Puppet Specialist (3.5e Class)
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 Puppet Specialist
 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||Dead Puppet, Puppet Graft, Wielding Puppet, Trap Sense +1||6||4||2||1||—||—||—||—||—||—|
|4th||+3||+1||+4||+1||Create Golem, Bonus Feat, Build Trap, Puppet Upgrade||8||6||3||2||1||—||—||—||—||—|
|5th||+3||+1||+4||+1||Puppet Casting, Puppet Swing, Uncanny Dodge, Disassemble||10||8||4||3||1||-||—||—||—||—|
|6th||+4||+2||+5||+2||Split String, 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, Living Puppet||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||Arcane Whips, 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, Arcane Dart, 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)
 Class Features
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)
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),
<-supernatural class feature-> (Su): <-class feature game rule information->
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 Interchangable Limbs. 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
 Epic Puppet Specialist
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic Puppet Specialist Bonus Feat List: <-list of bonus epic feats->.
 Gnome Puppet Specialist Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->|| <-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
 Campaign Information
 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