought provoking hypotheses.
First, we have direct evidence of Claus's
race. In Clement Moore's well-known
treatise on Santa,
Clement Moore: en.wikipedia.org/wiki/Clement_Moore
A Visit from St. Nicholas: en.wikipedia.org/wiki/A_Visit_from_St._Nicholas
A Visit from St. Nicholas, Full Text: iment.com/maida//familytree/henry/xmas/poemvariants/troysentinel1823.htm
he is identified as a "right
jolly good elf." In view of the well-documented
age (from various sources) of Claus, I'm inclined
to believe this may be at least partly
right. However, in view of his famed girth
and jollity, I'm inclined to believe he has a bit
of halfling blood in him, too. His affinity for
brightly colored clothing would also suggest
that he's part halfling.
We have then an elf/halfling. But what of
his class? Well, he's obviously a religious
man, as his principal appearances coincide
with the winter solstice religious festival of
one of the major planetary gods. His teachings
tend to be secularized versions of the
holy writings of that god. He's also known in
some places as "Saint Nicholas." While he's
never been known to use the standard Clerical
spells, I think we have strong evidence of
Cleric as one of his classes.
We have even stronger evidence for
Santa being a Magic-User of extremely high
level. Besides the incredible strength of his
magic, we know that he's high-level because he's
established a stronghold at the North Pole
and attracted many elven (or perhaps
elven/halfling) followers.
[Dragon 123 should provide the details of wizard's strongholds]
He's cast a permanent Flight spell on eight
reindeer. He's cast an extremely powerful
(and permanenet until dispelled) Mirror Image spell
on himself, his sleigh, and his
reindeer. He and his followers use an extra-ordinary
number of permanent Create Object spells each year <note: this might be the equiv. of fabricate in UA>
to produce the goods they distribute. Through the use of
Wizard Eye spells, he sees you when you're sleeping
and knows when you're awake. And by casting
Know Alignment, he knows if you've
been bad or good. All of this indicates a very
experienced Magic-User.
So. An elven/halfling Cleric/Magic-User.
But what's his alignment? Obviously, it's
some form of Good. Many scholars opt for
the immediate thought of Lawful Good, but
I lean to Neutral Good. Consider: The regular
repetition of kindly acts he does each
year precludes any sort of Chaotic, but a
close description of those acts must lead to
the conclusion that some of them are not
Lawful. He lands on the roof of a house and
enters it through the chimney.
A clear case of illegal entry.
He leaves multitudes of gifts
that, if not carefully considered, could ruin
the economy of the planet. These are obviously
the deeds of someone of Neutral Good
alignment, interested only in as much
good as he can do, unconcerned about the
Lawfulness of it.
So far we have a very high-level Neutral
Good elven/halfling Cleric/Magic-User. As
yet we know nothing of his personal characteristics.
Perhaps a little speculation can
shed some light on some of them.
His Dexterity is obviously very high, else
how could someone of his rotundity make it
down all of those narrow chimneys? <probably with a spider climb, and a reduce, just to be safe>
I'd say 17 or 18.
His Charisma may be beyond measure.
His followers are nothing short of fanatical.
Indeed, which of you, if told Santa Claus
needed you, wouldn't instantly rally to his
side? <this is a good question, and I'm interested to know who here won't rally to the side of Santa>
To be as high-level a M-U as he
evidently is, his INT must be 18. And
his WIS must be very high too, since he
never seems to anger or to lash out at anyone.
That would require a very wise person.
His Strength and Constitutin are less <STR set at 18, as it is more important to climbing than DEX>
clear. We really know nothing about his
Strength. His Constitution is probably high
to be able to absorb all that magic, but we
have no direct evidence of this.
What about psionic power?
I don't think we can assume that he has any.
Of course, many of the things attributed to magic could
be psionic. But assuming psionics would complicate the
picture needlessly.
It is truly unfortunate that such a famous
and revered figure as Santa Claus should be
known only through conjecture and
speculation. It would be a boon to the world
if we knew the facts about him, but that
would only happen if someone were able to
get him to take a little time on his yearly
rounds to tell us about himself. Sadly, no
one has ever successfully researched a Hold Santa spell --
and it isn't likely to happen this Christmas, either.
<problem: someone under the influence of a hold spell is unable to talk.
i went ahead and successfully researched the spell anyway, for the heck of it - Prespos>
Hold Santa
Level: 9
Range: 6"
Duration: 4r + 1r per level
Components: v.s.m
Casting Time: 5
Saving Throw: -3
Area of Effect: Santa
As hold person, but only affects Santa Claus.
Material Component: Milk and Cookies.
This spell allows the caster to Hold Santa.
* * * * * * *
<this needs to be finished>
Herd Animal: Reindeer <(Caribou)>
<>
FREQUENCY: Common
NO. APPEARING: 20-200 (or more)
ARMOR CLASS: 8-7
MOVE: 15" to 24"
HIT DICE: 1-5
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: Variable
DAMAGE/ATTACK: Variable
SPECIAL ATTACKS: Stampede
SPECIAL DEFENSES: Nil
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: S, M, or L
LEVEL/X.P. VALUE: xx | x + x
<>