Rudolph the Red-Nosed Reindeer
The following are two versions of everyone's favorite red-nosed reindeer. The first is more of a D&D "encounter-style" version while the second is much closer to the Bass and Rankin stop animation version portrayed in the holiday specials. I hope you enjoy them and Happy Holidays!
Rudolph the Red-Nosed Reindeer
Rudolph the Red-Nosed Reindeer
male Awakened Reindeer Psion (Nomad) 8
CR: 9
CR: 9
NG Magical Beast (Augmented Animal, Psionic)
Init +2, Senses: Listen +5, Spot +5, Low-Light Vision, Scent
Languages: Read/Write and Speak Common, Dwarven, Giant, and Sylvan
AC: 15 (+2 Dex, +3 Natural); t: 12, ff: 13
Hp: 53 (12HD)
Immune: - -
Fort +7, Ref +8, Will +8
Init +2, Senses: Listen +5, Spot +5, Low-Light Vision, Scent
Languages: Read/Write and Speak Common, Dwarven, Giant, and Sylvan
AC: 15 (+2 Dex, +3 Natural); t: 12, ff: 13
Hp: 53 (12HD)
Immune: - -
Fort +7, Ref +8, Will +8
Spd: 40’ (8 squares)
Melee +9/+4 Gore: 1d6+1 (20/x2, plus up to 4d6 with Psionic Weapon)
Combat Gear: - -
Str: 13, Dex: 14, Con: 12, Int: 17, Wis: 11, Cha: 6
Combat Gear: - -
Str: 13, Dex: 14, Con: 12, Int: 17, Wis: 11, Cha: 6
SA: Psionics (Manifester Level 8, DC13 + power level, 70 PSP)
SQ: Cold Adaptation (Severe), Low-Light Vision, Scent
Feats: Combat Manifestation (b); Deep Impact; Endurance; Greater Psionic Weapon (b); Improved Natural Attack (Gore); Psionic Weapon; Run
Skill: Concentration +12 (additional +4 to manifest defensively), Jump +5 (additional +4 with running start), Knowledge (Geography) +9, Knowledge (Nature) +10, Listen +5, Survival +10 (additional +2 in above ground natural environments or to avoid hazards/getting lost), Spot +5, Swim +5
Psionic Powers Known: 1st: Burst, Control Light, Distract, Far Hand, Inertial Armor, Know Direction and Location; 2nd: Id Insinuation, Psionic Levitate, Psionic Tongues, Specified Energy Adaptation; 3rd: Astral Caravan, Body Adjustment, Mental Barrier, Time Hop; 4th: Aura Sight, Energy Adaptation, Psionic Fly
Background/History:
Background/History:
Despite
popular yule-tide songs performed in the common rooms of inns and
taverns across the continent, Rudolph the Reindeer is a fully matured
member of his species. He was fairly typical as reindeer go until the
fateful winter when he met the Archdruid of the Great Glacier,
Nikolas Clous.
Following
the Winter Solstice and the departure of his druidic brothers and
sisters, Nikolas had grown lonely. A life spent alone in the woods
had not given him much time to have children or raise a family of his
own and most of his close friends had passed away due to age and
injury. In any event, Nikolas had grown lonely and desired a
companion. After observing a herd of reindeer grazing in the snow
near his home, Nikolas selected a younger male and cast a spell of
Awakening upon him, granting human sentience and speech.
Nikolas
named his new friend Rudolph after a childhood companion. Rudolph was
fascinated by Nikolas, his magic and devotion to nature. He adopted
many of Nikolas' viewpoints and decided that he too would become a
guardian of the northern lands and the animals who lived there.
Although
intelligent, Rudolph was not pious enough to gain access to divine
magic but through his meditations managed to unlock his psionic
potential. A regimen of self-training followed and over the next
several seasons, Rudolph proved to be an able assistant to Nikolas
and the dominate buck of his herd.
Despite
having outlived the normal life expectancy of a reindeer, Rudolph is
still in vigorous health. This is partly due to his ability to
mentally heal his injuries while his greater intelligence allows him
to find higher-quality forage for his herd.
Rudolph
is a male reindeer with an impressive rack of antlers. He stands 56
inches high at the shoulder and is nearly 7-1/2' long. At close to
500 pounds, he is close to the maximum normal size for his species.
His brown fur is heavily interspersed with gray, especially around
the shoulders and his mouth.
Rudolph
generally tries to avoid combat. When pressed to fight, normally in
defense of his herd or some important natural resource, he manifests
his psionic ability to fly first, granting him greater mobility. Then
he activates his psionic weapon abilities, followed by Deep Impact if
he has time and charges his foes, delivering devastating attacks.
Against
larger predators (like dire wolves or polar bears), he combines these
tactics with other powers like Far Hand or Distract to torment his
foes until they retreat from the field of battle.
Male Young Reindeer (Mutant)
CR: 2
NG Small Animal
Init: +1, Senses: Listen +5, Spot +6, Low-Light Vision, Scent
Languages: Read/Write and Speak English
AC: 14 (+1 Dex, +3 Natural); t: 14, ff: 13
Hp: 10 (2HD)
Energy: 16
Immune: - -
Fort +1, Ref +3, Will +1
Spd: 40' (8 squares), fly 60' (12 squares) (average)
Melee +1 Gore 1d4
Combat Gear: - -
Str 10, Dex 13, Con 9, Int 12, Wis 12, Cha 12
SA: Mutant Traits
SQ: Mutant Traits, Cold Adaptation (Severe), Low-Light Vision, Scent
Feats: Endurance
Skills: Jump +1, Listen +5, Spot +6, Swim +2, Tumble +2
• Reindeer
Traits: Gains Listen and Spot as class skills. Carrying Capacity:
50/99/150, drag up to 750 lbs
• Mutant
Traits: Gain three "levels" worth of powers (3 standard or 1 Improved and 1 Standard). Optional Charisma penalty (-3 Cha in exchange for 1 additional "level" of power); Evolved Metabolism (+4 bonus on their initial energy scores)
Powers:
• Standard
Flight: Rudolph is capable of flying 60’/round. He is able to
hover in place.
• Ultra
Light: Rudolph can shed light, centered on his nose, in a 60' radius.
The light is red and is able to penetrate thick fog. Energy Cost:
2, continuous, Duration: 10 minutes/level or HD
Weakenesses:
• Obvious Mutant: Rudolph's bright red nose has resulted in him being ostracized by his peers. Even his father is ashamed of Rudolph's appearance and fashioned a black "cap" that fits over his nose to hide it from view.
• If Rudolph ever commits an evil act, he loses his power to generate light until he performs an act of atonement.
• Although not technically a weakness, Rudolph has yet to reach full maturity (at roughly 2 years of age). When he does, he will gain a +3 bonus to Str/Con and a +1 bonus to Dex, Int, Wis, and Cha.
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