PDA

View Full Version : The Puppet Master[3.5 core class] [Warning: Long]



Obrysii
2008-12-17, 02:21 PM
I posted a version of this class just under a year ago, and after some significant revision, here is a new version. I would love any and all feedback on it. It is still missing flavor-text.


The Puppet Master

A caster-like class devoted to the manufacture and control of puppets.

Alignment: Any
Hit Die: d4
Class Skills: A Puppet Master’s class skills (and the key ability for each skill) are: Appraise (Int), Craft (Puppet) (Int), Disguise (cha), Knowledge (Architecture and Engineering) (Int), Perform (Puppetry) (Cha), Profession (Wis), Use Magic Device (Cha)
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier


Table 1-1: The Puppet Master

Lvl BaB Fort Will Reflex Class Abilities
1 +0 +0 +0 +2 Art of Puppetry (Humanoid); Menu E; Repair Light Damage 3/day
2 +1 +0 +0 +3 Small Puppets; Animate Rope 1/day
3 +1 +1 +1 +3 Skill Focus (Craft (Puppets)); Defensive Block
4 +2 +1 +1 +4 Menu D; Art of Puppetry (Animals, Vermin)
5 +2 +1 +1 +4 Large Puppets; Repair Moderate Damage 3/day
6 +3 +2 +2 +5 Summon Puppet; Handless Puppetry
7 +3 +2 +2 +5 Puppet Senses; Menu C
8 +4 +2 +2 +6 Tiny Puppets; Art of Puppetry (Animals II, Vermin II)
9 +4 +3 +3 +6 Hide in Puppet; Speak Through Puppet
10 +5 +3 +3 +7 Huge Puppets; Living Puppet; Menu B
11 +5 +3 +3 +7 Animate Objects 1/day; Repair Serious Damage 3/day
12 +6/+1 +4 +4 +8 Diminutive Puppets; Art of Puppetry (Dinosaurs)
13 +6/+1 +4 +4 +8 Gargantuan Puppets
14 +7/+2 +4 +4 +9 Fine Puppets
15 +7/+2 +5 +5 +9 Self-Puppet (Partial); Menu A
16 +8/+3 +5 +5 +10 Colossal Puppets
17 +8/+3 +5 +5 +10 Art of Puppetry (Dragons)
18 +9/+4 +6 +6 +11 Art of Puppetry (Corpse)
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12 Self-Puppet (Full)


Class Features:
All of the following are class features of the Puppet Master.

Weapons and Armor Proficiency: Puppet Masters are proficient the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.

Art of Puppetry (Humanoid) (su): The primary means of fighting for a puppet master is through, of course, his puppets. There are many kinds of puppets that one can control, but all follow the following principles:
Puppets are considered separate entities, with their own speed score, saves, hit dice, ability scores, etc.
Puppets are Constructs with a number of Hit Dice equal to the Puppet Master’s class level.
Puppets are not self-animated, and must act on the Puppet Master’s initiative. They do not take actions themselves, but rather the Puppet Master uses his actions to control the puppet. For example, Puppet A is 30ft from a goblin. The puppet master wishes to attack. His puppet has a 30ft move speed, so he spends a move action to move the puppet 30ft. He then spends an attack action to attack using the puppet. Gaining control over a puppet requires a move action.
Attacks are resolved using the Puppet Master’s BaB + the Puppet Master’s dexterity bonus + any special bonus the puppet might have as a result of upgrades. Attack damage is based on the weapon equipped to the puppet plus the puppet’s strength, if it applies.
A Puppet Master controls his puppet using “strings” of magic, that are not visible and cannot be stopped by solid barriers. It has a range equal to Medium range (100ft + 10ft/level).
Puppets may possess their own feats (although none from HD), such as those that are part of the base model. A puppet may be proficient with a weapon the Puppet Master is not proficient with, as the puppet has been adjusted and fine-tuned to counter any awkwardness in wielding that particular weapon.
A Puppet Master can control a number of puppets at any one time equal to his Intelligence modifier. A Puppet Master, for example, that has Int 14 can control two puppets simultaneously. However, a Puppet Master must choose which puppet is his "main" puppet for the encounter. All other puppets have the ability to make only one move action per round. Changing which puppet is the "main" is a swift action. A Puppet Master may only control a number of puppets equal to the number of hands he possesses, until sixth level when that restriction is lifted.
A Puppet Master possesses one puppet at first level, typically given to him from his teacher. However, they can craft more using the Craft (Puppet) skill. Puppets are complex devices, and crafting even a basic model is a DC 20 craft check. Use the following table to determine the price of crafting the body.
As a Puppet Master gains levels, they gain the ability to craft larger and smaller Puppets. The added bonuses gained from different sizes is included on the following table (Table 1-2).

Table 1-2: Puppet Sizes


Size Price Str Bonus | Dex Bonus | Natural AC Bonus | Speed Bonus

Fine 2,000gps -8 +4 -2 -20ft
Diminutive 1,000gps -6 +4 -1 -20ft
Tiny 500gps -4 +2 -1 -10ft
Small 250gps -2 +2 +0 -10ft
Medium 500gps +0 +0 +0 30ft
Large 1,000gps +2 -2 +1 +10ft
Huge 2,000gps +4 -2 +1 +20ft
Gargantuan 4,000gps +6 -4 +2 +30ft
Colossal 8,000gps +8 -4 +2 +40ft

Types of Puppets
There are three types of basic humanoid puppet models. Attack, Defense, and Balanced. They have the following stats (at Medium-size. Use the above table to modify Strength, Dexterity, and Natural Armor).

Attack:
Ability Scores: Str 14, Dex 10
Offensive Slots: 6*
Armor Slots: 2
Defensive Slots: 2
General Slots: 4
Bonus Feats: Simple/Martial Weapon Proficiency, Light Armor Proficiency
*An Attack-type puppet has two arms, and can be equipped only with two weapons unless upgraded.

Defense:
Ability Scores: Str 10, Dex 14
Offensive Slots: 2
Armor Slots: 4
Defensive Slots: 4
General Slots 4
Bonus Feats: Simple Weapon Proficiency, Heavy Armor/Shield Proficiency

Balanced
Ability Scores: Str 12, Dex 12
Offensive Slots: 4
Armor Slots: 3
Defensive Slots: 3
General Slots: 4
Bonus Feats: Simple Weapon Proficiency, Light Armor/Shield Proficiency


Art of Puppetry (Animal and Vermin) (su): At fourth level, a Puppet Master gains the ability to create and control nonhumanoid puppets. These, in general, follow the same general rules as Humanoid puppets, but instead may use the statistics below. These puppets are more expensive and complex, requiring twice the normal price to construct. Upgrades are normally priced, however.

Feline:
Ability Scores: Str 12, Dex 14
Offensive Slots: 3
Armor Slots: 2
Defensive Slots: 2
General Slots: 2
Special:
--Bite attack as Primary attack; 1d12+str
--Two claw attacks as Secondary attacks; 1d4+str
--Speed: 50ft.


Equine:
Ability Scores: Str 16, Dex 10
Offensive Slots: 3
Armor Slots: 2
Defensive Slots: 2
General Slots: 2
Special:
--Hoof attack; 1d6+str
--Barding does not have to be especially made for Equine puppets
--Speed: 40ft.


Bird:
Ability Scores: Str 10, Dex 16
Offensive Slots: 3
Armor Slots: 2
Defensive Slots: 2
General Slots: 2
Special:
--2 Claw attack; secondary attacks; 1d4+str
--Speed: 10ft; Fly 40ft. (poor)


Crab:
Ability Scores: Str 14, Dex 12
Offensive Slots: 3
Armor Slots: 2
Defensive Slots: 2
General Slots: 2
Special:
--Two claw attacks; 1d6+str
--Improved Grab as bonus feat
--Speed: 30ft., Swim 10ft.
--+8 bonus on Swim checks


Spider:
Ability Scores: Str 12, Dex 14
Offensive Slots: 3
Armor Slots: 2
Defensive Slots: 2
General Slots: 2
Special:
--Bite; 1d6+str
--Web (ex)*
--Speed: 30ft; Climb 30ft
-- Has a +8 bonus on Climb checks.

Centipede:
Ability Scores: Str 14, Dex 12
Offensive Slots: 3
Armor Slots: 2
Defensive Slots: 2
General Slots: 2
Special:
--Bite; 1d6+str
--Carrying Capacity: A Centipede puppet can carry twice the normal amount of riders on its back; a Large-sized Centipede can carry two Medium or four Small-sized beings, for example.
--Speed: 50ft., Climb 20ft.
-- Has a +8 bonus on Climb checks


Art of Puppetry (Animals II and Vermin II) (su): At 8th level, a Puppet Master gains the ability to construct more advanced animal and vermin-themed puppets: these are decidedly more complicated, and more powerful, than the base puppets he can normally construct. They cost triple the normal price for a humanoid puppet. Instead of being basic archetypes, these puppets are modeled after actual animals or vermin. They remain at base size Medium and can be modified up or down in size.

Whale:
Ability Scores: Str 16, Dex 10
Offensive Slots: 3
Armor Slots: 2
Defensive Slots: 2
General Slots: 2
Special:
--Tailslap attack; 1d12+str
--Sealed Interior: A whale-puppet's interior is sealed, and provides enough air for one medium-sized being per size category above Medium to last for one day.
--Speed: Swim 50ft.
--+8 bonus on Swim checks


Elephant:
Ability Scores: Str 18, Dex 10
Offensive Slots: 3
Armor Slots: 2
Defensive Slots: 2
General Slots: 2
Special:
--Tusk gore attack; 1d12+str
--Trunk: An elephant-puppet's trunk can wield a manufactured weapon as a primary attack; its tusk gore becomes a secondary attack
--Speed: 30ft


Giant Eagle:
Ability Scores: Str 14, Dex 14
Offensive Slots: 3
Armor Slots: 2
Defensive Slots: 2
General Slots: 2
Special:
--Talons 1d8+str
--Speed: 5ft., Fly 80ft. (poor)


Scorpion:
Ability Scores: Str 14, Dex 14
Offensive Slots: 3
Armor Slots: 2
Defensive Slots: 2
General Slots: 2
Special:
--Two claw attacks, 1d6+str;
--One tail strike, 1d4+any poison* equipped to it
--Improved Grab as bonus feat
--Speed: 30ft., Burrow 10ft.
*Poison (ex): The scorpion comes equipped with the poison delivery system (offensive) upgrade.


Stag Beetle:
Ability Scores: Str 16, Dex 12
Offensive Slots: 3
Defensive Slots: 2
General Slots: 2
Special:
--Bite-clamp attack, 1d12+str
--Natural armor +4
--Trample 2d6+str
--Speed: 40ft.

Dragonfly:
Ability Scores: Str 14, Dex 14
Offensive Slots: 3
Defensive Slots: 2
General Slots: 2
Special:
--Bite 1d8+str
--Speed: 5ft., Fly 60ft. (good)


Art of Puppetry (Dinosaurs) (su): At twelfth level, a Puppet Master gains the ability to construct new base puppets – those of Dinosaurs. These complex and powerful puppets are expensive and stronger than his regular puppets. They cost quadruple the amount of a normal humanoid puppet. Instead of being basic archetypes, these puppets are modeled after actual animals or vermin. They remain at base-size Medium and can be modified up or down in size as per Table 1-2.

Tyrannosaurus Rex:
Ability Scores: Str 16, Dex 12
Offensive Slots: 3
Armor Slots: 2
Defensive Slots: 2
General Slots: 2
Special:
--Bite 1d12+str
--Speed: 50ft.
--Improved Grapple bonus feat


Stegosaurus:
Ability Scores: Str 16, Dex 10
Offensive Slots: 3
Armor Slots: 2
Defensive Slots: 2
General Slots: 2
Special:
--Tail Strike 1d10+str
--Speed 40ft.
--Natural Armor +6


Triceratops:
Ability Scores: Str 16, Dex 12
Offensive Slots: 3
Armor Slots: 2
Defensive Slots: 2
General Slots: 2
Special:
--Horns 1d8+str
--Speed 50ft.
--Powerful Charge bonus feat


Brontosaurs:
Ability Scores: Str 18, Dex 10
Offensive Slots: 3
Armor Slots: 2
Defensive Slots: 2
General Slots: 2
Special:
--Tailslap 1d12+str
--Speed 40ft.
--Improved trip bonus feat


Art of Puppetry (Dragons) (su): At 16th level, a Puppet Master gains one of his most fearsome skills: he learns how to emulate the power and form of dragons in a puppet body. These puppets are extraordinarily powerful and cost quintuple the normal cost; additionally, the sheer power required to control these bodies make the dragons count as two puppets for purposes of determining how many a Puppet Master may control at time. As with the others, the stats given in Table 1-7 is for Medium-sized dragon puppets. There are three base forms of dragon puppets: Ground, Flying, and Aquatic. The damage these puppets do with their attacks is based on their size, as per the Dragon entry in the Monster Manual. Dragon puppets of Large-sized or larger have a tail-slap attack as well.

Ground:
Ability Scores: Str 22, Dex 10
Offensive Slots: 3
Armor Slots: 2
Defensive Slots: 2
General Slots: 2
Special:
--Bite attack
--2 Claw attacks
--Natural Armor +6
--Speed: 40ft., Burrow 30ft.


Flying:
Ability Scores: Str 16, Dex 14
Offensive Slots: 3
Armor Slots: 2
Defensive Slots: 2
General Slots: 2
Special:
--Bite attack
--2 Claw attacks
--Natural Armor +4
--Speed: 40ft., Fly 100ft. (poor)


Aquatic:
Ability Scores: Str 18, Dex 12
Offensive Slots: 3
Armor Slots: 2
Defensive Slots: 2
General Slots: 2
Special:
--Bite attack
--2 Claw attacks
--Natural Armor +5
--Speed: 40ft., Swim 60ft.

Obrysii
2008-12-17, 02:23 PM
Upgrading Puppets (ex):
Puppets can be upgraded, through the use of Menu options. A first level Puppet Master has access to Menu D options. These options consume one of four different types of slots.

Offensive: These slots include upgrades to attack rolls or include secret weapons. One example would be a flat +1 bonus to Attack. Another would be a flat +1 to damage. Equipping a puppet with weapons also fills up Offensive weapon slots. A Defense puppet, with two offensive slots can be equipped with a bow – it fills in both slots. One slot corresponds to having one hand.

Armor: These slots are the body of the puppet. They represent the ability to add armor to the puppet, such as chainmail or a shield.

Defensive: These slots include upgrades such as strengthening the superstructure of the puppet or adding natural armor to the puppet.

General: The basic slots that all puppets have, these include new tricks for the puppet, such as Strength or Dexterity upgrades, or the Menu A ability of self-animation.

Upgrading puppets requires a Craft (Puppet) check, and the expenditure of materials to craft the upgrade. By adding an additional +10 to the DC, an additional slot can be added to the puppet if it is already filled.

A puppet master gains one free menu upgrade (of the highest upgrade available) every level. It is applied to one, and only one, of his puppets.

Menu E (Craft DC 10; Additional slots DC 15; Base Price 150gps). [[More to be added]]
Spring legs, mediocre [General]: By adding a series of basic springs, the puppet gains a +2 bonus to Jump.
Climbing claws, mediocre [General]: By adding several wooden claws onto the puppet's hands, the puppet gains a +2 bonus to Climb.
Swimming system, mediocre [General]: By adding leather flaps, the puppet gains a +2 bonus on Swim.
Concealing paint, mediocre [General]: The Puppet is painted colors to match with the current climate, granting it a +2 bonus on Hide checks. This works only for the current climate, and must be changed in different areas.

Menu D (Craft DC 10; Added slots DC 20; Base Price 300gps) [[More to be added]]
+1 bonus to Attack [Offensive]*
+1 bonus to Natural Armor [Defensive]*
+1 bonus to weapon damage [Offensive]*
+1 bonus to Armor [Armor]
Spring legs, basic [Genera]: By adjusting and enhancing springs on the puppet's legs, it gains a +4 bonus to Jump.
Climbing claws, basic [General]: By increasing the size and proficiency of the puppet's claws, the puppet gains a +4 bonus to Climb.
Swimming system, basic [General]: By adding webbing on the legs in addition to the stretched leather canvas, the puppet gains a +4 bonus to Swim.
Concealing Paint, basic [General]: The Puppet is painted with superior paints to match with the current climate, granting it a +4 bonus on Hide checks. This works only for the current climate, and must be changed in different areas.
Shield [sp] [Defensive]: The puppet can generate a Shield effect as an immediate action in reaction to an attack. This effect works once per day.

Menu C (Craft DC 20; Additional slots DC 30; Base Price 600gps) [[More to be added]]
Additional Feats [General]: The puppet gains an additional feat, such as Exotic Weapon Proficiency (Bastard Sword) or Weapon Focus. The puppet must meet any prerequisites the feat has in order to gain it (treat it as having the same Int, Wis, and Cha as its master).
+1 bonus to Strength [General]*
+1 bonus to Dexterity [General]*
+2 bonus to Attack [Offensive]*
+2 bonus to Natural Armor [Defensive]*
+2 bonus to weapon damage [Offensive]*
+2 bonus to Armor [Armor]
Additional Weapon Slot [Offensive]
Additional Armor Slot [Defensive]
Concealing Paint, basic [General]: The Puppet is painted with superior paints to match with the current climate, granting it a +4 bonus on Hide checks. This works only for the current climate, and must be changed in different areas.
Spell Slot [su] [General]: A spellcaster may cast a spell into the puppet. The puppet then gains the ability to cast that spell once within the next day. The spell may not exceed 3rd level. This upgrade may be added multiple times, each time the puppet gains an additional spell slot.
Poison Delivery System [ex] [Offensive]: The puppet is modified so that it can deliver poison with its attack (or as a separate attack). Once loaded with a dosage of poison, the puppet can apply it to its weapon as a free action. The Puppet Master has no chance of poisoning himself.
Damage Reduction [su] [Defensive]: The puppet is equipped with basic damage reduction, gaining DR 1/magic. Additional purchases of this increases the DR by 1 point.
Auto-Reloader [ex] [Offensive]: The puppet can reload throwing weapons to whatever apparatus (arm, kunai launcher, etc) is used to throw. Thus they can full attack with throwing weapons.


Menu B (Craft DC 25; Additional Slots DC 35; Base Price 1,200gps) [[More to be added]]
+2 bonus to Strength [General]*
+2 bonus to Dexterity [General]*
+4 bonus to Attack [Offensive]*
+4 bonus to Natural Armor [Defensive]*
+4 bonus to weapon damage [Offensive]*
+4 bonus to Armor [Armor]
Spring legs, standard [Genera]: +6 bonus on Jump checks.
Climbing claws, standard [General]: +6 bonus on Climb checks
Swimming system, standard [General]: +6 bonus on Swim checks.
Spell Slot [su] [General]: A spellcaster may cast a spell into the puppet. The puppet then gains the ability to cast that spell once within the next day. The spell may not exceed 5th level. This upgrade may be added multiple times, each time the puppet gains an additional spell slot.
Damage Reduction [su] [Defensive]: The puppet gains additional damage reduction, gaining DR 5/bludgeoning. If it has damage reduction from Menu B, the two stack.
Increase Speed [ex] [General]: The puppet gains a +10ft bonus to its move speed. This can be added multiple times. Its effects stack, but apply only to one movement mode.
Alternate Movements [ex] [General]: The puppet gains an alternative movement, such as Fly or Swim. Its speed is equal to its base speed (without any modifications due to an increase in base speed). If a Fly speed, it has (poor) manuverability.
Flame Thrower [ex] [Weapon]: The puppet can forcefully eject a unique Alchemist fire in a cone. This attack deals 6d6 fire damage to all within a 30ft cone or a 60ft line (the type is decided upon upgrading the puppet). The save DC is 10 + 1/2 Puppet Master's level + Puppet Master's Cha score. It may use this once per day per vial of alchemist fire equipped to it. It may be equipped with two vials of alchemist fire per extra weapon slot the puppet has free.
Water Blast [ex] [Weapon]: The puppet can forcefully eject water. This produces the geyser effect of the Decanter of Endless Water, creating a 1ft wide, 30ft long line of water. Those that are in the area must make a reflex save (for half damage) or take 6d4 bludgeoning damage. Those that fail their reflex save must make a fort save or be forced back ten feet. The save DC is 10 + 1/2 Puppet Master's level + Puppet Master's Cha score. It may use this twice per day.


Menu A (Craft DC 30; Additional Slots DC 40); Base Price 2,200gps) [[More to be added]]
+4 bonus to Strength [General]*
+4 bonus to Dexterity [General]*
+6 bonus to Attack [Offensive]*
+6 bonus to Natural Armor [Defensive]*
+6 bonus to weapon damage [Offensive]*
+6 bonus to Armor [Armor]
Spring legs, exceptional [Genera]: +8 bonus on Jump checks.
Climbing claws, exceptional [General]: +8 bonus on Climb checks
Swimming system, exceptional [General]: +8 bonus on Swim checks
Spell Slot [su] [General]: A spellcaster may cast a spell into the puppet. The puppet then gains the ability to cast that spell once within the next day. The spell may not exceed 7th level. This upgrade may be added multiple times, each time the puppet gains an additional spell slot.
Self-Animation [su] [General]: A puppet is granted an animating life force, powered by ‘magical springs’ in its body. A Puppet Master may imbue a puppet with this force, which takes a full day to do. The puppet then acts, upon command word, like a golem. It actively protects its master, and can follow simple programs. The puppet gains the following: Int --, Wis 10, Cha 1, and has a Base Attack Bonus equal to half its’ HD. It remains active for one hour/level before it must be reimbued.
Regain Supernatural Ability (su) [General]: Useful only with Corpse Puppets, said puppet regains a supernatural ability it had in life. For example, a Young Blue Dragon corpse puppet has this upgrade added to it, regaining the ability to breath its lightning breath weapon. The breath weapon is usable just as it was in life, and the save DC is equal to [10 + ½ its new HD + Puppet Master’s Cha score].

*These upgrades may only be applied once per tier. For example, two Menu D +1 bonuses to attack cannot be added to the same puppet. The tier above supersedes the tiers below (a Menu A +6 bonus to Attack does not stack with a Menu B +4 bonus to Attack), but the Puppet Master’s material costs are halved. (The above Menu A upgrade would only cost 1,200gps instead of 2,200gps if the puppet has the equivalent Menu B upgrade).

Obrysii
2008-12-17, 02:27 PM
Repair Light Damage (sp): At level 1, the Puppet Master gains the ability to repair some of the damage his puppets take in combat. He gains the ability to cast Repair Light Damage three times per day. His caster level equals his class level.

Animate Rope (sp): At level 2, the Puppet Master gains Animate Rope as a spell-like ability useable once per day, with a caster level equal to his class level.

Defensive Block (ex): At level 3, a Puppet Master learns how to use his puppet to block attacks that would have hit himself. A puppet currently being controlled by the Puppet Master must be in an adjacent square to the Puppet Master. Blocking an attack is a reaction that costs the Puppet Master a move action in his next round. The Puppet Master must indicate that he is using Defensive Block when an opponent declares an attack against her but before any attack roll is made. When used in this fashion, the Puppet Master gains a +2 dodge bonus to AC against all ranged attacks made directed at him in the round. If the attack is great enough to overcome the puppet’s AC but not the puppet master’s, the puppet is still struck by the attack. If the attack is not great enough to overcome the Puppet’s AC, the attack misses both.

Repair Moderate Damage (sp): At level 5, the Puppet Master gains the ability to repair some of the damage his puppets take in combat. He gains the ability to cast Repair Moderate Damage three times per day. His caster level equals his class level.

Handless Puppetry (su): A Puppet Master at fifth level gains the ability to handle his puppets without using his hands - this removes the restriction of only being able to control a number of puppets equal to the number of hands you have - he can now control a number of puppets equal to his Int modifer.

Summon Puppet (su): At sixth level, a Puppet Master learns how to store his puppets in scrolls covered in arcane runes. These scrolls cost a negligible amount but add tremendous value to the Puppet Master, as he can carry an army of puppets with him. As a full round action, a Puppet Master may unfurl the scroll, summon up the puppet, and gain control over it. Placing a puppet into a scroll takes an hour of preparation and the expenditure of 10gps per size category of the puppet above or below Medium size (so placing a Colossal puppet inside of a scroll costs 50gps). Storing a Medium-sized puppet costs 10gp.

Puppet Senses (su): At level 7, a Puppet Master gains the ability to see through his puppets. As a standard action, a Puppet Master may initiate this ability. For as long as the Puppet Master wishes, he sees through a puppet he is currently controlling. Changing to another puppet’s vision is a standard action. Puppet Masters can see through puppets that lack eyes, as the magic is strong enough to enable simple sight through them.

A Puppet Master also gains the ability to hear through his puppet, following all of the rules as the Sight ability.

Hide in Puppet (ex): At level 9, the Puppet Master gains the ability to conceal himself inside of a puppet, granting himself total cover. He may control the puppet he is concealed within, and thanks to his Puppet Eyes ability, can see through it as well. Any spells he might be able to cast while outside of the puppet are castable while residing within one. For all intents and purposes, he uses the puppet’s Strength and Dexterity scores. Only a puppet at least one size larger than the Puppet Master may be hidden within.

Another person can hide within the puppet, although they do not gain the above benefits. They cannot take actions and are treated as having total cover.

Additionally, puppets larger than one size category larger than the Puppet Master can hold more people: two sizes larger can hold two people, three sizes larger can hold four, and so on. For example, a Colossal puppet can hold eight Medium characters within it, or up to its maximum carrying capacity (whichever is less). A common tactic is to have a flying Colossal puppet ferry the party within its belly.

Speak through Puppet (su): At level 9, the Puppet Master gains the ability to speak through their puppets. As a standard action, a Puppet Master may initiate this ability. For as long as he wishes, he may speak through a puppet he is currently controlling, and he can alter his voice to his liking (granting a +4 circumstance bonus on Disguise checks). Changing to speak through a different puppet is a standard action. Even those puppets that lack a mouth may be spoken through, although it is often more hollowly and unnatural sounding.

Living Puppet (su): At level 10, the Puppet Master gains the ability to control living creatures as if they were his puppets. The living creature may make a will save (DC 10 + ½ Puppet Master’s level + Puppet Master’s Int modifier) or be controlled like a puppet. This save may be willingly failed. A living puppet acts much like the Puppet Master’s normal puppets, except that it may cast spells (if any), use its own base attack bonus in place of the puppet master’s (unless it is unwilling), and adds their strength bonus to attacks in addition to the Puppet Master’s dexterity bonus. For example, the Puppet Master finds that his own puppets are useless in a fight, due to lacking enough Strength to deal damage to a foe. The party’s clumsy Fighter has far greater strength, but much lower dexterity, than the Puppet Master. So the Fighter willingly fails her save and becomes a Living Puppet for the duration of this fight. Using her BaB combined with her strength and the Puppet Master’s guiding hand, she is much more easily able to land blows on the enemy. Because both are working together, the Living Puppet also gains a +2 dodge bonus to AC (this does not apply to unwilling targets). The Puppet Master can control only one Living Puppet at a time, which can have no more than twice the Puppet Master’s level in Hit Dice. This lasts as long as both are willing (or if the Living Puppet is unwilling, as long as it continues to fail its save, which is made every round).

Animate Objects (sp): At level 11, the Puppet Master gains Animate Objects as a spell-like ability usable once per day, with a caster level equal to his class level.

Repair Serious Damage (sp): At level 11, the Puppet Master gains the ability to repair some of the damage his puppets take in combat. He gains the ability to cast Repair Serious Damage three times per day. His caster level equals his class level.

Self-Puppet (Partial) (ex): At level 15, a Puppet Master learns how to add puppet components and upgrades to himself. He gains the following:
Offensive slots: 3
Armor Slots: 1
Defensive Slots: 1
General Slots: 2

Art of Puppetry (Corpse)(su): Perhaps the most potent, feared, and pungent ability of the Puppet Masters is gained at level 18: the ability to transform fresh (or otherwise unrotted) corpses into puppets. The creature whose corpse is used cannot have more than twice the Puppet Master's class level in Hit Dice. The cost to create one of these puppets is quintuple the cost of an ordinary puppet, although the upgrades are the same price. For example, a Colossal dragon would cost 40,000gps to convert to a Corpse Puppet.

Corpse Puppets have the following benefits:
Corpse Puppets retain all exceptional and extraordinary qualities and attacks.
A corpse puppet retain all movement modes it had in life.
Corpse puppets retain its native Strength and Dexterity scores.
The corpse becomes a Construct (Living) and gain all of the benefits of that subtype. Their Constitution score is equal to 10 + the Puppet Master's Int modifier.
Their Hit Dice change to match that of a normal Puppet – equal to the Puppet Master's class level

Self-Puppet (Full) (ex): At level 20, a Puppet Master learns how to convert his entire being into a self-animated puppet. His entire body is replaced by a puppet, and he gains the following:
His type changes to Construct (Living Construct).
His size does not change.
His Strength, Dexterity, and Constitution do not change.
Offensive Slots: 4
Armor Slots: 2
Defensive Slots: 2
General Slots: 4




So. Yikes. Major postings here. If anyone reads through all of this, what are your thoughts and feelings?

Limos
2008-12-17, 03:33 PM
Did you base this on Kankuro and Sasori? (From Naruto)

The scroll thing very much reminds me of Kankuro, and Sasori is a living puppet. I just got that vibe.

Kankuro (http://i160.photobucket.com/albums/t178/RaikiriOniGiri/Naruto/Kankuro.png) (puppetmaster)
Sasori (http://api.ning.com/files/2Elv2PGBQC5uRe5UnlrbsH6kt2Nbus6jEk3GSd5sPxw_/SasoriFullBody.jpg) (puppetmaster and living puppet)

AgentPaper
2008-12-17, 04:08 PM
Any reason it's called Giant Eagle? Seems it would just become confusing if you tried to talk about your Tiny Giant Eagle Puppet. (TM) :smalltongue:

Nitpicks aside, it looks cool. I don't have quite the head for balance, but if I were to play a 3.5 campaign, I would definitely try to use this. Alas, I've moved on to 4th edition for the most part.

Edit: Corpse Puppet just seems to be asking for cheese on the level of leadership, though.

Innis Cabal
2008-12-17, 04:10 PM
Looks good. Reminds me of a ToB style I wrote up a while ago.

Demons_eye
2008-12-17, 04:32 PM
How many puppets can you use at one time?

Glooble Glistencrist
2008-12-17, 04:41 PM
This is nice. I like it. Don't have much to complain about as of now. I may later.

Obrysii
2008-12-17, 05:36 PM
How many puppets can you use at one time?

Two until level 6, and then up to your Int modifier. So someone with Int 16 could control 3 puppets.


And yes, this is strongly based on Sasori and Kankoru - in this system, the former would be ~level 30, and the latter would be level 4 - 5 pretime skip and 6 to 7 post timeskip.

Demons_eye
2008-12-17, 07:23 PM
Whats the hd of the puppets?

Obrysii
2008-12-17, 07:56 PM
Whats the hd of the puppets?

As it states, they are Constructs with a number of HD equal to the Puppet Master's. Thus, a level 1 Puppet Master's puppet would have 1d10+size bonus (usually 20 for a Medium-sized puppet).

jagadaishio
2008-12-17, 08:31 PM
Am I to assume that a puppet's hit dice don't increase along with the puppet master's? i.e. Its hit dice remain that which they were whenever it was created even after its master has leveled.

Can a spent action only go to one of the puppets? For example, if controlling two puppets and sending out a move action, could both puppets move or could only one do so?

Can the puppet master make attacks of opportunity through their puppet when one is provoked within the puppet's reach?

Does a corpse puppet have any intellect? If not, would they retain extraordinary abilities gained from classes or just racial abilities?

Those are all the questions I can think of for now, but I'll be sure to post more if I think of any.

Obrysii
2008-12-17, 09:15 PM
Am I to assume that a puppet's hit dice don't increase along with the puppet master's? i.e. Its hit dice remain that which they were whenever it was created even after its master has leveled.

I am sorry I did not make this clear. The puppet gains hd along with its master.


Can a spent action only go to one of the puppets? For example, if controlling two puppets and sending out a move action, could both puppets move or could only one do so?

The "main" puppet can take a full round's actions - it expends its master's actions to do so. So it'd be able to [free action] [move action] [standard action] as normal.

The "secondary" puppets can only take a move action. So they can either move, attack, or activate some ability that requires only a move action - nothing else. You could have both puppets partial charge, however.


Can the puppet master make attacks of opportunity through their puppet when one is provoked within the puppet's reach?

We weren't sure how to do it. However, I feel that only the designated "main" puppet can make attacks of opportunity. Feats might allow the "secondary" ones to make them. Or perhaps it'd dependent on Combat Reflexes.


Does a corpse puppet have any intellect? If not, would they retain extraordinary abilities gained from classes or just racial abilities?

A corpse puppet has no intellect. It would not, therefore, retain extraordinary abilities gained from classes.

Unless you think it's still balanced? I'm all ears.


Those are all the questions I can think of for now, but I'll be sure to post more if I think of any.

I certainly appreciate them. :) As you can tell by my rapid and sometimes ocd-like responds to replies. :p

jagadaishio
2008-12-17, 09:44 PM
I find it much more balanced for the corpse puppet not to retain any of its class abilites.

What action is it to redesignate a puppet as main or secondary? Do all secondary puppets have an action, in the case of a master controlling many puppets? Do you mean partial action instead of move action, since a standard action is the attack action?

You implied that a worn puppet can be used as a sort of disguise. Would it be a craft check, a disguise check, or both to try to make a puppet realistic enough to pass as the creature in question?

Do you designate the puppet's single weapon proficiency at the time of creation, and can it be changed at a later date?

Obrysii
2008-12-20, 08:20 AM
I find it much more balanced for the corpse puppet not to retain any of its class abilites.

I agree - thus that's why the puppets have no Int, and therefore will not retain class abilities. Perhaps a very, very epic feat would change that, but nothing pre-epic would.


What action is it to redesignate a puppet as main or secondary? Do all secondary puppets have an action, in the case of a master controlling many puppets? Do you mean partial action instead of move action, since a standard action is the attack action?

Yes. I've never really been very clear on the names of actions. Each puppet not designated as the "main" has a partial action - and yes, that means a puppet master with a dozen puppets has a LOT of partial actions.

It would either be a move action or a free action to switch the "main" puppet - which would work best? I imagine, flavor-wise, that it's a free action, since all you're really doing is switching which puppet you're focusing on.


You implied that a worn puppet can be used as a sort of disguise. Would it be a craft check, a disguise check, or both to try to make a puppet realistic enough to pass as the creature in question?

Disguise and bluff, I imagine.


Do you designate the puppet's single weapon proficiency at the time of creation, and can it be changed at a later date?

Er. Yes. I originally had it in mind that it has proficiency with all martial weapons, as per the fighter - but now I realize the feat itself grants proficiency with just one. It would probably be a Menu D-equivalent "upgrade" to change its proficiency.

jagadaishio
2008-12-20, 09:29 AM
If it was a free action they would be able to switch as many times during their turn as they wanted, effectively making every puppet the main puppet as they control it. I would go with swift action, thereby allowing a single switch per round, but without taking up any standard or move actions.

I'll critique this more after I'm back to somewhere with internet.

Elder Brain
2008-12-21, 06:39 PM
I really like this class. All the questions I needed have been asked and answered already, so I don't have anything to contribute except praise. :smallbiggrin:

jagadaishio
2008-12-23, 06:06 PM
How much does storing a medium sized puppet cost?

Aside from that, I'm just looking forward to some more upgrades being added to the menus, especially in menu E and menu D. I give this a thumbs up.

PersonMan
2008-12-29, 11:44 AM
If a low-level Puppetmaster wanted to use Self Puppet, could a higher-level one do it for them, or does it only work for the specific person to use it on themselves?

Obrysii
2008-12-30, 09:46 AM
I have fixed the summon puppet text. A Medium-sized puppet costs 10gp to put into a scroll - and therefore, a Colossal puppet costs 50gp.

The Self-Puppet feature would only be usable by the puppeteer in question - it'd be like a high-level wizard turning a low-level one into a Lich: it just doesn't work that way.

And I agree that it should read that, as a swift action, you can redesignate a puppet as the "main".

Fifty-Eyed Fred
2009-01-10, 10:03 AM
This is so awesome. I have to try it.

Since my queries have already been answered, my congratulations is all I can really offer you. Well done! :smallbiggrin:

Tongues
2009-01-10, 05:51 PM
I like it overall, however one factor concerns me. Assuming this is done as a magical ability (controlling the puppets I mean) how would this character function against varieties of angelic characters, scions, and the like that have dispel magic pretty accessible, sometimes at will? I mean. my greatest concern here is how easily this character could die even at higher levels... especially at higher levels where if turning yourself into a puppet is magically based, if you are dispelled you die...

My only suggestion for improvement and for balance's sake (I don't want you to die to some 8th level cleric with +5 level adjustment wielding a figurative dispel magic on a stick) is to either classify these as non-magical and discover a mechanical reason for their existence (gnome artificer is good reference for this) or to put a fail-safe on the character / puppets in case of being dispelled.

Otherwise, I think this is a great character class. Good balance of damage, health, skills, and all that other nice stuff. Great job.

Obrysii
2009-01-10, 06:08 PM
Thank you both for your comments.

Having re-read the Dispel Magic effect, I believe (at least in my opinion), that its power against the Puppet Master is intended: each puppet can, singularly or if in a 20ft area, be targetted by the spell - but generally, not all of the puppets will be hit at the same time.

It requires a move action to reanimate a puppet - so it's not a huge loss, at least not at lower level where you don't have a lot of puppets losing turns as a result of your consumed move action.

And also, the self-puppetted puppet master would be as subject to Dispel Magic as a Lich or a Warforged might be - the puppeteer's entire being is changed.

Does that make sense?

Collin152
2009-01-10, 09:16 PM
Since it has such a unique playstyle, I'd say it needs playtesting to judge its balance.
Also, this totally makes me want a class for each of the unique abilities of Akatsuki. Turning into paper (or something else, I guess) could be such a cool ability, you know?

I'd totally play this, if I ever played any actual games.