Puppet Master

As far as the role this class should play, if you look at the playtest artificer WOTC has basically covered the Controller/Leader role. If you stick with a Controller/Striker (or Defender if you choose) then the artificer quickly becomes the Puppet Master's best friend in a fight. 4e is all about working as a team. Going lone wolf will get you killed quickly, so when designing this thing, consider the synergy between team mates. What works best to combo with other roles? Don't get me wrong, it's cool with me if you like that character so much that you want to be them in a DND setting. Just remember that the beauty of homebrew is you get the chance to bring out your own original flavor to something..or create something totally unique. I personally like beating my own path to originality, but to each his own.
 

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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.
Two things. First, just because I call it a laser does not mean it has to be a stream of photons shot from a technological device. It could be a stream of magical energy. Second, fluff is mutable. Does it really make a difference if I call it a laser instead of a heat ray or an electric bolt if the mechanics stay the same (ok maybe damage type changes)? I'm more interested in ironing out the crunch first.

So, are you basically trying to make that character from the game you showed earlier?
Well, there's two levels to this question. I'm trying to create a class with the same playstyle as the character in the game, because the tactical gameplay seems interesting. I'm also using moves based on the character in the game's moves, more so I don't have to be all that creative and come up with all these moves than anything. Although I guess it'd be neat if you could build that character from this class.

As far as the role this class should play, if you look at the playtest artificer WOTC has basically covered the Controller/Leader role. If you stick with a Controller/Striker (or Defender if you choose) then the artificer quickly becomes the Puppet Master's best friend in a fight. 4e is all about working as a team. Going lone wolf will get you killed quickly, so when designing this thing, consider the synergy between team mates. What works best to combo with other roles? Don't get me wrong, it's cool with me if you like that character so much that you want to be them in a DND setting. Just remember that the beauty of homebrew is you get the chance to bring out your own original flavor to something..or create something totally unique. I personally like beating my own path to originality, but to each his own.
I think this is fairly unique. Basically, the doll focused build of this class has three major aspects. First, there's the general boring controller AOE that kills minions. Second, this class sets up fields on the grid that make enemies in those fields vulnerable to attacks. This obviously synergizes with other classes. Third, this class has some forms of knockback to put people into those fields and otherwise move people around. This class also has two major weaknesses of many abilities not firing instantaneously (which requires forward thinking), and the blind spot which requires teamwork and resources dedicated to puppets or other forms of defense.
 

Interesting idea for this class,but I just have one question.

First, there's the general boring controller AOE that kills minions.

Do you think that making the Puppeteer the sideline show (i.e. "handle my light work.") is a good idea? Consider what Kisanji said:

there should be some reason why the puppeteer is himself valuable. Or, put another way, would the party care if they just had the puppet: if so, then you’ve done something wrong.
 

Much like the razor wires that the butler used in Hellsing, I think that the Puppeteer should have these wires as natural weapons. If the power is arcane, then these wires get power from being infused with arcane energy. If the power is psychic, then wires work much the same as the mind blade would. This could give the class some extra flavor and help it to stand on its own a little more. Not sure what the damage should be. I know that, as a natural weapon, it shouldn't be any less than a d6. You have to keep in mind that the Puppeteer has learned to use these wires as effective tools to kill. So, I'm thinking that, starting out, it should be either 1d6 or 1d8. There should be a feat that increases this damage, and the feat can be taken multiple times. This would expand the use of the wires beyond tripping, choking, trapping, and controlling. Perhaps there should be a paragon path for a Puppeteer that has chosen to focus on the wires. The Puppeteer that focuses on wire use could go two different routes: all inclusive or seperated into two types of wire users. The first route would be a Puppeteer that controls enemies and/or evicerates them with their skillfully deadly use of wire (arcane or psychic razor wire). The second route would divide these abilities. The player would have the choice of making the String Adept Puppeteer one who controls or strikes. So in essence, if one were to go the second route then there could be paragon paths that seperate much like the build kits.

Paragon Paths:


  • Puppet Focused Paths
1) Masterpiece Marionnette- You've focused your art into the skillful use of one main puppet. You are capable of controlling several dolls, but this puppet has become your trump card...your ace-in-the-hole.
This path goes best with the
Puppeteer: Deadly Controller
Main Puppet: Striker
Encounter/Dailies: Status Ailment, Traps, One-Shots

2) Master Hand of Many: There's strength in numbers. You understand this well, and have chosen to overwhelm the enemy with an endless onslaught of puppetry. (This path would possibly have an increase in the number of puppets you could control at one time.)
This path goes best with the
Puppeteer: Controller
Puppets: Various uses (no main puppet)


  • String Focused Paths
1) Master Manipulator: You see all things as mere tools for your manipulation. Friends, enemies, and neutral parties alike. They are all just puppets on your stage. (This path focuses on the Puppeteer's abilities to supplement ally abilities, turn enemies on themselves, and manipulate everything around. This path would control any creature, dead or alive.)
This path goes best with
Puppeteer: Master Controller (String Manipulator)

2) Hand of the Crimson Strings: Putting away your toys, you've learned the deadly possibilities of your strings. Focusing each string into a vorpal web of death, you evicerate all who stand in your way. (This path focuses on turning your strings into deadly razor wires. In essence the Puppeteer changes from controller to striker.)
 

Finish papers: check.
Sleep for 30 straight hours. Check.
Get over cold. Check.
Look over comments on puppet master thread: doing now.

Expect something excessively long.
 


I wanted a race that was naturally inclined towards the Puppeteer class, without giving unfair advantages.For example: Eladrin and elves are naturally inclined towards Rangers and Wizards. Their stats are complimented by those classes. Here is a very rough idea of what i'm going for.

ZAEMON (the name came from the most famous Bunraku Puppeteer Chikamatsu Monzaemon)
RACIAL TRAITS
Average Height: 5´–5´ 7?
Average Weight: 130–150 lb.
Ability Scores: +2 Dexterity, +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, (not sure yet)

Skill Bonuses: +2 Stealth, +2 Intimidate

Naturally Talented: You may choose one extra At-Will power at first level.

Zaemon Natural Weapon: The Zaemon are born with a natural weapon known as Crimson Strings. These razor wires, when summoned, spring forth from the Zaemons' fingertips, and are then used to skillfully evicerate their enemies.(Not sure what damage this should do. Maybe d6 or d8 with feats that increase the damage.)

Death Trance: Rather than sleep, Zaemon enter a meditative state known as Death Trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal. Also,until the end of the trance, you gain an aura of fear. (Cha vs. Will)

Shadow Jaunt: You can use shadow jaunt as an encounter power.

Shadow Jaunt Zaemon Racial Power
Encounter ? Teleportation
Move Action Personal
Effect: Teleport up to 3 squares and become insubstantial until the beginning of your next turn.

This is still a very rough idea. I based it on a cross between the Eladrin and the Shadar Kai. I wanted to give the feel of a dark character being a puppet master. I agree with Kisanji, in that if I were to choose one of the established races, I would go with the eladrin. It's features and bonuses would suit it nicely. I just don't want to play an Eladrin. Its mainly because they don't appeal to me aesthetically. I know that with some fluff, I could alter the look, but its not the same.
 
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I know I said I wasn't going to post anything until Kisanji posted, but I had to say something about this. I think that the spider people idea is great. I was thinking that they could have four arms. They keep the second pair hidden when in public to fit in and to surprise enemies in a fight. Their skin could be dark gray, with emerald green or crimson red eyes. This would explain the razor wires (i.e. Crimson Strings) natural weapon.They would be a lot more dextrous than the average humanoid and would be able to control 4 puppets at once. Heh..heh >) loopholes you've gotta lov'em.
 

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