Geist Puppeteer (3.5e Class)
From D&D Wiki
- 1 Geist Puppeteer
- 1.1 Making a Geist Puppeteer
- 1.2 Campaign Information
Not to be entirely confused by a Puppet Master or Manipulator cousins, the Geist Puppeteer's unique ability lies within the way they can fight. Some Geist Puppeteers use their manipulation to boost their own abilities. Some use their abilities to control inanimate puppets much like Puppet Masters brethren and even use living beings as their puppets. Other Geist Puppeteer choose to think a bit broader and attempt to control their surrounding in a fixed distance. There are a few skilled Geist Puppeteers who have managed to wrangle in ancient spirits, warriors, and legends into their control. Truly, Geist Puppeteers are strange and powerful creatures, but everything comes with a price. Many individuals who walk the path of the Geist Puppeteer find themselves as self-proclaimed Gods/Goddess or Kings/Queens only to let their powers run rampant and, eventually, self-destruct.
Making a Geist Puppeteer
Those who hope to become a Geist Puppeteer usually stems from an extreme desire for power or control, whether it be over a law of nature or over people. Some even choose to become a Geist Puppeteer to revel in the fact they use the world as their own toy box. Without this strong desire, their powers are simply dreams of grandeur. They force their will upon anything they want, but without proper control their powers can turn on them. Their roles vary depending on their desire, which means they can flit between physical fighters that can rival Monks, supporters who use their ability to bolster their comrades and weaken enemies, and finally druid-like magicians that can mold their surroundings into a killing field.
Abilities: Charisma is their defining feature as they manifest their desires into reality. Their second defining features depend on what type of Geist Puppeteer they want to embody: Strength, for those who prefer fighting with their physical body; Dexterity, to improve their movement when it comes to manipulating puppets; and Wisdom, in order to fully perceive every advantage they can exploit out of the world around them.
Races: Almost any kind of race can become a Geist Puppeteer, it usually comes down to the type they embody. Magically oriented races tend to be more in tune with the spiritual stings that entangle the world giving them a better edge in controlling their immediate surroundings. Strength based races rarely choose the path of the Geist Puppeteer, but those that do augment their physical strength with spiritual energies.
Starting Gold: Same starting as a Bard, add an extra 100gp if the Geist Puppeteer is not buying a puppet.
Starting Age: Usually Complex, but can be Moderate. Never Simple.
|1st||+2||+1||+2||+1||Path of the Geist Puppeteer|
|3rd||+2||+1||+2||+1||Path of the Geist Puppeteer II, Bonus Feat|
|5th||+2||+2||+3||+2||Path of the Geist Puppeteer III|
|6th||+3||+3||+4||+3||Spirit Threads II|
|8th||+3||+3||+4||+3||Path of the Geist Puppeteer IV|
|9th||+3||+4||+5||+4||Spiritual Mediation, Bonus Feat|
|10th||+3||+4||+5||+4||Spirit Threads III|
|11th||+3||+4||+5||+4||Path of the Geist Puppeteer V|
|12th||+4||+5||+6||+5||Dominating Spirit II|
|13th||+4||+5||+6||+5||Spirit Threads IV|
|14th||+4||+5||+6||+5||Spiritual Mediation II|
|15th||+4||+6||+7||+6||Path of the Geist Puppeteer VI, Bonus Feat|
|16th||+4||+6||+7||+6||Spirit Threads V|
|17th||+4||+7||+8||+7||Spiritual Mediation III, Bonus Feat|
|18th||+5||+8||+9||+8||Dominating Spirit III|
|19th||+5||+9||+10||+9||Path of the Geist Puppeteer VII|
|20th||+5||+12||+14||+12||Pinnacle of the Geist Puppeteer|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Geist Puppeteer.
Weapon and Armor Proficiency:
- Simple and Martial weapon proficiency. No armor proficiency.
- A True Geist Puppeteer can control their puppets with one hand while wielding a single handed weapon, but will take a -5 to all of their rolls. A Inner Spirit Geist Puppeteer doesn't have the ability to control a puppet. A Ley Liner Geist Puppeteer can choose to have puppets or rely solely on their magical powers. A Geist Puppeteer using a puppet, may choose to use their puppets to attack as a bonus attack, but will take a -5 to their attack rolls.
- A Puppet can be armed with a simple or martial weapon.
Path of the Geist Puppeteer: A first level Geist Puppeteer begins to choose how to control their power. You can choose between one of the following three paths: Inner Spirit, True Geist Puppeteer, and Ley Liner.
- Inner Spirit: Instead of being able to control puppets, the Inner Spirit user gains the ability to control their own spiritual energy and have it take form in themselves as a power known as Fierce Resolution. Fierce Resolution permanently increases your fortitude, reflex, and will saves by plus +1. The player also can choose to use their reaction to deal damage if an attack made against them misses and if they are in range of your weapon.
- True Geist Puppeteer: The True Geist Puppeteer gains the ability to pour their own spirit energy into their puppets, no longer needing a physical controller to command their puppets. With this power, the True Geist Puppeteer gains a bonus attack using their puppets if they are at least a size smaller than them. The player can also choose as a reaction to block an attack with a single puppet allowing it to absorb the damage. If the damage of the attack is higher than the puppet's remaining HD, the puppet is destroyed.
- Ley Liner: You are in tune with the magical Ley Lines that entangle the world. As your power begins to bloom, you can control the ground within 20 feet in front of you, by erupting a 10 foot earthen spike to skewer your target, dealing d10 damage.
Spirit Threads: The Geist Puppeteer now can extend their control through their manifestation of their spirits into threads to take control over a willing target. You have to roll a d20+your charisma modifier, if you pass you can infuse your energy into the target and can increase one of their modifier with your own. For example, if your dexterity modifier is +2, you increase their modifier by two. This ability lasts for one round and you must re-roll every time it is your turn to keep the connection alive.
Epic Geist Puppeteer
|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->|
6 + 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 <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> 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->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable 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.->.
Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.