Santa Clause Is Coming To Town!

Game Master VoodooMonkey

Holiday Event!



Better watch out! Better not cry! Better not pout, I'm telling you why...wait, I guess I already told you why!

Character Parameters: Please note: This is my first time doing anything like this. All restrictions are simply me trying to keep it as thematic as possible to the particular holiday arena. I am not savvy to a lot of all the rules and obscure ins and outs-I am trying to create something fun for people that I can also keep a grip on and learn from the experience. I am open to saying yes to cool ideas for your hero-especially if they keep to thematic elements

You are a Gestalt Cleric/--?

Choose a Deity, Race, second class-first come first served-once each is chosen that specific Deity/race/class is unavailable- All Paizo material accepted: Third party races accepted-
As of now there will be no multi-classing-you are the cleric and secondary class you choose at the beginning the whole way
Monk/Brawler must choose a deity that has Unarmed Strike as their favored weapon to use their Flurry of Blows Class feature.
Druid/Hunter/Shaman: If you choose/have the Animal Companion Class Feature you may choose any deity that has Animal as a domain to get Natural Weapons as your deity's favored weapon.
Cavalier: For builds based on mount you must be a quadruped race
Gunslinger: If you choose Cixyron you start with a musket, otherwise you take an early firearm of less than 800gp and pick a deity with a ranged projectile weapon-Gunslinger is the only class allowed a firearm
Alchemist may choose Norgorber, Haagenti, Orgesh, or Urgathoa if you wish to have bomb as your deity's favored weapon.
These are the only deities who have any thematic relationship to Alchemists I can find-any help on that is appreciated!
If the person who chooses the Alchemist class also chooses the Goblin race, they may instead Gestalt in Warpriest instead of Cleric. If I have to explain why, then you probably won't be choosing this option anyways.
Drow Noble locks out Drow completely and must make a build off Cyth-V'sug-I will have further info in PM, otherwise...
Treerazer and the rest of the Nascent Demon Lords are not available.

Psychic builds note: the mobs you fight are under the control of Treerazer himself-trying to manipulate their actions psychically(or by any means through "WILL" for that matter) will be really hard to near impossible!

As you are in an extradimensional-type area there is no space per se-There will be no AaOs on those casting or using ranged weapons (under normal circumstances), but you are always considered within melee attack range and the mobs will not receive any AoOs based on the proximity of their attacks either.
After the initial "hero" attack of the first round everyone else in melee is considered flanking for the rest of the fight stage-no delaying unless it directly compliments another's action/attack or you are bracing vs charge on an expectant special move attack action (flyby, spring attack, extraordinary charge ability, etc.)
If you brace vs charge, you are doing it in anticipation of the creature's action, either you bettered its initiative or initiating in in expectancy of what it will do the following round and the mob does not use a special movement attack action, you lose your standard action that round. Whether or not a monster uses their special move will be a random percentage roll-it won't be "someone is bracing vs charge so I will choose not to do it in order for them to waste their round"-subject to the naughty list rules below!
Special move attacks are the only attack actions that put anyone or anything out of melee range for the rest of the round-If a character braces for a special move attack (with a brace weapon) and the mob performs one, each side will make an attack roll against the other-if the character hits, the mob is prevented from moving outside of melee range.

Recharge Rules Special attacks inflicting bonus damage that depend on flanking and other special circumstances(rogue's sneak attack et al) that have unlimited uses per day are always up for the first round of every stage-then recharge on a 8 on a 1d8, a 7-8 the round after (if the attack hasn't recharged successfully) and that range keeps expanding until a successful recharge (automatic when the counter reaches 1-8) then starts back at 8.
Abilities that that have a certain number of uses per day only start recharging when the total number is used per stage unless attainable circumstances allow them to recharge themselves (e.g. Swashbuckler Panache, Gunslinger grit, etc.)
Arcane Spells reset every stage and recharge on a descending d8-The value you roll on the dice and the low end of the range is the max spell level you can have recharge-you may only recharge 1 spell at a time this way.
Alchemists are arcane casters and have a caster level!

Prepared arcane spell casters-If you wish to change a prepared spell to any other one you know on a recharge: Levels 1-2 delay you for 1 round, 3-5 2 rounds, and 6-7 3 rounds 8-9 4 (if it gets to that) When changing spells you are considered in full defense and will not lose any progress if attacked.
Spontaneous arcane spell casters-
You are assumed to have all spell components (mundane and premium) and Focussessessesses necessary.
Casters may spontaneously cast any spell from the Healing sub-school from both classes

No Cleric Archetype unless you convince me it is intrinsic or thematic to your race, deity, etc- if you are granted a Cleric archetype you may only choose 1 archetype for your secondary class
Secondary Class you may choose 2 archetypes if they don't conflict.

You are the Alignment of your deity- you were sent to this to represent your deity in a cooperative effort to bring the Holiday Season back to balance.

As a cleric, you will be able to choose to one channel energy specialization as follows: These apply only to channeling energy against a monster enemy, otherwise everyone channels positive energy as it applies to healing yourself and the other players
Lawful and Good clerics may choose Positive Specialization- +/- WIS MOD on the d6 value of Channel Positive Energy (as normal), Channel Negative at 1/2 max of your d6-no mod (flat 3 for every d6)
Chaotic and Evil may choose Negative Specialization- +/-WIS MOD on the d6 value of Channel Negative Energy (as normal), Channel Positive at 1/2 max of your d6-no mod (flat 3 for every d6)
Neutral clerics may choose Grey Specialization- You may choose to do up to an exact amount up to 1d6 of either type, roll the d6 value on either type +/- WIS MOD, or do exactly 3 points of both per die at the same time.
It would behoove you all to do some coordination to ensure each is properly represented.

If things work out the way I picture it, you will see why this is the way it is, and why having Channel Energy class feature is a must. A

Ability Scores: 18 CON +/-racial value, 18 CHA +/- Racial Value, 16 on one other ability +/- RV, 12 on one +/-RV, rest are 10 +/-RV

HP:MAX Secondary Class every level +/- CON MOD + 4

Traits: 2 Starting traits-all restrictions apply
To have been adopted, you will have to convince me it ties in really well with your concept thematically.
Heirloom Weapon-
Archetypes that are Two weapon fighting builds get heirloom weapon as a bonus trait as it allows you to start with your secondary weapon in addition
Alternate favored weapon builds-Druids natural attack build, alchemist bomb, etc may start with deity's normal favored weapon in addition

No drawbacks

Weapons You start with your Deity's favored weapon-not masterwork
Ammunition 5 x Current Level- Recharges in 5s

Armor: One set of Non-masterwork Armor of which you are proficient with under 400 gp base.

Siganture moves Trait will allow (1):
-Elf to start with leaf Armor
-Drow to start with Spider-silk bodysuit
-Masterwork quality deity's favored weapon (includes natural attack/bomb/unarmed strike)
-Masterwork quality armor

Taking Signature moves for both traits will allow any combination you qualify for:
-Racial restrictive armor above + masterwork deity's favored weapon
-Masterwork deity's favored weapon + ability to transform it into 1 racial specific weapon
-those with no race-specific weapons-Masterwork deity's favored weapon + ability to transform it into 1 other weapon of which you have proficiency
-Masterwork set of armor + masterwork deity's favored weapon
-TWF builds to start with masterwork deity's favored weapon + masterwork secondary weapon you have proficiency with

Any reasonable combination i am missing

"He's making a list, he's checking it twice!"

Naughty/Nice List:

Strongly connected with the season of giving, Santa still has a bit of influence through his unfortunate situation. He will be keeping track of who plays naughty and who plays nice!

Channel Positive Energy
Channel Positive Energy on a single ally other than yourself: swift action/1 point on the "Nice"
Channel positive Energy solely on yourself: move action/1 point on the "Naughty"
Channel Positive Energy on everyone else but yourself: standard action/2 points on the "Nice"
Channel positive energy on everyone, including yourself: full round action/no point move

Other actions will be graded respectively and by discretion.

Your "Nice" score may give you such things as DR/bonuses to AC/etc.

Your "Naughty" score may give you vulnerability/the proximity of your point value may change a random attack on another person to yourself/etc.

Attacks in the first and second stages will be completely random, barring a few possible thematic circumstances. Stage 3, when the ability to cast spells to bring your allies back starts, things will get meaner: the "Naughty/Nice factor comes into play, mobs will go after those fallen in battle to specifically slay them and knock them out, etc.

Resurrection/Restoration Rules:

Lesser Animate Dead: Will bring the PC back as a free-willed skeleton only able to execute 1 basic attack per round. No Levels gained for completing a stage
Desecrate + L Animate Dead: (Can both be cast together as a full round action by the same caster) 1/2 level gained per stage
-Good: basic melee attack capability and secondary class features
-Neutral: basic melee attack capability + either secondary class features or the ability to cast spells of the Healing sub-school
-Evil: basic melee attack capability + full cleric abilities
Consecrate + Animate Dead: (Can both be cast together as a full round action by the same caster) 1/2 level gained per stage
-Good: basic melee attack capability + full cleric abilities
-Neutral: basic melee attack capability + either secondary class features or the ability to cast spells of the Healing sub-school
-Evil: basic melee attack capability and secondary class feature
Animate Dead: As Lesser above but you are a Zombie and you earn full stage level advancement
Raise Dead: Raises a PC fully to life at the level they were slain at. (+ advancement as above rounded up) A PC animated without Consecrate/Desecrate must have Lesser Restoration cast on them first. Max 9 levels difference from Current Stage value
Resurrection: Raises PC to full stage level

*Atonement must be cast on Good PCs animated with Desecrate and Evil PCs animated with Consecrate to regain full abilities
Casting Atonement on yourself is not considered "Naughty"

Consecrate/Desecrate:
Good PCs may cast 2 Consecrates for the entire event
Neutral PCs may cast 2 total of either Consecrate or Desecrate for the entire event
Evil PCs may cast 2 Desecrates for the entire event
Animate Dead: PCs may cast 1 of each lesser/normal the entire event
Raise Dead: PCs may cast 1 the entire event
Resurrection: Will be handed out on specific cases

Limitations above are for base Cleric class only, Secondary class, domain, etc allows you to supersede these limitations. Only 1 Resurrection can be gained from secondary sources

Alignment is really in name only-to have all sides represented and tie in your character thematically. This is a cooperative effort!

Looking for a few good sports: This is more of an experimental holiday event with a heavy emphasis on combat, than a campaign-I am hoping the mechanics work out in execution as much as they work out in my head. Consider the restrictions as Tournament Entry Guidelines for thematic reasons and to help me measure what different character classes are capable of-I hope to be learning a few things in the process of this whole event. Any suggestions you see that may make the mechanics work better will be graciously appreciated!

Any restriction may be modified or completely thrown out by me if you tie in a race/class/deity concept in nicely!

Mobs of each stage will be overpowered CRs increasing in number-(think along the lines of what "The Twelve Curses of Christmas" equates to) you will need the help of your allies!


Hello Everyone! Please DOT in with your build-Race/deity/secondary class. Remember, once something is picked it is locked out-we are trying to promote diversity!

One thing I saw that I forgot-Arcane casters start with Arcane Bond-even if your archetype locks it out. The Arcane Bond is your deity's favored weapon. Spontaneous casters such as Sorcerers may put 1 spell they do not already know in there-Current highest level spell minus 1 (minimum first)


Deities by Pantheon-Archives of Nethys

For skills:
You get 1 rank in ACROBATICS per level
You get 1 rank in KNOWLEDGE ARCANA, NATURE, or PLANES per level


Re-edit: Archetypes that lock out Arcane Bond class feature may get it through the Signature moves Trait.

Links that didn't make it through the copy/paste:

Gunslinger: Cixyron

Alchemist: Norgorber, Haagenti, Orgesh, or Urgathoa

Scarab Sages

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...is a worthless concept ...is a cynical scam gestalt Ghul Lord/Warlock/Truenamer/Psychic/Wild Mage

Noble Drow Cardinal/Witchblade of Cyth-V'sug!

Scarab Sages

1 person marked this as a favorite.
...is a worthless concept ...is a cynical scam gestalt Ghul Lord/Warlock/Truenamer/Psychic/Wild Mage
GM Voodoo Holiday wrote:

Alchemist: Norgorber, Haagenti, Orgesh, or Urgathoa

May I suggest also allowing Qi Zhong so there is a Good option?


I'm Hiding In Your Closet wrote:
GM Voodoo Holiday wrote:

Alchemist: Norgorber, Haagenti, Orgesh, or Urgathoa

May I suggest also allowing Qi Zhong so there is a Good option?

Yep, that works too!

Scarab Sages

...is a worthless concept ...is a cynical scam gestalt Ghul Lord/Warlock/Truenamer/Psychic/Wild Mage

*drums fingers*


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Allanondalf: Human Iomedae Cleric Theologian of War/ Wizard of Teleportation


isthaq wrote:

Allanondalf: Human Iomedae Cleric Theologian of War/ Wizard of Teleportation

I see what you did there!

Scarab Sages

...is a worthless concept ...is a cynical scam gestalt Ghul Lord/Warlock/Truenamer/Psychic/Wild Mage
GM Voodoo Holiday wrote:
isthaq wrote:

Allanondalf: Human Iomedae Cleric Theologian of War/ Wizard of Teleportation

I see what you did there!

Huh. I don't.


Is Aasimar an available race? If so I'm going to make an Aasimar Cleric/Fighter. Not a ninja.


1 person marked this as a favorite.

Nidalap Tramlaw the Aasimar Cleric/Fighter for my man Torag. Protection and Law domains.


Quithnik1 wrote:
Nidalap Tramlaw the Aasimar Cleric/Fighter for my man Torag. Protection and Law domains.

I see what YOU did there too!

So we have :

Noble Drow/Witchblade/Cyth V'Sug
Human/Wizard/Iomedae
Aasimar/Fighter/Torag

locked out so far.

Scarab Sages

...is a worthless concept ...is a cynical scam gestalt Ghul Lord/Warlock/Truenamer/Psychic/Wild Mage

Unless we can get more (and I haven't been able to pick any up, though I've just pitched to a few more people), I think one of you really ought to switch to a LE, NN, or CG deity for better balance.


we got a few more coming in, just trying to get my RL group builds posted before I ask others, it's their first delve into PbP, I just need a bit of patience because the upstart of this will be slooooow most likely until I get them comfortable with what is going on.


Gnoll Antipaladin of Rovagug


Kitsune Cleric/Shaman(Draconic) of Daikitsu


Ifrit Cleric/Sorcereof Thisamet


Updating Stats:

Ability Scores: 18 CON +/-racial value, 18 CHA +/- Racial Value, 16 on one other ability +/- RV, 12 on the rest +/- RV

Noble Drow/Witchblade/Cyth V'Sug
Human/Wizard/Iomedae
Aasimar/Fighter/Torag
Gnoll/Antipaladin/Rovagug
Kitsune/Shaman/Daikitsu
Ifrit/Sorcerer/Thisamet

Locked out


I have been working with Lord Loaf on his toon, if you look at his game alias(Moonbeam Murderbone) you can get a good idea on how to set up your profile (new players)

Note:The channel specialization is unique to a certain stage only, otherwise you are all bestowed the ability to channel positive healing energy on the characters involved regardless of alignment.

Scarab Sages

...is a worthless concept ...is a cynical scam gestalt Ghul Lord/Warlock/Truenamer/Psychic/Wild Mage

What's our starting level? Kinda important.


level 1 you advance after every stage


GM Voodoo Holiday wrote:

Locked out

Anyone visiting that I have invited, this means this particular build is locked out, still recruiting a few more!

Scarab Sages

...is a worthless concept ...is a cynical scam gestalt Ghul Lord/Warlock/Truenamer/Psychic/Wild Mage

Don't know whether you lock this bit out as well, but you might want to also note those of us who have opted to make Archetypes out of our Cleric sides: so far, that's me as a Cardinal and isthaq as a Theologian.

Scarab Sages

...is a worthless concept ...is a cynical scam gestalt Ghul Lord/Warlock/Truenamer/Psychic/Wild Mage

Making good progress on my character (name and other things still subject to change)!

A few questions, forgive me if any of them turn out insufficiently clear:

Can we upgrade weapons and armor like in Pathfinder Society? If so, what about the Heirloom Weapon? Would I need to spend both of my trait slots on Signature Moves to make my Heirloom Weapon upgradeable in that fashion, or would you consider it being an Heirloom Weapon enough (which does make sense)? If I do spend both trait slots on Signature Moves, what (if anything) more happens to the bonus to Bluff/Intimidate?

Do we get a ranged/melee weapon other than our deity's favored weapon/sidearm? What other equipment/wealth do we start with?

Am I to understand that we all get Healing as our second Domain? I thought I recalled you telling me that, but I can't find where at the moment. If so, may I take a Subdomain (like Restoration)?

Speaking of which, may I combine the Growth and Decay Subdomains? As you can see, they don't overlap at all, and the combination is not only very appropriate for Cyth-V'sug, but I'd say is moreso than any of what it replaces from the base Plant Domain.

May you and I discuss some kind of custom FCB for Drow Witchblades?


Yes on the domain questions one healing/subdomain thereof
If you are a specific Two weapon fighting build, such as through archetype, then heirloom is a bonus, otherwise the point is to specifically to be a build off your deity's favored weapon.
Signature allows for masterwork starting, the plan being weapons get upgrades as we go...a nonmasterwork weapon becomes masterwork at a certain point whereas those who started with masterwork from trait will get a +1 bonus enhancement at that point.

As far as ranged weapons, the special movement attack actions were supposed to put the mobs out of direct melee for 1 round, so someone should actually make a build off a favored ranged. Special movement such as barbarians fast movement, etc will allow someone to "catch up" that round or special class/feat abilities that hindered movement before the creature takes said special movement attack will make it so they are unable, and successful bracing vs charge before hand will also stop it from getting out of range for that round. Otherwise, once it gets out of range for that round PCs are relegated to using spells or finding creative ways to hinder or "catch up", or taking advantage of an otherwise non-action to buff heal etc.

Scarab Sages

...is a worthless concept ...is a cynical scam gestalt Ghul Lord/Warlock/Truenamer/Psychic/Wild Mage

I still need to know what equipment we get other than weapons and armor.

What's our clothing budget?

Food and drink?

Wacky sundries and knickknacks?

I'm thinking my character will be the Flagbearer, anything wrong with that?


OK, since weapons and armor are included, feel free to take 30 gp for "knickknacks"...unless it is intrinsic to your build-run premium items by me. Remember, this, (if I can get a couple of those who chimed in to even make their characters) is more of "an event" based on combat rounds, so Clothing and other ascetics that normally round out a character in a campaign situation will be less constructively important
to the event, but if it makes you happy then cool!

Scarab Sages

...is a worthless concept ...is a cynical scam gestalt Ghul Lord/Warlock/Truenamer/Psychic/Wild Mage

In that case:

- May I have a noble's outfit and suitable jewelry?

- A flag technically costs 10 gold; since it's obviously needed for the Flagbearer feat, will that count against my 30-gp stipend?


Consider it like the feat Heirloom Weapon in this case-you don't have to put out the initial funds as far as feats and traits and class/archetypes. Just like you are considered to have spell components and focusssesseses.

Scarab Sages

...is a worthless concept ...is a cynical scam gestalt Ghul Lord/Warlock/Truenamer/Psychic/Wild Mage

Does that mean "yes to both"?


yes on the noble's outfit and jewelry and the flag does not count against the 30 gp

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