Father Krampus (3.5e Vestige)
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Father Krampus, the Shadow of Nikolaus
Level: 7th
Binding DC: 30
Special requirement: Yes
Legend
In ancient times, the people of the North celebrated a festivity during the winter season, called the Mid Winter Feast, that marked the beginning of the New Year. This festivity originated from the feats of a mythical figure, called Father Nikolaus, that travelled in the North and freed the land from the Eternal Winter, that was created by an unnamed horned demon. The two battled each other for some months and Father Nikolaus won the day of Mid Winter. This way, he trapped the demon with his chains, binding him into his service and limiting its powers. After that, winter became a memory and Father Nikolaus came back each year to guard over this period, ordering the people of the North to celebrate this time of the year by doing good deeds and share presents with each other to keep the demon at bay. The people happily obliged for years.
Over time, the inhabitants began to forget the rule of Father Nikolaus, not understanding the reason for the annual coming of this old man. Because of this Father Nikolaus became depressed and angered with them, as his powers dwindled. In that moment the demon intervened, offering its help to the hero, in exchange for some more freedom. The weakened Nikolaus refused for years, but, as its influence became even less, it yielded to the insistent demon. Thus, Krampus was born.
He was the counterpart of Father Nikolaus, allowed to bring back the frost of winter for a limited time of the year, to convince the people of the North to behave and be kind to each other, as hard times are always near. This act renewed the interest in the works of Father Nikolaus, that regained its influence. To Krampus was given rule over bad people, particularly children, and he punished those judged evil, with presents of coal, and even kidnapping particularly malicious people. He had a small force of lesser demon-like creatures, that some claimed were the kidnapped children transformed in monsters, to enforce his rule.
This new balance lasted centuries, but as time erodes all things, people trivialized the festivity and focused only on the gifts, becoming greedy. Again the power of Nikolaus decreased, as he grew disgusted and tired. His visits became far less frequent, to the point which only Krampus showed up during winter. Not being a deity, Father Nikolaus was eventually forgotten and erased from existence. Krampus, being intimately bound to him, resisted as long as it could, but even he succumbed to forgetfulness. Before disappering, he left a trace of himself with a piece of coal, becoming a shadow, a remainder of Father Nikolaus and of the unnamed demon. This sign was collected by some scholars and only few people know its meaning to this day.
This vestige is inspired by the stories of the Krampus and Saint Nicholas.
Manifestation
As you correctly utter the name, a snow storm erupts inside the summoning sign. Far you hear a distant "Ho-Ho-Ho" and the faint chiming of bells. When the storm mitigates, the sounds cease and a shadowy figure has appeared. The figure is tall and big, looming over you, its body is covered with fur and it sports large horns from its forehead. You see tiny eyes that glow as alight coal stones. The figure tries to jump on you, raising its enormous, clawed hands into the air. As it does this, frost chains appear out of thin hair and bind it. The creature is suspended above the sign by the chains and it looks towards you, grinning widely and asking you what do you desire for, in a mellous voice.
Special Requirement
To effectively call this vestige you have to draw the sign with a piece of coal and you must have done some kind of mischief in the previous year or it won't appear at all, and you would summon instead a packaged gift with your name on it.
Sign
When you bind with Father Krampus, a thick, gray and brown fur grows all over your body. It's coarse and smells of burnt coal but it keeps you warm.
Influence
Under the influence of Krampus you are particularly mean to impolite children, always needing to torment them. At the same time, you are nervous around children who are obedient and behave well.
Granted abilities
Father Krampus makes you similar to its servants, granting you resistance to cold and the tools necessary to punish those who misbehave.
Coal Present: You must bring any kind of empty, leather or cloth bag along yourself to use this power. As a standard action, you may retrieve a big lump of incandescent coal from the bag. It does not harm you and you may immediatly, as part of the standard action, throw it with a range of 40 feet (12 meters) as a thrown weapon. You add a +1 bonus to the attack and +1 for each four effective binder level. The coal deals 3d6 of damage (2d6 of bludgeoning damage and 1d6 of fire damage). Evil creatures suffer additional 2d6 of untyped damage (so it overcomes any damage reduction). This fire damage overcomes fire reduction for evil creatures and those with fire immunity still suffer half the damage.
Frosty Chains: As a standard action, you may target one creature in 30 feet (9 meters). This creature must make a Reflex save to avoid being bound by chains of frost. If the creature pass the save it's entangled for one round. If it fails the save it's bound and helpless. It must make a Strength check or a Escape Artist check to escape the bindings. The DC is equal to the Reflex save DC. For each round, including the first, in which the creature is entangled or bound it suffers 2d6 of frost damage. Against evil creatures this damage increases to 3d6 and overcomes cold resistance and even evil creatures with cold immunity suffer half the damage. You may bind creatures up to two sizes larger than you. Once you have used this ability, you cannot do so again for 5 rounds.
Fur of the Goat: You gain fire and cold resistance equal to 5 + your Charisma modifier and you are under the effect of endure elements in cold climates. You cannot use this ability if you do not show Krampus' sign.
Sacking the Rascal: You must bring any kind of empty, leather or cloth bag along yourself to use this power. As a standard action, you may put a bound, entangled or helpless evil target inside the bag. When inside, the creature suffers 6d6 of untyped damage (so it overcomes any damage reduction) each round. The creature may free itself with a Strength check or a Escape Artist check to escape the sack. The DC is equal to the Reflex save DC for frosty chains. Only a single creature may be inside the bag at any given time. After three rounds inside the bag the creature is, anyway, immediately freed. You may trap creatures up to two sizes larger than you, but for each higher size category they gain a +4 to the skill check, while smaller creatures have a -4 to the check for each size category lower than you. You may release the creature as a move action. Once the creature is free, you cannot use this ability again for 5 rounds.
Author: the bluez
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