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View Full Version : D&D 3.x Class Puppet Master PrC P.E.A.C.H.



Alias17
2014-03-10, 11:36 AM
Puppet Master

Somewhere in the wide world, at any given moment, there is an individual suffering the symptoms onset by extreme mental and emotional trauma. A veteran that has been the victim of especially heinous war crimes, an feral human who was raised in the wild and lives by the law of the jungle, or even a small child who has witnessed the murder of a family member. All of these individuals harbor similar feelings to bring all extraneous events under control. But only the most jaded will act upon their most basic needs to control the events that occur in their life.
A puppet master is an individual who suffers the most violent and extreme symptoms of acute sociopathy. All of his instinctual needs to feel an emotional connection to another humanoid are gone. For this reason, almost all potential puppet masters have difficulty fitting into public settings. The violent thoughts that they harbor usually lead to self-inflicted violence or harm to others. For that reason, most individuals who have the potential to become puppet master eventually commit suicide or are imprisoned or executed because they are a threat to civilized society. In order for a puppet master to succeed in an urban environment they must possess the utmost self-control and foresight.
The life of a fully fledged puppet master revolves upon the need to act out his feelings and life story using living subjects. Typically, an inexperienced puppet master will capture rodents and small animals and string them up by their extremities to use them as living marionettes. He uses these morbid puppets to act out particularly emotional periods that occurred during their lives. Eventually, the puppet master will graduate to the humanoid races. At this point, it is only when his props begin to resist his control that he eventually tortures and kills them to keep them as his own.
At this point the individual’s soul is tainted beyond redemption. He is soon confronted by a chain devil from the Nine Hells bearing a soul-binding offer. The puppet master becomes fully actualized when he accepts the devil’s supernatural gifts. Over the years, a fully-fledged puppet master will continue to develop his insidious craft to learn and unlock new abilities granted by his dark deal. In exchange, the new puppet master agrees that upon death his soul will reside within the Nine Hells to serve the devil’s needs. Sometimes, particularly successful puppet masters become chain devils themselves and join rank below the devil that initially contracted them.
Puppet masters live to hunt, capture, and control their prey. Those who have succeeded in surviving the day-to-day challenges of being a sociopath have proven themselves skilled in the arts of deception and trapping. Puppet masters are opportunists who tend to study their targets from afar or maybe gain their trust before using their abilities to manipulate and imprison them. Puppet masters select their prey with care before proceeding. They learn all they can about a target before they engage. Once he has gained the element of surprise, the puppet master will use a variety of specialized weapons to incapacitate or otherwise render his target unconscious. He will then bind and transport the victim to his sanctuary for his own twisted entertainment.
At higher levels, a puppet master has less need to incapacitate his foes by conventional means. He gradually gains several supernatural abilities that allow him to capture and control his enemies on the battlefield. His inherent abilities to sway a person’s disposition and control their thoughts and actions make the puppet master a terrible but respectable mastermind and manipulator.

Becoming a Puppet Master
Becoming a puppet master usually involves having experienced a horribly gruesome and traumatic event that warps a character's mind.

ENTRY REQUIREMENTS
Alignment: Any evil
Base Attack Bonus: +5
Skills: Gather Information 8 ranks, Move Silently 8 ranks, Sense Motive 8 ranks.
Feats: Exotic Weapon Proficiency (Whip or Spiked Chain), Combat Expertise.

Class Skills
Puppet Master class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skills Points at Each Level: 6 + int

Hit Dice: d10

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+0|Combat Reflexes, Weapon Finesse

2nd|
+2|
+0|
+3|
+0|Lethal Proficiency +1d4, Aggressive Recovery +1

3rd|
+3|
+1|
+3|
+1|Combat Style

4th|
+4|
+1|
+4|
+1|Show Stopper

5th|
+5|
+1|
+4|
+1|Lethal Proficiency +2d4, Aggressive Recovery +2

6th|
+6|
+2|
+5|
+2|Chain Skin +1

7th|
+7|
+2|
+5|
+2|Puppeteer

8th|
+8|
+2|
+6|
+2|Lethal Proficiency +3d4, Aggressive Recovery +3

9th|
+9|
+3|
+6|
+3|Combat Style, Chain Skin +2

10th|
+10|
+3|
+7|
+3|Puppet Maker

11th|
+11|
+3|
+7|
+3|Lethal Proficiency +4d4, Aggressive Recovery +4

12th|
+12|
+4|
+8|
+4|Chain Skin +3

13th|
+13|
+4|
+8|
+4|Collector’s Item

14th|
+14|
+4|
+9|
+4|Lethal Proficiency +5d4, Aggressive Recovery +5

15th|
+15|
+5|
+9|
+5|Final Act, Chain Skin +4[/table]

Weapon and Armor Proficiency: Puppet masters are proficient with all weapons that inflict non-lethal damage, chain shirts, and chain mail.

Combat Reflexes: This feat is granted to the puppet master regardless if he meets the requirements or not. (See pg. 91 of the Player’s Handbook for details).

Weapon Finesse: This feat is granted to the puppet master regardless if he meets the requirements or not. (See pg. 91 of the Player’s Handbook for details).

Lethal Proficiency: Starting at his second puppet master level and every three thereafter, a puppet master can choose to deal lethal damage to his target instead of non-lethal damage at will.
This ability only works for weapons that normally only inflict non-lethal damage. This ability deals an additional 1d4 damage each time it increases. The puppet master, if he chooses to do so, must declare he is attacking with lethal intent before he takes his turn.

Aggressive Recovery: Starting at his second puppet master level and every three thereafter, a puppet master automatically recovers +1 hit point per round up to a maximum of +5 hit points per round at fourteenth level. This effect does not affect severed limbs or other supernatural effects. However, a puppet master can hold a severed body part against its stump to immediately reattach it. His recovery resumes normally after the limb is reattached.

Combat Style: At first level and ninth level a puppet master can choose a combat-style feat he prefers. He can choose between Improved Disarm or Improved Trip. He can choose each feat only once.

Chain Skin: Starting at sixth level and every three levels thereafter, a puppet master becomes one with his weapons. As a supernatural ability, a puppet master learns to keep constant access to the weapons of his trade by wearing them on his body. In addition to being able to draw his weapons as a free action (as the Quick Draw feat).

Show Stopper (Su): As Hold Person (3rd level arcane spell), but only as indicated.

Components: V, S, M
Casting Time: None
Range: Ranged Touch Attack
Target: Creature grappled
Duration: 1 round/puppeteer level
Saving Throw: DC 18 Will negates; see text
Spell Resistance: Yes

The subject of this supernatural ability becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw (Will Save DC 18) to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) A winged creature that is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.
This supernatural ability creature for 1 round/puppet master level, but only when his chains or whips have successfully grappled the enemy. This effect ends when the spell duration ends or for as long as the puppet master holds the target in his chains or whips; whichever comes first. The creature being affected is allowed one Will Save attempt for each round it is held; the creature must meet or exceed a DC 12 to break this enchantment.

Puppeteer (Su): As Dominate Person (5th-level arcane spell) except as indicated.

Components: V, S, M
Casting Time: None
Range: Ranged Touch Attack
Target: Creature grappled
Duration: 1 round/puppeteer level
Saving Throw: DC 20 Will negates; see text
Spell Resistance: Yes

For the purposes of this supernatural ability, the Puppet Master’s chains or whips are considered necessary as material spell components. The use of this ability does not destroy the caster’s chains, but does expend one of the caster’s attempts for the day.
Creatures that fail to resist the grappling and mind-sundering effects of a Puppet Master’s chains or whips are placed under his control. Attempting to use this supernatural ability does not provoke an attack of opportunity. To initiate the ability, the Puppet Master must first make a ranged grapple attempt with his chains or whips; if successful, the effect activates immediately. The targeted creature can automatically attempt a DC 20 Will Save; if successful the ability does not activate and one of the caster’s attempts is expended for the day, but the creature must still break the grapple as normal.
Once the affected creature is under control, it can make a Will Save attempt of DC 18 each round until the creature succeeds or the spell duration ends.
While affected, the caster of this supernatural ability must be in the same general area of the creature to give it commands. However, the caster and creature must speak a common language or else only basic commands can be conveyed. Creatures being affected by this ability behave in a fanatical manner. They applaud and praise the caster for their amazing showmanship and abilities. When the caster is threatened, the affected creature will come to their aide as a trusted friend, but they will not sacrifice their life. Instead, they opt to flee from danger when near death or in the face of hopeless odds.

Puppet Maker (Su): As Dominate Person (refer PHB pg. 204), except as indicated.

Components: V, S, M
Casting Time: 1 standard action
Range: Ranged Touch Attack
Target: Creature grappled
Duration: 1 day/puppeteer level
Saving Throw: DC 22 Will negates; see text
Spell Resistance: Yes

For the purposes of this supernatural ability, the Puppet Master’s chains or whips are considered necessary as material spell components. The use of this ability does not destroy the caster’s chains, but does prevent the caster from attempting to use this ability again for 24 hours.
Creatures that fail to resist the grappling and mind-sundering effects of a Puppet Master’s chains or whips are placed under his control. The effects of this supernatural ability are immediate and do not provoke an attack of opportunity. To initiate this ability, the Puppet Master must first make a ranged grapple attempt with his chains or whips and successfully hold his target in a grapple for three consecutive rounds. The Puppet Master must hold his concentration throughout all three rounds or the ability fails and its use is expended for the day, but the grapple continues until the affected creature breaks free. Next, the affected creature must make a successful Will Save of DC 18 or be immediately imprisoned. If the creature succeeds, the affects are negated and the use of the ability is expended for 24 hours.
Once the affected creature is under control, it can make a single Will Save attempt of DC 22 each day until the creature succeeds or the spell duration ends. The save DC required decreases by one for each day the creature is controlled.
While affected, the caster of this supernatural ability does not need to be continuously grappled or even in the same area of the creature for it to remain under control or to give it commands. However, the caster and creature must speak a common language or else only basic commands can be conveyed. In addition, the caster is always aware of the creature’s location as well as general information in regards to its situation. If the caster focuses all his attention on the creature, he can gain more information, but does not receive direct sensory input.

Collector's Item (Su): As Imprisonment (refer PHB pg. 244), except as indicated.

Components: V, S, M
Casting Time: 1 standard action
Range: Ranged Touch Attack
Target: Creature grappled
Duration: Instantaneous and Permanent; see text
Saving Throw: DC 25 Will negates; see text
Spell Resistance: No

The successful use of this supernatural ability destroys the caster’s chains beyond repair. For this reason, the chains are considered a required material spell component. A failed attempt to use this ability does not destroy or otherwise consume the chains and they may be used for another attempt at a later time.
Creatures that fail to resist the grappling and mind-sundering effects of a Puppet Master’s chains or whips are permanently and indefinitely imprisoned within a secret location known only to the Puppet Master. The effects of this supernatural ability are immediate and do not provoke an attack of opportunity. To initiate this ability, the Puppet Master must first make a ranged grapple attempt with his CHAINS ONLY and successfully hold his target in a grapple for five consecutive rounds. The Puppet Master must hold his concentration throughout all five rounds or the ability fails and its use is expended for the day, but the grapple continues until the affected creature breaks free. Next, the affected creature must make a successful Will Save of DC 25 or be immediately imprisoned. If the creature succeeds, the affects are negated and the use of the ability is expended for the week.
Once imprisoned, the affected creature is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere deep inside the Puppet Master’s secret sanctuary. The only way a creature can escape from this imprisonment is to be rescued by casting a freedom spell at the sphere, willingly released by the Puppet Master, or find and destroy the sanctuary. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed.

Final Act (Su): As Spiritual Weapon (refer PHB pg. 283), except as indicated.

Components: V, S
Casting Time: 1 standard action
Range: Ranged Touch Attack
Target: Creature grappled
Effect: Magic weapon of force
Duration: Instantaneous; see text
Saving Throw: Yes; based on abilities used
Spell Resistance: Yes

At level fifteen a puppet master can attack each target (maximum of four targets) within his reach with chains made of force energy without provoking an attack of opportunity. Since these chains are made of force, the puppet master can use this ability even while he is unarmed. This attack is treated as a ranged grapple attack. On the next round, the puppet master can then choose to activate any of his supernatural abilities as long as his grapple attempts are successful and he does not exceed the maximum number of attempts allowed to him. However, the puppet master becomes fatigued immediately after using this ability, even if it is resisted or otherwise negated. The puppet master can perform this ability once per day.

CLASS NAME IN THE GAME
This specific build is intended as an end boss for a custom campaign.
Adaptation: This class can be adapted into a player PrC by taking away a few special abilities at your DM's discretion.
Encounters: Encounters with this class are intended to be strategically placed throughout a campaign. Characters will need to be well prepared to defeat a fully-fledged puppet master using both their cunning and might.

Sample Encounter
Players may be introduced to this PrC early on or mid-way through a campaign. He would be perceived as an "evil mastermind". Future encounters with this class would be rare and carefully planned until the final boss fight at the end of the campaign.