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Puppet Master
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<blockquote data-quote="Obrysii" data-source="post: 3697578" data-attributes="member: 42680"><p>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.</p><p></p><p></p><p><strong>The Puppet Master</strong></p><p><strong></strong></p><p><strong>Alignment:</strong> Any</p><p><strong>Hit Die:</strong> d4</p><p><strong>Class Skills:</strong> 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)</p><p><strong>Skill Points at 1st Level:</strong> (4 + Int modifier) x 4</p><p><strong>Skill Points at Each Additional Level:</strong> 4 + Int modifier</p><p></p><p>Table 1-1: The Puppet Master</p><p>[code]Lvl BaB Fort Will Reflex Class Abilities</p><p>1 +0 +0 +0 +2 Art of Puppetry; Menu D; Repair Light Damage</p><p>2 +1 +0 +0 +3 Small Puppets; Animate Rope</p><p>3 +1 +1 +1 +3 Skill Focus (Craft (Puppets)); Defensive Block</p><p>4 +2 +1 +1 +4 Large Puppets</p><p>5 +2 +1 +1 +4 Menu C; Repair Moderate Damage</p><p>6 +3 +2 +2 +5 Summon Puppet</p><p>7 +3 +2 +2 +5 Puppet Eyes</p><p>8 +4 +2 +2 +6 Tiny Puppets</p><p>9 +4 +3 +3 +6 Hide in Puppet; Speak Through Puppet</p><p>10 +5 +3 +3 +7 Huge Puppets; Living Puppet; Menu C</p><p>11 +5 +3 +3 +7 Animate Objects; Repair Serious Damage</p><p>12 +6/+1 +4 +4 +8 Diminutive Puppets</p><p>13 +6/+1 +4 +4 +8 Gargantuan Puppets</p><p>14 +7/+2 +4 +4 +9 </p><p>15 +7/+2 +5 +5 +9 Self-Puppet (Partial); Fine Puppets; Menu A</p><p>16 +8/+3 +5 +5 +10 Colossal Puppets; Corpse Puppets</p><p>17 +8/+3 +5 +5 +10 </p><p>18 +9/+4 +6 +6 +11 </p><p>19 +9/+4 +6 +6 +11 </p><p>20 +10/+5 +6 +6 +12 Self-Puppet (Full)[/code]</p><p></p><p><strong>Class Features:</strong></p><p>All of the following are class features of the wizard.</p><p><strong></strong></p><p><strong><u>Weapons and Armor Proficiency:</u></strong> Puppet Masters are proficient the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. </p><p></p><p><u><strong>Art of Puppetry (su):</strong></u> 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:</p><p> *Puppets are considered separate entities, with their own speed score, saves, hit dice, ability scores, etc. </p><p> *Puppets are Constructs with a number of Hit Dice equal to the Puppet Master’s class level.</p><p> *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.</p><p> *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.</p><p> *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).</p><p> *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.</p><p> *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.</p><p></p><p>*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.</p><p></p><p>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.</p><p></p><p>Table 1-2:</p><p>[code]</p><p>Size Price Str Bonus | Dex Bonus | Natural AC Bonus | Speed Bonus</p><p></p><p>Fine 2,000gps -8 +4 -2 -20ft</p><p>Diminutive 1,000gps -6 +4 -1 -20ft</p><p>Tiny 500gps -4 +2 -1 -10ft</p><p>Small 250gps -2 +2 +0 -10ft</p><p>Medium 500gps +0 +0 +0 30ft</p><p>Large 1,000gps +2 -2 +1 +10ft</p><p>Huge 2,000gps +4 -2 +1 +20ft</p><p>Gargantuan 4,000gps +6 -4 +2 +30ft</p><p>Colossal 8,000gps +8 -4 +2 +40ft[/code]</p><p></p><p><em>Types of Puppets</em></p><p>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).</p><p></p><p><strong>Attack:</strong></p><p>Ability Scores: Str 14, Dex 10</p><p>Weapon Slots: 2</p><p>Offensive Slots: 4</p><p>Armor Slots: 2</p><p>Defensive Slots: 2</p><p>General Slots: 4</p><p>Bonus Feats: Simple/Martial Weapon Proficiency, Light Armor Proficiency</p><p></p><p><strong>Defense:</strong></p><p>Ability Scores: Str 10, Dex 14</p><p>Weapon Slots: 1</p><p>Offensive Slots: 1</p><p>Armor Slots: 4</p><p>Defensive Slots: 4</p><p>General Slots 4</p><p>Bonus Feats: Simple Weapon Proficiency, Heavy Armor/Shield Proficiency</p><p></p><p><strong>Balanced</strong></p><p>Ability Scores: Str 12, Dex 12</p><p>Weapon Slots: 1</p><p>Offensive Slots: 3</p><p>Armor Slots: 3</p><p>Defensive Slots: 3</p><p>General Slots: 4</p><p>Bonus Feats: Simple Weapon Proficiency, Light Armor/Shield Proficiency</p><p></p><p>Puppets may also be bipedal or quadruped, although this only affects carrying capacity.</p><p><em></em></p><p><em>Upgrading Puppets</em></p><p> 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.</p><p> <em>Weapon:</em> 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.</p><p> <em>Offensive:</em> 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.</p><p> <em>Armor:</em> These slots are the body of the puppet. They represent the ability to add armor to the puppet, such as chainmail or a shield.</p><p> <em>Defensive:</em> These slots include upgrades such as strengthening the superstructure of the puppet or adding natural armor to the puppet.</p><p> <em>General:</em> 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.</p><p></p><p> 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.</p><p></p><p> 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.</p><p></p><p><strong>Menu D</strong> (Craft DC 10; Added slots DC 20; Base Price 300gps) [[More to be added]]</p><p>--+1 bonus to Attack [Offensive]*</p><p>--+1 bonus to Natural Armor [Defensive]*</p><p>--+1 bonus to weapon damage [Offensive]*</p><p>--+1 bonus to Armor [Armor]</p><p>--Concealing Paint [General]: The Puppet is painted colors to match with the current climate, granting it a +4 bonus on Hide checks.</p><p></p><p><strong>Menu C</strong> (Craft DC 20; Additional slots DC 30; Base Price 600gps) [[More to be added]]</p><p>--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).</p><p>--+1 bonus to Strength [General]*</p><p>--+1 bonus to Dexterity [General]*</p><p>--+2 bonus to Attack [Offensive]*</p><p>--+2 bonus to Natural Armor [Defensive]*</p><p>--+2 bonus to weapon damage [Offensive]*</p><p>--+2 bonus to Armor [Armor]</p><p>--Additional Weapon Slot [Offensive]</p><p>--Additional Armor Slot [Defensive]</p><p>--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.</p><p>--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.</p><p>--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.</p><p></p><p><strong>Menu B</strong> (Craft DC 25; Additional Slots DC 35; Base Price 1,200gps) [[More to be added]]</p><p>--+2 bonus to Strength [General]*</p><p>--+2 bonus to Dexterity [General]*</p><p>--+4 bonus to Attack [Offensive]*</p><p>--+4 bonus to Natural Armor [Defensive]*</p><p>--+4 bonus to weapon damage [Offensive]*</p><p>--+4 bonus to Armor [Armor]</p><p>--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.</p><p>--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.</p><p>--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.</p><p>--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).</p><p></p><p><strong>Menu A</strong> (Craft DC 30; Additional Slots DC 40); Base Price 2,200gps) [[More to be added]]</p><p>--+4 bonus to Strength [General]*</p><p>--+4 bonus to Dexterity [General]*</p><p>--+6 bonus to Attack [Offensive]*</p><p>--+6 bonus to Natural Armor [Defensive]*</p><p>--+6 bonus to weapon damage [Offensive]*</p><p>--+6 bonus to Armor [Armor]</p><p>--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.</p><p>--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.</p><p>--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].</p><p></p><p>*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).</p><p></p><p><u><strong>Repair Light Damage (sp):</strong></u> 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 <em>Repair Light Damage</em> three times per day. His caster level equals his class level.</p><p></p><p><u><strong>Animate Rope (sp):</strong></u> At level 2, the Puppet Master gains <em>Animate Rope</em> as a spell-like ability useable once per day, with a caster level equal to his class level.</p><p></p><p><strong><u>Defensive Block (ex):</u></strong> 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.</p><p></p><p><strong><u>Repair Moderate Damage:</u></strong> 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 <em>Repair Moderate Damage</em> three times per day. His caster level equals his class level.</p><p></p><p><strong><u>Summon Puppet (su):</u></strong> 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).</p><p></p><p><strong><u>Puppet Senses (su):</u></strong> 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.</p><p></p><p>A Puppet Master also gains the ability to hear through his puppet, following all of the rules as the Sight ability.</p><p></p><p><strong><u>Hide in Puppet (ex):</u></strong> 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong><u>Speak through Puppet (su):</u></strong> 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.</p><p></p><p><strong><u>Living Puppet (su):</u></strong> 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).</p><p></p><p><strong><u>Animate Objects (sp):</u></strong> At level 11, the Puppet Master gains <em>Animate Object</em>s as a spell-like ability useable once per day, with a caster level equal to his class level.</p><p></p><p><u><strong>Repair Serious Damage</strong></u>At 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 <em>Repair Serious Damage</em> three times per day. His caster level equals his class level.</p><p></p><p><strong><u>Self-Puppet (Partial) (ex):</u></strong> At level 15, a Puppet Master learns how to add puppet components and upgrades to himself. He gains the following:</p><p> Weapon Slots: 1 [He keeps his own ability to wield weapons, however]</p><p> Offensive slots: 1</p><p> Armor Slots: 1 </p><p> Defensive Slots: 1</p><p> General Slots: 2</p><p></p><p><strong><u>Corpse Puppet (su):</u></strong> 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.</p><p></p><p>These puppets have a number of advantages over normal puppets:</p><p> --Corpse Puppets retain all exceptional qualities and attacks.</p><p> --Corpse Puppets retain all movement modes it had in life.</p><p> --Corpse Puppets retain its native Strength and Dexterity scores, and are not modified as per Table 1-2 when created.</p><p> --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).</p><p> --Their Hit Dice changes to match that of a normal Puppet: a number of Hit Dice equal to the Puppet Master’s class level.</p><p> --The Puppet Master decides at the time of conversion which of the three basic types the Corpse Puppet is to become.</p><p></p><p><strong><u>Self-Puppet (Full) (ex):</u></strong> 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:</p><p> --His type changes to Construct (Living Construct).</p><p> --His size does not change.</p><p> --His Strength, Dexterity, and Constitution do not change.</p><p> --Weapon Slots: 2</p><p> Offensive Slots: 2</p><p> Armor Slots: 2</p><p> Defensive Slots: 2</p><p> General Slots: 4</p><p></p><p></p><p></p><p>What does everyone think of this?</p></blockquote><p></p>
[QUOTE="Obrysii, post: 3697578, member: 42680"] 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. [B]The Puppet Master[/B] [B] Alignment:[/B] Any [B]Hit Die:[/B] d4 [B]Class Skills:[/B] 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) [B]Skill Points at 1st Level:[/B] (4 + Int modifier) x 4 [B]Skill Points at Each Additional Level:[/B] 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)[/code] [B]Class Features:[/B] All of the following are class features of the wizard. [B] [U]Weapons and Armor Proficiency:[/U][/B][U][/U] Puppet Masters are proficient the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. [U][B]Art of Puppetry (su):[/B][/U] 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[/code] [I]Types of Puppets[/I] 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). [B]Attack:[/B] 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 [B]Defense:[/B] 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 [B]Balanced[/B] 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. [I] Upgrading Puppets[/I] 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. [i]Weapon:[/i] 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. [i]Offensive:[/i] 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. [i]Armor:[/i] These slots are the body of the puppet. They represent the ability to add armor to the puppet, such as chainmail or a shield. [i]Defensive:[/i] These slots include upgrades such as strengthening the superstructure of the puppet or adding natural armor to the puppet. [i]General:[/i] 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. [b]Menu D[/b] (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. [b]Menu C[/b] (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. [b]Menu B[/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). [b]Menu A[/b] (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). [u][b]Repair Light Damage (sp):[/b][/u] 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 [i]Repair Light Damage[/i] three times per day. His caster level equals his class level. [U][B]Animate Rope (sp):[/B][/U] At level 2, the Puppet Master gains [I]Animate Rope[/I] as a spell-like ability useable once per day, with a caster level equal to his class level. [B][U]Defensive Block (ex):[/U][/B][U][/U] 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. [b][u]Repair Moderate Damage:[/u][/b][u][/u] 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 [i]Repair Moderate Damage[/i] three times per day. His caster level equals his class level. [B][U]Summon Puppet (su):[/U][/B][U][/U] 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). [B][U]Puppet Senses (su):[/U][/B][U][/U] 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. [B][U]Hide in Puppet (ex):[/U][/B][U][/U] 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. [B][U]Speak through Puppet (su):[/U][/B][U][/U] 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. [B][U]Living Puppet (su):[/U][/B][U][/U] 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). [B][U]Animate Objects (sp):[/U][/B][U][/U] At level 11, the Puppet Master gains [I]Animate Object[/I]s as a spell-like ability useable once per day, with a caster level equal to his class level. [u][b]Repair Serious Damage[/b][/u][b][/b]At 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 [i]Repair Serious Damage[/i] three times per day. His caster level equals his class level. [B][U]Self-Puppet (Partial) (ex):[/U][/B][U][/U] 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 [B][U]Corpse Puppet (su):[/U][/B][U][/U] 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. [B][U]Self-Puppet (Full) (ex):[/U][/B][U][/U] 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? [/QUOTE]
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