Puppet Specialist (3.5e Class)
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Making a Puppet Specialist
Their main weakness is anti-magic zones due to most of their techniques being fueled by magic. With the right supplies they can replace any role with their puppets, but alone they can be a support fighter or jack of all trades
Abilities: Intelligence is key because it allows your puppets to become more complex, dexterity for mobility, constitution for health points, and strength for when your puppets are unusable.
Races: Humans and gnomes tend to take up this class the most due to its blend of technology, magic, alchemy, crafting, and trap making. Halfling, half elf, and elf puppet specialists are exceedingly rare but not unheard of. Half orcs and dwarves lack the technology and control of magic necessary for this class.
Alignment: Any Starting Gold: 4d6 gp (55 gp).
Starting Age: "Complex"
|Saving Throws||Special||Puppets per Use|
|1st||+0||+0||+2||+0||Puppet String, Arcane Slither, Arcane Spring, Retract, Storage Scroll, Scribe Scroll||2||1||-||—||—||—||—||—||—||—|
|2nd||+1||+0||+3||+0||Puppeteering, Blade Storm, Whirlwind, String Trip, Puppet Making, Evasion||4||2||1||—||—||—||—||—||—||—|
|3rd||+2||+1||+3||+1||Puppet Graft, Wielding Puppet, Trap Sense +1||6||4||2||1||—||—||—||—||—||—|
|4th||+3||+1||+4||+1||Bonus Feat, Build Trap, Puppet Upgrade||8||6||3||2||1||—||—||—||—||—|
|5th||+3||+1||+4||+1||Puppet Casting, Uncanny Dodge, Disassemble||10||8||4||3||1||-||—||—||—||—|
|6th||+4||+2||+5||+2||Sneak Attack + 2d6, Puppet Eye, Puppet Trap||12||10||5||4||1||1||-||—||—||—|
|7th||+5||+2||+5||+2||Interchangeable Limbs, Puppet Ear, Trap Sense +3||14||12||6||5||2||1||1||-||—||—|
|8th||+6/+1||+2||+6||+2||Improved Uncanny Dodge, Bonus Feat, Suppressing Immunity||16||14||7||6||2||2||1||-||-||—|
|9th||+6/+1||+3||+6||+3||Puppet Skin, Trap Sense +4, Sneak Attack +3d6||18||16||8||7||3||2||1||-||-||-|
|10th||+7/+2||+3||+7||+3||Puppet Detonator, Web Puppet||20||18||9||8||3||3||2||1||-||-|
|11th||+8/+3||+3||+7||+3||Elemental Puppet, Bonus Feat, Trap Sense +5||22||20||10||9||4||3||2||1||-||-|
|12th||+9/+4||+4||+8||+4||Summon Puppet, Arcane Immobilization, Sense Construct||24||22||11||10||4||4||2||1||—||-|
|13th||+9/+4||+4||+8||+4||Hidden Strings, Field Puppet, Trap Sense +6||26||24||12||11||5||4||3||1||—||-|
|14th||+10/+5||+4||+9||+4||Dimension Shooter, Bonus Feat, Burrowing||28||26||13||12||5||5||3||2||—||-|
|15th||+11/+6/+1||+5||+9||+5||Plant Puppet, Armor Puppet, Trap Sense +7||30||28||14||13||6||5||3||2||—||1|
|16th||+12/+7/+2||+5||+10||+5||Corpse Puppet, Auto-Maintenance, Flash Teleport||32||30||15||14||6||6||3||2||—||1|
|17th||+12/+7/+2||+5||+10||+5||Swarm Puppet, Bonus Feat, Trap Sense +8||34||32||16||15||6||6||4||2||—||1|
|18th||+13/+8/+3||+6||+11||+6||Burst Puppet, Possesed Puppet, Puppet Hurricane||36||34||17||16||7||6||4||3||—||1|
|19th||+14/+9/+4||+6||+11||+6||Behemoth Puppet, Trap Sense +9||38||36||18||17||7||7||4||3||—||1|
|20th||+15/+10/+4||+6||+12||+6||Bonus Feat, Puppet Body, Sneak Attack +9d6, Shredder||40||38||19||18||8||7||4||3||1||1|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Puppet Specialist.
Weapon and Armor Proficiency: Puppet Specialists are proficient with all one-handed/light swords, knives, daggers, crossbows, the whip, sap, spiked gauntlet, sling, and light armor.
Puppets: Puppet Specialists choose their puppets from the following list:
0—Fine Puppet, ammunition, light weapon of user's size category, one-handed melee weapon one size category smaller than the user, two handed melee weapon two size categories smaller than the user
1st—Small Puppet, one-handed melee weapon the same size category of the user, two-handed weapon one size category smaller than the user
2nd—Medium Puppet, two-handed weapon the same size category of the user
3rd—Large Puppet (Long)
4th—Large Puppet (Reach)
8th—Colossal Puppet, Behemoth Puppet
Puppet Strings (Sp): Puppet strings made of raw magic extend from your hand allowing you to throw an object up to 65ft as a standard action and gives +3 on all disarm, grapple, and trip attempts if at least one string is unoccupied. If one hand is wielding a weapon or object the strings will dissipate from that hand and lower the amount of puppets you can control by half rounded down.
Arcane Slither (Sp): The flexible weapon you are wielding is enchanted by your magic, switching your strength modifier for your intelligence modifier to deal more damage, +1 on intimidate checks, and giving a -4 insight bonus to foes
Arcane Spring (Sp): As a standard action cancels any strings on the hand the subject is being held and launches the object in the hand 100ft dealing an additional (1d4 + Int modifier) damage. This ability is only usable 3/day
Retract (Sp): Requires Puppet Strings to be active, as a standard action brings an object within 65ft the user can lift to the user
Storage Scroll: Requires Spellcraft rank 1, Scribe Scroll, blank scroll, ink, and a pen. As a full round action can scribe a scroll that can store up to 20lb, for a full round it can store 50lb, and so on until it reaches it's mass capacity at 500lb. To store a spell you are attacked by, the scroll will have a DC 25 combined knowledge(arcana) and spellcraft to create and must cancel all enchantments on you to absorb the spell. To show a scroll's contents make a DC 1 Use Magic Device check and only the maker is able to open the scroll. Storage Scrolls weigh the same weight they did before being loaded as after (ie a scroll weighing 1lb will remain 1lb even after 500lb is sealed inside). A detect magic spell can reveal its location, but not its contents.
Items This scroll contains items.
Breath This one use scroll contains magic that shoots out a 30ft cone of the stored energy type (fire, cold, electricity, acid, sonic) or poison gas, dealing 2d6 damage with no modifiers and lasts 1d4 rounds, afterwords the scroll dissipates.
Spell This one use scroll contains magic that shoots out a spell stored inside, treat it as if the Still Spell and Silent Spell feats are affecting it. An empty storage scroll may carry only 1 absorbed spell and when it is used the scroll dissipates. Stored spells with charges don't refresh and the scroll is useless when all the charges are used.
Blade Storm (Sp): As a full round action all weapons that can be disarmed, ammunition, and shields (except tower shields) within one size category of yourself, and creatures tiny or smaller within a 35ft by 20ft dome are immediately disarmed (no saving throw), and the weapons are sent in a whirlwind around you dealing the minimum dice damage of the targeted weapons to all enemies, Reflex save DC 10 + caster level + INT Mod for half.
Whirlwind: Gain the Feat Whirlwind, however it can be used as though the puppet was you.
Puppeteering: Allows the use of puppets in combat, cannot be made of oozes, limited to metal and wooden parts until later levels. Puppets have the same statistics as its user (except wisdom, intellegence, and constitution) and the same base health points but their hit die depends on the class of the puppet. Their base speed is 75ft on land, 45ft in water, and 75ft flying (perfect), puppets cannot run but the user's intelligence modifier is multiplied by 5 and added to the speed of the user's puppets.
Beast Puppet, An uncommon puppet form due to difficulty of control. DC 5 concentration to control +1 per size category per size category larger than the user
Aberation Puppet, One of the hardest to control because of its abnoralities and least predictable. +2 intimidate, DC 10 concentration to control +1 per size category larger than the user, -4 insight bonus to foes
Humanoid Puppet, By far the easiest to control because of familiarity. DC 1 concentration to control +1 per size category larger than the user
Tank Puppet, Protective puppet made to take damage.: d12 +5, +1 strength -1 dexterity
Archer Puppet, A ranged puppet with a little more difficulty to control. d8, +1 dexterity -1 strength, +3 spot
Jack Puppet, The puppet of rogues and assassins. d4, +1 dexterity -1 charisma, +2 intimidate +2 sleight of hand, sneak attack equivelant to the user's
Warrior Puppet, Melee puppet designed to destroy. d10, +2 strength -1 charisma -1 dexterity
Trapper Puppet, Complex puppets used for deadly traps and combinations with InterchangeableLimbs. d8, +1 dexterity +1 strength -2 charisma, +5 intimidate +3 grapple
Caster Puppet, Puppets born from spell casters or merged with spellcasting items. d4, -2 Strength +1 Dexterity, automatic success on use magic device, can use spells it used in life.
String Trip: While not using a puppet, the caster may use a touch attack with his puppet strings to trip his opponent.
Puppet Making: The Puppet specialist requires puppets to use, he may spend the day creating a new custom puppet with the materials he has. The number of puppets he can make is equal to his INT Mod with a successful craft check DC 20 + 2 for more complex parts.
Evasion: Gain evasion as a rogue.
Puppet Graft: The Puppet specialist can graft a weapon onto a puppet of choice, the grafted weapon can only be of the same size of the puppet or smaller and takes a DC 15 + 2/weapon grafted.
Wielding Puppet: The Puppet specialist can wield its puppets better than any weapon, as a swift action you can give your puppets a turn immediately following yours. Number of puppets one can wield is equal to 1/2 specialist level + INT Mod.
Build Traps: The Puppet specialist can build traps within their puppets to make even destroying them as dangerous as living them be. To build a trap for your puppets you must make craft check DC 15 and have the necessary materials.
Puppet Upgrade: You may upgrade your puppets you already made to a higher grade material or/and better parts with a craft check DC 15 + 2/material + 2/ new part added.
Puppet Casting: You may use any enchantment on your puppet as a free action.
Disassemble: As an immediate action, in response to an attack you may disassemble the puppet and reassemble it in a new location within half of the distance from you to where you had disassembled it.
Puppet Eye: You can see through your puppets as though they were your own eyes.
Puppet Trap: Special ability used with the trapper puppet to surprise your opponent by trapping them inside the puppet to be used for another technique.
Interchangeable Limbs: With this technique you can reconfigure you puppets arsenal mid-battle by disassemble and reassemble the limbs on to new bodies, can be used in conjecture with the puppet trap to deal an moderate amount of damage, 1d8/limb (max 6d8 for medium, + 2d8 per size increase).
Puppet Ear: You can hear though your puppets.
Suppressing Immunity: You can create a special toxin to suppress a predetermined immunity and coat your puppets' weapons with it, Craft check DC 15 for random immunity toxin, DC 25 for specific immunity toxin.
Puppet Skin: Your Puppets gain DR 5/-
Playing a Puppet Specialist
Religion: Puppet Specialists normally don't follow any religions, but if they did it would be one of the deities of death, magic, rogues, and others of that group.
Other Classes: Paladins and good clerics are reluctant to work with them due to their disrespect to the dead and foul trickery. Rogues accept them pretty well and the more mischievous ones find them as partners of crime. Warriors are wary of them because of their versatility. Bards see them as an opportunity to add more entertainment to their performances. Druids have a strong distaste towards them because of their use of various poisons and disturbances in nature. Spellcasters are very wary of specialists with a large spell caster arsenal, but friendly towards ones that have little to none.
Combat: all-purpose fighter, jack of all trades, and eventually one man army.
Advancement: Sorcerers/Wizards and rogues are most likely to take up this class because of its ability to create vast numbers and boost their sneaky abilities. Bards may take up this class for protection and to expand the creativity of their performances.
Puppet Specialists in the World
|“||I am never alone, my family is all around us.||”|
|—Zook Folkor Doublelock, Gnome Puppet Specialist->|
They can be wealthy lords, tyrants, scientists, an unstopped terror, dungeoneers, trap makers, leaders of crime, and performers.
Daily Life: The life of adventure allows them to get cash and parts for puppets, when they are in one place they usually run tests on new parts, new concoctions, or making new puppets.
Notables: <-notable NPCs of this class->.
Organizations: Puppet specialists are extremely rare, but they tend to join theif guilds.
NPC Reactions: If a loved one is made into a puppet, immediately ugly, if one of their puppets is someone they fear, stay away, but usually they just think its a large party with some golems protecting them.
Puppet Specialist Lore
Characters with ranks in Knowledge (arcana), Knowledge (architecture and engineering), and Spellcraft can research Puppet Specialists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Use magic to control puppets.|
|10||Their puppets can be made from anything.|
|15||The puppets can be full of deadly traps.|
|20||The puppets can cast spells and change at will.|
Puppet Specialists in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: Arcane Mass Puppeteer.
Sample Encounter: A famous grave robber collecting bodies of heroes.
EL 6: The group finds him digging up a powerful dwarvish fighter in a cemetery with two medium skin golems flanking him, the dwarvish fighter is treated as a small zombie level 3 fighter with 16 strength, 14 dexterity, 8 charisma, 20 HP, speed 100ft/100ft, immune to positive and negative energy, no weapon, and a -1 chain shirt with no dexterity bonus. The puppet specialist is a human level 5 with 17 intelligence, 14 dexterity, 12 constitution, 11 strength, 10 wisdom, short sword, leather armor, wooden arm cannon puppet graft