Puppeteer (3.5e Class)
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|“||This time, I think they'll stay up longer, I used more juice.||”|
It is well known to those who investigate such things that electrical energy can bring animation to the freshly dead in much the same way as positive or negative energy can. Those who have a natural inclination towards commanding the lightning can live out their life in obscurity or they can investigate their own abilities.
Those of a particularly investigative bent can accomplish much towards animating the dead and even creating new life. The puppeteer is one such.
Making a Puppeteer
Races: Puppeteers appear in all races, though significant portions of many races live in areas where being a Puppeteer is illegal.
Alignment: Electricity is a destructive force, but it is also the source of life. The Puppeteer focuses on the animating aspects, and a lot of them are Lawful. But they don't have to be.
Starting Gold: 6d6×10 gp (210 gold)
Starting Age: As Rogue.
|1st||+0||+0||+0||+2||Electricity Resistance, Jolt, Electric Bolts, Puppet the Dead, Electric Magic|
|2nd||+1||+0||+0||+3||Disrupting Shock, Familiar|
|4th||+2||+1||+1||+4||Arc Light, Devastating Thunder|
|9th||+4||+3||+3||+6||Army of Puppets|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Puppeteer.
Weapon and Armor Proficiency: Puppeteers are proficient with all simple weapons, as well as the whip, all martial spears, and all sizes and varieties of chain (including spiked chains). Puppeteers are proficient with light armor but not with shields of any kind.
Electricity Resistance (Ex): A Puppeteer has a Resistance to Electricity equal to twice his level.
Jolt (Su): As a standard action, a Puppeteer can electrify his body, shocking the next creature which he touches or which touches him. This shock inflicts 1d6 of electricity damage, with an allowed Fortitude Save for half (DC 10 + ½ Level + Intelligence Modifier). Attacks made with a melee weapon don't discharge the jolt, but natural and unarmed attacks do.
Electric Bolts (Sp): A Puppeteer can throw bolts of electricity as an attack action. A Lightning Bolt travels out to short range, and inflicts 1d6 of Electricity damage per 2 levels. A Lightning Bolt strikes its target with a ranged touch attack.
Puppet the Dead (Su): If the Puppeteer can inflict electricity damage on a corpse, he can raise it as a zombie. This zombie can't have more than 2 hit dice for every puppeteer level, and it immediately collapses if it has been active for more than 10 minutes or if the puppeteer animates a second corpse.
These zombies are of the construct type rather than being true undead, and are healed by electricity damage. Otherwise use the normal zombie template.
Electric Magic (Ex): A Puppeteer is considered to have every spell with the Electricity Descriptor on his spell list for the purpose of activating magic items.
Disrupting Shock (Sp): As a standard action, a 2nd level Puppeteer can create an electrical discharge inside another creature's body. This effect causes a d6 of damage and stuns the target for one round. The victim is entitled to a Fortitude save (DC 10 + ½ Level + the Puppeteer's Intelligence bonus) to halve the damage and negate the stunning effect. This ability can be used out to Medium range, and it always hits.
Familiar: At 2nd level, a Puppeteer is entitled to a familiar. They may choose a corpse familiar.
Greased Lightning (Ex): From 3rd level on, a Puppeteer's Electricity cuts through Electricity Resistance, hardness, and Immunity. No more than ½ of the damage inflicted by his electrical damage can be negated by hardness or resistance to electricity. In addition, the Puppeteer ignores the first 5 points of Electricity Resistance that a target has.
Arc Light (Sp): A 4th level Puppeteer may shed light like a daylight spell from his own body. The clearly electrical light emanates from any portion of the character's body and can be begun or ended as a move action.
Devastating Thunder (Ex): When a 4th level Puppeteer inflicts electrical damage on any target, he inflicts an additional amount of that damage equal to his Intelligence modifier or his class level, whichever is less.
Corpse Quickening (Ex): When a 5th level Puppeteer animates a corpse, it is not limited to a single standard action.
Persistent Puppets (Su): A 6th level Puppeteer can create lightning zombies which last an entire day before falling apart on their own.
Lightning Bolts (Sp): At 7th level, the Puppeteer can send forth a lightning bolt as the sorcerer/wizard spell, 5 times per day. This spell-like ability has a save DC of 10 + ½ Level + Intelligence Modifier. Unlike the normal spell, a Puppeteer's Lightning Bolt has no damage cap.
Create Golem (Su): An 8th level Puppeteer can create Flesh Golems. These do not require the expenditure of XP. The latest creation, and only the last one created by the Puppeteer is immune to the Berserk trait as it is fully under his control.
Army of Puppets (Sp): A 9th level Puppeteer's animated corpses no longer collapse when he raises another puppet, so long as his total number of puppets is less than half his class level and the total HD of puppets does not exceed 4 times the Puppeteer's class level.
Magnetism (Sp): An 11th level Puppeteer can hurl metal objects around at high speed for no discernible reason. This acts like telekinesis, which is usable at will, save that only creatures and objects made primarily of ferrous metals may be lifted and thrown.
Life Anew (Su): A 12th level Puppeteer can create Corpse Creatures (BoVD) with lightning. This is like using create undead except that they are healed by Electrical damage, and don't have any action reduction.
Orb Lightning (Su): A 13th Puppeteer as a Full Round action can gather a massive amount of electric energy into a 5 foot-diameter orb, which can then move to your mental instructions and attack your enemies. The orb lightning may be made to move a total of 10 feet per Puppeteer level each round as a move action, during which it deals 1d8 points of electricity damage per Puppeteer level (max 30d8) to any creature or object that it crosses paths with. Creatures entering the square that the orb lightning is in or starting their turn in the same square as the orb lightning are likewise dealt damage. Orb lightning is not a creature and is therefore immune to attacks, and cannot be physically or mentally influenced other than by the caster, though it can be dispelled.
Static Vortex (Su): A 14th level Puppeteer as a Standard action can induce the formation of a slender vortex of fiercely swirling static electricity. When you activate it it, a vortex of static electricity visibly and audibly snakes out from your outstretched hand.
If you want to aim the vortex at a specific creature, you can make a ranged touch attack to strike the creature. If you succeed, direct contact with the vortex deals 8d6 points of Electric damage to the creature (no save).
Regardless of whether your ranged touch attack hits (and even if you forgo the attack), all creatures in the area ( Area 30 foot radius) (including the one possibly damaged by direct contact) are picked up and violently dashed about, dealing 12d6 points of damage to each one. Creatures that make a successful Reflex save take half damage.
After being dashed about, each creature that was affected finds itself situated in a new space 1d4 x 10 feet away from its original space in a random direction. Walls and other barriers can restrict this relocation; in such a case, the creature ends up adjacent to the barrier.
Arc Barrier (Su): A 15th level Puppeteer as a Standard action may generate enough electricity to create a solid barrier of electricity, that grants you a +2 Profane Bonus to AC for 1d4 turns, this effect can be used multiple times, these effects stack, but the duration does not.
Arc Cannon (Su): A 16th level Puppeteer can generate a massive amount of electricity then release it in a short range Explosion of energy, four 2- foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a a trail of sparks.
If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the sphere. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere’s Electric Damage damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may not aim more than one meteor at the same target. Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of electric damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Electric resistance applies to each sphere’s damage individually.)
Forced Puppet (Su): A 17th level Puppeteer may as a standard action manipulate the nerves and electrical stimulation inside a living body, allowing them to control the target's bodily movements. You can make a Ranged Touch Attack if successful the target takes 3d6 Electric damage, and they must make a Fortitude save (DC 10 + Electric Damage Dealt) or become Dominated, for 1d4 rounds per Puppeteer level.
Electricity Immunity (Ex): An 18th level Puppeteer is immune to Electricity.
Enduring Puppet (Su): A 20th level Puppeteer may as a standard action manipulate the nerves and electrical stimulation inside a living body, allowing them to control the target's bodily movements. You can make a Ranged Touch Attack if successful the target takes 5d6 Electric damage, and they must make a Fortitude save (DC 10 + Electric Damage Dealt) or become Dominated, for 1d4 minutes per Puppeteer level. You may only have one Enduring Puppet at a time; any attempt to make another releases your control over the first.