PrC: The Doll Magus

This just goes to show I have been playing too many games of Final Fantasy X and Ogre Battle: March of the Black Queen. Let me know what needs work... Are the requirements too much? Too little?


Artrax crept silently down the hall. His fingers inched anxiously at the hilt of the dagger at his waist. Teeth grinding, he stepped in heavy booted feet without making so much as a creak in the hardwood floor. He was determined to succeed where others had failed. His prey would not escape. He would return to his comrades a hero, succeeding where so many others of the Black Knives had failed before him
Pushing the door open slightly, he peered into the room. The young mage was asleep. There was little doubt of it; Artrax could hear the lout snoring from the hall. The thought that the mage was not truly asleep entered his mind, but his keen eye told him all he needed to know. The calm breathing, the way his eyes lay shut, all told him that the mage was truly asleep.
Slowly opening the door, he grinned to himself. This was the one heir to house Tremades? The magic user that no assassin had been able to kidnap? Here he slept, like a child in his soft down bed, clutching a small tattered doll like a girl-child, utterly unaware of what was about to happen to him. He fingered the dagger again reflexively. This would be all too easy.
With perfect stealth Artrax approached the bed, and with sudden swiftness he placed the dagger at the would-be head of House Tremades, and shoved a gloved hand over the weakling mage’s mouth.
“One move, one spell, Tremades, and you’ll never see daylight again.”
The mage-prince only nodded, eyes wide.
“Good.” Artrax hefted the mage from the bed, and began pushing the prince toward the door. Yet it was Artrax who would never see daylight ever again, for he never expected the doll on the bed to unleash the Lightning Bolt spell, which stopped his heart.

Doll Magus

The doll magus is a Wizard or Sorcerer who has replaced his familiar with a magical doll, capable of everything a normal familiar can do, and more.
Due to the special requirements, few would endeavor to become a doll mage. Even still, only Wizards and Sorcerers have the ability to take it, since only they can own familiars.

Hit Die: d4.

Requirements
To become a Doll Magus (DM), a character must fulfill all of these requirements.

Alignment: Any.
Arcane Spellcaster: 4+
Knowledge: Arcana 8 ranks
Spellcraft: 8 ranks
Craft: Dollmaking: 6 ranks
Feat: Craft Wonderous Item
Special: A doll mage must have, at some point, a familiar in his or her keeping. Also, that familiar must have later died. A doll mage must also fit the following criteria concerning her (now deceased) familiar.

A) The previous familiar must be dead. If the familiar is raised, the doll familiar will cease to function (see Rite of the Marionette)

B) The Doll Magus must not have a current familiar. Taking this prestige class prevents the Doll Magus from ever obtaining a familiar, other than a doll familiar.

C) The previous familiar must be willing to undergo the Rite of the Marionette, and therefore be given a temporary mortal form.

D) The familiar must have died from the hands of anyone but the prospective Doll Magus.

E) If the prospective Doll Magus plotted to kill the familiar
(i.e. had his ally do it) he cannot become a Doll Magus.

F) If the Familiar died due to intentional neglect of the owner, the owner cannot become a Doll Magus.
In short, arcane spellcasters tend to “fall into” this prestige class, rather than work toward it.

Class Skills
Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int.)
Skill Points at each level: 2 + Intelligence Modifier

Class Level Base Attack Bonus Fort Save Reflex Save Will Save Special Spells
1 +0 +0 +0 +2 Rite of the Marionette, Familiar Repair, Telepathic Link +1 level of existing arcane spellcasting class.
2 +1 +0 +0 +3 Somatic Substitution, Familiar Boost +1 +1 level of existing arcane spellcasting class.
3 +1 +1 +1 +3 +1 level of existing arcane spellcasting class.
4 +2 +1 +1 +4 Familiar Boost +2, Spellcasting Familiar +1 level of existing arcane spellcasting class.
5 +2 +2 +2 +4 Spellcasting Teacher +1 level of existing arcane spellcasting class.
6 +3 +2 +2 +5 Familiar Boost +3 +1 level of existing arcane spellcasting class.
7 +3 +3 +3 +5 Cooperative Spellcasting +1 level of existing arcane spellcasting class.
8 +4 +3 +3 +6 Familiar Boost +4 +1 level of existing arcane spellcasting class.
9 +4 +4 +4 +6 +1 level of existing arcane spellcasting class.
10 +5 +4 +4 +7 Familiar Boost +5 +1 level of existing arcane spellcasting class.

Class Features

Rite of the Marionette: A Doll Magus can perform a ritual that creates a special doll that can temporarily house the spirit of a familiar the Magus has lost. The rite costs 1,000 gp +100 gp per arcane class level.
Once completed, the deceased familiar can enter the doll whenever he wishes, and can remain there for a total of 6 hours/day + 1 hour per level of Doll Magus, split up however the familiar chooses. At any time, the Doll Magus can “call” the familiar to the doll, though the decision is entirely up to the familiar whether or not she enters the doll. The familiar arrives instantly (if it so wishes.)
If the deceased familiar’s body is resurrected, the familiar has the option of returning to it’s previous body, or remaining dead (and thus able to enter the doll). If the familiar enters the body, the doll loses all enchantment.
The loss of the Doll does not have the same consequences as losing an ordinary familiar, for purposes of xp loss.

Familiar Repair: From time to time the doll that houses the familiar takes wear and tear, as well as damage. A Doll Magus can repair damage by making a successful Craft: dollmaking check against a DC 10+HP to be healed, costing a total of 20gp x HP regained. Note that the doll is not completely destroyed until it reaches –10 hp. The doll can be recreated simply by completing the Rite of the Marionette again.

Telepathic Link: A doll familiar, no matter what the level of the creator, can telepathically communicate with its master at any time, even when the doll is “asleep”. This allows the Doll Magus to call the Familiar to the Doll at any time. The Familiar is in no way obligated to do so, but as long as the relationship between familiar and master remains good, the familiar can arrive instantly.

Somatic Substitution: By working cooperatively with the Doll Magus, a doll can provide the necessary somatic component for a spell. The doll must be able to move in order to do this.

Familiar Boost: Add this value to the character’s level on table 3-19 in the Player’s handbook to determine familiar abilities.

Spellcasting Familiar: A Doll Familiar becomes a level 1 spellcaster when the Doll Magus gains this ability. The Doll Magus can choose any of her arcane spellcasting classes but not prestige classes to teach the familiar. From that point on, the Doll Familiar is a Level 1 Wizard, Sorcerer, or Bard.
The doll familiar gains appropriate Hit Dice, BAB, Skill Points, Weapon and Armor proficiencies (though is still restricted by its size), Feats, and spellcasting abilities.

Spellcasting Teacher: A Doll Magus can choose to give a portion of his experience to the familiar. He can only give experience he has recently accumulated, and no more than 10% of what is given. A Doll Magus cannot give experience he accumulated previously.
Example: Dmitri has just received 15,000 experience points at the end of an adventure. 15,000 x .1 = 1500 xp, the maximum amount that he can spend on his familiar. He chooses to spend all 1500 xp on his familiar, raising it up to a level 2 Wizard.

Cooperative Spellcasting: The bond between Magus and Doll becomes so strong that the two can cast spells in perfect sync. The two must cast the exact same spell (a sorcerer’s magic missile and a wizard’s magic missile cannot be combined). If this is done, the combined spell is maximized as per the Maximize Spell feat.


Doll Familiar
Tiny Construct
Hit Dice: ½ 1d10 (5)
Initiative: +2 (Dex)
Speed: 50 feet
AC: 14 (+1 size, +1 Dex, +2 natural)
Attacks: Slam +1 melee
Damage: Slam 1d3-1
Face/Reach: 2 ½ feet by 2 ½ feet by 0 feet
Special Attack: See Text
Special Qualities: See Text
Saves: As Doll Magus
Abilities Str 8, Dex 14, Con: - Int: (see text) Wis 1, Cha: (see text)

A Doll Familiar is a special familiar that can aid his owner in several ways.
A Doll Familiar can appear however the caster desires, so long as it is humanoid in shape. It has stubby arms and legs, and is frequently made of cloth, though some have porcelain heads. Doll Magi often make these dolls in their own image.
Doll Familiars, truly aren’t familiars at all. They are a special kind of construct bonded to its creator, as well as the creator’s dead familiar. This doll is capable of holding the soul of a willing familiar that has died for a short while. During that while, the familiar can control its movements, and even cast spells.
While the Familiar is not present, the doll does not radiate magic. For all intents and purposes, the Doll Familiar is merely a doll until the familiar enters the doll’s body.
Doll Familiars have Intelligence scores according to table 3-19 in the PHB. They also have Charisma scores equal to that amount.

Combat
A Doll Familiar can aid it’s master in several ways, and generally does what the Doll Magus tells it to, however it is free to behave in any way it likes.
The Doll can do the following things, provided the Doll Magus has the appropriate level.
Somatic Substitution: The familiar mimics the movements made by the caster and replaces the need for the Doll Magus to move.
Spellcasting: A doll familiar can cast spells as high as it’s intelligence or charisma allows. While the Doll Familiar cannot speak, it needs no words to cast spells, and can even cast while Silenced.
Cooperative spellcasting: Some Doll Magi can even combine powers with their Doll Familiars, creating devastating effects. If a Doll Magi and her Doll Familiar cast the same spell (must be of the same class of spells) it is effectively maximized.
 
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This is kinda weird... I like it. It seems fairly balanced to me because you have to give up some experience points to enter the class by losing your familiar. It would be fun to roleplay.
 
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this is a very interesting approach to a doll mage, I saw one a long time ago on the WotC boards based on making dolls as small constructs, but this works in a totally different way. I think it would be great to develop a group of wizards that worked one the premise of these classes. The ability to advance the familiar as a spellcaster is quite unique.

~hf
 

I really like the class. I've always wanted to make a mage who had an army of marionettes like the "Puppetmaster" movies.

I have a few questions though. Back in issue 280 of Dragon they had a good article on familiars that included some new feats. One of the feats was "Construct Familiar". Basically it allowed you to have a familiar that was a Construct version of one of the typical familiar animals. How would you reconcile that feat, if its allowed in a campaign, with this PrC?

Also, in Tome and Blood they have the "Repair Damage" spells that allow you to "heal" constructs. Do you think those spells, again if allowed in a campaign (they're not from the PHB, so they're not automatic), would belittle the "Familiar Repair" ability the PrC gains?

Again, interesting class, I'm just curious to what your's, or anybody's, thoughts on these points along with this PrC should work. Especially the feat, as I have that in my campaign. Do you think having that feat would bypass the 'familiar death' requirement? If so, as I would tend to rule, how do you think that affects the balance of the PrC. Some of the balance factor of the class is in the fact that the familiar is not available all the time, if it was ALREADY a construct, this would not logically be the case. How would you balance that, or does it NEED to be balanced?
 


Re: Foxwander

Hmm. Well, when I designed this class I hadn't considered either of those things, obviously. When I posted the Doll Magus I was curious what sort of response I would get balance-wise, but I suppose it is currently well-balanced.

The construct Familiar feat: I would probably use this feat as a replacement for the Craft Wonderous Item feat that is a requirement for the Doll Magus.

As for the Repair Damage spell in Tome and Blood, I would really have to see the spell to say... The advantage of the Doll Magus' Familiar Repair ability would be that it doesn't take up a spell slot, somthing particularly important to sorcerers (and as a mage, do you really want to run around with a healing spell for your familiar?). The disadvantage is that when the Familiar Repair ability is used, it costs gp. In general I would think the Familiar Repair ability is somewhat superior anyway... so why bother with the spell?

As for the balance issue, I would say that while your familiar is a construct, it isn't a "Doll Familiar" and doesn't have the same inherent benefits. I would say in order to make your construct familiar a "Doll Familiar" he would still have to undergo the Rite of the Marionette. This would give the Familiar the bonuses of being recreateable, repairable, and capable of the abilities of this class.

Also, if construct familiars are that easy to create, I might raise the bar on the PrC. For instance, requiring more ranks in Knowledge Arcana to 10, or even 12, perhaps. I really pictured characters taking this PrC around level 6 anyway, considering how long it would take to accumulate the off-beat skill requirements, as well as the fact that familiars probably dont die that often.
 

Yes the "Familiar Repair" ability does have the advantage of not requiring a spell slot, and at the level you'd be to take the class money probably wouldn't be a problem to use the ability.

The "Repair Damage" spells would still be useful for quick fixes. Basically the spells are 0, 1st, 2nd, 3rd and 4th level spells that work EXACTLY like the various Cure Wounds spells, except they work on constructs.

As for the "Construct Familiar" feat, I guess the main thing I'd want to avoid with that is the requirement of having your familiar die! I like the idea of the Doll Magus, I just don't like the idea that you have to fall into it by accident by losing a familiar. I'd still keep that as one way to qualify for it, but add that if you took the Construct Familiar feat that would qualify you also, but still needing to complete the Rite of the Marionette. It gives the idea that someone could hear about such a class and plan towards taking it. I'd even add that someone with a Construct familiar would lose XP as per familiar death upon performing the Rite as a way of 'infusing' the familiars new form with part of their essence, thereby allowing it someday to cast spells. What do you think?
 

possible addendum

I like this PrC. And the sorcerer in my group has just lost his familiar (a weasel named Blake) during a wight attack. Now the problem would be, if the familiar became an undead is it still possible to became a mage doll?

Apart from that, i was considering the idea of a feat that could allow the link between the doll and the familiar's spirit to be longer, i say something like 4 hours more per day.

Deeper Doll Link [metamagic]
prereq. must be a doll mage; knoweldge arcana 12; scry*5

The familiar's spirit can stay 4 hours more per day in the doll.... et cetera et cetera....

*scry as prereq is based on the fact that the master has to find his familiar spirit in order to ask him to enter the doll

I hope that could help this...

Steven McRownt
 

Fox: Oh, yea. You wouldn't have to kill the construct familiar to perform the Rite of the Marionette. But it would still cost the prerequisite gp.

Steve: In order to qualify for the class as written, the familiar's spirit has to be free in order to enter the doll... I would rule that the undead weasel would have to be destroyed to set the spirit free, and this would not count as "plotting to kill the familiar".

As for the feat, it sounds like a good idea. There was a typo in the PrC... it should have read "... and can remain there for a total of 6 hours/day + (1 hour per level of Doll Magus)" (fixing the typo now) which would weaken the effect of the feat. Perhaps when the Doll Magus reaches level 10 she gets the ability to keep the familiar with her all the time. Keep in mind, however, the familiar is in the afterlife, and may object to being kept "awake" all the time.

Just wanted to also mention the fact that this PrC has not been playtested or anything, so have your DM look at it very closely before allowing this into the campaign...
 

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