Author Topic: Krampus  (Read 4062 times)

Offline TC X0 Lt 0X

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Krampus
« on: December 27, 2015, 09:40:28 AM »
Quote
KRAMPUS
That aint old St Nick!


KRAMPUSHD: d8


Level 
1
2
3
Base
Attack
Bonus   
+1
+2
+3

Fort
Save 
+2
+3
+3

Ref
Save 
+2
+3
+3

Will
Save 
+0
+0
+1


Special 
Krampus Body, Sinister Bag, Implement of Discipline
Stalking Child Thief, Haunting Bells and Thrashing Chains   
Creature in the Dark, My You're a Big One!

Ability Score
Increases 
+1 Str
+1 Dex
+1 Str, +1 Dex

Skill Points: 4 + Int modifier per level (x4 at 1st level).
Class Skills: Balance, Bluff, Climb, Craft, Disguise, Escape Artist, Handle Animal, Hide, Intimidate, Jump, Knowledge(Geography), Knowledge(Local), Knowledge(Nature), Listen, Move Silently, Search, Spot, Survival, Swim, Tumble, and Use Rope.

Proficiencies: Krampus are proficient with their natural attacks, it's Implement of Discipline, and simple weapons. They are not proficient with any armor or shields.


Class Features

Krampus Body(Ex): At first level, the Krampus loses all racial bonuses and gains the Fey type (basically low-light vision).
A Krampus is medium sized, has a movement speed of 30ft, and has 2 natural claw attacks (1d4+str mod), which it has the Improved Grab special quality with, and Darkvision out to 60ft. It also gains a natural armor bonus equal to its con modifier to AC. A Krampus is protected from colds weather as if under the effects of a constant endure elements, and has Cold resistance equal to 2 plus total HD.

Sinister Bag (Su): The Krampus job is to take away all the bad children. A handy bag or basket is great for this. Starting as 1st level, the Krampus gets a special bag or basket that acts as a Bag of Holding I, but is not limited by weight and only the Krampus can retrieve or place items into it's extradimension pocket. To others creatures, this bag/basket is just a mundane cotton sack or twine basket. Unlike a actual Bag of Holding, the Krampus does not need to worry about bringing it into another extradimensional space as the bag/basket merely stops functioning in other extradimensional spaces. If the bag/basket is pierced for destroyed, the items within are not lost. The bag/basket must merely be replaced, which simply requires working a ritual on a similarly sized bag/basket for 8 hours (which costs 250 gold in ritual materials). A new bag/basket connects to the same extradimensional space as the previous bag/basket. Creatures in the bag/basket are ejected if it is destroyed (into a grapple with the Krampus if that is how they were put in).
When the Krampus is grappling an opponent and has it pinned, it can make a opposed grapple check (made in place of an attack) to throw the creature in it's bag/basket. While in the bag/basket, the Krampus can maintain a pin against the creature as a free action (with a +5 bonus to the check). A creature that breaks free of a pin inside the back breaks out of the bag/basket, though the Krampus can immediately reinstate his grapple and pin against the creature. Creatures pinned in the bag/basket take 1d6 damage per 2 total HD each round (either lethal or nonlethal at the choice of the Krampus). The Krumpus can exclude creatures from this effect. The bag/basket can hold as many creatures as it has space for. Creatures within cannot interact with items or other creatures in the bag/basket. The bag/basket otherwise provides the minimum necessities to sustain a creature within for extended lengths of time.
The dimensions of your bag are multiplied by your level. For instance a 5th level Grampus has a bag with 150 cubic feet of space (5 * 30). Elder Krampus are well known to have exceptional torture chambers within their bags.

Implement of Discipline: The Krampus sometimes need to discipline bad children (or bad adults when it comes to it). The Krampus usually uses some sort of implement to do so. Usually this takes the form of chains, whips, or the branch of thin birch-like trees. Regardless of form, this implement is a one-handed weapon which deals 1d10 damage with reach which only the krampus is proficient with. The Krampus can deal nonlethal damage with the weapon at no penalty, and can use it while grappling at no penalty. A Krampus with Two-Weapon Fighting may possess two of these implements, and can treat the implement in the off hand as light. A lost implement can be replaced with 8 hours of construction at no cost. It can be enchanted the same as any other weapon.

Stalking Child Thief (Ex): The Krampus gains a bonus to all grapple checks and to hide and move silently checks equal to half his total HD.

Haunting Bells and Thrashing Chains (Su): The Krampus arrival is heralded by a haunting melody of bells which both entices its listeners and sends shivers down their spines.
By spending 1 minute slowly rattling his bells the Krampus can cause all creatures within close range (25ft + 5ft per total HD) to be fascinated with the melody (Will save DC 10 + 1/2 total HD + Cha modifier). As long as the effect is not broken, a creature effected does not recall hearing the sound after it has passed. A Krampus can use this effect for a number of minutes equal to his Cha mod plus half his total HD (but must use at least 1 minute increments every time). A Krampus must maintain this effect with a standard action each round as long as it is active, but can otherwise use his his move and swift actions as he pleases.
While in a fight the Krampus can also thrash with the chains the bells are attached to. Doing so is a move action, which initiates a intimidate check to demoralize 1 creature within close range (25ft + 5ft per total HD).

Creature in the Dark (Su): The Krampus comes in the dark and leaves in the dark. The Krampus can move at full speed without taking a penalty to his hide or move silently checks as long as he is an area of shadowy illumination. Further, the Krampus can teleport within and between area of total darkness as part of some kind of movement, teleporting up to the same number of feet it would normally move with that movement.  This latter option can be used once per minute, but the cooldown of that option can be reset as a free action a number of times per day equal to his Charisma modifier, or whenever the Krumpus successfully moves a creature into it's bag with a grapple check.
At 8 HD, the Krumpus can even teleport from areas of light as long as the destination is a area of darkness. At 13 HD the destination need merely be in shadowy illumination. At 18 HD, the Krumpus can project his shadow to his destination before teleporting, allowing him to use this ability to teleport regardless of light conditions.

My You're a Big One! (Ex): Sometimes the children of larger creatures (such as Giants) are naughty too, but it is the job of the Krampus to steal them away all the same. The Krampus can grapple creatures 1 size category larger then normal, and an additional size category larger for each 5 HD after 3rd.

« Last Edit: January 17, 2016, 05:38:09 PM by TC X0 Lt 0X »
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Offline TC X0 Lt 0X

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Re: Krampus
« Reply #1 on: December 27, 2015, 09:56:42 AM »
Another treat for the Holidays.
I don't know a huge amount about the Krampus other then that it steals naughty children and what it looks like. I figured that if it steals children it needs to be good at grappling and and sneaking into town.
I was a little liberal with this but I think it came out all right for the most part.
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Offline TravelLog

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Re: Krampus
« Reply #2 on: December 27, 2015, 02:30:18 PM »
I love this. Well done!
Too much sanity may be madness and the maddest of all, to see life as it is and not as it should be.
--Miguel de Cervantes

Offline DavidWL

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Re: Krampus
« Reply #3 on: December 28, 2015, 12:47:10 AM »
I agree - fun, fitting, and flavorful :)

Offline ~Corvus~

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Re: Krampus
« Reply #4 on: January 17, 2016, 02:35:44 AM »
I really like this. It would likely benefit more from a bonus to STR or CHA.

Under Stalking Child Thief, I'd recommend you put "equal to half his total HD" to be 100% clear.
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Offline TC X0 Lt 0X

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Re: Krampus
« Reply #5 on: January 17, 2016, 05:13:03 PM »
I really like this. It would likely benefit more from a bonus to STR or CHA.

Under Stalking Child Thief, I'd recommend you put "equal to half his total HD" to be 100% clear.

Change applied.

Yeah Str is definitely good for them, and while they only have two effects that scales off Cha, which one ist easily usable in combat, the other is a solid demoralize effect in combat, so it is not a bad choice depending on what classes you branch into.
It gets Dex to stats though so it can stealth a little better on top of its skill bonus. I can probably change this to provide a bonus to both str and dex though (+1 Str 1st, +1 Dex 2nd, +1 Str and Dex 3rd).

Actually this can probably use a little more scaling off cha. I nerfed Creature in the Dark so the teleport can only be used once per minute, but also let the krumpus reset it a number of times equal to his charisma mod each day in case he needs to make multiple dashes in quick succession with it. Also gave it a clause that it resets it whenever he grapples someone into his bag, as a reward for being successful with its base class feature.
Also gave the teleport some more versatility at higher levels.
« Last Edit: January 17, 2016, 05:34:30 PM by TC X0 Lt 0X »
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Offline oslecamo

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Re: Krampus
« Reply #6 on: January 22, 2016, 01:46:40 AM »
Looks great as it is to me, added to the index!