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AnimusMundorum
2009-03-23, 01:26 AM
This is the first class I've ever tried to homebrew, so bear with me as I try to make this a well thought out class. The idea is to make a character who uses marionettes as its means of doing pretty much anything. I didn't feel like it should be a prestige class, and so I gave it a 20 level build.

Puppeteer
http://www.argo217.k12.il.us/departs/English/blettiere/451_marionette.jpg
This psionic class is a master of kinetic manipulation and creativity which is displayed through the usage of psionically animated marionettes. This character is very much obsessed with puppets, even becoming one as time goes on.

Class Information
Hit Die: d6
Weapon and Armor Proficiencies: Puppeteers are proficient with Marionettes, simple weapons. They are proficient only with light armor and medium armor, as well as shields (except tower shields). Armor of any sort does not interfere with manifesting psionic powers.
The most important abilities for this class are: Dex – for avoiding attacks, wisdom for extra power points, con – for surviving. This class relies heavily on its marionettes, and so it's choices in marionettes is crucial for what it is capable of doing, as well as necessary for success.
Class Skills: The puppeteer's class skills (and the key ability for each skill) are Appraise (int), Autohypnosis (wis), Balance (str) Concentration (con), Craft (int), Disable device, (Dex), Disguise (cha), Profession (wis), Sleight of Hand (dex), Escape Artist (dex), Use rope (dex), Bluff (cha), sense motive (wis), repair (dex), knowledge (architecture), use magic device (int), and tumble (dex), knowledge (psionics) (int)
Psionic Powers: At levels 1,4,6,8,10,12,14,16, and 18, the puppeteer's study of Kinetics and Metacreativity (manipulating and marionette crafting) grants him one power. He must choose from either of these disciplines, but is not stuck to that discipline the next time he can choose a power. At level 4 he gets one level two power, but can choose a power from a lower level, in this case, a level one power. He gets bonus power points based off of his wisdom modifier. You may not spend more power points on a power than you have class levels.
Table1-1: The Puppeteer
{table]Level|BAB|Fort|Ref|Will|Class Abilities|Puppet Swarm|power points|powers known|highest level power known|
1 | +0 | +0 |+0|+2 |Craft Marionette, Marionette Link I, Puppeteer feat, 1st power|N.A.|0|1|1|
2|+1|+0|+0|+3|Quick draw|N.A.|1|2|1|
3|+2|+1|+1|+3|New Schematic, repair (psionic), limb replacement, Puppeteer feat|N.A.|3|3|1|
4|+3|+1|+1|+4|Marionette Link II, Swarm, 2nd power|-2/-2|5|4|2|
5|+3|+1|+1|+4|Favored Puppet, New Schematic|-2/-2|7|5|2|
6|+4|+2|+2|+5|Marionette Upgrade, 3rd level power, Puppeteer feat|-1/-1|11|6|2|
7|+5|+2|+2|+5|Limb replacement, Puppet swap|+0/+0|15|7|3|
8|+6/+1|+2|+2|+6|Marionette Link III, 4th power|+1/+1/-2|19|8|3|
9|+6/+1|+3|+3|+6|New Schematic|+2/+2/-1|23|9|3|
10|+7/+2|+3|+3|+7|Marionette Upgrade, Puppeteer feat, 5th power|+3/+3/+0|27|10|4|
11|+8/+3|+3|+3|+7|Torso Replacement|+4/+4/+0|35|11|4|
12|+9/+4|+4|+4|+8|Marionette Link IV, New Schematic, 6th power|+5/+5/+1/+1/+1|35|12|4|
13|+9/+4|+4|+4|+8|Graft Limb|+6/+6/+1/+1/+1|51|13|5|
14|+10/+5|+4|+4|+9|Marionette Upgrade, 7th power|+7/+7/+2/+2/+2|59|14|5|
15|+11/+6/+1|+5|+5|+9|Puppeteer feat, New Schematic|+7/+7/+7/+2/+2/+2|67|15|5|
16|+12/+7/+2|+5|+5|+10|Marionette Link V, 8th Power|+8/+8/+8/+3/+3/+3|79|16|6|
17|+12/+7/+2|+5|+5|+10|Puppet Form, New Schematic|+8/+8/+8/+3/+3/+3|91|17|6|
18|+13/+8/+3|+6|+6|+11|Marionette Upgrade,, 9th Power|+9/+9/+9/+4/+4/+4|103|18|6|
19|+14/+9/+4|+6|+6|+11|Graft Limb|+9/+9/+9/+4/+4/+4|115|19|6|
20|+15/+10/+5|+6|+6|+12|Marionette Link VI, Puppeteer Feat, New Schematic|+10/+10/+10/+5/+5/+5/+5|127|20|6|[/table]

Abilities:
Construct Marionette (Ex):
A first level puppeteer learns how to craft marionettes for the purposes of his/her class. In order to make a marionette, a puppeteer needs a workshop, 1 day per level of marionette, and 500 gp per level of marionette. Marionettes come in 4 types. Str - Melee, Dex - Archery, Con - Shielding, Int - Skills. A level one marionette has an 18 in its main ability, and has a 10 in its other ability scores. A puppeteer can create a schematic for a marionette be it a fusion of sorts, or something completely different. This should be worked out with your dm, in terms of stats and abilities. Use the basic entries lower down as your starting point. To develop a schematic, a puppeteer needs a week per level of marionette. The Dm may rule that you are able to buy other schematics, or find them.

Marionette Link I (Su):
A first level puppeteer can, as a move action "awaken" one marionette and manipulate it using his mind. This is akin to drawing a weapon. A marionette being used can move as far as 250 ft. away from the puppeteer, at which point it drops to the floor, inert. Moving a marionette is a free action. A marionette linked to a puppeteer uses the puppeteer's BaB for attacking. This increases to two, then three, then 4, 5, and ultimately, 6 marionettes.

Puppeteer feat:
A puppeteer can choose a feat from the puppeteer feat list. (I have some ideas which I will put in a list below here.) These feats are considered psionic.

Quick Draw (Ex):
A second level puppeteer is practiced enough that they can now draw their marionette as a free action rather than a move action. This is applied to Marionette Link.

Schematic:
At this point and each time this is gained, the puppeteer learns how to make marionettes at one level higher than they could before. You are also given one basic schematic of this level. (Generally, Str, Con, Dex, and Int) See another section for the level abilities of Marionettes.

Repair(Su):
A puppeteer gains the power repair, which works as the spell, repair light damage. This power is augmentable. Every two power points adds one more die.

Limb replacement:
A puppeteer starts crafting himself into a puppet. The puppeteer replaces his arms or legs with the arms or legs of any marionette schematic he can craft. A level one str marionette schematic grants the puppeteer an inherent +2 str, dex gives +2 dex, con gives +2 con, and intelligence grants +2 skill check bonus. He can swap out what type of limb he is using, but this takes one hour x the level of the schematic. When he gets this again, he chooses the other limb he did not pick before. Torso replacement does the same thing, but with one's torso. Also depending on the type of torso, you may or may not get natural armor. Changing a torso takes 2 hours x the level of the schematic. Limb bonuses do not stack, for example having a str arms and legs does not grant you both + str bonuses, you take whichever is higher.

Swarm:
This is similar to a monk's flurry of blows. As a full-round, a puppeteer may focus his marionettes to attack one person, or many targets (one per puppet). Due to the mental strain of directing multiple marionettes, these attacks take a penalty at lower levels.
Favored Marionette (Su):
At the beginning of a day, the puppeteer declares his favored marionette. This grants this puppet the ability scores of the puppeteer. If one or more of its scores is higher than the puppeteers ability score, it uses its own. It is also granted the ac of the puppeteer. This marionette is granted the ability to channel and share powers that the puppeteer manifests. It's base land speed is the same as the puppeteer, unless it's is higher. This cannot be changed until the next day.

Puppet Swap(Su):
If at any time you are attacked, and the attack hits and lands, you may switch physical places with one of your marionettes. This marionette takes the damage you would have taken.

Marionette Upgrade (Su):
Any marionette crafted/wielded by a puppeteer who has this grants the marionette an enhancement bonus of +1, (a +1 marionette), this bonus carries onto skill checks, or how much ac it grants, depending on it's build. check marionette entry.

Graft limb (Ex):
A puppeteer can graft a pair of puppet-like wings, tail, or set of arms onto his body. Wings give 60ft. air speed, and great maneuverability. A tail grants improved grapple, even if the puppeteer does not meet the prerequisites, and has an inherent +10 to all balance checks and climb checks. this tail is prehensile, it can be used to hang (a balance check i would assume), or hold onto things. A new set of arms works as limb replacement. These limbs can be replace at any time, these take 6 hours to replace, except in the case of the arms. This works just as limb replacement. When the puppeteer is given graft limb again, he can have any two of these on his body at once. Having two sets of wings gives 80 feet, perfect maneuverability, and the ability to hover in place. (Not a normal flying ability.)Having two tails gives improved grapple, improved trip, improved two weapon fighting. and plus 15 to balance and climb, and can wield a two handed weapon, or two light melee weapons. Three hands simply acts as another arm limb replacement.

Puppet Form (Su):
The puppeteer becomes a puppet himself, changing his sub-type to construct. He gets all characteristics of a puppet, and he gets a schematic based head as well. However in this case, the puppeteer is granted the ability to choose: con- + fort (+1 per level of schematic), dex- + ref (+1 per level of schematic), int- +1 to all skills and +1 extra skill point/level for every level of the schematic, and wis- +wis (+1 per level of schematic). You do not count as one of your own marionettes. You may still control up to 6 other marionettes when you are able to control them.


Marionette Entries!!!!
Marionettes may not be given +ability items. They have no equipment spots, and cannot be magically enhanced with +1 etc. enhancements. however, their weapon (if any) may be given an ability, like frost, flaming, etc. All Marionettes sink in water unless otherwise stated (dm ruling, or ability).

Str Marionettes – These look like a Sphere with two massive arms coming out of them. They hover at chest level with medium sized creatures. They cannot fly, they drop if they walk off a cliff.
These do not exist as torsos or heads. Base land 30 ft.

Level one
Hp: 15 hp
Abilities: Str: 18 – everything else, 10
Ac: 15
Weapons: Any martial weapon (except bows), changing this weapon costs 100 gp and one hour.
As a limb: +2 str

Level 2
Hp: 20
Ac: 16
Abilities: Str 20 – everything else, 10
It has weapon focus with it's weapon. If you change the weapon, it gains weapon focus in that weapon. This change costs 125 gp.
As a limb: +2 str

Level 3
Hp: 26
Ac: 17
Abilities: Str 22 – con 12. Dex, int, wis and cha – 10
It has weapon focus, and power attack. Changing the weapon on this costs 150 gp.
As a limb: +3 str, -1 dex

Level 4
Hp: 31
Ac: 18
Abilities: Str 24 – con 12. Dex, int, wis and cha – 10
It has weapon focus, power attack, and combat reflexes. Changing the weapon on this costs 175 gp.
As a limb: +3 str, -1 dex

Level 5
Hp:37
Ac: 19
Abilities: Str 26 – con 14, everything else, 10
It has weapon focus, power attack, combat reflexes, and cleave. Changing the weapon on this costs 200 gp.
As a limb: +4 str, -2 dex

Level 6:
Hp: 42
Ac: 20
Abilities: Str 28 – con 14, everything else, 10
It has weapon focus, power attack, Combat reflexes, and weapon specialization. Changing the weapon on this costs 225 gp.
As a limb: +4 str, -2 dex

Level 7:
Hp: 48
Ac: 21
Abilities: Str 30 – con 16, everything else, 10
It has weapon focus, power attack, Combat reflexes, weapon specialization, and greater weapon focus. Changing the weapon on this costs 250 gp.
As a limb: +5 str, -3 dex

Level 8:
Hp: 53
Ac: 22
Abilities: Str 32 – con 16, everything else, 10
It has weapon focus, power attack, Combat reflexes, weapon specialization, greater weapon focus, and greater weapon specialization. Changing the weapon on this costs 275 gp.
As a limb: +5 str, -3 dex

Con Marionette
These are stout and cubic, with the corners cut off. They also float, and fall twice as fast if pushed off of a cliff. Base land 20 ft.

Level 1
Hp: 25
Ac: 19
Abilities: Con – 18, everything else 10 – This carries a buckler
As a limb: +2 con
Grants +1 ac when set to defend puppeteer.

Level 2
Hp:40
Ac: 20
Abilities: Con – 20, everything else 10 – This carries a heavy steel shield and a buckler
As a limb: +2 con
Grants +1 ac when set to defend puppeteer. This now stacks with other con marionettes, up to three times.

Level 3
Hp: 55
ac: 21
Abilities: Con-22, str, 12, everything else 10 – This carries a steel tower shield.
As a limb: +3 con, -1 dex
Grants +2 ac twhen set to defend you. This stacks up to three times. It gains tower shield proficiency.

Level 4
Hp: 70
Ac:22
Abilities: Con – 24, str, 12, everything else 10 – This carries a tower shield and a buckler.
As a limb: +3 con, -1 dex
As a torso: +1 natural armor
Grants +2 ac when set to defend you. This stacks up to three times. It has tower shield proficiency, and has improved shield bash.

Level 5
Hp: 85
Ac: 23
Abilities: Con-26, str 14, everything else 10 – This carries a tower shield and a steel shield.
As a limb: +4 con, -2 dex
As a torso: +1 natural armor, +1 fort save
Grants +3 ac when set to defend you. This stacks up to three times. It has tower shield proficiency, improved shield bash, and improved bullrush.

Level 6:
Hp: 90
Ac: 24
Abilities: Con – 28, str 14, everything else 10. - This carries two tower shields
As a limb: +4 con, -2 dex
As a torso: +2 natural armor, +1 fort save
Grants +3 ac when set to defend you. This stacks up to three times. It has tower shield proficiency, improved shield bash, improved bullrush, and deflect arrows.

Level 7:
Hp: 105
Ac: 25
Abilities: Con – 30, str 16, everything else 10 – This has three arms, carries three tower shields
As a limb: +5 con, -3 dex
As a torso: +2 natural armor, +2 fort save
Grants +4 ac when set to defend you. This stacks up to three times. It has tower shield proficiency, improved shield bash, improved bullrush, deflect arrows, and improved overrun.

Level 8:
Hp: 120
Ac: 26
Abilities:Con – 32, str 16, everything else 10 – This has three arms, and carries three tower shields.
As a limb: +5 con, -3 dex
As a torso: +3 natural armor, +2 fort save
Grants +4 ac when set to defend you. This stacks up to three times. It has tower shield proficiency, improved shield bash, improved bullrush, deflect arros, improved overrun, and snatch arrows.

Dex Marionettes
Base land speed 40 ft. - Archer types, good for cover fire. one arm is a bow, and the other is a normal arm. Their body is a quiver, with a plate on the front to resemble a face. They are very lanky. These do not float. They have legs which are very quick, and can run over any terrain.

Level 1:
Hp: 10
Ac: 20
Abilities: Dex 18, everything else, 10 – Archery unit. Carries a shortbow
As a limb: +2 dex

Level 2:
Hp: 15
Ac: 21
Abilities: Dex 20, everything else, 10 – Carries a longbow
As a limb: +2 dex

Level 3:
Hp:20
Ac: 22
Abilities: Dex 22, str 12, everything else 10 – Carries a greatbow – Has point blank shot.
As a limb: +3 dex, – 1 str

Level 4
Hp: 25
Ac: 23
Abilities: Dex 24, str 12, everything else 10 – Carries a composite greatbow +1 – Has point blank shot
As a limb: +3 dex, -1 str
As a torso: +1 reflex save

Level 5:
Hp: 30
Ac: 24
Abilities: Dex 26, str 14, everything else 10 – Carries a composite greatbow +1 – Has point blank shot – Has rapid shot
As a limb: +3 dex, -1 str
As a torso: +1 deflection bonus to ac, +1 reflex save.

Level 6:
Hp: 35
Ac: 25
Abilities: Dex 28, str 14, everything else 10 – Composite greatbow +2 – has point blank shot and precise shot– has rapid shot.
As a limb: +4 dex, -2 str
As a torso: +1 deflection bonus to ac, +2 reflex save

Level 7:
Hp: 40
Ac: 26
Abilities: Dex 30, str 16, everything else 10 – Composite greatbow +2 – p.b.s. - r.s. p.s. - many shot
As a limb: +4 dex, -2 str
As a torso: +2 deflection bonus to ac, +2 reflex save.

Level 8:
Hp: 45
Ac: 27
Abilities: Dex 32, str 16, everything else 10 – C.S G.B. +3 – p.b.s., r.s., p.s., m.s., greater many shot.
As a limb: +5 dex. -3 str.
As a torso: +2 deflection bonus to ac, +3 reflex save

Int Marionettes:
These are smaller in nature, shaped like balls with small hands and feet, no legs or arms. These marionettes can speak, and have a strange air about them.(Think kinda like smart bullet bills with feet, and more round) Base land 30 ft. These also hover.

Level 1:
Hp: 8
Ac: 13
Abilities: Int 18, everything else 10. Two twin ball marionettes. They move as one. Pick one skill you don't have at time of creation. This marionette gets plus +5 on it , as well as all skills that you have.
Limb: +2 to all skill checks.

Level 2:
Hp: 13
Ac: 14
Abilities: Int 20, everything else 10. Two twin ball marionettes. They move as one. Pick one skill you don't have at time of creation. This marionette gets +10 in it as well as all skills that you have.
Limb: +2 to all skill checks.

Level 3:
Hp: 18
Ac: 16
Abilities: Int 22, dex 12, everything else 10. Triplet ball marionettes. They move as one. Pick two skills you don't have at time of creation. This marionette gets +10 on both of them as well as all skills that you have.
Limb: +3 to all skill checks

Level 4:
Hp: 23
Ac: 17
Abilities: Int 24, dex 12, everything else 10. Triplet ball marionettes. They move as one. Pick two skills that you don't have at time of creation. This marionette gets +15 on both of them as well as all skills that you have.
Limb: +3 to all skill checks

Level 5:
Hp: 28
Ac: 19
Abilities: Int 26, dex 14, everything else 10. Quadruple ball marionettes. They move as one. Pick three skills you don't have at time of creation. This marionette gets +15 on them as well all skills you have.
Limb: +4 to all skill checks

Level 6:
Hp: 33
Ac: 20
Abilities: Int 28, dex 14, everything else 10. Quadruple ball marionettes. They move as one. Pick three skills you don't have at time of creation. This marionette gets +20 on them as well as skills you have.
Limb: +4 to all skill checks.

Level 7:
Hp: 38
Ac: 21
Abilities: Int 30, dex 16, everything else 10. Quintuple ball marionettes. They move as one. Pick four skills that you don't have at time of creation. This marionette gets +20 on them as well as skills you have.
Limb: +5 to all skill checks

Level 8:
Hp: 43
Ac: 22
Abilities: Int 32, dex 16, everything else 10. Quintuple ball marionettes. They move as one. Pick four skills that you don't have at time of creation. This marionette gets +25 on them as well as skills that you do have.
Limb: +5 to all skill checks

I'll put up puppeteer feats later. They're simply stuff like
Skin of the construct and whatnot, but for puppets. Like this feat would allow you to imbue your marionette with an ability from ability menu a.

cherez
2009-03-23, 11:21 PM
First, I love the concept behind this. It's really flavorful and different from all the core classes. I look forward to seeing this class finished.

That said, it feels pretty underpowered as written. It seems the only thing the class does well is its puppets, and they're not very strong even at the highest level. The psionics are extremely weak, getting only 9 powers and 20(!!) power points. I'd give it the Psychic Warrior's power progression, and make a list of thematically appopriate powers, or drop the psionics entirely and give it a few psi-like abilities. The saving throws also don't follow the standard progressions; is that some artistic statement?

Some of the mechanics could do with some rewording. is there a limit to the number of limbs a Puppeteer can graft? Can his puppets attack at all before he gets Swarm? Are the attacks from Swarm divided among puppets as the puppeteer sees fit?

And finally some formatting nit-picks. I'd insert some Powers Known and Highest Level Powel columns rather than sticking it all class abilities. There's no need to spoiler all the class abilites, since they're pretty short and it makes it harder to browse.

AnimusMundorum
2009-03-23, 11:50 PM
Puppeteer Feats:

-Marionette Skin of the construct: Prereq: Can manifest Astral Construct. Effect: When manifesting Astral Construct, instead of creating a construct you may choose to imbue one of your marionettes with an ability from ability menu A.

-Psionic Marionette Weapon: As Psionic weapon, but applied on the weapons of your weapons. hehe.

-Cheap Marionette - Marionettes cost 10% less to make, to change, etc. and the time is cut in half. No detrimental effect on the marionette.

-Marionette web: As a standard action, you may have your marionettes weave around you, granting an additional +1 deflection bonus to ac per marionette. This stacks with other ac granted from marionettes, but you may not have a con marionette defend you and weave around you. you must choose one.

-Fuse marionette: May fuse two marionettes together. level of the marionette is half of the combined levels +1 Details on how this would work, let the dm help you, or it would be nice if someone helped me figure this out.

-Psionic Shot, Marionette - as psionic shot, for dex marionettes.

-all those greater psionic weapon/shot feats, but for marionettes.

-Power Marionette: As power psicrystal, but for marionettes.

-Marionette Containment: Any and all of your marionettes may hold psionic focuses.

Feedback on all of this would be great! I'm currently using this in a campaign, and it seems to be working out great! I know it's a lot to read, and I apologize, but remember, it was a lot to write and think up as well. I used almost nothing as my basis for this class, except at what levels it learns powers and bonus feats come from the psion class.

AnimusMundorum
2009-03-24, 12:08 AM
First, I love the concept behind this. It's really flavorful and different from all the core classes. I look forward to seeing this class finished.

That said, it feels pretty underpowered as written. It seems the only thing the class does well is its puppets, and they're not very strong even at the highest level. The psionics are extremely weak, getting only 9 powers and 20(!!) power points. I'd give it the Psychic Warrior's power progression, and make a list of thematically appopriate powers, or drop the psionics entirely and give it a few psi-like abilities. The saving throws also don't follow the standard progressions; is that some artistic statement?

Some of the mechanics could do with some rewording. is there a limit to the number of limbs a Puppeteer can graft? Can his puppets attack at all before he gets Swarm? Are the attacks from Swarm divided among puppets as the puppeteer sees fit?

And finally some formatting nit-picks. I'd insert some Powers Known and Highest Level Powel columns rather than sticking it all class abilities. There's no need to spoiler all the class abilites, since they're pretty short and it makes it harder to browse.

Thank you for your feedback Cherez. I'm sorry about some of the vagueness.
To answer as best as I can:
1. I'm not sure what you mean by the saving throws statement. I based them off of what seemed appropriate for the class. So I guess yes, it's pretty artistic in that sense.
2. Yes, there is a limit for how many time the puppeteer gets to graft a limb. Based off of the given class ability list. when the puppeteer gets limb replacement he gets one set of puppet arms/legs. With graft limb, he gets one more set. Each time he/she gets limb replacement, the are allowed to graft one more limb. Maybe a puppeteer feat should be extra graft limb? Prerequisite: having gotten graft limb once or puppet form?
3. Yes, the puppets can attack on the puppeteers turn. They are his weapons and so move similarly to a summoned creature, except the difference is, the puppeteer and the puppet share a standard action.
4. Swarm is simply allowing more than one puppet to have a standard action at once. It's like flurry of blows in that they all attack once, with one puppet sometimes getting more than one attack. Which ever puppet attacks when is up to the puppeteer, but he may only use those puppets which are active at the time of using swarm.

Sorry for the formatting, i didn't want to have people have too much text out at once and be put off by it. This is my first post on the forum after all.

As for the psionics, I didn't want it to be too powerful with having a ton of potential bonuses with it's customizable body and all.

What would you recommend to keep this class from being underpowered?

cherez
2009-03-24, 01:33 AM
Great! A lot easier to read now, though you might want to read over it to get the language consistent.


My statement on the saving throws was that 3.5 has 2 saving throw progressions, neither of which your class follows. You can check them in the Guide to Homebrewing thread here, or looking at the base classes.

You answered my questions the way I had interpreted them, but I'm not certain the class explicitly answers them, so perhaps make them more clear in the class?

I don't think you need to worry about psionics overpowering the class. If you keep it with an appropriate power list I don't see these guys usurping Psychic Warriors. I'd just give a list with some fair buffs for the puppets and ways to keep them alive. For kicks you might give a Benign Transposition for puppets and Body Control.

I'd also kick the BAB up to 3/4, otherwise the marionettes will have a lot of trouble hitting things.

cherez
2009-03-24, 01:45 AM
I like the feats, though I'd like to see some more of them.

I'm not sure I understand how Fuse marionette or Marionette web work. Does web work from any distance? I'd also be worried about making it a standard action, because it means the puppeteer won't be attacking that turn.

Marionette Containment would also be strong incentive to carry several dozen extra 1st level marionettes with you for foci. I'm not sure how you'd want to prevent that, but I like the feat since I can really see the psionic weapon feats being handy with these guys. Perhaps the stored focus can only be used to augment that marionette?

AnimusMundorum
2009-03-24, 07:43 AM
I like the feats, though I'd like to see some more of them.

I'm not sure I understand how Fuse marionette or Marionette web work. Does web work from any distance? I'd also be worried about making it a standard action, because it means the puppeteer won't be attacking that turn.

Marionette Containment would also be strong incentive to carry several dozen extra 1st level marionettes with you for foci. I'm not sure how you'd want to prevent that, but I like the feat since I can really see the psionic weapon feats being handy with these guys. Perhaps the stored focus can only be used to augment that marionette?

Well For Marionette containment, I was thinking that you can only store a focus within those marionette with which you are linked to. I put Marionette link I-VI so as to prevent abuse of the number of marionettes used at any one given time.

I will concede that fuse marionette and marionette web would be too vague to really make any sense of. Also no, I think that any marionettes involved with marionette web would have to be adjacent to you.

NOTE: I have edited the BaB, the save progressions, and power progression.
I have to bring up the abilities of the marionettes as well as craft a power list for the puppeteer.

VelvetThunder
2009-03-25, 07:18 AM
I like the idea a whole lot. The only thing that is bugging me, is the Puppet Swap Feature. Being able to do it on every single hit, seems to much. How about when you get hit, You make a Reflex save, DC 15 Plus half the damage to see if you can swap out? Something like that, or a number of times per day, becuase as is, That just seems unfair. Also This could be used for movement abuse as well. Since you have great range for your Puppets, You could have one 200 ish feet away and use the first hit on you to send you well out of the reach of most Characters. Oh and one last thing in my rant here... Are the puppets bound to standard gravity? Or can the Puppeteer send his Puppet Vertically? If that's the case then you've got a character that can Scale almost any wall in this fashion.

Dalek Zek
2009-03-25, 08:45 AM
For as far as I can tell, this is a ferry good idee fore a class. It would need some work, as statdet by others already, but this is to be expected with somthing this sice. Prehapes you could give the diferent poppets diferent base atacks. Like those ho run on str. a high one and those ho run on int. a low one? This would make the clas all that more complex however. I do not now mutch of psionic so I cant say with sertenty anything about its powers, but I wiould dought that these make it overpowerd, becouse they stop at level 6. Maybey replacing your torso could give you an HD incrisment? Finaly, there a few typo´s in the class list. Level 17 ref should be 5 and level 20 marionetlink VI instead of IV.

I realy like this class and hope you will post more.

AnimusMundorum
2009-03-25, 03:39 PM
I like the idea a whole lot. The only thing that is bugging me, is the Puppet Swap Feature. Being able to do it on every single hit, seems to much. How about when you get hit, You make a Reflex save, DC 15 Plus half the damage to see if you can swap out? Something like that, or a number of times per day, becuase as is, That just seems unfair. Also This could be used for movement abuse as well. Since you have great range for your Puppets, You could have one 200 ish feet away and use the first hit on you to send you well out of the reach of most Characters. Oh and one last thing in my rant here... Are the puppets bound to standard gravity? Or can the Puppeteer send his Puppet Vertically? If that's the case then you've got a character that can Scale almost any wall in this fashion.



The puppet swap was bugging me as well, but it was something my dm just gave to the class to give it some more oomph, but yeah, i would either take it out, give it share damage or something, give it that a certain amount of times a day, or use the reflex system, which would seem to be the best system/ Also, yes the puppets are indeed bound by gravity. In the marionette entries for most, if not all of them, it says that if you push them off a cliff for example, they will still fall off. I should make that more explicit, thank you.