Puppet Master

To explain the wire manipulation riposte ability (not the official name). Say that the Puppeteer has sent out his main puppet to attack a group of enemies. One of the enemies manages to slip passed the puppet, and heads straight for the Puppeteer. As he approaches to attack, the Puppeteer reacts, entangling the enemy with his strings.

At Will ? Arcane, String
Free Action
Hit: Int vs. Will
Target: One enemy that has just attempted a melee attack on you.
As an immediate interrupt, the Puppeteer sends the strings of its free hand to control the attacking enemy. If successful, the creature becomes dominated until the beginning of your next turn and is forced to take a standard action of the Puppeteer's choosing. The Puppeteer can choose to make the opponent attack itself, attack one of its adjacent allies, move half its speed away from the Puppeteer, or simply stop. You must have at least one hand free to use this ability.
Special: Using both hands grants a +4 to Puppeteer's Int vs. enemy's Will
Miss: Puppeteer takes damage (should it lose control of object manipulated with other hand, i.e. main puppet or w/e?)
 

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NOTE: I did not read all of the posts before posting this, so I probably said some redundant stuff. Sorry :( :blush:.

Instead of using grenades, you can make them exploding dolls :).

Here's some more inspiration if you like. A different take on a puppeteer: Alice Margatroid, from the Touhou series. Specifically, her moveset in the two 2-D fighting games (here and here) may make for good inspiration. Unlike Kankuro, she doesn't keep any puppets out for long periods of time, but instead pulls them out and puts them away as needed. She plays very much like a controller. Her game is built mostly using delay-firing dolls to both provide coverage for herself and to set up traps, pressure strings, and block strings to eventually overwhelm the opponent's defense. These could provide inspiration for some of the independent puppet master attacks.

Youtube:
[sblock][ame=http://ca.youtube.com/watch?v=Hnw762jKyZ0]Combo video[/ame]
[ame=http://ca.youtube.com/watch?v=JWrqPDAlpmk]Corner traps 1[/ame]
[ame=http://ca.youtube.com/watch?v=imItcrca_cY]Corner traps 2[/ame]

Tournament Videos:
[ame=http://ca.youtube.com/watch?v=hPh69IXBb3A]YouTube - 第二回 ã•ã„ãŸã¾å¤§ä¼š Block X Game 01 ãŸãƒžPO(Alice) vs 有å:)€ã‚„ã¾(Meirin)[/ame]
[ame=http://ca.youtube.com/watch?v=rR7orBNuJwg]YouTube - 第二回 ã•ã„ãŸã¾å¤§ä¼š Block X Game 03 ãŸãƒžPO(Alice) vs YOUZI(Yukari)[/ame]

[ame=http://ca.youtube.com/watch?v=-yfU2gdzv90]YouTube - SWR-demo: JP-tournament; TamaZO(Alice) vs Dorzi(Aya) D3[/ame]

[ame=http://ca.youtube.com/watch?v=jSXULYwd6g4]SWR-demo: JP-tournament; TamaZO(Alice) vs Kai(Marisa) D2[/ame]

More here.[/sblock]
The grenade dolls should be easy to represent. They come with varying levels of power, and maybe push or knock prone. The spinner dolls can be zone burst 1 in range X powers (larger bursts for the multi-spinner doll abilities) that last until either the end of your next turn or the turn after the end of your next turn. It may be difficult to represent the delay-firing mechanism. It could be an instant fire with a condition (perhaps combat advantage, -AC/+Attack, or immobilizing/dazing/stunning) that ends at the end of your next turn, or it could be some sort of 1 square zone (for bullet-firing puppets) or an X-square wall (for the delay lance puppets) that applies damage and a condition at the beginning of your next turn. The direct lance puppet effects (dealing damage and knockback) are probably better left to the "master" puppet. Other ideas include some form of movement utility with the small puppets dragging the character places and some form of AC booster from the blocking puppets.

The biggest problem would be explaining where all these dolls and puppets come from. D&D doesn't have bullet space, unfortunately.

EDIT: Although, hmm. I think I have some different thoughts on making a puppeteer class, so perhaps I'll post a different version when I get mine done.
 
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When you get yours finished, I'd like to see it. Using both my idea and yours, we could essentially develop that "kit" system that was mention in earlier posts.Mine being the single focus puppeteer, and yours being the versatile multi puppet user
 

When you get yours finished, I'd like to see it. Using both my idea and yours, we could essentially develop that "kit" system that was mention in earlier posts.Mine being the single focus puppeteer, and yours being the versatile multi puppet user
I was actually thinking of making a Puppeteer that had the option of either build. That is, all puppeteers have a puppet (with paragon paths that give them more puppets or allow them to use corpses as puppets or whatnot), which functions somewhat like the Ranger's Beast Companion. They'd also have dolls, which function sort of like the Artificer's artifices.* Which one works better depends on which build you pick. And since they're limited by free hands, they may decide not to use one or the other, but they always have the option to do so. I'm thinking the default is 1 doll/puppet per hand, and perhaps the doll-using path gets an extra doll if they have 2 free hands. It'll later be improved either by feats, by paragon paths, or just by natural level progression of the Puppeteer control ability (haven't decided yet, but I'm leaning towards the natural progression so people don't HAVE to take the feats, and some by paragon paths).

The puppet-based powers control by putting another tank on the field, while the doll-based powers control by making certain areas very unsafe for enemies to be in (more bonuses to attack/damage and conditions in the vein of Alice's doll traps than straight damage). As a "gimmick", the doll-based powers will often fire the round after they're used and/or have a blind spot adjacent to the character (I'm not sure how to make the blind spot larger, ideas?), so thinking ahead is very important. Dolls can be retrieved as a free action, but otherwise can be left on the field to be triggered by other powers. So the character would be Controller/Defender or Controller/Leader based on their focus. I'd probably have all powers use Dex for attack, and Int for dolls effects vs. Con or Cha for puppet effects (it'll probably be Con; Con synergizes better because I plan on using the Puppeteer's healing surges to heal the puppet, while Cha seems better from a "taunt" perspective).

Right now, I'm still kind of in the planning phase. The doll powers are pretty easy to make since I can draw on Alice's moves, but it's been a long time since I've watched Naruto and I don't think Kankuro displays enough moves anyway to fully flesh out a character. I'm thinking of having some puppet dailies act as kind of a cross between a feat and a daily power, in that it'll improve the puppet for the whole day and the power itself can be used to provide an extra benefit (using the power does not expend the puppet improvement).

Anyway, here's an idea for some at-will doll moves. Doll X means the power counts as X doll(s) against the limit you can control. If the doll remains after the power ends, it will be noted in the effects field.

Delayed Bullet Doll
You throw a doll near an enemy. A moment later, the doll shoots a stream of bullets towards the enemy which creates an opening for your next attack.
At Will *** Arcane, Doll 1, Implement
Standard Action *** Area 1 square within 5 squares
Effect: You throw a doll into the square. The doll remains until retrieved. At the beginning of your next turn, the doll makes an attack.
Target: One creature within 5 squares of the doll.
Attack: Dexterity vs. Reflex
Hit: 1d4 + Dexterity modifier damage. Until the end of your turn, the next attack made against this creature by you or an ally gains a power bonus to attack rolls equal to half your Intelligence modifier and a power bonus to damage rolls equal to your Intelligence modifier.
Increase damage to 2d4 + Dexterity modifier at 21st level.
Miss: Until the end of your turn, the next attack made against this creature by you or an ally gains a power bonus to attack rolls equal to half your Intelligence modifier.

/* The doll is treated as a minion and enemies can force you to retrieve the doll by hitting it. If it's too strong or if we want to emphasize the controller nature of this power more, the range of the bullets can be reduced to something like 3. */

Bullet Doll
You hold out a doll, and it sprays bullets at your enemies.
At Will *** Arcane, Doll 1, Implement
Standard Action *** Range 5
Target: One or two creatures.
Attack: Dexterity vs. Reflex, two attacks
Hit: 1d4 + half of your Dexterity modifier damage.
Increase damage to 2d4 + half of your Dexterity modifier at 21st level.

/* A normal non-weapon attack that doubles as a minion-clearer. No blind spot (should there be one?). */

Spear Doll
You throw your hand forward, and a spear-wielding doll lances toward your foe.
At Will *** Arcane, Doll 1, Implement
Standard Action *** Range 4
Special: You cannot target creatures less than 3 squares away from you.
Target: One creature.
Attack: Dexterity vs. Fortitude
Hit: 1d6 + Dexterity modifier damage, and you push the target 2 squares. The target is slowed until the end of your next turn.
Increase damage to 2d6 + Dexterity modifier at 21st level.

/* A fairly annoying "stay away from me!" move. You can't use it against creatures even 2 squares away from you, so use it to prevent enemies from getting to you. Would Push 3 be too strong here? Think we could make this usable anytime a melee basic attack is (still takes the AoO)? :D */

*They'd probably have something like a Holy Symbol that buffs both puppets and dolls, although I have no idea what to call it at this point. Some sort of amulet? :erm: I don't want it to take up any hands because they'll need their hands free to control the puppets/dolls.
 
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Zelc said:
*They'd probably have something like a Holy Symbol that buffs both puppets and dolls, although I have no idea what to call it at this point. Some sort of amulet? :erm: I don't want it to take up any hands because they'll need their hands free to control the puppets/dolls.

How about... and I know this might seem out there.

A magical doll.
 

Zelc, for what time period are you creating your puppeteer for? If its medieval then riddling the enemy with bullets doesn't fit. I hate being critical on something like that because my DMs usually toss the time period book at me with stuff. Don't get me wrong, if the setting is final fantasy style, with magic mixed with crude modern technology then I can see it working. I guess my main suggestion on your concept is to consider using that game character as simply inspiration not the exact model to go by.
 
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Zelc, for what time period are you creating your puppeteer for? If its medieval then riddling the enemy with bullets doesn't fit. I hate being critical on something like that because my DMs usually slap the time period book at me with stuff. Don't get me wrong, if the setting is final fantasy style, with magic mixed with crude modern technology then I can see it working. I guess my main suggestion on your concept is to consider using that game character as simply inspiration not the exact model to go by.
Well, they're not real bullets. They're like magic missiles, I suppose.

ETA: Does "Delayed Magic Missiles Doll" sound ok? :erm: What should I replace "bullets" with? I could just change the flavor text.
 
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I would avoid slapping magic missile on that because it would start to become a wizard with control over a magic missile machine gun warforged. While entertaining, we should consider making this class stand on its own feet. Magic missile is the wizard's thing (one of many) If your heart is set on this rapid fire concept, consider these two options:

1) The Arcane Power route: The puppet is loaded with a multitude of needles, darts, or w/e. The Puppeteer infuses each with his own arcane power before unleashing a torrential rain of pain. Not bullets, but having them infused with arcane power can give them that extra sting.

2) The Psychic Adept route: The Puppeteer uses his mind to craft various weapons that are released from the puppet's body. One such weapon is the mind dart (bullet). Basically the puppet would approach an enemy, open its mouth, hands, or w/e and using the same mechanic as the mind blade, the puppet fires bullets of pure psychic energy
 

I would avoid slapping magic missile on that because it would start to become a wizard with control over a magic missile machine gun warforged. While entertaining, we should consider making this class stand on its own feet. Magic missile is the wizard's thing (one of many) If your heart is set on this rapid fire concept, consider these two options:

1) The Arcane Power route: The puppet is loaded with a multitude of needles, darts, or w/e. The Puppeteer infuses each with his own arcane power before unleashing a torrential rain of pain. Not bullets, but having them infused with arcane power can give them that extra sting.
Well, I don't think Wizards should have the monopoly on magic projectiles. In any case, the fluff is mutable. People can describe the bullets to be anything they like, as long as they deal the same damage. If you insist, I prefer the Arcane Power option, although I think "magic missiles" or "bullets" or "energy bullets" or whatever is fine. What do you think about the crunch?

I also wonder what you will say about the laser dolls... :)
 

Good Lord... this isn't Terminator lol :p (but seriously:confused:..) what is the setting of your campaign? With lasers, this thing has become a future d20...which is fine if that's what you want. So, are you basically trying to make that character from the game you showed earlier?
 

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