Manipulator (3.5e Class)

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Manipulator[edit]

A Manipulator Uses an enemies power against them. For example there are many kinds of Manipulators, a Charisma Manipulator would get a bonus of the enemy's Cha modifier. Strength, Wisdom, etc. Once an enemy is non-lethal knocked out he can drain their essance to make them nothing more than a slave. He gets a new slave slot every 5th level for a total of 4.

Making a Manipulator[edit]

The Manipulator has great control over combat since he can act in it while still able to analyze well out of it. Out of combat he is quite skilled. He has to look after himself on the battlefield though, because without his puppet the Manipulator is very vulnerable. He works best as a second combetant or backup-spellcaster

Abilities: Intelligence is important as most of the abilites are used with Intelligence, but Charisma will make your slave/puppet stronger. Constitution is also nice to help your Manipulator stay alive

Races: Manipulators come from mostly Humans and their lust for power.

Alignment: A Manipulators Alignment is always Evil, but can change from lawful to chaotic depending on how they use their power

Starting Gold: 2d4x10 (55)

Starting Age: Complex.

Table: The ManipulatorHit Die: d8
Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th
1st +0 +0 +0 +2 Puppets, Stat Manipulator 0
2nd +1 +0 +0 +3 Experienced Talker +1 1
3rd +1 +1 +1 +3 2 0
4th +2 +1 +1 +4 Additional Incarnation 3 1
5th +2 +1 +1 +4 Experienced Talker +2 3 2 0
6th +3 +2 +2 +5 3 3 1
7th +3 +2 +2 +5 Additional Incarnation 3 3 2 0
8th +4 +2 +2 +6 Experienced Talker +3 3 3 3 1
9th +4 +3 +3 +6 Blind Control (1) 3 3 3 2
10th +5 +3 +3 +7 Additional Incarnation, Double Incarnation 3 3 3 3
11th +5 +3 +3 +7 Experienced Talker +4 3 3 3 3
12th +6/+1 +4 +4 +8 Blind Control (2) 3 3 3 3
13th +6/+1 +4 +4 +8 Additional Incarnation 3 3 3 3
14th +7/+2 +4 +4 +9 Experienced Talker +5 3 3 3 3
15th +7/+2 +5 +5 +9 Blind Control (3) 3 3 3 3
16th +8/+3 +5 +5 +10 Additional Incarnation 3 3 3 3
17th +8/+3 +5 +5 +10 Experienced Talker +6 3 3 3 3
18th +9/+4 +6 +6 +11 Blind Control (4) 3 3 3 3
19th +9/+4 +6 +6 +11 Puppet Armor 3 3 3 3
20th +10/+5 +6 +6 +12 Mind Link 3 3 3 3

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex). Knowledge (Religion) (Int), Knowledge (The Planes) (Int),

Class Features[edit]

All of the following are class features of the Manipulator.

Weapon and Armor Proficiency: A manipulator is proficient with all simple and exotic weapons, and with light armor.

Special Abilties Overview: The Manipulator carries a number of puppets with him equal every 5 levels with 1 at the start. The puppets he caries are practically dead, alive but with no emotions. If the Manipulator loses a puppet in battle, or somewhere else, he can create a new one in half a day. Spells: Beginning at 1st level, a manipulator gains the ability to cast a number of arcane spells. To cast a spell, a manipulator must have an Intelligence score of at least 10 + the spell’s level, so a manipulator with an Intelligence of 10 or lower cannot cast these spells. Manipulator bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the manipulator’s Intelligence bonus. When the manipulator gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.

The manipulator’s spell list appears below. A manipulator casts spells just as a bard does.

Upon reaching 6th level, at every even-numbered level after that (8th and 10th), a manipulator can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level manipulator spell the manipulator can cast. A manipulator may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

Table: Manipulator Spells Known
Level Spells Known
1st 2nd 3rd 4th
1st 21
2nd 3
3rd 3 21
4th 4 3
5th 4 3 21
6th 4 4 3
7th 4 4 3 21
8th 4 4 4 3
9th 4 4 4 3
10th 4 4 4 4
11th 4 4 4 4
12th 4 4 4 4
13th 4 4 4 4
14th 4 4 4 4
15th 4 4 4 4
16th 4 4 4 4
17th 4 4 4 4
18th 4 4 4 4
19th 4 4 4 4
20th 4 4 4 4
  1. Provided the manipulator has sufficient Intelligence to have a bonus spell of this level.

Stat Manipulator (Su): A manipulator has to chose this at 1st level. He may chose any major stat can have a bonus of that enemies modifier.

{{#anc:Slave's Avalible Types: Since a manipulator's slave is no longer a real person they don't have the same stats as they would in their normal life. Chose the general class type they have below.

Fighter: A puppet incarnated as fighter is altered the following way: It gains hit points equal to (5 times the Manipulator's class level), it's strength improves to 16 and base attack bonus becomes equal to the Manipulator's class level. It loses it's slam attack but gains two +2 melee Claw attacks (1d6+3). A natural armor bonus equal to (3 + half the Manipulator's class level) is gained.

Archer: A puppet incarnated as archer is altered the following way: It gains hit points equal to (3 times the manipulator's class level), it's dexterity improves to 16 and base attack bonus becomes equal to 3/4 times the Manipulator's class level. It gains the ability to spit dart's, which is treated as a Dart +3 ranged (1d2+3). It can trade in hit points for additional damage as a extraordinary ability.

Healer: A puppet incarnated as healer is altered the following way: It gains hit points equal to (4 times the Manipulator's class level), it's speed improves to 50 ft. and it can transfer hit points to a touched subject as supernatural ability, this is a standard action.

Experienced Talker (Ex): At 2nd level, the Manipulator gains a bonus to Charisma based skills equal to +1. This bonus improves by one every three levels after 2nd.

Additional Incarnation (Su): At 5th level and every three levels thereafter the Manipulator gains this ability. Every time he gains this ability, he chooses one from the following incarnations and adds it to his list of puppet incarnations.

Assassin: A puppet incarnated as assassin is altered the following way: It gains hit points equal to (2 times the Manipulator's class level), it's strength and dexterity both become 14, and base attack bonus is equal to 3/4 times the Manipulator's class level. It's Slam attack is changed into an +2 melee attack (1d4+2). Next to these stat bonuses, it gains the rogue "sneak attack" ability and the assassin "death attack" ability. His skill bonuses for Hide and Move Silently both improve to +10.

Pyrotechnician: A puppet incarnated as pyrotechnician is altered the following way: It gains hit points equal to (3 times the Manipulator's class level), it's speed becomes 50 ft. and as a standard action it can cause a fire burst with a radius of 30 ft. centered at it's position dealing damage equal to the puppet's health. People within the burst can make a Reflex Save (DC 10 + 1/2 Manipulator Level + Manipulator's Int Modifier) for half damage. The puppet loses all health after this action.

Titan: A puppet incarnated as titan is altered the following way: It's size changes to medium, and it gains hit points equal to (5 times the Manipulator's class level), it's speed becomes 10 ft. and it loses all attacks. It gains the supernatural ability Shield, which it can activate as standard action. This ability is active until the puppet's next turn, and every enemy within a 10 ft. radius that wants to attack has to attack the puppet (meaning allies in that radius cannot be attacked until the puppet is killed). When used, this ability is disabled for 1d4 rounds.

Commander: A puppet incarnated as commander is altered the following way: It's stats do not change, instead it can use shouts to buff other puppets. All shouts are standard actions.

Hold the Line! (Ex): All puppets within a 30 ft. range are +2 damage, and +3 to hit.
To Battle! (Ex): All puppets within a 30 ft. range gain a bonus to attack rolls and damage equal to (1/4 times Manipulator's class level). This bonus stays for 2 rounds.
Charge! (Ex): All puppets within a 30 ft. range can move twice their normal speed the next time they preform a move action.
Until Death! (Ex): All puppets within a 30 ft. range will not die from damage until they are at -10 hit points, instead of 0.

Dimensional Mage: A puppet incarnated as dimensional mage is altered the following way: It gains the following special abilities:

Shift (Sp): Any two puppets within a range of 30 ft. switch places. The Dimensional Mage can be one of the puppets switching places.
Invisibility (Sp): Any one puppet within a range of 30 ft. becomes invisible until it employs a standard action. The Dimensional Mage can cast this upon itself.
Fly (Sp): Any one puppet within a range of 30 ft. gains a fly speed of 30 ft. good maneuverability for two rounds.

Trancemage: A puppet incarnated as trancemage is altered the following way: It gains a bonus to concentrate equal to +8. It gains the following special ablities:

Weaken (Su): As long as the trancemage puppet concentrates (DC 15), one subject within 30 ft. gets a -4 penalty to attack and damage.
Disable (Su): As long as the trancemage puppet concentrates (DC 15), one subject within 30 ft. gets a -2 penalty to one ability chosen by the Manipulator. This penalty becomes -4 when the Manipulator is level 11 or higher.

Shadewizard: A puppet incarnated as Shadewizard is altered the following way: It gains the following special abilities:

Mirrortravel (Su): As a standard action, the puppet can travel to the shadow plane. It disappears from the material plane and stays in the shadow plane for 1d4+1 rounds. After those rounds, it returns to the material plane, loses all HP and dies (even when under the effect of "Until Death!").
Chilling Touch (Su): As a standard action, the puppet can make an incorporeal touch attack against one opponent who is within 5 ft. of some sort of shadow. The subject loses (Manipulator's Class Level * 4) hp, and it's land speed is reduced by 10 ft. for 1d3 rounds. This ability only functions on the shadow plane.
Poltergeist (Su): As a standard action, the puppet can make an incorporeal touch attack against one opponent who is within 5 ft. of some sort of shadow. For 1d6 rounds, the subject is treated as flanked even when attacked by one opponent. This ability only functions on the shadow plane.
Darkened Vision (Su): As a standard action, the puppet can make an incorporeal touch attack against one opponent who is within 5 ft. of some sort of shadow. For 1d6 rounds, the subject has a 30% miss change while attacking. This ability only functions on the shadow plane.

Blind Control (Su): A Manipulator can use this ability an amount of times each day equal to his Intelligence modifier. If he uses this ablity he many manually take control of his slave for his level plus Int modifier.

Puppet Armor (Su): When a Manipulator gains his 10th level, he has been with his arts of slavery long enough he starts to become one. +3 natural ac, and immune to commpultion effects.

Mind Link (Su): A 18th level, a Manipulator has fully absorb the arts, and is now is fully become no longer a human. +2 natural ac,
he no longer needs to sleep, and eats. One has thing he can do is a dead companion can now become a slave. This counts with your
regular slave count.

Manipulator Spell List[edit]

Manipulator's choose their spells from the following list:

1st Level: Charm Person, Daze, Disguise Self, Ghost Sound, Light, Lullaby, Mage Hand, Obscuring Mist Prestidigitation, Silent Image, Sleep, Ventriloquism.

2nd Level: '.

3rd Level: '.

4th Level: '.

Ex-Manipulators[edit]

.

Epic Manipulator[edit]

Table: The Epic Manipulator

Hit Die: d

Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th
+ Int modifier skill points per level.

:

:


Bonus Feats: The epic Manipulator gains a bonus feat (selected from the list of epic Manipulator bonus feats) every levels after 20th.

Epic Manipulator Bonus Feat List: .

Human Manipulator Starting Package[edit]

A wise choice to make at the start of the game

Weapons: Longsword (1d8) and a Shortbow (1d6) with 20 arrows

Skill Selection: Concentration: 8 Craft(Stone) : 6 Gather Information: 6 Knowledge (Abyss): 6 Search: 4 Use Magic Device: 6

Skill Ranks Ability Armor
Check
Penalty

Feat: Improved Initiative.

Bonus Feats: Iron Will.

Gear: Leather Armor, 2 Rations, Flint and Steel, Backpack, Bedroll, Simple Lock..

Gold: 1d6

Campaign Information[edit]

Playing a Manipulator[edit]

Religion: There is no main deity manipulator's worship. This depends on cultural factors, or a manipulator might worship a roguish deity.

Other Classes: The Manipulator usually helps the main combatant with his puppets, or he might support or substitute the rogue. Although his function is usually a sole one, he usually needs support from his party to make his puppetry work.

Combat: This varies with the puppets used. A Manipulator can function as fighters or as supporters.

Advancement: A Manipulator functions well in combination with rogue or wizard levels.

Manipulators in the World[edit]

This is the way magic should be used, to create new life, not to follow the mage's will to death.
—Geschreb, Human Manipulator

The Manipulators are at the same level as Rogues in the daily live, although it is possible to be an accepted Manipulator. They are usually not very social. Often, they get their money by doing shows with their puppets or by stealing. Some commoners feel that they are above Manipulators, others see them as other commoners. Aristocrats rarely accept Manipulators in society.

Daily Life: Manipulators travel the world a lot, staying at places only for short periods. Manipulators rarely have a house, and if they are not on the road they are busy improving their puppet.

Notables: Geschreb, brother of the mighty wizard Cremesch was the first to master the art of Manipulation

Organizations: Manipulators may join criminal organizations or circuses. There are almost no Manipulators in high positions. On the other hand, Manipulators might simply adore the art of death and might become a assassin.

NPC Reactions: This depends on how the Manipulator dresses and acts. The Manipulator may try to fit in as much as possible, and this usually works out. On the other hand, the Manipulator might be a gypsy and he will be treated as such.

Manipulator Lore[edit]

Characters with ranks in Knowledge (Local) can research Manipulators to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Local)
DC Result
5 A Manipulator makes use of puppets to fight in combat.
10 Manipulator's puppets are magically animated and directly controlled by the Manipulators hands.
15 A Manipulator's puppet can serve many purposes.
20 A Manipulator uses magic, but in a totally different way from normal casters. He uses the magical essence as a lifespirit for his puppets.

Manipulators in the Game[edit]

Adaptation: .

Sample Encounter: .

EL whatever: .


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