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Puppet Master
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<blockquote data-quote="Zelc" data-source="post: 4556905" data-attributes="member: 40496"><p>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).</p><p></p><p>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).</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p><span style="color: green"><strong><u>Delayed Bullet Doll</u></strong></span></p><p><em>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.</em></p><p>At Will *** Arcane, Doll 1, Implement</p><p>Standard Action *** Area 1 square within 5 squares</p><p><strong>Effect:</strong> You throw a doll into the square. The doll remains until retrieved. At the beginning of your next turn, the doll makes an attack.</p><p><strong>Target:</strong> One creature within 5 squares of the doll.</p><p><strong>Attack:</strong> Dexterity vs. Reflex</p><p><strong>Hit:</strong> 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.</p><p>Increase damage to 2d4 + Dexterity modifier at 21st level.</p><p><strong>Miss:</strong> 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.</p><p></p><p>/* 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. */</p><p></p><p><span style="color: green"><strong><u>Bullet Doll</u></strong></span></p><p><em>You hold out a doll, and it sprays bullets at your enemies.</em></p><p>At Will *** Arcane, Doll 1, Implement</p><p>Standard Action *** Range 5</p><p><strong>Target:</strong> One or two creatures.</p><p><strong>Attack:</strong> Dexterity vs. Reflex, two attacks</p><p><strong>Hit:</strong> 1d4 + half of your Dexterity modifier damage.</p><p>Increase damage to 2d4 + half of your Dexterity modifier at 21st level.</p><p></p><p>/* A normal non-weapon attack that doubles as a minion-clearer. No blind spot (should there be one?). */</p><p></p><p><span style="color: green"><strong><u>Spear Doll</u></strong></span></p><p><em>You throw your hand forward, and a spear-wielding doll lances toward your foe.</em></p><p>At Will *** Arcane, Doll 1, Implement</p><p>Standard Action *** Range 4</p><p>Special: You cannot target creatures less than 3 squares away from you.</p><p><strong>Target:</strong> One creature.</p><p><strong>Attack:</strong> Dexterity vs. Fortitude</p><p><strong>Hit:</strong> 1d6 + Dexterity modifier damage, and you push the target 2 squares. The target is slowed until the end of your next turn.</p><p>Increase damage to 2d6 + Dexterity modifier at 21st level.</p><p></p><p>/* 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)? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> */</p><p></p><p>*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? <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /> I don't want it to take up any hands because they'll need their hands free to control the puppets/dolls.</p></blockquote><p></p>
[QUOTE="Zelc, post: 4556905, member: 40496"] 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. [color=green][b][u]Delayed Bullet Doll[/u][/b][/color] [i]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.[/i] At Will *** Arcane, Doll 1, Implement Standard Action *** Area 1 square within 5 squares [b]Effect:[/b] You throw a doll into the square. The doll remains until retrieved. At the beginning of your next turn, the doll makes an attack. [b]Target:[/b] One creature within 5 squares of the doll. [b]Attack:[/b] Dexterity vs. Reflex [b]Hit:[/b] 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. [b]Miss:[/b] 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. */ [color=green][b][u]Bullet Doll[/u][/b][/color] [i]You hold out a doll, and it sprays bullets at your enemies.[/i] At Will *** Arcane, Doll 1, Implement Standard Action *** Range 5 [b]Target:[/b] One or two creatures. [b]Attack:[/b] Dexterity vs. Reflex, two attacks [b]Hit:[/b] 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?). */ [color=green][b][u]Spear Doll[/u][/b][/color] [i]You throw your hand forward, and a spear-wielding doll lances toward your foe.[/i] At Will *** Arcane, Doll 1, Implement Standard Action *** Range 4 Special: You cannot target creatures less than 3 squares away from you. [b]Target:[/b] One creature. [b]Attack:[/b] Dexterity vs. Fortitude [b]Hit:[/b] 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. [/QUOTE]
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