Puppet Master (3.5e Class)

Puppet Master

The Puppet Master is very like a bard. Instead of using instruments and music to sway the crowd, they use the overlooked puppet. You will most likely find a Puppet Master in the town square preforming. A Puppet Master usually re-enact historic stories or battles using his puppets, and are not above collaborating with other Puppet Masters for a performance. The Puppet Master controls one puppet that can be so detailed, that sometimes could be mistaken for real. The puppet is usually about 1' to 2' tall, and can be anything from a goblin to a dragon.

While to the normal eye the puppet may look lifeless and is simply being moved by strings, there are powerful forces behind the control of the puppets. A Puppet Master has a mystical link with the puppet he controls; this allows him to make the puppet seem much more real than it actually is. It also makes him a pretty formidable opponent when challenged.

Making a Puppet Master

A Puppet Master is good at controlling a situation, as well as others. They can fit into many roles in a group... They can act as a Bard and help with morale, they can act as a protector like a Fighter, they can act as a jack of all trades like a Rogue. All their power lies in their puppets, without their puppets Puppet Masters can defend themselves for a short while with a few illusions. They have little health or armor, thus making them very dependent on their puppets and party members.

Abilities: The most important ability for a Puppet Master is his charisma, this allows him better control over his puppet and gives potency to his illusions. It is also advised for them to have good constitution and dexterity, in case their puppet gets destroyed.

Races: Anyone can be puppet masters, though Humans are the most likely to be Puppet Masters because of their love of lore and entertainment.

Alignment: any.

Starting Gold: As Bard.

Starting Age: Moderate.

Table: The Puppet Master

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
FortRefWill 01st2nd3rd4th5th6th
1st+0+0+2+2 Puppet, Puppet-Path I 2
2nd+1+0+3+3 30
3rd+2+1+3+3 31
4th+3+1+4+4 320
5th+3+1+4+4 Puppet-Path II 331
6th+4+2+5+5 332
7th+5+2+5+5 3320
8th+6/+1+2+6+6 3331
9th+6/+1+3+6+6 3332
10th+7/+2+3+7+7 Puppet-Path III 33320
11th+8/+3+3+7+7 33331
12th+9/+4+4+8+8 33332
13th+9/+4+4+8+8 333320
14th+10/+5+4+9+9 433331
15th+11/+6/+1+5+9+9 Puppet-Path IV 443332
16th+12/+7/+2+5+10+10 4443320
17th+12/+7/+2+5+10+10 4444331
18th+13/+8/+3+6+11+11 4444432
19th+14/+9/+4+6+11+11 4444443
20th+15/+10/+5+6+12+12 Puppet-Path V 4444444

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int),Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex),Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Use Magic Device (Cha).

Class Features

All of the following are class features of the Puppet Master.

Weapon and Armor Proficiency: A Puppet Master is proficient with all simple weapons, but cannot control his puppet while wielding a weapon. The Puppet Master is not proficient with any type of armor.

Spells: As Bard the same level as the Puppet Master for spells known and spells per day. Puppet Masters choose their spells from bard spell list.

Puppet: At first level, the Puppet Master gains his puppet. The puppet is a small creature with a base speed of 25ft. The puppets' base abilities are STR-12, DEX-12, CON-12, INT-10, WIS-10, CHA-10. The puppet gains all feats the Puppet Master has. The puppet starts out with a +5 natural armor. The puppet has a d10 hit die with the same number of hit die as the Puppet Master. the puppet deals 1d6 damage and type must be determine upon creation (piercing/slashing/bludgeoning). The puppet is not living, therefore magic effects that only affect living targets don't apply to the puppet; it is also immune to poison and disease.

A puppet may be magically upgraded like a weapon. Cost for being a puppet is +800gp. Puppets can use wonderous items that can work with their bodies.

If the puppet Masters puppet gets destroyed or disconnected from the Puppet Master it takes 1d2 days to craft and re-animate another (half the time if it is just disconnected from Puppet Master. . without a puppet, a Puppet Master can only cast half of his available spells per day and is at a -1xlevel to all skill checks and saves with a maximum of -15 (-10 for saves). Craft DC is 15 + 1/4 puppet Master level Cost in raw materials is 50gp x puppet Master lv.

Puppet-Path: At first level, the Puppet Master chooses a path for his puppet to specialize in, this will give the puppet different abilities based on the chosen path. He advances in his chosen Puppet-Path every five levels after one (Ex. 1, 5, 10, 15, 20). Once set on a path, the Puppet Master can not deviate from or change his puppets chosen path.

Puppet-Path I

Assassin - +3 DEX, -2 CON, -2 STR. Puppet gets the ability Sneak Attack progressing half as fast as a Rogue (ex. a second level Puppet Master, with an Assassin puppet would have the Sneak Attack of a 1st level Rogue). The puppets damage is increased to 1d8. Puppets BAB progresses as a same level Rogue. Decrease hit die to d8

Guardian - +3 CON, -2 DEX, -2 STR. The Puppet gets a +1 armor bonus every other level starting at 1. the Puppet has a damage reduction of 1/- every 3rd level starting at 3. Puppets BAB same as same level Cleric. Increase hit die to d12

Jack of All Trades - +1 to all abilities. all skills available to Puppet Master. Puppets BAB same as Puppet Master. Taking this path will grant the Puppet Master the ability to wear light armor.

Puppet-Path II

Assassin - +2 DEX, +1 STR, +1 CON. Puppet gets an extra 1d6 added to their existing sneak attack total.

Guardian - +2 CON, +1 STR, +1 DEX. Guardian gets +2 natural AC.

Jack of All Trades - +1 to all abilities. +2 to 5+puppet INT modifier skill checks, made by the Puppet Master, per day.

Puppet-Path III

Assassin - +3 DEX. Puppets damage increased to 2d8.

Guardian - +3 CON. Puppet gains an extra 2+CON modifier per level starting at 10 (Ex. the puppet has a CON modifier of +6, every level, in addition to their normal health, they add 8 more health).

Jack of All Trades - +2 to all abilities. Puppet Master gains the "Re-Roll" ability.

"Re-Roll" - the Puppet Master may make re-roll a failed skill check 5+Puppet Master INT modifier times per day

Puppet-Path IV

Assassin - +1 STR, +1 CON. Puppet gains fury of blows.

Guardian - +1 DEX, +1 STR. Puppet gains extra 4/- damage reduction.

Jack of All Trades - +1 to all abilities. Puppet Master can now make skill checks as if he were in the same square as the puppet, this incurs penalties such as attacks of opportunity.

Puppet-Path V

Assassin - +2 DEX. Assassin gains the supernatural ability to, once per week, make an attempt to instantly kill one opponent, this can only be done on an opponent that has been denied his DEX bonus to AC. Once initiated, the opponent gets to make a Fortitude save with a DC of 10+puppets DEX bonus+Puppet Masters DEX bonus.

Guardian - +2 CON. Guardian gains the ability to re-generate half its total HP, twice per day.

Jack of All Trades - +2 to all abilities. Puppet Master can now cast spells originating from the puppet, this incurs all penalties such as attacks of opportunity. Making a ranged/touch attack from the puppet, add half the puppets DEX bonus to hit.


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