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Puppet Master

Obrysii

First Post
This is a bit lacking in flavor, and I can't think of what class skills it should have. Please give me any feedback at all.


The Puppet Master

Alignment:
Any
Hit Die: d4
Class Skills: A Puppet Master’s class skills (and the key ability for each skill) are: Appraise (Int), Craft (Puppet) (Int), Disguise (cha), Knowledge (Architecture and Engineering) (Int), Perform (Puppetry) (Cha), Profession (Wis), Use Magic Device (Cha)
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Table 1-1: The Puppet Master
Code:
Lvl	BaB	Fort	Will	Reflex	Class Abilities
1	+0	+0	+0	+2	Art of Puppetry; Menu D; Repair Light Damage
2	+1	+0	+0	+3	Small Puppets; Animate Rope
3	+1	+1	+1	+3	Skill Focus (Craft (Puppets)); Defensive Block
4	+2	+1	+1	+4	Large Puppets
5	+2	+1	+1	+4	Menu C; Repair Moderate Damage
6	+3	+2	+2	+5	Summon Puppet
7	+3	+2	+2	+5	Puppet Eyes
8	+4	+2	+2	+6	Tiny Puppets
9	+4	+3	+3	+6	Hide in Puppet; Speak Through Puppet
10	+5	+3	+3	+7	Huge Puppets; Living Puppet; Menu C
11	+5	+3	+3	+7	Animate Objects; Repair Serious Damage
12	+6/+1	+4	+4	+8	Diminutive Puppets
13	+6/+1	+4	+4	+8	Gargantuan Puppets
14	+7/+2	+4	+4	+9	
15	+7/+2	+5	+5	+9	Self-Puppet (Partial); Fine Puppets; Menu A
16	+8/+3	+5	+5	+10	Colossal Puppets; Corpse Puppets
17	+8/+3	+5	+5	+10	
18	+9/+4	+6	+6	+11	
19	+9/+4	+6	+6	+11	
20	+10/+5	+6	+6	+12	Self-Puppet (Full)

Class Features:
All of the following are class features of the wizard.

Weapons and Armor Proficiency:
Puppet Masters are proficient the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.

Art of Puppetry (su): The primary means of fighting for a puppet master is through, of course, his puppets. There are many kinds of puppets that one can control, but all follow the following principles:
*Puppets are considered separate entities, with their own speed score, saves, hit dice, ability scores, etc.
*Puppets are Constructs with a number of Hit Dice equal to the Puppet Master’s class level.
*Puppets are not self-animated, and must act on the Puppet Master’s initiative. They do not take actions themselves, but rather the Puppet Master uses his actions to control the puppet. For example, Puppet A is 30ft from a goblin. The puppet master wishes to attack. His puppet has a 30ft move speed, so he spends a move action to move the puppet 30ft. He then spends an attack action to attack using the puppet. Gaining control over a puppet requires a move action.
*Attacks are resolved using the Puppet Master’s BaB + the Puppet Master’s dexterity bonus + any special bonus the puppet might have as a result of upgrades. Attack damage is based on the weapon equipped to the puppet plus the puppet’s strength, if it applies.
*A Puppet Master controls his puppet using “strings” of magic, that are not visible and cannot be stopped by solid barriers. It has a range equal to Medium range (100ft + 10ft/level).
*Puppets may possess their own feats (although none from HD), such as those that are part of the base model. A puppet may be proficient with a weapon the Puppet Master is not proficient with, as the puppet has been adjusted and fine-tuned to counter any awkwardness in wielding that particular weapon.
*A Puppet Master can control a number of puppets at any one time equal to his Intelligence modifier. A Puppet Master, for example, that has Int 14 can control two puppets simultaneously. However, a Puppet Master must choose which puppet is his "main" puppet for the encounter. All other puppets have the ability to make only one move action per round.

*A Puppet Master possesses one puppet at first level, typically given to him from his teacher. However, they can craft more using the Craft (Puppet) skill. Puppets are complex devices, and crafting even a basic model is a DC 20 craft check. Use the following table to determine the price of crafting the body.

As a Puppet Master gains levels, they gain the ability to craft larger and smaller Puppets. The added bonuses gained from different sizes is included on the following table.

Table 1-2:
Code:
Size	   Price	Str Bonus | Dex Bonus |	Natural AC Bonus | Speed Bonus

Fine	   2,000gps	-8	        +4	    -2	             -20ft
Diminutive 1,000gps	-6	        +4          -1	             -20ft
Tiny	   500gps	-4	        +2	    -1	             -10ft
Small	   250gps	-2	        +2	    +0	             -10ft
Medium	   500gps	+0	        +0          +0	              30ft
Large	   1,000gps	+2	        -2	    +1	             +10ft
Huge	   2,000gps	+4	        -2	    +1	             +20ft
Gargantuan 4,000gps	+6	        -4          +2	             +30ft
Colossal   8,000gps	+8	        -4	    +2	             +40ft

Types of Puppets
There are three types of basic puppet models. Attack, Defense, and Balanced. They have the following stats (at Medium-size. Use the above table to modify Strength, Dexterity, and Natural Armor).

Attack:
Ability Scores: Str 14, Dex 10
Weapon Slots: 2
Offensive Slots: 4
Armor Slots: 2
Defensive Slots: 2
General Slots: 4
Bonus Feats: Simple/Martial Weapon Proficiency, Light Armor Proficiency

Defense:
Ability Scores: Str 10, Dex 14
Weapon Slots: 1
Offensive Slots: 1
Armor Slots: 4
Defensive Slots: 4
General Slots 4
Bonus Feats: Simple Weapon Proficiency, Heavy Armor/Shield Proficiency

Balanced
Ability Scores: Str 12, Dex 12
Weapon Slots: 1
Offensive Slots: 3
Armor Slots: 3
Defensive Slots: 3
General Slots: 4
Bonus Feats: Simple Weapon Proficiency, Light Armor/Shield Proficiency

Puppets may also be bipedal or quadruped, although this only affects carrying capacity.

Upgrading Puppets

Puppets can be upgraded, through the use of Menu options. A first level Puppet Master has access to Menu D options. These options consume one of four different types of slots.
Weapon: These slots are effective the ‘hands’ of the puppet – weapons such as longswords or bows fill one slot. In order to two weapon (or more) fight, the puppet must have an additional weapon slot. An Attack Puppet, which has two weapon slots, can wield two weapons simultaneously.
Offensive: These slots include upgrades to attack rolls or include secret weapons. One example would be a flat +1 bonus to Attack. Another would be a flat +1 to damage.
Armor: These slots are the body of the puppet. They represent the ability to add armor to the puppet, such as chainmail or a shield.
Defensive: These slots include upgrades such as strengthening the superstructure of the puppet or adding natural armor to the puppet.
General: The basic slots that all puppets have, these include new tricks for the puppet, such as Strength or Dexterity upgrades, or the Menu A ability of self-animation.

Upgrading puppets requires a Craft (Puppet) check, and the expenditure of materials to craft the upgrade. By adding an additional +10 to the DC, an additional slot can be added to the puppet if it is already filled.

A puppet master gains one free menu upgrade (of the highest upgrade available) every level. It is applied to one, and only one, of his puppets.

Menu D (Craft DC 10; Added slots DC 20; Base Price 300gps) [[More to be added]]
--+1 bonus to Attack [Offensive]*
--+1 bonus to Natural Armor [Defensive]*
--+1 bonus to weapon damage [Offensive]*
--+1 bonus to Armor [Armor]
--Concealing Paint [General]: The Puppet is painted colors to match with the current climate, granting it a +4 bonus on Hide checks.

Menu C (Craft DC 20; Additional slots DC 30; Base Price 600gps) [[More to be added]]
--Additional Feats [General]: The puppet gains an additional feat, such as Exotic Weapon Proficiency (Bastard Sword) or Weapon Focus. The puppet must meet any prerequisites the feat has in order to gain it (treat it as having the same Int, Wis, and Cha as its master).
--+1 bonus to Strength [General]*
--+1 bonus to Dexterity [General]*
--+2 bonus to Attack [Offensive]*
--+2 bonus to Natural Armor [Defensive]*
--+2 bonus to weapon damage [Offensive]*
--+2 bonus to Armor [Armor]
--Additional Weapon Slot [Offensive]
--Additional Armor Slot [Defensive]
--Spell Slot [su] [General]: A spellcaster may cast a spell into the puppet. The puppet then gains the ability to cast that spell once within the next day. The spell may not exceed 3rd level. This upgrade may be added multiple times, each time the puppet gains an additional spell slot.
--Poison Delivery System [ex] [Offensive]: The puppet is modified so that it can deliver poison with its attack (or as a separate attack). Once loaded with a dosage of poison, the puppet can apply it to its weapon as a free action. The Puppet Master has no chance of poisoning himself.
--Damage Reduction [su] [Defensive]: The puppet is equipped with basic damage reduction, gaining DR 1/magic. Additional purchases of this increases the DR by 1 point.

Menu B (Craft DC 25; Additional Slots DC 35; Base Price 1,200gps) [[More to be added]]
--+2 bonus to Strength [General]*
--+2 bonus to Dexterity [General]*
--+4 bonus to Attack [Offensive]*
--+4 bonus to Natural Armor [Defensive]*
--+4 bonus to weapon damage [Offensive]*
--+4 bonus to Armor [Armor]
--Spell Slot [su] [General]: A spellcaster may cast a spell into the puppet. The puppet then gains the ability to cast that spell once within the next day. The spell may not exceed 5th level. This upgrade may be added multiple times, each time the puppet gains an additional spell slot.
--Damage Reduction [su] [Defensive]: The puppet gains additional damage reduction, gaining DR 5/bludgeoning. If it has damage reduction from Menu B, the two stack.
--Increase Speed [ex] [General]: The puppet gains a +10ft bonus to its move speed. This can be added multiple times. Its effects stack, but apply only to one movement mode.
--Alternate Movements [ex] [General]: The puppet gains an alternative movement, such as Fly or Swim. Its speed is equal to its base speed (without any modifications due to an increase in base speed).

Menu A (Craft DC 30; Additional Slots DC 40); Base Price 2,200gps) [[More to be added]]
--+4 bonus to Strength [General]*
--+4 bonus to Dexterity [General]*
--+6 bonus to Attack [Offensive]*
--+6 bonus to Natural Armor [Defensive]*
--+6 bonus to weapon damage [Offensive]*
--+6 bonus to Armor [Armor]
--Spell Slot [su] [General]: A spellcaster may cast a spell into the puppet. The puppet then gains the ability to cast that spell once within the next day. The spell may not exceed 7th level. This upgrade may be added multiple times, each time the puppet gains an additional spell slot.
--Self-Animation [su] [General]: A puppet is granted an animating life force, powered by ‘magical springs’ in its body. A Puppet Master may imbue a puppet with this force, which takes a full day to do. The puppet then acts, upon command word, like a golem. It actively protects its master, and can follow simple programs. The puppet gains the following: Int --, Wis 10, Cha 1, and has a Base Attack Bonus equal to half its’ HD. It remains active for one hour/level before it must be reimbued.
--Regain Supernatural Ability (su) [General]: Useful only with Corpse Puppets, said puppet regains a supernatural ability it had in life. For example, a Young Blue Dragon corpse puppet has this upgrade added to it, regaining the ability to breath its lightning breath weapon. The breath weapon is useable just as it was in life, and the save DC is equal to [10 + ½ its new HD + Puppet Master’s Cha score].

*These upgrades may only be applied once per tier. For example, two Menu D +1 bonuses to attack cannot be added to the same puppet. The tier above supercedes the tiers below (a Menu A +6 bonus to Attack does not stack with a Menu B +4 bonus to Attack), but the Puppet Master’s material costs are halved. (The above Menu A upgrade would only cost 1,200gps instead of 2,200gps if the puppet has the equivalent Menu B upgrade).

Repair Light Damage (sp): At level 1, the Puppet Master gains the ability to repair some of the damage his puppets take in combat. He gains the ability to cast Repair Light Damage three times per day. His caster level equals his class level.

Animate Rope (sp): At level 2, the Puppet Master gains Animate Rope as a spell-like ability useable once per day, with a caster level equal to his class level.

Defensive Block (ex): At level 3, a Puppet Master learns how to use his puppet to block attacks that would have hit himself. A puppet currently being controlled by the Puppet Master must be in an adjacent square to the Puppet Master. Blocking an attack is a reaction that costs the Puppet Master a move action in his next round. The Puppet Master must indicate that he is using Defensive Block when an opponent declares an attack against her but before any attack roll is made. When used in this fashion, the Puppet Master gains a +2 dodge bonus to AC against all ranged attacks made directed at him in the round. If the attack is great enough to overcome the puppet’s AC but not the puppet master’s, the puppet is still struck by the attack. If the attack is not great enough to overcome the Puppet’s AC, the attack misses both.

Repair Moderate Damage: At level 5, the Puppet Master gains the ability to repair some of the damage his puppets take in combat. He gains the ability to cast Repair Moderate Damage three times per day. His caster level equals his class level.

Summon Puppet (su): At sixth level, a Puppet Master learns how to store his puppets in scrolls covered in arcane runes. These scrolls cost a negligible amount but add tremendous value to the Puppet Master, as he can carry an army of puppets with him. As a full round action, a Puppet Master may unfurl the scroll, summon up the puppet, and gain control over it. Placing a puppet into a scroll takes an hour of preparation and the expenditure of 10gps per size category of the puppet above or below Medium size (so placing a Colossal puppet inside of a scroll costs 40gps).

Puppet Senses (su): At level 7, a Puppet Master gains the ability to see through his puppets. As a standard action, a Puppet Master may initiate this ability. For as long as the Puppet Master wishes, he sees through a puppet he is currently controlling. Changing to another puppet’s vision is a standard action. Puppet Masters can see through puppets that lack eyes, as the magic is strong enough to enable simple sight through them.

A Puppet Master also gains the ability to hear through his puppet, following all of the rules as the Sight ability.

Hide in Puppet (ex): At level 9, the Puppet Master gains the ability to conceal himself inside of a puppet, granting himself total cover. He may control the puppet he is concealed within, and thanks to his Puppet Eyes ability, can see through it as well. Any spells he might be able to cast while outside of the puppet are castable while residing within one. For all intents and purposes, he uses the puppet’s Strength and Dexterity scores. Only a puppet at least one size larger than the Puppet Master may be hidden within.

Another person can hide within the puppet, although they do not gain the above benefits. They cannot take actions and are treated as having total cover.

Additionally, puppets larger than one size category larger than the Puppet Master can hold more people: two sizes larger can hold two people, three sizes larger can hold four, and so on. For example, a Colossal puppet can hold eight Medium characters within it, or up to its maximum carrying capacity (whichever is less). A common tactic is to have a flying Colossal puppet ferry the party within its belly.

Speak through Puppet (su): At level 9, the Puppet Master gains the ability to speak through their puppets. As a standard action, a Puppet Master may initiate this ability. For as long as he wishes, he may speak through a puppet he is currently controlling, and he can alter his voice to his liking (granting a +4 circumstance bonus on Disguise checks). Changing to speak through a different puppet is a standard action. Even those puppets that lack a mouth may be spoken through, although it is often more hollowly and unnatural sounding.

Living Puppet (su): At level 10, the Puppet Master gains the ability to control living creatures as if they were his puppets. The living creature may make a will save (DC 10 + ½ Puppet Master’s level + Puppet Master’s Int modifier) or be controlled like a puppet. This save may be willingly failed. A living puppet acts much like the Puppet Master’s normal puppets, except that it may cast spells (if any), use its own base attack bonus in place of the puppet master’s (unless it is unwilling), and adds their strength bonus to attacks in addition to the Puppet Master’s dexterity bonus. For example, the Puppet Master finds that his own puppets are useless in a fight, due to lacking enough Strength to deal damage to a foe. The party’s clumsy Fighter has far greater strength, but much lower dexterity, than the Puppet Master. So the Fighter willingly fails her save and becomes a Living Puppet for the duration of this fight. Using her BaB combined with her strength and the Puppet Master’s guiding hand, she is much more easily able to land blows on the enemy. Because both are working together, the Living Puppet also gains a +2 dodge bonus to AC (this does not apply to unwilling targets). The Puppet Master can control only one Living Puppet at a time, which can have no more than twice the Puppet Master’s level in Hit Dice. This lasts as long as both are willing (or if the Living Puppet is unwilling, as long as it continues to fail its save, which is made every round).

Animate Objects (sp): At level 11, the Puppet Master gains Animate Objects as a spell-like ability useable once per day, with a caster level equal to his class level.

Repair Serious DamageAt level 11, the Puppet Master gains the ability to repair some of the damage his puppets take in combat. He gains the ability to cast Repair Serious Damage three times per day. His caster level equals his class level.

Self-Puppet (Partial) (ex): At level 15, a Puppet Master learns how to add puppet components and upgrades to himself. He gains the following:
Weapon Slots: 1 [He keeps his own ability to wield weapons, however]
Offensive slots: 1
Armor Slots: 1
Defensive Slots: 1
General Slots: 2

Corpse Puppet (su): Perhaps the most potent, feared, and pungent ability of the Puppet Masters is gained at level 16: the ability to transform fresh (or otherwise unrotted) corpses into puppets. The creature whose corpse is used cannot have more than twice the Puppet Master's class level in Hit Dice. The cost to create one of these puppets is twice the cost of an ordinary puppet, although the upgrades are the same price. For example, a Colossal dragon would cost 16,000gps to convert to a Corpse Puppet.

These puppets have a number of advantages over normal puppets:
--Corpse Puppets retain all exceptional qualities and attacks.
--Corpse Puppets retain all movement modes it had in life.
--Corpse Puppets retain its native Strength and Dexterity scores, and are not modified as per Table 1-2 when created.
--Corpse Puppets become Constructs with the Living Construct subtype [See Eberron Campaign Setting for details]. Their Con scores are equal to 10 + the Puppet Master’s Int modifier (as their sturdiness is based on how well their conversion was made).
--Their Hit Dice changes to match that of a normal Puppet: a number of Hit Dice equal to the Puppet Master’s class level.
--The Puppet Master decides at the time of conversion which of the three basic types the Corpse Puppet is to become.

Self-Puppet (Full) (ex): At level 20, a Puppet Master learns how to convert his entire being into a self-animated puppet. His entire body is replaced by a puppet, and he gains the following:
--His type changes to Construct (Living Construct).
--His size does not change.
--His Strength, Dexterity, and Constitution do not change.
--Weapon Slots: 2
Offensive Slots: 2
Armor Slots: 2
Defensive Slots: 2
General Slots: 4



What does everyone think of this?
 
Last edited:

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Awakened

First Post
This is a very detailed class. Reminds me of a boss in the "Shining Force" games back in the day. I actually made a psionic "puppet master" once who would animate all these dolls and figures and have the figures conduct plays for the townsfolk.
I guess that's off track.
Umm... The mechanics seem a bit complex, I personally would like the class to be a little streamlined. What about treating puppets as animated objects? You could also give the class an arcane progression while adding spells unique to the puppetmaster to allow for some of your by-level abilities. This would open up the class some and allow for less work on your behalf. Stock the spell-list with Magic Fang-esque nonsense and you've got a puppet controller.
I would also up the hit die to d6 if I were to do this, and make sure the spell list is restrictive enough to keep the class balanced.
 

Obrysii

First Post
The mechanics are a bit complex, yes -- but I wanted to make it as variable as possible so that each puppet would be unique.

Your animated objects idea is neat, but the problem with animated objects is, outside of looks and hardness, they all use the same statistics for their size category, and that dramatically decreases the unique-ness of each puppet.
 


Darthbelch

First Post
I tried to create a very similar class with almost all of the same abilities a long time ago, the post is still on the boards! You managed to do what I could not, then again I'm not very good at creating classes in the first place. I like this, good job!
 

Obrysii

First Post
Draxo said:
Ah, Naruto-inspired I take it?

I love the feel of the puppet masters in Naruto.. its pretty interesting.

Yeah, definitely inspired by it.

Darthbelch said:
I tried to create a very similar class with almost all of the same abilities a long time ago, the post is still on the boards! You managed to do what I could not, then again I'm not very good at creating classes in the first place. I like this, good job!

I hope that you do not feel I copied you--I didn't. If our classes share a lot of overlap, it is only due to 'convergent evolution' so to speak. (Or we can go with 'great minds think alike').

Do either of you find any faults in its mechanics at all? Or have any suggestions for additional skills?
 

Darren Ravenshaw

First Post
Very nice :D

Need some time to do some number crunching to see it anything is either under or over powered, but nothing jumps out at the moment.

One questions; Can a Puppet Master repair a puppet manual?

Could I also suggest some options that allows the puppets more hit points. Such as a straight bonus per hit dice(like improved toughness) or an option that increases the minimum possible per hit dice, like rolling 1d0+2 for determining its hit points.
 

Darthbelch

First Post
Originally posted by Obrysii
I hope that you do not feel I copied you--I didn't. If our classes share a lot of overlap, it is only due to 'convergent evolution' so to speak. (Or we can go with 'great minds think alike').


Of course not! I was going towards the "Great Minds think alike". Then again, you have the greater mind, My mechanics were clunky, and just plain crap. Mine were inspired by the puppet master movies, and it didn't require that he used strings, instead he temporarily sacrificed CON for them, like portioning out his soul, or 'life force' to them. There was an ability that only one of his puppets could have strings, and it got some sort of boost, wasn't required though.

Also, mine was more centered around the whole, obsessive toy maker, type of idea. Eventually, around 15th level, I think, the puppet master had the option to designate one of his already existing puppets, or create a new puppet, and call it his 'Masterpiece'. This lead up to the Self-puppet ability. He was able to upgrade and enhance that particular puppet beyond the others. If the Puppet master were to die, he was able to make a Will save, I think, and would inhabit the body of his Masterpuppet, permanently.

That idea came from me wanting to put a small toy puppet somewhere for my players to find, and when they found it he'd spring to life and what not, and I gave them the option to take levels in it, after that they sort of "Unlocked" The class and I let them use it from then on. The problem with mine is that it was clunky, and needs alot of fine tuning.

I may take a look at a few of your mechanics, and try and fix mine. If you want I can send it to you sometime, maybe you can help me with it. :p
 

Blackmage

First Post
This is a truly awesome class. Though it does need some fine tuning.

Things to consider adding, fixing, or noting in this class:
-If you can control multiple puppets at once can they all move on your turn? For example Puppet A move 30ft and then attacks Goblin A. In the same turn Puppet B moves in front of the Puppet Master and attacks Goblin B who is threatening the Puppet Master.

-What is the base speed for each variety of puppet?

-The Puppet Eyes ability should probably be change so that it includes all senses or when the player is using the hide in puppet ability both listen and scent would be unusable.

-You could add upgrades that increase the distance the puppet master could control the puppet.

-Can someone else hide in a puppet while the puppet master controls it from the outside?

-Concealing Paint should probably be change to something like chamelion(sp?) paint so it doesn't have to be reapplied when entering a new setting. Unless you ment to make it so it had to be reapplied.

-You need to fix it so the balanced puppet has general slots.

-In the Upgrading Puppets section you need to provide a discription of defensive slots.

-You could add an upgrade that allows a puppet to wear a magical item.
 

Obrysii

First Post
Blackmage said:
This is a truly awesome class. Though it does need some fine tuning.

Thank you. And yeah -- there's some mechanical flaws that need fixing.

Blackmage said:
Things to consider adding, fixing, or noting in this class:

Sweet. Ideas are always welcomed. :)

Blackmage said:
-If you can control multiple puppets at once can they all move on your turn? For example Puppet A move 30ft and then attacks Goblin A. In the same turn Puppet B moves in front of the Puppet Master and attacks Goblin B who is threatening the Puppet Master.

At first, this was the idea ... but then my group and I got to thinking, and seeing as it isn't terribly hard to get a +10 Int modifier by level 20, this was unreasonable. I've proposed changing it so that each puppet besides the "main" puppet (designated at the start of the encounter or day) only has a move action available to them.

Blackmage said:
-What is the base speed for each variety of puppet?

Oops, that escaped me. I will add it to the table. Medium puppets should have a base speed of 30ft.

Blackmage said:
-The Puppet Eyes ability should probably be change so that it includes all senses or when the player is using the hide in puppet ability both listen and scent would be unusable.

Oops, forgot about those senses. :p I will add that in.

Blackmage said:
-You could add upgrades that increase the distance the puppet master could control the puppet.

That's a good idea. What "menu" do you propose that would fit into?

I also imagine there can be magic items (a set of ten rings?) that doubles the distance the puppet master can control his puppets.

Blackmage said:
-Can someone else hide in a puppet while the puppet master controls it from the outside?

I imagine that only the puppet master can hide inside a puppet that is only one size category larger than him, but for those at least two size categories larger, they can carry more people. I don't know.

Blackmage said:
-Concealing Paint should probably be change to something like chamelion(sp?) paint so it doesn't have to be reapplied when entering a new setting. Unless you ment to make it so it had to be reapplied.

Would this be too powerful at the level it is acquirable?

Blackmage said:
-You need to fix it so the balanced puppet has general slots.

-In the Upgrading Puppets section you need to provide a discription of defensive slots.

Will do. :)

Blackmage said:
-You could add an upgrade that allows a puppet to wear a magical item.

Hm. Do you think they would require upgrade slots, or should they inherently be able to wear magic items (after all, a golem has Int -- too and it can wear magic items)?
 

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