Puppeteer (3.5e Class)

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Puppeteer, version 2[edit]

This time, I think they'll stay down longer, I used more juice.

It is well known to those who investigate such things that electrical energy can bring animation to things like contructs and even restore them from damage. 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 their creations and even creating new life. The puppeteer is one such.

Making a Puppeteer[edit]

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.

Table: The Puppeteer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Electricity Resistance, Jolt, Static Bolts, Puppet Maker, Electric Magic
2nd +1 +0 +0 +3 Disrupting Shock,
3rd +1 +1 +1 +3 Greased Lightning.
4th +2 +1 +1 +4 Arc Light, Devastating Thunder
5th +2 +1 +1 +4 Puppet Quickening
6th +3 +2 +2 +5 Summon Puppets
7th +3 +2 +2 +5 Lightning Bolts
8th +4 +2 +2 +6 Create Golem
9th +4 +3 +3 +6 Army of Puppets
10th +5 +3 +3 +7 Tunneling
11th +5 +3 +3 +7 Magnetism
12th +6/+1 +4 +4 +8 Sentient Life
13th +6/+1 +4 +4 +8 Electric Bolt
14th +7/+2 +4 +4 +9 Orb Lightning
15th +7/+2 +5 +5 +9 Arc Barrier
16th +8/+3 +5 +5 +10 Arc Cannon
17th +8/+3 +5 +5 +10 Debilitating Shock
18th +9/+4 +6 +6 +11 Electricity Immunity
19th +9/+4 +6 +6 +11 Perpetual Storm
20th +10/+5 +6 +6 +12 Paralizing Shock

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Craft (Int), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Each skill individually, Int), Listen (Wis), Move Silently (Dex), Profession (-), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex).

Class Features[edit]

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 per total level, with an allowed Fortitude Save for half (DC 10 + 0.5 ½ Level + Intelligence Modifier). Attacks made with a melee weapon don't discharge the jolt, but natural and unarmed attacks do.

Static Bolts (Sp): A Puppeteer can throw bolts of electricity as an attack action. A Static Bolt travels out to short range, and inflicts 1d6 of Electricity damage per 2 levels. A Static Bolt strikes its target with a ranged touch attack.

Puppet Maker (Su): If the Puppeteer can make small-sized puppets, then animate them. These puppets behave like undead, following simple instructions such as "attack that creature" or "Protect me". They grow in strength as the puppeteer becomes stronger, but can't have more than 2 hit dice for every puppeteer level.

These puppets are constructs, and are healed by electricity damage.

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 + 0.5 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. Counts as a ranged touch attack.

Greased Lightning (Ex): From 3rd level on, a Puppeteer's Electricity cuts through Electricity Resistance, hardness. No more than 0.5 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 sonic damage equal to his Intelligence modifier or his class level, whichever is less.

Puppet Quickening (Ex): When a 5th level Puppeteer hits one of his puppets with an electric attack, it becomes hasted for 1 round per 3 puppeteer levels. The Puppeteer can choose to use this ability 3 times + his intelligence modifier per day.

Summon Puppets (Su): A 6th level Puppeteer can now summon/dismiss his puppets to him from a predesignated location (such as his workshop). He can only summon 1 puppet per turn in this way. Dismissed puppets will return to the predesignated location.

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 + 0.5 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 Puppeteer is limited to 1 flesh golem created this way, however it is immune to the Berserk trait as it is fully under his control.

Army of Puppets (Sp): A 9th level Puppeteer can now use his Summon Puppet ability to summon multiple puppets at once (max 3), so long as his total number of puppets is less than half his class level and the total HD of puppets does not exceed 2 times the Puppeteer's class level.

Tunneling (Sp): At 10th level, a Puppeteer can teleport short distances, as per dimension door. This ability is usable a number of times per day equal to twice his intelligence modifier.

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.

Sentient Life (Su): A 12th level Puppeteer can create a sentient puppet. it is capable of intelligent action, but remains loyal to it's creator. The Puppeteer is limited to 1 sentient puppet at a time.

Electric Bolt (Su): A 13th level Puppeteer's Static Bolt improves, gaining increased range (120 ft-line) and dealing 1d6 damage per 2 levels. A bolt strikes it's target as a ranged touch attack.

Orb Lightning (Su): A 14th 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. Orb Lightning lasts 1 round per 4 Puppeteer levels. A Puppeteer can use this twice a day.

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, the Ac bonus effects stack, 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.) The Puppeteer can use this 3 times a week

Debilitating Shock (Su): A 17th level The Puppeteer's Disrupting Shock improves, effecting the target for one additional round. The victim is entitled to a Fortitude save (DC 10 + 0.5 ½ Level + the Puppeteer's Intelligence bonus) to halve the damage and negate the stunning effect.

Electricity Immunity (Ex): An 18th level Puppeteer is immune to Electricity.

Perpetual Storm (Sp): A 19th level Puppeteer benefits from Arc Barrier ability (lvl 1) at all times.

Paralizing Shock (Su): A 20th level Puppeteer's Disrupting Shock improves further, becoming more difficult to shrug off. The victim is entitled to a Fortitude save (DC 15 + 0.5 ½ Level + the Puppeteer's Intelligence bonus) to half the damage and negate the stunning effect.

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