Santa Claus (aka St. Nicholas) is a Holy Man.
In battle he doesn't deal damage.
All his powers focus on healing, preventing enemies from attacking, and buffing allies' defenses.
Key powers are "Cleric utility 22: Cloud Chariot" which conjures the chariot he travels with on Dec. 24/25, and Guardian of Faith to conjure an elf when needed. He speaks Supernal.
He owns a Handy Haversack to store all the gifts he's handing out left and right, and a magic rope to get down the chimney, and spider boots to get down faster.
Paragon Path is Messenger of Peace to "abuse" his non-damaging "attacks", and Epic Destiny is Saint of course.
Very rarely inflicts real damage
Only his melee at-wills Priest's Shield and Invigorating "Assault" do 0.75 DPR at level 30 - the only powers besides his extremely weak melee basic attack that have a chance of causing direct damage. He also doesn't have any powers that increase allies' accuracy or damage, except for Astral Seal, which inflicts a penalty on the target's defense. He is very much aware of this problem and uses the power sparingly and carefully. His staff and his symbol don't cause crit damage. In fact, since you can only cause extra crit damage if the power deals damage to begin with, he has a plethora of choices from implements. He does abstain from melee weapons that can possibly deal extra crit damage. His STR is so low that he oftentimes only hits on a natural 20 with his two melee at-wills, and this will not trigger the crit effect of the weapon since he the result is lower than the enemy's defense. But the effect of Invigorating Assault is independent from hitting, so when he has to attack in melee, he prefers this.
Other than that he attacks with his holy symbol(s).
This character is very much playable - an amazing healer/buffer/debuffer who will lead the party to success all the time. Enemies learn very early in battle that they are fighting an extraordinary mortal who is virtually impossible to kill by lesser beings like themselves. Undead creatures have a particularly hard time with him. Santa uses his diplomacy and intimidate skills extensively to end battles prematurely or to prevent them from happening alltogether. If battle can't be avoided, his enemies will find his holy presence insurmountable. At level 30 he is terrifyingly peaceful.
Real world background: In the USA, and many other world regions nowadays, the legend of St. Nicholas has almost disappeared behind the current perception of "Santa Claus". The historical St. Nicholas (4th century AC) was a bishop in the town of Myra in modern day Turkey, who became one of the most revered saints in catholizism. The painting above shows him saving three innocents from execution by ripping the sword out of the hand of the executioner. For more background information, check out wikipedia.
(Please note the original idea was that he is a changeling but I discarded it.)
[sblock Character Builder Summary]
====== Created Using Wizards of the Coast D&D Character Builder ======
Santa Claus, level 30
Human, Cleric, Messenger of Peace, Saint
Build: Shielding Cleric
Background: Veteran of a Religious War (Intimidate class skill)
FINAL ABILITY SCORES
Str 10, Con 13, Dex 12, Int 12, Wis 28, Cha 22.
STARTING ABILITY SCORES
Str 8, Con 11, Dex 10, Int 10, Wis 18, Cha 14.
AC: 43 Fort: 38 Reflex: 37 Will: 48
HP: 170 Surges: 13 Surge Value: 42
Intimidate +28, Religion +21, Insight +29, Heal +31, Diplomacy +28
Acrobatics +15, Arcana +16, Bluff +21, Dungeoneering +24, Endurance +15, History +16, Nature +24, Perception +24, Stealth +15, Streetwise +21, Thievery +15, Athletics +14
Cleric: Ritual Caster
Human: Action Surge
Level 1: Implement Expertise (holy symbol)
Level 2: Pacifist Healer
Level 4: Healer's Implement
Level 6: Harbinger of Rebirth
Level 8: Defensive Healing Word
Level 10: Pacifist's Reward
Level 11: Greater Divine Fortune
Level 12: Merciful Power
Level 14: Gambler's Word
Level 16: Shielding Word
Level 18: Extended Healing
Level 20: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 21: Supreme Healer
Level 22: Glorious Channeler
Level 24: Reactive Healing
Level 26: Beatific Healer
Level 28: Divine Mastery
Level 30: Shared Healing
Bonus At-Will Power: Invigorating Assault
Channel Divinity: Healer's Mercy
Cleric at-will 1: Priest's Shield
Cleric at-will 1: Astral Seal
Cleric encounter 1: Bane
Cleric daily 1: Guardian of Faith
Cleric utility 2: Return from Death's Door
Cleric encounter 3: Astral Flare
Cleric daily 5: Halo of Consequence
Cleric utility 6: Spirit of Healing
Cleric encounter 7: Price of Violence
Cleric daily 9: Dismissal
Cleric utility 10: Mass Cure Light Wounds
Cleric encounter 13: Denunciation (replaces Bane)
Cleric daily 15: Sacred Armistice (replaces Guardian of Faith)
Cleric utility 16: Air Walk
Cleric encounter 17: Astral Flare (replaces Astral Flare)
Cleric daily 19: Moment of Peace (replaces Halo of Consequence)
Cleric utility 22: Cloud Chariot
Cleric encounter 23: Astral Flare (replaces Astral Flare)
Cleric daily 25: Divine Intervention (replaces Dismissal)
Cleric encounter 27: Healer's Reproof (replaces Astral Flare)
Cleric daily 29: Life Lanterns (replaces Sacred Armistice)
Ritual Book, Spiritmail of Shared Valor +6, Champion's Symbol +6, Tattered Cloak +6, Holy Healer's Quarterstaff +6, Handy Haversack (heroic tier), Rope of Climbing (heroic tier), Boots of Spider Climbing (heroic tier), Gloves of the Healer (epic tier), Phoenix Sash (paragon tier), Bracers of Defense (epic tier), Luminary Ring (epic tier), Ring of Tenacious Will (epic tier), Feyswarm Staff +6, Helm of Able Defense (paragon tier), Escape Tattoo (heroic tier), Symbol of the Holy Nimbus +6, Star of Corellon +6, Orb of Light
Gentle Repose, Create Holy Water, Voice of Fate, Ease Spirit, Divine Sight, Succor, Fantastic Recuperation, Consult Oracle, Adjure, Astral Sojourn, Astral Guide, Hallowed Temple, Consult Mystic Sages, Shadow Passage, Remove Affliction, Raise Dead, Speak with Dead, Discern Lies, Cure Disease, Hand of Fate, Last Sight Vision, Brew Potion, Corpse Light
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+4 untyped bonus to attacks when using Action Point on non-damaging attacks for one turn (Peacemaker's Action (PP level 11)
+3 from Action Surge (Action Point)
+3 from Greater Divine Fortune (encounter)
Aura of Peace (PP level 16): Enemies in aura 2 suffer -2 penalty to attack rolls. Permanent inverted marking!
Price of Violence (encounter)
Saintly Grace (ED level 21): Resist 24 necrotic, cannot be dominated (dazed instead)
Sources of defense bonuses:
Armor of Shared Valor - when granting ally a bonus, gain the same yourself, like +6 power bonus when using Healing Word with "Defensive Healing Word" feat
Helm of Able defense - start encounter with +2 on all defenses, until taking damage
Saintly Grace (ED level 21): +2 untyped bonus to all non-AC defenses
Vow of Nonviolence (PP level 11): +2 untyped bonus on all defenses when hitting with an attack that doesn't deal damage.
Shielding Word (feat): +2 untyped bonus whenever using Healing Word
Powers that instantly bring back dying or dead allies:
Sanctified Revival (daily)
Reactive Healing (feat, use healing word as immediate reaction on dying ally)
Phoenix Sash (daily item for the rare event you go down yourself)
Ring of Tenacious Will (daily item in case it should happen AGAIN)
Powers that remove or nullify enemy actions:
Healer's Reproof (encounter)
End to Strife (daily)
Life Lanterns (daily)
Moment of Peace (daily)
Tattered Cloak (daily item)
Healing Word additional uses
on Crit (Gambler's Word feat)
Increasing ally defenses
Defensive Healing Word (feat): +6 power bonus to all defenses when using Healing Word
Granting saving throws
Healer's Mercy (through Merciful Power feat)
Sanctified Touch (ED level 24): Grant saving throw when enabling adjacent creature to spend a healing surge, or vice versa.
Effects on Crit:
Dominate target until end of next turn (Champion's Symbol)
Gain additional use of Healing Word (Gambler's Word feat, any attack)
Target is dazed (Feyswarm Staff)
increases range of all healing powers, and ANYTHING that grants bonuses by 6
Orb of Light (heroic level artifact)
allows him to communicate in Supernal (important for diplomacy and intimidate checks)
Veteran of Religious Wars background
grants Intimidate class skill
Santa knows all Religion based rituals
Healing Powers (Thanks Thornbrier for crunching the numbers!)
Healing Word: Surg +6d6 (base)+8(Healer's Lore)+3d6 (Pacifist Healer)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)+6(Holy Healer's Quarterstaff)=52+9d6(avg 31.5)=+83.5. This is applied to 2 targets within 20 squares of you, and can even be triggered by one of them dropping to 0. Each can make a save if adjacent to you. Both gain +9 to all defences, and so do you (they loose 7 of that after the next attack on them, and 2 of it at the end of your next turn). One of those targets also gains an extra 2d6 HP from Healer's Gloves. So, total additional HP restored: 167+2d6(avg 7)=+174 That's in addition to the 2 healing surges.
That's just one of his 3 Healing Words per fight. WOW.
Healer's Mercy: Surge +3d6(Pacifist Healer)+7(Pacifist Healer)+8(Healer's Lore)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)=+53+3d6(avg 10.5)=+63.5 to all allies within 5 squares. All targets also get a save, and can choose to spend an additional surg, and another save if adjacent to you. One of those targets also gains an extra 2d6 HP from Healer's Gloves.
Healer's Reproof: Surge +3d6+8(base)+3d6(Pacifist Healer)+7(Pacifist Healer)+8(healer's lore)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)+2d6(Healer's Gloves)=+61+8d6(avg 28)=+90 to one ally in burst. That ally also gets a save against an effect a save will end. This is in addition to stunning hit enemies in the burst.
Life Lanters: Weaken hit targets (max 3) within 12 (save ends). Leaves a lantern in the square to daze enemies and/or heal allies. Heals equal to a surg (without spending one) +8(healer's lore)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)=+46
Return from Death's Door: Trigger: Ally within 27 fails a death save. Make it a save a heal surg +3d6(Pacifist Healer)+7(Pacifist Healer)+8(Healer's Lore)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)+2d6(Healer's Gloves)=+53+5d6(avg 17.5)=+70.5 They also get to make a save (if adjacent to you).
Healing Spirit: Every time an adjacent or occupying ally (to the spirit, which can be cast 17 away) hits an enemy they heal 16(base)+8(healer's lore)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)=62
Mass Cure Light Wounds: Each ally within 5 regains HP as if they spent a surg +7(base)+8(healer's lore)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)=53 One of those targets also gains an extra 2d6 HP from Healer's Gloves.
Holy Healer's Quarterstaff: One ally within 12 spends a surg to regain 38(base)+2d6(avg 7)=45. They also get to make a save (if adjacent to you).
Gloves of Healing: Spend a surg: target gains 42(your surge value) +2d6(avg 7)=49
Pheonix Sash: Trigger: You drop to 0: Spend a surg(42) +2d6(avg 7)=49
Ring of Tenacious Will: Trigger: you drop to 0: Drop to 1 instead. If you have reached a milestone you can also spend a surg (42) +2d6(avg 7)=49
Heal Skill: Grant a save or stabalize and they also get to spend a surg.
Edit: Cant belive I forgot to include Astral Seal.
Astral Seal: Next ally to hit the target heals 9(base)+8(healer's lore)+6(Healer's Implement)+7(Beatific Healer)+25(Golden Halo)=55