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Zelc's Puppeteer
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<blockquote data-quote="Zelc" data-source="post: 4571053" data-attributes="member: 40496"><p><span style="font-size: 15px"><strong>Puppeteer</strong></span></p><p>/* Stuff between these symbols are comments. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> */</p><p></p><p>[sblock=Important Stuff To Do] <ul> <li data-xf-list-type="ul">Balance! Are the class abilities too good?</li> <li data-xf-list-type="ul">Type out puppet actions and gaining new puppets and Call Puppet ritual and doll stats.</li> <li data-xf-list-type="ul">Fluff the Holy Symbol Clone. </li> <li data-xf-list-type="ul">Reorganize info, reduce redundancy, etc. to make this easier to read.</li> <li data-xf-list-type="ul">Make 1st level encounter and daily powers.</li> <li data-xf-list-type="ul">Make later level powers.</li> <li data-xf-list-type="ul">Make more feats.</li> <li data-xf-list-type="ul">Make paragon paths.</li> </ul><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Puppeteer Class Information:</strong></span></p><p><strong>Role:</strong> Controller/(some Leader/less Defender)</p><p><strong>Power Source:</strong> Arcane</p><p><strong>Key Abilities:</strong> Dexterity, Intelligence, Charisma</p><p></p><p>/* You could make a good case for a lot of powers being Martial, actually. I’m actually thinking about making this class a split power source class. However, I don’t think you can get away with it being entirely Martial, so I’ll leave it as Arcane for now. I could change my mind later*/</p><p></p><p><strong>Armor Proficiencies:</strong> Cloth</p><p><strong>Weapon Proficiencies:</strong> Simple melee, simple ranged.</p><p><strong>Implements:</strong> Holy Symbol Clone</p><p><strong>Bonus to Defenses:</strong> +1 Reflex, +1 Will</p><p></p><p><strong>Hit Points at 1st Level:</strong> 10 + Constitution score</p><p><strong>Hit Points per Level Gained:</strong> 4</p><p><strong>Healing Surges per Day:</strong> 6 + Constitution modifier</p><p></p><p><strong>Trained Skills:</strong> Acrobatics. From the class skills list below, choose three more trained skills at 1st level.</p><p><strong>Class Skills:</strong> Arcana (Int), Acrobatics (Dex), Bluff (Cha), History (Int), Insight (Wis), Intimidate (Cha), Thievery (Dex)</p><p></p><p>/* Most classes have 7 class skills. I just picked the ones that seemed appropriate, although this is probably open to interpretation. History and Insight are class skills because I envision puppeteers to have a strong tactical background, like Warlords. */</p><p></p><p><strong>Build Options:</strong> Doll focus, puppet focus</p><p><strong>Class Features:</strong> Zelc’s Most Hated 4E Quirk, Bonded Puppet, Call Puppet Ritual, Spear Doll Attack, Puppeteer’s Focus</p><p></p><p></p><p><strong><u>Puppeteer Class Features</u></strong></p><p><strong>Zelc’s Most Hated 4E Quirk:</strong></p><p>A Puppeteer’s Intelligence score is associated with Will defense instead of Reflex defense and Armor Class.</p><p></p><p>/* I refuse to make a class that suffers from two poor defenses. Most puppeteers will have good Reflex and Will defenses and poor Fortitude defenses, which seems about right. Probably needs a real name. */</p><p></p><p><strong>Bonded Puppet:</strong></p><p>You gain a medium-sized puppet. You decide the puppet’s relevant details: its precise dimensions, colors, number of limbs, etc.</p><p>Your puppet uses your ability scores, level, speed, and trained skills and skill check bonuses. Your puppet’s defenses are based on your defenses. They do not benefit from your armor and shield bonuses or enhancement bonuses from your armor or shield, but they do benefit from enhancement bonuses from your neck slot items. Your puppet has no hit points and cannot be healed; when it would take damage, the damage is taken from your hit point pool instead (resistances you have do not apply to this transferred damage, although the puppet’s resistances may reduce the damage before it’s transferred to you). When you are bloodied, your puppet is treated as bloodied as well. A power cannot attack or damage both you and your puppet.</p><p>You can use a minor action to stow your puppet when it’s adjacent to you. Doing so means your puppet cannot be affected by any powers or abilities or take any actions. Readying your puppet after stowing it requires a minor action, and it appears in the nearest unoccupied square. You can also relinquish control of your puppet as a free action. While you’ve relinquished control of your puppet in this way, your puppet cannot take any actions, and it is treated as a minion and damage to the puppet does not transfer to you. You can regain control of your puppet by taking a minor action while adjacent to your puppet.</p><p>[sblock=Puppet Statistics]</p><p><strong><u>Puppet Statistics</u></strong></p><p><strong>Ability Scores:</strong> Your puppet’s ability scores are equal to yours.</p><p><strong>Size and Type:</strong> Medium construct</p><p><strong>Speed:</strong> Equal to your speed (unless altered by effects only applicable to the puppet)</p><p><strong>Armor Class:</strong> 13 (improves to 14 at 11th level and 15 at 21st level) + one-half your level + your Dexterity modifier</p><p><strong>Fortitude Defense:</strong> 10 + one-half your level + the higher of your Strength or Constitution modifiers</p><p><strong>Reflex Defense:</strong> 11 + one-half your level + your Dexterity modifiers</p><p><strong>Will Defense:</strong> 11 + one-half your level + the higher of your Intelligence, Wisdom, or Charisma modifiers</p><p><strong>Hit Points:</strong> N/A</p><p><strong>Attack Bonus:</strong> one-half your level + 2</p><p><strong>Damage:</strong> 1d8</p><p><strong>Melee basic attack:</strong> one-half your level + your Dexterity modifier + 2 vs. AC, Damage [P] (Improves to 2[P] at 21st level) + your Dexterity modifier.</p><p><strong>Puppet Mark (free action):</strong> Once per turn, if your puppet hits with an attack, it can mark the target. The mark lasts until the end of your next turn.[/sblock]</p><p>In addition, choose one of the following puppet traits. Your puppet gains the benefits of that trait.</p><ul> <li data-xf-list-type="ul">Accurate: Your puppet gains a +1 bonus to attack rolls.</li> <li data-xf-list-type="ul">Deadly: Your puppet’s damage improves as if it was a weapon two sizes larger (usually to 1d12).</li> <li data-xf-list-type="ul">Reach: Your puppet’s damage is reduced as if it was a weapon two sizes smaller (usually to 1d4), but it can attack enemies 2 squares away as well as adjacent enemies.</li> <li data-xf-list-type="ul">Shielded: Your puppet gains a +2 shield bonus to AC and Reflex defense.</li> <li data-xf-list-type="ul">Strong: Your puppet gains a +2 bonus to attack rolls to grab a target or move a grabbed target, and a +2 bonus to Fortitude defense when resisting an escape attempt. This bonus improves to +3 at 11th level and +4 at 21st level.</li> <li data-xf-list-type="ul">Tough: Your puppet gains resist 1 to all damage. This improves to resist 3 at 11th level and resist 5 at 21st level.</li> </ul><p>Your puppet cannot move more than 3 squares away from you. If your puppet is out of the range, you pull your puppet to its nearest unoccupied square within range of you. If you are affected by a teleportation effect, the puppet is also affected and appears in the nearest unoccupied square to you.</p><p></p><p>ROUGH: Puppet actions are similar to beast companion actions.</p><p>ROUGH: Gaining a new puppet is similar to gaining a new beast companion (retrain upon gaining a new level)</p><p></p><p>/* This section is looooooong, and I have no idea how to make it shorter <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" />. The idea is for the puppet to be an extension of the puppeteer like a “ranged melee” weapon instead of another creature like a beast companion. Having an entirely separate creature adds both complication and is more powerful as it has a separate HP pool to absorb attacks. Plus, the puppeteer relies on his puppet much more than a ranger relies on his beast companion, so I felt this setup is more appropriate. */</p><p></p><p><strong>Call Puppet Ritual</strong></p><p>ROUGH: You gain the ritual Call Puppet. “Raise Dead” for puppet and summons it to an adjacent square. Pretty much a copy of the Raise Beast Companion ritual.</p><p></p><p><strong>Spear Doll Attack</strong></p><p>Puppeteers rarely use weapons and instead use dolls to make direct attacks against enemies. You gain the Spear Doll power as an at-will power.</p><p></p><p>/* Basically, this replaces the basic attack for most Puppeteers since they usually can’t hold weapons. I think this is the best way to give puppet-focused Puppeteers a use besides taking up space in combat. I also think all Puppeteers should get it for free. */</p><p></p><p><strong>Puppeteer’s Focus</strong></p><p>Choose one of the following focuses and gain its benefit.</p><ul> <li data-xf-list-type="ul"><strong>Puppet Focus:</strong> You gain the Toughness and Durable feats. Additionally, every time your puppet attacks an enemy, regardless of whether it hits or not, you can choose to have it mark the enemy. The mark lasts until the end of your next turn. If an enemy adjacent to and marked by your puppet attacks you or moves away from your puppet without first attacking your puppet that turn, you can use an immediate interrupt to have your puppet disrupt the enemy’s defenses. If you do, all attacks made against that target before the end of your next turn gain a bonus to attack rolls equal to half your Charisma modifier.</li> <li data-xf-list-type="ul"><strong>Doll Focus:</strong> You gain the Quick Draw feat. Additionally, if you hit an enemy with a Doll power, further attacks made by you or your allies until the end of the current turn against that enemy gain a bonus to damage rolls equal to half your Intelligence modifier.</li> </ul><p></p><p>/* A Puppet Focus Puppeteer will very often be in melee (or at least his puppet is), so Toughness and Durable are feats not so much for an added benefit as much as being necessary to survive. The mark is a new way to restrict enemy movement, although it can be easily circumvented by just attacking the puppet. I’m worried that the Doll Focus bonus will be too difficult to keep track of during play. Any suggestions? */</p><p></p><p><strong><u>Implements and Weapons</u></strong></p><p><strong>Holy Symbol Clone:</strong></p><p>A puppeteer holding or wearing an HSC adds its enhancement bonus to your puppet’s and dolls’ attack rolls, damage rolls, and AC (your neck slot item’s enhancement bonuses improve their Fortitude, Reflex, and Will defenses).</p><p></p><p>/* Obviously needs a different name and actual flavor. Cannot take up a “held” slot or it’d conflict with doll control slots. */</p><p></p><p><strong>Puppets and Doll Control:</strong></p><p>You use dolls and puppets in combat. You have one doll control slot per hand (max 2 doll control slots total), and at 21st level, you gain an additional doll control slot per hand (max 4 doll control slots total). Your puppet requires a doll control slot while you’re controlling it (not stowed). Each power with a “Doll X” keyword requires a doll control slot, and it occupies that slot until retrieved. Doll powers without a number in the keyword do not require a doll control slot. Unless noted in the power, dolls used in a power are automatically retrieved after the power ends. You can retrieve a doll as a free action during your turn, but the power used by the doll ends immediately. No further attacks associated with the power are made and all zones created by the power ends immediately.</p><p></p><p><strong>Dolls:</strong></p><p>Powers with the “Doll X” keyword require the use of X dolls. You can draw a doll with the “draw or sheathe a weapon” action, although if a power requires more than one doll, the additional time to draw the dolls is accounted for in the power. Dolls are small objects weighing 0.2 pounds each. The market price of 20 dolls is 1 gold. You can instead use other small objects for doll powers, but the use of improvised dolls confers a -4 penalty to your attack rolls.</p><p></p><p>ROUGH: When on the field, dolls count as minions. They’re immune to damage dealt without being hit (i.e. aura-based powers that deal damage without an attack roll). They have defenses equal to your puppet’s. Speed is 0. If you move more than 20 squares away from a doll, they are automatically destroyed.</p><p></p><p><strong><u>Class Feature Powers</u></strong></p><p>As part of your Puppeteer Fighting class feature, you gain the following power.</p><p></p><p><span style="color: green"><strong>Spear Doll</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 + 2 vs. AC</p><p><strong>Hit:</strong> 1d6 + Dexterity modifier damage.</p><p>Increase damage to 2d6 + Dexterity modifier at 21st level.</p><p><strong>Special:</strong> This power counts as a basic ranged attack. When a power allows you to make a basic ranged attack, you can use this power.</p><p></p><p>/* A replacement for basic weapon attacks. Would it be wrong to add Push 1 to this attack? I think that fits the flavor of the class, but this is supposed to be a basic attacks and Push 1 for free may make this too different to give out for free. For now, I’ll have a heroic feat add push 1 to this attack. */</p></blockquote><p></p>
[QUOTE="Zelc, post: 4571053, member: 40496"] [size=4][b]Puppeteer[/b][/size] /* Stuff between these symbols are comments. :) */ [sblock=Important Stuff To Do][list] [*]Balance! Are the class abilities too good? [*]Type out puppet actions and gaining new puppets and Call Puppet ritual and doll stats. [*]Fluff the Holy Symbol Clone. [*]Reorganize info, reduce redundancy, etc. to make this easier to read. [*]Make 1st level encounter and daily powers. [*]Make later level powers. [*]Make more feats. [*]Make paragon paths.[/list][/sblock] [size=3][b]Puppeteer Class Information:[/b][/size] [b]Role:[/b] Controller/(some Leader/less Defender) [b]Power Source:[/b] Arcane [b]Key Abilities:[/b] Dexterity, Intelligence, Charisma /* You could make a good case for a lot of powers being Martial, actually. I’m actually thinking about making this class a split power source class. However, I don’t think you can get away with it being entirely Martial, so I’ll leave it as Arcane for now. I could change my mind later*/ [b]Armor Proficiencies:[/b] Cloth [b]Weapon Proficiencies:[/b] Simple melee, simple ranged. [b]Implements:[/b] Holy Symbol Clone [b]Bonus to Defenses:[/b] +1 Reflex, +1 Will [b]Hit Points at 1st Level:[/b] 10 + Constitution score [b]Hit Points per Level Gained:[/b] 4 [b]Healing Surges per Day:[/b] 6 + Constitution modifier [b]Trained Skills:[/b] Acrobatics. From the class skills list below, choose three more trained skills at 1st level. [b]Class Skills:[/b] Arcana (Int), Acrobatics (Dex), Bluff (Cha), History (Int), Insight (Wis), Intimidate (Cha), Thievery (Dex) /* Most classes have 7 class skills. I just picked the ones that seemed appropriate, although this is probably open to interpretation. History and Insight are class skills because I envision puppeteers to have a strong tactical background, like Warlords. */ [b]Build Options:[/b] Doll focus, puppet focus [b]Class Features:[/b] Zelc’s Most Hated 4E Quirk, Bonded Puppet, Call Puppet Ritual, Spear Doll Attack, Puppeteer’s Focus [b][u]Puppeteer Class Features[/u][/b] [b]Zelc’s Most Hated 4E Quirk:[/b] A Puppeteer’s Intelligence score is associated with Will defense instead of Reflex defense and Armor Class. /* I refuse to make a class that suffers from two poor defenses. Most puppeteers will have good Reflex and Will defenses and poor Fortitude defenses, which seems about right. Probably needs a real name. */ [b]Bonded Puppet:[/b] You gain a medium-sized puppet. You decide the puppet’s relevant details: its precise dimensions, colors, number of limbs, etc. Your puppet uses your ability scores, level, speed, and trained skills and skill check bonuses. Your puppet’s defenses are based on your defenses. They do not benefit from your armor and shield bonuses or enhancement bonuses from your armor or shield, but they do benefit from enhancement bonuses from your neck slot items. Your puppet has no hit points and cannot be healed; when it would take damage, the damage is taken from your hit point pool instead (resistances you have do not apply to this transferred damage, although the puppet’s resistances may reduce the damage before it’s transferred to you). When you are bloodied, your puppet is treated as bloodied as well. A power cannot attack or damage both you and your puppet. You can use a minor action to stow your puppet when it’s adjacent to you. Doing so means your puppet cannot be affected by any powers or abilities or take any actions. Readying your puppet after stowing it requires a minor action, and it appears in the nearest unoccupied square. You can also relinquish control of your puppet as a free action. While you’ve relinquished control of your puppet in this way, your puppet cannot take any actions, and it is treated as a minion and damage to the puppet does not transfer to you. You can regain control of your puppet by taking a minor action while adjacent to your puppet. [sblock=Puppet Statistics] [b][u]Puppet Statistics[/u][/b] [b]Ability Scores:[/b] Your puppet’s ability scores are equal to yours. [b]Size and Type:[/b] Medium construct [b]Speed:[/b] Equal to your speed (unless altered by effects only applicable to the puppet) [b]Armor Class:[/b] 13 (improves to 14 at 11th level and 15 at 21st level) + one-half your level + your Dexterity modifier [b]Fortitude Defense:[/b] 10 + one-half your level + the higher of your Strength or Constitution modifiers [b]Reflex Defense:[/b] 11 + one-half your level + your Dexterity modifiers [b]Will Defense:[/b] 11 + one-half your level + the higher of your Intelligence, Wisdom, or Charisma modifiers [b]Hit Points:[/b] N/A [b]Attack Bonus:[/b] one-half your level + 2 [b]Damage:[/b] 1d8 [b]Melee basic attack:[/b] one-half your level + your Dexterity modifier + 2 vs. AC, Damage [P] (Improves to 2[P] at 21st level) + your Dexterity modifier. [b]Puppet Mark (free action):[/b] Once per turn, if your puppet hits with an attack, it can mark the target. The mark lasts until the end of your next turn.[/sblock] In addition, choose one of the following puppet traits. Your puppet gains the benefits of that trait. [list][*]Accurate: Your puppet gains a +1 bonus to attack rolls. [*]Deadly: Your puppet’s damage improves as if it was a weapon two sizes larger (usually to 1d12). [*]Reach: Your puppet’s damage is reduced as if it was a weapon two sizes smaller (usually to 1d4), but it can attack enemies 2 squares away as well as adjacent enemies. [*]Shielded: Your puppet gains a +2 shield bonus to AC and Reflex defense. [*]Strong: Your puppet gains a +2 bonus to attack rolls to grab a target or move a grabbed target, and a +2 bonus to Fortitude defense when resisting an escape attempt. This bonus improves to +3 at 11th level and +4 at 21st level. [*]Tough: Your puppet gains resist 1 to all damage. This improves to resist 3 at 11th level and resist 5 at 21st level.[/list] Your puppet cannot move more than 3 squares away from you. If your puppet is out of the range, you pull your puppet to its nearest unoccupied square within range of you. If you are affected by a teleportation effect, the puppet is also affected and appears in the nearest unoccupied square to you. ROUGH: Puppet actions are similar to beast companion actions. ROUGH: Gaining a new puppet is similar to gaining a new beast companion (retrain upon gaining a new level) /* This section is looooooong, and I have no idea how to make it shorter :(. The idea is for the puppet to be an extension of the puppeteer like a “ranged melee” weapon instead of another creature like a beast companion. Having an entirely separate creature adds both complication and is more powerful as it has a separate HP pool to absorb attacks. Plus, the puppeteer relies on his puppet much more than a ranger relies on his beast companion, so I felt this setup is more appropriate. */ [b]Call Puppet Ritual[/b] ROUGH: You gain the ritual Call Puppet. “Raise Dead” for puppet and summons it to an adjacent square. Pretty much a copy of the Raise Beast Companion ritual. [b]Spear Doll Attack[/b] Puppeteers rarely use weapons and instead use dolls to make direct attacks against enemies. You gain the Spear Doll power as an at-will power. /* Basically, this replaces the basic attack for most Puppeteers since they usually can’t hold weapons. I think this is the best way to give puppet-focused Puppeteers a use besides taking up space in combat. I also think all Puppeteers should get it for free. */ [b]Puppeteer’s Focus[/b] Choose one of the following focuses and gain its benefit. [list][*][b]Puppet Focus:[/b] You gain the Toughness and Durable feats. Additionally, every time your puppet attacks an enemy, regardless of whether it hits or not, you can choose to have it mark the enemy. The mark lasts until the end of your next turn. If an enemy adjacent to and marked by your puppet attacks you or moves away from your puppet without first attacking your puppet that turn, you can use an immediate interrupt to have your puppet disrupt the enemy’s defenses. If you do, all attacks made against that target before the end of your next turn gain a bonus to attack rolls equal to half your Charisma modifier. [*][b]Doll Focus:[/b] You gain the Quick Draw feat. Additionally, if you hit an enemy with a Doll power, further attacks made by you or your allies until the end of the current turn against that enemy gain a bonus to damage rolls equal to half your Intelligence modifier.[/list] /* A Puppet Focus Puppeteer will very often be in melee (or at least his puppet is), so Toughness and Durable are feats not so much for an added benefit as much as being necessary to survive. The mark is a new way to restrict enemy movement, although it can be easily circumvented by just attacking the puppet. I’m worried that the Doll Focus bonus will be too difficult to keep track of during play. Any suggestions? */ [b][u]Implements and Weapons[/u][/b] [b]Holy Symbol Clone:[/b] A puppeteer holding or wearing an HSC adds its enhancement bonus to your puppet’s and dolls’ attack rolls, damage rolls, and AC (your neck slot item’s enhancement bonuses improve their Fortitude, Reflex, and Will defenses). /* Obviously needs a different name and actual flavor. Cannot take up a “held” slot or it’d conflict with doll control slots. */ [b]Puppets and Doll Control:[/b] You use dolls and puppets in combat. You have one doll control slot per hand (max 2 doll control slots total), and at 21st level, you gain an additional doll control slot per hand (max 4 doll control slots total). Your puppet requires a doll control slot while you’re controlling it (not stowed). Each power with a “Doll X” keyword requires a doll control slot, and it occupies that slot until retrieved. Doll powers without a number in the keyword do not require a doll control slot. Unless noted in the power, dolls used in a power are automatically retrieved after the power ends. You can retrieve a doll as a free action during your turn, but the power used by the doll ends immediately. No further attacks associated with the power are made and all zones created by the power ends immediately. [b]Dolls:[/b] Powers with the “Doll X” keyword require the use of X dolls. You can draw a doll with the “draw or sheathe a weapon” action, although if a power requires more than one doll, the additional time to draw the dolls is accounted for in the power. Dolls are small objects weighing 0.2 pounds each. The market price of 20 dolls is 1 gold. You can instead use other small objects for doll powers, but the use of improvised dolls confers a -4 penalty to your attack rolls. ROUGH: When on the field, dolls count as minions. They’re immune to damage dealt without being hit (i.e. aura-based powers that deal damage without an attack roll). They have defenses equal to your puppet’s. Speed is 0. If you move more than 20 squares away from a doll, they are automatically destroyed. [b][u]Class Feature Powers[/u][/b] As part of your Puppeteer Fighting class feature, you gain the following power. [color=green][b]Spear Doll[/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 + 2 vs. AC [b]Hit:[/b] 1d6 + Dexterity modifier damage. Increase damage to 2d6 + Dexterity modifier at 21st level. [b]Special:[/b] This power counts as a basic ranged attack. When a power allows you to make a basic ranged attack, you can use this power. /* A replacement for basic weapon attacks. Would it be wrong to add Push 1 to this attack? I think that fits the flavor of the class, but this is supposed to be a basic attacks and Push 1 for free may make this too different to give out for free. For now, I’ll have a heroic feat add push 1 to this attack. */ [/QUOTE]
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