A pair of Santa's Helpers |
SANTA'S HELPER
(d20 System rules, presented under the Open Game License. Copyright 2024 by Steve Miller)
During character creation, the player declares that his character chose to become a Santa's Helper. (This can also be rolled randomly if the GM prefers; the character is a Santa's Helper on a roll of 001 on percentile dice.)
In addition to all standard class abilities and bonus feats, a Santa's Helper gains the following abilities for two days out of the year, December 24 and 25.
Joy of Fellowship: The character and his closest allies (other PCs for example) gain a +1 bonus to all saving throws, attack rolls, and skill checks.
Spellcasting: The character may cast a number of spells from the following list a number of times per day equal to his Wisdom + Charisma bonus. He casts the spell by making a gesture (such as twitching his nose or winking, with no other components required): Animal Friendship, Detect Thoughts, Disguise Self, Fabricate, Knock, Nondetection, Passwall, Telekinesis.
Bonus Feat: The character adds Naughty or Nice to the selection of available bonus feats. The ability gained from this feat is available all year long.
Drawback: A Santa's Helper is expected to be kind and helpful to all but the most naughty and outright evil beings. If he or she is mean or violent toward an innocent, friendly, or harmless target, he or she instantly loses his mystical status and all benefits that come with it..
Special: If Santa requires assistance in delivering gifts to good children, or if there's a particular threat that is stopping him from visiting an area that requires the sort of skills and attention that only a player character can bring to bear, he or she is asked to spring into action. (Hopefully, the other party members will go along to help the Helper!)