User:Qwertyu63
As a convenience, my best works (in my biased opinion) are listed here:
- Plane of Life (3.5e Sourcebook)
- Truespeech (3.5e Variant Rule)
- God-blooded (3.5e Class)
- Apocalypse Tarrasque (3.5e Monster)
- Lesser God (3.5e Class) (unrelated to the above god classes)
Christmas Hero:
Level BAB Fort Ref Will Special
1st +0 +2 +2 +2 Christmas Rod, Festive Vestments
2nd +1 +3 +3 +3 Festive Power (attacks), Festive Heart (food/fear)
3rd +1 +3 +3 +3 Festive Vestments (+1), Rod Modes
4th +2 +4 +4 +4 Festive Power (AC/Reflex), Gift Giving Spirit, Rod Modes (shield)
5th +2 +4 +4 +4 Christmas Rod (+2), Festive Heart (water), Reindeer's Flight
6th +3 +5 +5 +5 Festive Power (Fort/Will), Rod Modes (special)
7th +3 +5 +5 +5 Festive Vestments (+2, Frost)
8th +4 +6 +6 +6 Festive Power (hit points), Festive Heart (heat)
9th +4 +6 +6 +6 Christmas Rod (+4)
10th +5 +7 +7 +7 Festive Power (sense skills)
11th +5 +7 +7 +7 Festive Vestments (+3, Frost), Festive Heart (sleep)
12th +6/+1 +8 +8 +8 Festive Power (movement skills)
13th +6/+1 +8 +8 +8 Christmas Rod (+6)
14th +7/+2 +9 +9 +9 Festive Heart (air)
15th +7/+2 +9 +9 +9 Festive Vestments (+4)
16th +8/+3 +10 +12 +10
17th +8/+3 +10 +12 +10 Christmas Rod (+8)
18th +9/+4 +11 +11 +11
19th +9/+4 +11 +11 +11 Festive Vestments (+5)
20th +10/+5 +12 +12 +12
Hit Die: d10
Class Skills: The Christmas Hero's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis) and Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.
Weapon and Armor Proficiency:
Christmas Hero's are skilled with all simple weapons and with longswords. Christmas Hero's are proficient with light armor and with shields.
Christmas Rod (Su):
The power of a Christmas Hero is contained within their magical rod known as the Christmas Rod. Within 24 hours of taking their first level in Christmas Hero, their Rod will make its way into their possession.
If a Christmas Hero should ever lose their Rod, have it stolen or even destroyed, it will find its way back into their possession in perfect condition within 24 hours, regardless of the contrived circumstances needed to permit such a recovery (If the Christmas Hero is within anti-magic, the Rod will not return until after they leave it. Putting the Rod in anti-magic will not stop it from returning to the Christmas Hero).
Their Rod can be used as a club (1d6 damage). They can also will their Rod to emit a soft red light or to stop emitting the light; the light clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40-foot radius.
The Christmas Hero and other creatures can see normally in the light. This light is suppressed in magical darkness, and the Christmas Hero can choose to suppress the light at will.
As the Christmas Hero grows in power, their Rod also grows more powerful. Starting at fifth level, their Rod gives them a +2 enhancement bonus to their Charisma while they carry it; they don't need to be holding it, as long as it is on their person. No one else can gain this benefit. This bonus increases to +4 at ninth level, +6 at level 13 and +8 at level 17.
A Christmas Hero's Rod has a Transmutation aura (caster level equals the Christmas Hero's class level, with a cap of 20), but only while it is in the Christmas Hero's possession; otherwise, it has no magic aura.
Transform (Su):
As a full-round action, a Christmas Hero can transform into a more powerful form. All creatures within 30 feet of the Christmas Hero when they transform is fascinated until the start of the Christmas Hero's next turn (Will save DC 10+half the Christmas Hero's's level (round down)+their Cha modifier negates).
To transform, the Christmas Hero must have their Rod. While in this form, they have access to a wide range of powers. The BAB of a transformed Christmas Hero increases by +5, however their total BAB may not exceed their hit dice. At eleventh level, this BAB increase increases to +10.
While transformed, the Christmas Hero changes in appearance. This change is great enough that it counts as a disguise, granting a +10 circumstance bonus to Disguise skill checks to not look like themselves.
A Christmas Hero can transform back as a free action, and can be transformed for a total of 10 minutes per Christmas Hero level per day, divided as they see fit. If a transformed Christmas Hero falls unconscious or runs out of time, they instantly transform back.
Festive Vestments (Su):
When a Christmas Hero transforms, they are bestowed with the vestments of their office.
Their Rod transforms into a longsword (1d8 damage; 19-20/x2 critical) and they are equipped with peppermint armor (+2 AC, -0 ACP).
As the Christmas Hero gains levels, these items grow more powerful. At third level, both the longsword and armor gain a +1 enhancement bonus. Every 4 levels thereafter, this bonus increases by +1.
At seventh level, the Rod also gains the Frost weapon property (+1d6 cold damage); it has this property at all times, transformed or not.
Festive Power (Ex):
Starting at level 2, the Christmas Hero can use their Charisma modifier on attack and damage rolls in addition to the normal ability score (Strength or Dexterity, depending on the attack) while transformed.
As they gain levels, the Christmas Hero can apply this bonus to other things. Starting at level 4, the Christmas Hero can use their Charisma modifier on Armor Class and Reflex Saving throws in addition to their Dexterity while transformed.
As they gain levels, the Christmas Hero can apply this bonus to other things. Starting at level 6, the Christmas Hero can use their Charisma modifier on Fortitude and Will Saving throws in addition to the normal ability score (Constitution for Fortitude, Wisdom for Will) while transformed.
Starting at level 8, the Christmas Hero can use their Charisma modifier instead of their Constitution to calculate their hit points while transformed. When transforming back, if the loss of hit points from this feature would kill you, you instead have -9 hitpoints and are automatically stabilized.
Starting at level 10, the Christmas Hero can use their Charisma modifier on Spot, Listen, Search and Sense Motive skill checks in addition to the normal ability score (Wisdom for Spot, Listen and Sense Motive, Intelligence for Search) while transformed.
Starting at level 12, the Christmas Hero can use their Charisma modifier on Hide, Move Silently, Climb and Jump skill checks in addition to the normal ability score (Dexterity for Hide and Move Silently, Strength for Climb and Jump) while transformed.
Festive Heart (Ex):
The Christmas Hero sustains them. Starting at level 2, the Christmas Hero does not need to eat food. They may still do so, if they wish. They are also immune to fear (magical or otherwise) and any emotion based negative effects (e.g. crushing despair).
As the Christmas Hero gains levels, their hope sustains them further. Starting at level 5, the Christmas Hero does not need to drink water. Starting at level 8, the Christmas Hero can endure heat and cold (as the spell endure elements as a permanent effect). Starting at level 11, the Christmas Hero does not need to sleep. Starting at level 14, the Christmas Hero does not need to breathe. They may still do these things, if they wish.
Rod Modes (Su):
Starting at level 3, the Christmas Hero can use their Rod as a magical weapon while transformed. As a move action, they can switch their Rod between Sword mode and Wand Mode; when they transform, they choose the mode it starts in.
While in Sword mode, it is usable as a Longsword as described in Vestments.
Starting at level 4, the Christmas Hero can, while using their Rod in Sword mode, create a Peppermint Shield in their off-hand as a free action; this Shield grants them a +2 Shield bonus to their AC. The shield lasts until they switch to Wand mode, de-transform or dismiss it as a free action.
While in Wand mode, the Rod can be used to shoot magical blasts of energy up to 50 feet away. Each blast is a ranged touch attack dealing 1d6 cold damage; making a blast is an attack and can be made as part of an iterative attack.
Starting at level 6, they gain the ability to shoot a special festive blast a number of times per day equal to half their class level, rounded down. A special blast either explodes, dealing an extra 1d8 cold damage, or imbues cheer, healing the target 1d8 hit points instead of damaging them.
Gift Giving Spirit (Su):
Starting at level 4, the Christmas Hero has a extra-dimensional pocket for storing things. This pocket can store 5 pounds of stuff per Christmas Hero level. Putting items in to this pocket and taking items out of this pocket is a move action. Drawing an item does not provoke attacks of opportunity.
Reindeer's Flight (Su):
Starting at level 5, the Christmas Hero can fly while transformed, with a fly speed equal to their base land speed (perfect maneuverability). In addition, they are immune to falling damage, even when not transformed.