Enlong
2007-07-08, 11:57 AM
Puppet Master: The Puppet Master is a class that revolves around the manipulation of inanimate objects to do one's fighting and dirty work. Using his powers, a puppet master takes control of inanimate objects and makes them move according to his will. This class rewards creative people who can craft useful objects to move. But before I get too confusing, let me move on to the class itself.
Prerequisites:
Craft (Carving); 8 ranks, Craft (Sculpting) 8 ranks
Intelligence of 14 or more, Charisma of 14 or more.
Hit die: D6s
Class Skills are:
Appraise, Bluff, Concentration, Craft (any), Diplomacy, Disable Device, Knowledge (local), Move Silently, Perform, Profession, Sleight of Hand, Spellcraft and Use Rope.
Skill points at each level: 4+(int Modifier)
Puppet MAster
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Puppet Mastery
2nd|
+1|
+0|
+0|
+3|Puppet Senses (sight)
3rd|
+2|
+1|
+1|
+3|Tripwire
4th|
+3|
+1|
+1|
+4|Puppet Senses (Hearing)
5th|
+3|
+1|
+1|
+4|Speak with my voice, Spell Sending
6th|
+4|
+2|
+2|
+5|Puppet Senses (Smell)
7th|
+5|
+2|
+2|
+5|Deft Fingers
8th|
+6/+1|
+2|
+2|
+6|Puppet Senses (taste), Living Key
9th|
+6/+1|
+3|
+3|
+6|Marionette Chain, Perfect Puppetry
10th|
+7/+2|
+3|
+3|
+7|Puppet Senses (Touch), Puppet Host[/table]
Puppet Mastery:
Starting at 1st level, a puppet master can control a number of inanimate objects up to his Puppet Master level. This control is done by use of invisible strings of magic protruding from the Puppet Master’s hands; these strings have a maximum length of 10 feet times the Puppet Master’s Puppet Master Level; anything that is outside of this range cannot be controlled. Attaching his magic strings to an object takes a move action and can be performed anywhere within his range of control. A Puppet Master can control an object for a period of time equal to 2 rounds per level, and may sever the connection at will. When control is broken, a Puppet Master must wait 1D4 rounds before controlling that object again. A Puppet Master cannot use his hands for anything else while utilizing this skill, and must have both hands free in order to use it: if his hands become unusable during control, then the control is immediately severed. If either the Puppet Master or an object under his control is placed inside an Antimagic Field, then the control is suppressed, but not severed, until both subjects are out of the field. All objects under the control of a Puppet Master roll for initiative separately from the Puppet Master (however, they still use the Puppet Master’s Initiative bonus). Any objects under a Puppet Master’s control that make an attack use the Puppet Master’s Attack Bonus when doing so. Any object controlled by a Puppet Master can only be moved in ways that they would normally be able to, i.e. a solid statue (without joints) cannot be moved in the same ways as a marionette (with movable parts). In addition to moving any movable parts on an object, a Puppet Master can also lift and throw the object his strings are attached to (The Puppet Master must be able to physically lift the object in question, however); any object thrown by a Puppet Master has a range equal to the maximum length of the Puppet Master’s strings +10 Feet. All objects affected by Puppet Mastery are treated as Animated Objects, but may have altered stats based on their construction (I.E. a marionette with bladed nails could have claw attacks rather then just the standard slam attack). All Will saves for this object are made by the Puppet Master. The objects controlled by a puppet master cannot have combined HD that exceeds the Level or HD of the Puppet Master controlling them.
Puppet Senses:
Starting at second level, a Puppet Master can use the senses any object he controls. The Puppet Master transfers his senses temporarily into one object under his control; in effect, he loses that sense in his normal body, and starts to use that sense as if he were that object (if there is no discernable feature on an object that that sense would use, such as eyes or a nose, then this ability cannot be used on that object). At second level, a Puppet Master can transfer his sight; at fourth level, his hearing; at sixth level, his sense of smell; at eighth level, his sense of taste; and at tenth level, his sense of touch. If the Puppet Master smells any toxic or noxious fumes with a puppet’s senses, his real body does not incur any of the effects, unless the smell is so strong that it overloads his senses. Any effect incurred from seeing or hearing something that does not effect the physical body seeing or hearing it, but rather the mind of the creature who sees or hears it (such as a Symbol of Death) is incurred normally by the Puppet Master. The Puppet Master can use this ability for as long as the object is under his control.
Tripwire:
Early in his training, a Puppet Master discovers that his magical strings can also be manifested slightly into the Material Plane. A 3rd level Puppet Master can make ranged trip attacks with his magic strings. This counts as an unarmed ranged touch attack, using a dexterity check opposed by the opponent’s Strength or Dexterity check (whichever is higher) if the attack roll succeeds.
Speak With My voice:
A sufficiently advanced Puppet Master has learned a form of magical ventriloquism. At 5th level, a Puppet Master can throw his voice, as the ventriloquism spell, to any object under his control
Spell Sending:
All puppet masters already adept in the ways of magic discover that an object under their control is magically connected to them, giving them more range for what spells they can cast while controlling them. A 5th level Puppet Master may choose to have any of his spells originate from any one object currently under the effects of his Puppet Master ability.
Deft Fingers:
A sufficiently advanced Puppet Master can replicate superhuman feats of strength with precise and perfect twitches of his fingers. A 7th level Puppet Master may substitute his Dexterity bonus for his Strength bonus on all attack and damage rolls made by objects under his control.
Living Key:
Further along in his research, the Puppet Master gains an incredibly fine use of his magic strings. Starting at 8th level, a Puppet Master gains a +5 competency bonus on all Open Lock checks, if he would be able to use Puppet Mastery on the lock in question at the time.
Marionette Chain:
Nearing the pinnacle of mastery, a Puppet Master learns to command an army of puppet followers within ranges that would normally be impossible. At 9th level, a Puppet Master may choose to have the range of influence of his Puppet Mastery Skill originate from any object already under his control. When he loses control of the object that those particular strings are originating from, then he loses control of all objects tied to those strings.
Perfect Puppetry:
A full-fledged master of the puppetry craft has learned how to move his puppets as easily as moving his own body. A 9th level Puppet Master using Puppet Mastery can control as many objects as he has fingers, and only needs to have one finger free per object.
Puppet Host:
The final step in a Puppet Master’s quest to perfect his craft is to put his faith, and very soul, into one of his creations. At 10th level, a Puppet Master may place his spirit into one nonmagical inanimate object made from inorganic or plant-based material. This requires a magical ceremony that takes 24 hours and materials worth 1000 GP. Once complete, the Puppet Master’s soul is permanently transferred into the chosen object, and his original body is reduced to ashes. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, weapon proficiencies, feats and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. You lose any racial abilities (except for skill points and feats already acquired due to race). The body gains the Construct template; however, you continue to gain skill points, base save bonuses, and base attack bonuses depending on class. The body is assumed to have an HD equal to your level at the time of transfer. You may make use of this body as if it were the subject of the Puppet Mastery skill, however it does not count toward your limit on concurrent targets for Puppet Mastery, you do not need any hands free to move with this body, and there is no time limit on use. If this skill is used, it cannot be used again. If a Puppet Master who has used this skill is killed, then he can only be revived by use of Wish or Miracle, and only in the new body he inhabited with this skill.
What do you think? Too complicated? To easy to cheese? Too many not-dead levels? Any constructive criticism would be nice.
Edit: Fixed my table.
Prerequisites:
Craft (Carving); 8 ranks, Craft (Sculpting) 8 ranks
Intelligence of 14 or more, Charisma of 14 or more.
Hit die: D6s
Class Skills are:
Appraise, Bluff, Concentration, Craft (any), Diplomacy, Disable Device, Knowledge (local), Move Silently, Perform, Profession, Sleight of Hand, Spellcraft and Use Rope.
Skill points at each level: 4+(int Modifier)
Puppet MAster
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Puppet Mastery
2nd|
+1|
+0|
+0|
+3|Puppet Senses (sight)
3rd|
+2|
+1|
+1|
+3|Tripwire
4th|
+3|
+1|
+1|
+4|Puppet Senses (Hearing)
5th|
+3|
+1|
+1|
+4|Speak with my voice, Spell Sending
6th|
+4|
+2|
+2|
+5|Puppet Senses (Smell)
7th|
+5|
+2|
+2|
+5|Deft Fingers
8th|
+6/+1|
+2|
+2|
+6|Puppet Senses (taste), Living Key
9th|
+6/+1|
+3|
+3|
+6|Marionette Chain, Perfect Puppetry
10th|
+7/+2|
+3|
+3|
+7|Puppet Senses (Touch), Puppet Host[/table]
Puppet Mastery:
Starting at 1st level, a puppet master can control a number of inanimate objects up to his Puppet Master level. This control is done by use of invisible strings of magic protruding from the Puppet Master’s hands; these strings have a maximum length of 10 feet times the Puppet Master’s Puppet Master Level; anything that is outside of this range cannot be controlled. Attaching his magic strings to an object takes a move action and can be performed anywhere within his range of control. A Puppet Master can control an object for a period of time equal to 2 rounds per level, and may sever the connection at will. When control is broken, a Puppet Master must wait 1D4 rounds before controlling that object again. A Puppet Master cannot use his hands for anything else while utilizing this skill, and must have both hands free in order to use it: if his hands become unusable during control, then the control is immediately severed. If either the Puppet Master or an object under his control is placed inside an Antimagic Field, then the control is suppressed, but not severed, until both subjects are out of the field. All objects under the control of a Puppet Master roll for initiative separately from the Puppet Master (however, they still use the Puppet Master’s Initiative bonus). Any objects under a Puppet Master’s control that make an attack use the Puppet Master’s Attack Bonus when doing so. Any object controlled by a Puppet Master can only be moved in ways that they would normally be able to, i.e. a solid statue (without joints) cannot be moved in the same ways as a marionette (with movable parts). In addition to moving any movable parts on an object, a Puppet Master can also lift and throw the object his strings are attached to (The Puppet Master must be able to physically lift the object in question, however); any object thrown by a Puppet Master has a range equal to the maximum length of the Puppet Master’s strings +10 Feet. All objects affected by Puppet Mastery are treated as Animated Objects, but may have altered stats based on their construction (I.E. a marionette with bladed nails could have claw attacks rather then just the standard slam attack). All Will saves for this object are made by the Puppet Master. The objects controlled by a puppet master cannot have combined HD that exceeds the Level or HD of the Puppet Master controlling them.
Puppet Senses:
Starting at second level, a Puppet Master can use the senses any object he controls. The Puppet Master transfers his senses temporarily into one object under his control; in effect, he loses that sense in his normal body, and starts to use that sense as if he were that object (if there is no discernable feature on an object that that sense would use, such as eyes or a nose, then this ability cannot be used on that object). At second level, a Puppet Master can transfer his sight; at fourth level, his hearing; at sixth level, his sense of smell; at eighth level, his sense of taste; and at tenth level, his sense of touch. If the Puppet Master smells any toxic or noxious fumes with a puppet’s senses, his real body does not incur any of the effects, unless the smell is so strong that it overloads his senses. Any effect incurred from seeing or hearing something that does not effect the physical body seeing or hearing it, but rather the mind of the creature who sees or hears it (such as a Symbol of Death) is incurred normally by the Puppet Master. The Puppet Master can use this ability for as long as the object is under his control.
Tripwire:
Early in his training, a Puppet Master discovers that his magical strings can also be manifested slightly into the Material Plane. A 3rd level Puppet Master can make ranged trip attacks with his magic strings. This counts as an unarmed ranged touch attack, using a dexterity check opposed by the opponent’s Strength or Dexterity check (whichever is higher) if the attack roll succeeds.
Speak With My voice:
A sufficiently advanced Puppet Master has learned a form of magical ventriloquism. At 5th level, a Puppet Master can throw his voice, as the ventriloquism spell, to any object under his control
Spell Sending:
All puppet masters already adept in the ways of magic discover that an object under their control is magically connected to them, giving them more range for what spells they can cast while controlling them. A 5th level Puppet Master may choose to have any of his spells originate from any one object currently under the effects of his Puppet Master ability.
Deft Fingers:
A sufficiently advanced Puppet Master can replicate superhuman feats of strength with precise and perfect twitches of his fingers. A 7th level Puppet Master may substitute his Dexterity bonus for his Strength bonus on all attack and damage rolls made by objects under his control.
Living Key:
Further along in his research, the Puppet Master gains an incredibly fine use of his magic strings. Starting at 8th level, a Puppet Master gains a +5 competency bonus on all Open Lock checks, if he would be able to use Puppet Mastery on the lock in question at the time.
Marionette Chain:
Nearing the pinnacle of mastery, a Puppet Master learns to command an army of puppet followers within ranges that would normally be impossible. At 9th level, a Puppet Master may choose to have the range of influence of his Puppet Mastery Skill originate from any object already under his control. When he loses control of the object that those particular strings are originating from, then he loses control of all objects tied to those strings.
Perfect Puppetry:
A full-fledged master of the puppetry craft has learned how to move his puppets as easily as moving his own body. A 9th level Puppet Master using Puppet Mastery can control as many objects as he has fingers, and only needs to have one finger free per object.
Puppet Host:
The final step in a Puppet Master’s quest to perfect his craft is to put his faith, and very soul, into one of his creations. At 10th level, a Puppet Master may place his spirit into one nonmagical inanimate object made from inorganic or plant-based material. This requires a magical ceremony that takes 24 hours and materials worth 1000 GP. Once complete, the Puppet Master’s soul is permanently transferred into the chosen object, and his original body is reduced to ashes. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, weapon proficiencies, feats and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. You lose any racial abilities (except for skill points and feats already acquired due to race). The body gains the Construct template; however, you continue to gain skill points, base save bonuses, and base attack bonuses depending on class. The body is assumed to have an HD equal to your level at the time of transfer. You may make use of this body as if it were the subject of the Puppet Mastery skill, however it does not count toward your limit on concurrent targets for Puppet Mastery, you do not need any hands free to move with this body, and there is no time limit on use. If this skill is used, it cannot be used again. If a Puppet Master who has used this skill is killed, then he can only be revived by use of Wish or Miracle, and only in the new body he inhabited with this skill.
What do you think? Too complicated? To easy to cheese? Too many not-dead levels? Any constructive criticism would be nice.
Edit: Fixed my table.