The Dragonlance Nexus

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Santa's Little Handler

D&D 3e (3.0/3.5) Rules

by Trampas Whiteman & Kipper Snifferdoo


Santa is always in need of helpers, especially around Christmas time. Some of Santa's helpers, though, are a little too helpful.

Santa's Little Handlers are a group of kender who "borrow" toys from Santa's Workshop to give to the good kender girls and boys. After all, Santa is Quite Busy this time of year, and a good kender should do all he can to give Santa a hand.

In all actuality, Santa purposefully allows this to happen, as this is the traditional way he delivers toys to kender children.

Of course, why they "borrowed" his reindeer and sleigh is another matter!

Hit Die: d6


Race: Kender
Skills: Appraise 4 ranks, Intuit Direction 5 ranks, Knowledge (Christmas) 3 ranks
Feats: Alertness, Quick Draw
Special: Must possess the spirit of Christmas.

Class Skills:

Santa's Little Handler's class skills (and the key ability for each skill) are: Animal Empathy (Cha), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (Christmas Past), Knowledge (Christmas Present), Knowledge (Christmas Future), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Caroling) (Cha), Pick Pocket (Dex), Profession (Toymaker), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Rope (Dex).

Skill Points at Each Additional Level: 4 + Int. Modifier.

Santa's Little Handler
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +2 +0 Naughty or Nice
2 +1 +0 +3 +0 Down Through the Chimney
3 +2 +1 +3 +1 Dashing Through the Snow, Christmas Lights (1 day/yr)
4 +3 +1 +4 +1 Stocking Grab
5 +3 +1 +4 +1 Tongues, Imbue Christmas Spirit (1 day/yr)

Class Features:

Weapon and Armor Proficiency: Santa's Little Handlers are not proficient in any type of weapon or armor, although they do wear those little red hats.

Naughty or Nice (Su): At 1st level Santa's Little Handlers have the ability to determine if a child has been naughty or nice at will.

Down Through the Chimney (Ex): At 2nd level Santa's Little Handlers have learned how to go down any chimney without any harm. They receive a +4 competence bonus to Climb checks and Escape Artist checks when using a chimney to enter and exit a place of residence.

Dashing Through the Snow (Ex): At 3rd level Santa's Little Handlers do not allow their task to be hindered by the winter weather. Santa's Little Handlers move at their normal movement rate through snow and all other winter weather conditions.

Christmas Lights (Sp): Christmas is sometimes known as the Festival of Lights. At 3rd level, Santa's Little Handlers gain the spell-like ability once a year, on Christmas Eve, to create hundreds of tiny shining lights on any object they wish. Good aligned creatures are not affected by the lights, but those of neutral or evil alignment must make a Reflex Save DC (15) or become entangled in the lights for 1d4 +1 rounds. This may be cast once a round for the entire day of Christmas Eve.

Stocking Grab (Su): Santa's Little Handlers always wear a number of stockings on their person; they find that stockings hold more than pouches. At 4th level, a Santa's Little Handler can find any number of small gifts and toys in the stocking. Santa's Little Handlers can reach into his stocking as a move-equivalent action and pull out a special item.

The character rolls 1d10, and consults the following table.

Stocking Items
1d10 Special Item
1 Underwear
2 Socks
3 Candy Canes
4 Spinning Top
5 Baby Doll
6 Sugar Plums
7 Wooden Dagger
8 Wooden Pipes
9 Fruitcake
10 Gingerbread Cookies

Tongues (Sp): Santa's Little Handlers travel the length and breadth of Ansalon delivering gifts and must be able to speak to each and every individual in their own language. At 5th level they are able to understand any spoken language.

Imbue Christmas Spirit (Sp): Santa's Little Handler can share the Christmas Spirit with another by imbuing them with the Spirit of Christmas. good aligned creatures act as if they have had Protection from Evil cast upon them. Neutral or evil aligned creatures must make a save DC (20) or their alignment changes to good for the next 48 hours.

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This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.