Puppets (3.5e Race)
From D&D Wiki
Puppets are constructs that have been made by a lonely wizard in the hope of make a friend. It almost always backfires. They are chaotic beings that want only to live free. They often end up leaving the wizard who made them.
Puppets are normally not evil, although they may often seem it. A very outgoing race, they exist in a strange world that they barely understand. Puppets try as hard as they can to blend into the world they live in and try not to alter it much more than they have to.
Puppets vary in shape and size, dependent upon the whim of the wizard who created them. All are humanoid, possessing lifelike eyes that do not blink, leaving them with an unnerving stare. Mostly comprised of wood, puppets are made to look flesh-toned, and the joints of their bodies are lined and gapped for ease of movement.
They are very lonely. They do try to meld into society to be more like civilized beings, but are very obviously something else.
Almost always chaotic neutral.
A big town is the best. Better to see how others work around citizens.
Almost never pray to a god. Unless their old master taught them otherwise.
A puppet is given a name by his wizard.
- Living Construct
- Living constructs are unaffected by mind-altering effects. Mind effects include charms, compulsions, phantasms, patterns, and morale effects.
- Constructs do not eat, sleep, or breathe. Constructs are unable to ingest materials, including potions or chemical-based drugs.
- Constructs lack nervous systems, circulatory systems, and vital organs. As a consequence, a construct isn't subject to poison, sleep effects, paralysis, disease, or necromancy effects. A construct also cannot be nauseated or sickened, fatigued or exhausted. There are a few counter-examples, but this holds more or less true in all instances.
- Due to the puppet's life core, they are still susceptible to positive and negative energy and critical hits. Cure moderate wounds is an example of a positive energy spell, and inflict light wounds is an example of a negative energy spell.
- Puppets do not naturally heal, they can only be healed by spells or successful craft checks. The only way to resurrect a puppet is to find a wizard to recharge it's life core, and in this instance the puppet may or may not have consistent memories from is past life. The puppet may reawaken as a completely new individual, with a 'blank slate' personality.
- -4 Strength, +2 Constitution, +4 Charisma
- Natural Armor +2
- Puppets are Medium sized creatures.
- Puppets have a base land speed of 30 feet
- Vulnerability to fire. All damage from fire sources do 50% more damage.
- Play Dead(Sp): A puppet has the ability to lay prone on the ground like a lifeless toy as a move action. If the puppet is known to be alive, this ability has no effect (unless you can make a winning argument to the DM, of course). Play Dead works by allowing a bluff check versus an opposed spot check. If the opponent succeeds, then the puppet's spark of life is detected, otherwise the target is convinced that the puppet was never alive.
- Weak Spot: Puppets are considered living due to the life core that sustains them. This point can be hit for massive damage and possible destruction of the individual. This works mechanically by extending the critical range for any attack on the puppet by 1 point. For example, a weapon with a critical range of 19-20, would, for all intents and purposes, function as having an 18-20 crit range on attacking the puppet.
- Body Pocket: A puppet can carve pockets into their shell that add a +4 bonus to sleight of hand checks to conceal objects up to size tiny.
- +6 to bluff. The facial expressions of a puppet are difficult to read.
- +4 to craft and disable device checks. Puppets have an intimate understanding of mechanical engineering and clockwork.
- -3 to climb, jump, and balance checks. Puppets do not have an internal equilibrium and find it difficult to correctly position their weight.
- -4 to ride and handle animal checks. Animals find puppets unnatural and have immediate distrust for them.
|Middle Age1||Old2||Venerable3||Maximum Age|
|100 years||200 years||300 years||Lives Forever|