Puppet Master(3.5 Class)
|1st||+0||+0||+2||+2||Craft Puppet, Puppet Mastery, Linked, Artisan's Den||—||—||—||—|
|4th||+3||+1||+4||+4||Unseen Daggers, Puppet Mastery||0||—||—||—|
|9th||+6/+1||+3||+6||+6||Improved Puppet, Player of All||1||1||0||—|
Hit Die: D6
Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Nobility, Arcane, Local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Langauge (N/a), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha) Use Rope(Dex)
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Abilities: Intelligence determines how powerful a spell a puppet master can cast, how many spells he can cast per day, and how hard those spells are to resist. Intelligence, Constitution, Dexterity, and Charisma are important for many of the puppet master’s class skills.
Class Features: A Puppet Master is proficient in all simple weapons, plus the longsword, sap, Marionetter's Hands and whip. Puppet Masters are proficient with light armor and shields (except tower shields). A puppet master can cast puppet master spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a puppet master wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass puppet master still incurs the normal arcane spell failure chance for arcane spells received from other classes
A puppet master casts not arcane spells but spells from their sheer will, these will powered arts, which are drawn from the puppet master spell list, are not unlike the spells in which they represent. However, these spells are neither Arcane nor Divine, they still fall under the ruling of being dispelled or ineffectual like the spells they replicate, as such, even if the puppet master has a spell on his list he cannot activate a likewise named wand or scroll without the appropriate skill check. He can cast any spell he knows without preparing ahead of time. To cast a spell, a puppet master must have a Intelligence score equal to at least 10 + the spell level and must expend health in response to the forced exertion of activating his magic. Cantrips and 1st Level spells take only 1 health, 2nd Level Spells take 2 health, 3rd Level spells take 3 health and 4th Level Spells take 4 health. The Difficulty Class for a saving throw against a puppet master’s spell is 10 + spell level + the puppet master’s Intelligence modifier.
Like other spellcasters, a puppet master can cast only exert his will a certain number of times per day. His base daily allotment is given on Table: Puppet Master. In addition, he receives bonus spells per day if he has a high Intelligence score. When The Puppet Master indicates that the puppet master 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 puppet master’s selection of spells is extremely limited. A puppet master begins play knowing all his 0-level spells with the casting limit being equal to the puppet master's Intelligence Modifier. At each new puppet master levels, he gains the ability to add another spell to his repertoire, by making a Spellcraft check (DC 20+ Spell Level)the puppet master has the chance of adding a new Arcane spell of his choice to his available list of spells so long as he is capable of casting the chosen spell upon making his choice. (I.E a 4th level Puppet Master can make a DC 21 Spellcraft check to learn any 1st Level Arcane spell and add it permanently to his list, however he cannot make a DC 22 Spellcraft check in an attempt to add a new 2nd Level spell) The puppet master only has one chance per level up to make this addition, should he fail the DC he must wait until he next adds a point in Spellcraft before trying again, this is assuming the puppet master still has access to the spell in question he wishes to add to his list.
As noted above, a puppet master need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level and has the health to do so.
As life is given to his creations with the sweat and tears of his own body, so to is the body a casket to hold his most treasured creations. Starting at 1st level a Puppet Master can shelter his puppet(s) within himself, the extra dimensional area begins small (5 Cubic feet), growing as does the love for his art as he ages. At first level the Puppet Master can fit a Puppet Medium size or smaller within this extra-dimensional space. For every 2 levels in the Puppet Master class he has he gains another Cubic foot within the space to store his creations up to a maximum addition of 8 cubic feet at level 20
A puppet master can create constructs known as puppets. Unlike other constructs the Puppet Master’s creations do not become immediately destroyed upon reaching 0 health, instead they are rendered disabled much like a Living Construct (One standard or One move action a round). Upon going lower than 0 but greater than -10 they become inert, they are considered ‘unconscious’ and helpless, and they cannot perform any actions. However, an inert puppet does not lose additional hit points unless more damage is dealt to them, as with a living creature that is stable. Additionally, a Puppet Master gains a +2 Competency bonus when used to create puppets.
A puppet master of 10th level or higher can improve upon his creations, granting them a permanent +2 competent bonus on attack rolls, damage, and saves. This requires one day of work and costs 100 gp of supplies per Hit Die of the puppet to be improved, but has no XP cost.
The control a puppet master has over his puppet(s) is extraordinary, but not something any average person can do. The means by which a puppet master moves his works of art is a toll upon itself, sacrificing a little of their energy to breathe artificial life into that of the puppet(s) though it doesn’t gain sentience or benefits outside of what the puppet master desires. At the cost of 2 con damage and a jewel equaling in value to 50 gp the core to the fantastic creations can be made around or infused into the shell of the puppet, after which a full-round of concentration is required before the puppet master can mentally control his creation.
A 13th level or higher puppet master gains the ability to summon a puppet, linked or not, from anywhere so long as it is not within the possession of another and someone else hasn’t claimed ownership of the puppet in question. So long as the puppet master has an arcane mark on his puppet he may use Never Alone to summon it either within his square or in a square adjacent to him.
Unlike Instant Summons, which also works on Arcane Marks, Never Alone requires the puppet master to only obtain one jewel worth 1000 gp and bind his energies into it so it might be used for summoning. After expending 6 Constitution (Damage) you can summon the item by speaking a special word (set by you when the spell is cast) and sacrificing 2 or 4 health per activation. However, the constitution damage need only be used at the creation of the jewel and the replacement of it if the jewel is somehow destroyed.
Activation – The first activation costs only 2 health, the second and third also costing only 2 health but giving the puppet master the fatigued condition, a fourth and fifth casting costs the puppet master 4 health and gives him the exhausted condition. Any castings past that cost the puppet master 6 health and risks instantly killing him as if subjected to Death Attack DC 15..
Player of All
A puppet master of 9th level or higher can create a superior link between himself and his creations. This requires a 1-hour ritual and 4 con damage. Afterward, the puppet master can sense his creation’s condition (as if he had cast status on each puppet), and can scry on his puppets (as if casting the scrying spell) once per day per six HitDie the puppet master has. Furthermore, a puppet master gains a +1 morale bonus on saving throws and caster level checks as long as he is within 5 feet of one of his greater linked puppets.
A puppet master may begin play with a puppet be it a swarm of spiders or a medium sized puppet. If the campaign takes place wholly or partly in an aquatic environment the puppet master may also choose to give their puppet the waterproof property which allows for uninhibited movement and actions when within the water.
A puppet master of 4th level or higher can create and control an extra puppet to use as he so sees fit. He gains an additional puppet thereafter at every fourth level after 4th (8th, 12th, and 16th) until he reaches a max of five puppets by level twenty.
For every 3 HitDie the puppet master has he gains extra range on his puppet usage by 40 ft but the starting range of the ability is 60ft.
Should the puppet master lose any of his puppets due to them becoming destroyed or their connection somehow being severed the puppet master takes a -1 to all his rolls and abilities for one day, this continues to a maximum of -5 and five days at the 16th level caused from the mix of depression and shock from losing such a precious creation.
Once a day per puppet master level, a puppet master can use his telekinetic link with his creations to cause various surprising and eventful occurrences to happen. Though each skill listed falls under the category of Puppet Mastery and the descriptions go into detail explaining what each skill does the puppet master cannot incite a power if he has either used up his allotment of uses for the day, has a lacking amount of ranks in concentration or is otherwise rendered incapable of movement such is the case of being the target of Hold Person; If the puppet master does not have the minimum ranks required to activate a Puppet Mastery skill he does not gain access to it until he acquires the necessary amount of ranks in the skill.
Each skill within Puppet Mastery requires concentration in order to be used. As such the puppet master must expend a Standard action during his turn to roll another concentration check to ensure his Puppet Mastery does not end prematurely. During this time the puppet master is incapable of using spells, activating magical objects requiring spell-trigger, command word activation or spell completion. Just as a ranged or melee attack requires sight of the target, if the puppet master has his view obstructed or is otherwise blinded he suffers penalties to his Puppet Mastery; a 20% failure rate for having his view obstructed and Blinded carrying the normal 50% penalties.
Every time the puppet master rolls for his Concentration he receives Concentration Points, points that can only be used to take varying actions with his puppets. The result is how many Concentration Points the Puppet Master may expend on his puppets' actions this turn. The following is a list of actions the puppet master may command his puppets to make, and the point cost associated with those actions.
|Readied||2 + Action|
In the case of casting spells, the concentration required is quite immense. Commanding a puppet to cast a spell requires taking the cost of the action and multiplying it by the level of the spell to be cast. (For example, commanding your puppet to cast Fireball would be a Standard Action and a level 3 spell, costing a total of 9 concentration points).
The cost for multiple-round actions must be paid on a per-round basis, and may not be paid for up front. Puppets are limited to the same number of actions per turn as normal characters.
- Dancing Marionette (Su):
A puppet master with 3 or more ranks in Concentration can use his Puppet Mastery to activate one of his puppets within 10 feet of the puppet master. The activated puppet jolts as if awakening and acts as its puppeteer demands. Attacking, moving, guarding or some other action desired of it to a maximum of the puppet master’s range and its own physical limitations. The puppet master can keep up the Dancing Marionette for 10 rounds.
- Dance of the Brocade (Su):
A puppet master of 4th level or higher with at least 7 ranks of concentration is more adept with the strain caused from the mental link with his creation and that of the world around him. By expending one usage of his Puppet Mastery per puppet above one the puppet master can add them to his activation of Dancing Marionette. However, if the puppet master has more puppets than the usages remaining he can only activate as many as his points would allow until he ultimately can animate no more.
- Dance of Controlled Tempo(Su):
A puppet master of 8th level or higher with at least 11 ranks in concentration understands the intricacies of battle and the means to sway it either in his favor or his allies. So long as the intended target is willing the puppet master can send his activated puppets, be it all of them or some, to an allies aid and assist him in one of two ways; Giving a bonus to the target’s AC with a range from +2 to +6 or alternatively giving that bonus to the allies next attack.
- Dance of Emboldening/Wilting(Su):
A puppet master of 12th level or higher with at least 15 ranks in Concentration has sacrificed enough of his health in order to animate his puppets that he understands a very limited means of faux transference to any individual tolerant of a puppets existence. For every four levels after 12th the puppet master can target an additional ally to gain the benefits of his Puppet Mastery within a single use (two at 16th level and three at 20th). To Dance the puppet master must send two of his puppets within the square of his chosen ally or enemy, effectively locking the two puppets there or at least within reach of the target where they do nothing but follow the intended creature for five rounds. A creature under the effects of this Dance either gain or suffer the consequences with having the puppets close; If an ally the creature gains a +2 competence bonus to his attack rolls, +1 on his Fortitude save and 2d10 of Temporary Hitpoints. If the creature is an enemy they instead suffer a -2 Penalty to their attacks rolls, -1 on his Fortitude save and suffer 2d# of nonlethal damage.
Apply the target’s Constitution modifier, if any, to these bonus Hit Dice. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant.
As the puppets move beside the creature a distinct aura can be seen filtering into their target without magical aid, with magical aid the colors become much more distinct and flare; Red for an inhibiting effect or Blue for beneficial. The Dance can be interrupted in the following ways, effectively ending their bonus or penalties and using up a usage of Puppet Mastery; The puppets cannot follow within five feet of the target, the puppets are immobilized or if the puppets are destroyed (lose 1d10 per defeated puppet though the 20th level puppet must be completely destroyed to remove it’s effects).
- Ogre’s Waltz(Su):
A puppet master of 16th level or higher with at least 19 ranks in Concentration has become a master at his creations. They are lifelike in every regard and present a terrifying obstacle if their puppeteer is threatened. As Full-round action the puppet master has the choice of recalling his currently activated puppets (Activating those that aren’t until 5 are moving) and forcing them to circle the puppet master. He is treated as having Total Concealment for three rounds or as many rounds as he can keep his concentration.
He gains competency bonus to his AC of 10 and all creatures attempting to attack or come near the circling puppets must roll 1d5 in order to decide which puppet attempts to strike against the encroaching creature. As they are all together their BAB is determined by averaging out all their strength as described in Puppet Usage, but as only one is attacking there is no additional mechanics required to strike out.
A puppet master cannot move while this Puppet Mastery is in effect, he is effectively considered helpless during the duration as all his concentration and effort must go into maintaining the barrier. Upon completion (natural or failed DC 35 check) the puppet master is fatigued and cannot invoke this Puppet Mastery again unless he receives rest or risk becoming exhausted if he so chooses to do so again.
Through the painstaking process of honing the innate telekinetic prowess within their minds used to control their puppets puppet masters of 10th level or higher are capable of broadening the expertise of their mental craft to communicate to any creature within 70ft that has a language.
A puppet master reaching the 20th level unlocks a far greater power of manipulation than ever considered in the form of two new abilities; Lordly Marionette and Becoming One. Depending on the version selected upon usage of the ability the puppet master can either control his opponent for as long he wins a mental battle over his target or enlist another into the ranks of his soulless creations.
- Lordly Marionette
A puppet master can enforce his will upon either a willing or un-willing targets up to 2 per ten HitDie of the puppet master. A creature can negate the effect on the thusly possessed by succeeding its Will save or with spell resistance.
This version of the ability can last 1 round per caster level, but it ends if you cease concentration. The creature can be controlled in any way it might naturally respond to situations this includes basic functions, flying, talking (if capable), and usage of known special abilities or qualities. However, the creature is allowed a new Will save should the puppet master demand it to do a task that would otherwise risk its life such as wounding itself fatally or being ordered to jump from a high precipice with a +2 in accordance to the new save.
- Becoming One
It is considered the greatest honor to a puppet master to join his work of art in the infinite possibilities granted from becoming ageless, though the transition of such a shift in the mortal coil does not come without a price. If a puppet master expends the resources to either acquire 220,000 gp worth of gems or one large gem equaling in that price the puppet master may expend all his con score throughout a 24-hour ritual to transfer his life energies into a gem that will seek out the nearest puppet usually placed next to the soon to be considered corpse of the puppet master.
At that point on the designated puppet changes its subtype from Construct to Living Construct along with whatever type the puppet is based on with all the benefits and drawbacks coming from the type change. (Ex. A 20th level puppet master fuses with a Lion Puppet to gain the Animal (Living Construct) type and subtype)
As expected the change is far from graceful and grueling to even the most mentally prepared of puppet masters. He suffers a -2 to all rolls for the first three months after the ritual, then -1 for another month before becoming used to the limitations and awkward workings of the new form. All special abilities, qualities, feats and class features are carried over into the new body along with the puppet master’s mental scores as he adopts the physical strength of his creation.
If for whatever reason the puppet master needs to transfer his essence from one puppet to another he or another willing person can remove the jewel(s) that harbor the master’s soul into another puppet. However, if the jewel(s) is destroyed so too is the puppet master therein, though the puppet master can remain dormant in his jewel for years speaking to those close enough telepathically if he so wished.
To determine health for the puppet master use either the new forms HitDie or the puppet master’s previous number of HitDie boosted thereafter to d10.
At 4th level the puppet master understands the intricate designs of Marionetter’s Hand and that of the Razorwire that creates it. He becomes capable of using a slight amount of his telekinetic ability to turn the weapon into a piercing weapon and allows him to add his Int modifier as bonus damage. This bonus also applies to Razorwire in the way that it allows the puppet master to use a puppet's spool much like his Marionetter's Hand, however due to the usual distance between the puppet and it's master he incurs -2 Penalty on his ranged attack roll for every 30 ft above 60.
A puppet master’s puppets are magical and differ from those made of normal wood in many ways. A puppet master’s puppet is superior to a normal creature only in terms of its survivability. Animals, humanoids and other types of which it is derived from have special powers, as described below.
|Class Level||Bonus HD||Natural Armor||Str/Dex||Special|
Additionally, Puppets have a set limiter on how far they can progress past their likeness to the creature they represent. Puppets are chosen and based of their CR, however they also receive penalties the in the form of granted boons the more powerful base creature previously is. The changes regarding the power level of the creature to their control is as described below in the table.
|Puppet CR||Effective PM Level|
Puppets come in seven categories; Diminutive, Tiny, Small, Medium, Large, Caster, and Special. Each category has its own difficulty to both create and use, though Medium is considered by far the easiest for both beginners and experts alike. All puppets must be based on a creature equal to their size category except for the puppets of the Special category, which can be of any of the previously listed sizes.
The base creature cannot have a CR higher than the puppet master’s class level nor can the total of puppets have a collective CR more than 1.5x the puppet master's class level, furthermore the stats of the puppet are that of the base creature unless the creature gives neither stats nor HitDie (Humans for example) they are given the non-elite array for ability scores and d10 equal to the puppet master’s Class Level. If the base creature does not give saves they are equal to that of the puppet master, they do not increase their stats with increase of HitDie and are considered constructs for purposes of creature type. As constructs they do not gain Con bonuses to their health, but a set amount according to their size as shown by the table below.
Puppets with wings that are not of the Special category are incapable of flying if the creator does not expend further gp in the course of its creation. For every 100 gp per five feet and 150 gp per mobility rank the puppet can be allowed flight even if such means of travel was not normally on the base creature. However, if a Special category puppet did have flight as a movement method there are no additional costs as there is already enough magical energy imbued within the crafted puppet that it need not be considered further.
Special category puppets that have Special Abilities must have their limitations stated upon creation or they revoke all rights to their base creatures power. Furthermore, they are only allowed a max of three Special Abilities out of however many the base creature has along with assigning a usage allotment for each ability in the form of 1/day, 2/day, and 3/day. If the creator is willing to expend 2050 gp and 2 Con damage one of the ability slots are allowed to be raised by one up to a maximum of 5/day.
If a Puppet Master so chooses he can create a Human Puppet rather than a Monstrous creation. If he so chooses to create such a puppet they are considered Medium sized and given a set of Non-Elite abilities. As Humans they gain their Bonus feat and are allowed to take either Monk or Fighter as their class, as if they were a level one character. However, as constructs they do not gain experience with their Puppet Master and cannot progress outside of the listed tables.
The puppets also gain the listed special abilities through their ascension into a class. This means the puppet begins with an option of 3 feats if created as a Fighter and the listed abilities of a Monk if that is the path chosen for it. Additionally, a Fighter Puppet gains a competence bonus of +1 to their BAB bonus as it is made specifically for the aspect of fighting at the beck and call of their creator.
Size and Prices
Diminutive: A diminutive sized puppet requires a DC 20 Craft (Puppet) check to be to successfully crafted. Diminutive sized puppets cost 10 gp for materials.
Tiny: A tiny sized puppet requires a DC 15 Craft (Puppet) check to be successfully crafted. Tiny sized puppets cost 15 gp for materials.
Small: A small sized puppet requires a DC 10 Craft (Puppet) check to be successfully crafted. Small sized puppets cost 10 gp for materials.
Medium: A medium sized puppet requires a DC 15 Craft (Puppet) check to be successfully crafted. Medium sized puppets cost 20 gp for materials.
Large: A large sized puppet requires a DC 20 Craft (Puppet) check to be successfully crafted. Large sized puppets cost 50 gp for materials.
Caster: A caster puppet requires a DC 10 + 1/2 the DC of Size Craft (Puppet) check + 5 times the spells to be added to the puppet to be successfully crafted (A Maximum of 3). Caster puppets cost 2000 gp + Size cost for materials and 2 Con damage.
Special: A special puppet requires a DC 15 + 1/2 the DC of Size Craft (Puppet) check + 5 times the abilities to be added to the puppet to be successfully crafted (A Maximum of 3). Special puppets cost 8000 gp + Size cost for materials and 4 Con damage divided between two jewels (Added into the cost) to be faceted into the eye sockets.
Additionally, puppets needn’t be made simply out of wood. Like armor, they have the option of being made of a different material so long as the price for the variant material is added to the end price of puppet creation. In terms of sizes the puppets are accordingly priced when determining material choices; Diminutive and Tiny count as Ammunition, Small and Medium count as Light Armor, while Large is considered Heavy Armor.
Puppet Armor and Fortification
Puppets are incapable of wearing armor even if they are capable of gaining feats saying as such, unless their base creature allows them to wear armor puppets work off the natural armor bonus from the creature they are made from or from the puppet master crafting further armor into the body of the puppet.
To increases a puppet’s armor the puppet master must spend gp equal to the additional natural armor squared then times the result by two-thousand. (Ex. Bonus squared × 2,000 gp)
Furthermore, a puppet master can further increase the heartiness of his chosen creation by making a Craft (Puppet Check) check with a DC of 15 + 5 times the number of times the puppet has been enhanced this way. Meaning that a puppet master seeking to add 4d8 to the puppets pool would need to make a DC 35 Craft check or nothing comes from the time spent tinkering with the puppet. Should the puppet master roll a fumble on this check the puppet instead loses 1d8.
A puppet master rolls a Craft (Puppet) check and adds one d6 to the end product for every 5 points in the roll to regenerate health for the chosen puppet. (Ex. A roll of 30 yields 6d6 of health to the puppet)
- Carrying Pack – Much like an adventurers backpack a puppet can be created or equipped with a specifically made pack for each of the size variants of the puppets though diminutive size and tiny creatures do not have this option unless their pack has an additional 2000 gp spent on it to give it the workings of a Handy Haversack along with its normal price of 4 gp.
- Cabinet – A puppet can be made to have an empty pocket of space within either its chest or back upon creation or later modified to hold an amount equal to one size category smaller than it as if with the swallow whole ability. However, if the puppet naturally has this ability then the cabinet in which the creator may so choose to put items in must be locked from the outside as to not inhibit puppet’s usability. In regards to potential upgrades the cabinet holding spot and doors can be considered, like the rest of the puppet, to be a Light Weapon and/or Light Armor. Costs—40 gp
- Large Cabinet – Same as the previously mentioned cabinet though it is capable of holding a creature of equal size to the puppet. Costs – 80 gp
- Caster Wheel - This special cylinder is the proud workings of elvish craftsman and gnomish engineering combined. Though, far be it from them to agree that getting along and deciding on a basis for the creation was by any means an easy trip they can proudly admit that the grueling task was an interesting one. The cylinder looks the same from anyway you look at it aside from the little handle on the 'face' of it and the slots meant to host the usually flimsy scrolls necessary to give the creation meaning. As simple as the cylinder looks it is far from it, requiring a DC 15 Spellcraft check to keep from ruining either the cylinder or the scroll both upon adding a new spell or removing the cylinder from its puppet. 300 gp
- White Noise – The gears and joints that allow a puppet to move to the dance of its master’s mental strings are an essential part to the puppet, but the naturally used gears are not known for their subtly nor their grace. The puppet taking noticeable jumps and twitches in its movements be it from prolonged usage or more vividly presented when breaking in a new puppet. Gears of such nature require only a DC 5 Listen to be heard making them quite detested to more advanced and subtly inclined puppet masters. However, the white noise gears, though much more expensive than their predecessor, require a DC 25 Listen check to be noticed for the constructs they are. Costs – 40 gp
- Waterproof – Though not all puppets are made of wood, most are. These puppets and their likewise metal created brethren do not fare well in water and coincidentally take a -3 to all their rolls while submerged and begin to take on water that will render them incapable of moving within 1d8 rounds if not magically aided otherwise. A waterproofed puppet does not only remove the penalties associated with being cast into water, but actually gain a +1 competence bonus to their Swim rolls as if they were proud of their ability to swim. Equally, all Cabinets and their Carrying Packs are made air tight which allows a creature to survive within for up to 1d10 rounds before beginning to suffocate. Costs – 50 gp (25 in aquatic campaigns)
- Razorwire Spool – The archaic means of puppetry turned to a most ingenious weapon when used right. Though it is rare to see any person use the wire as an offensive tool the spool that is usually installed in the mouth or hands of the puppet come in handy when otherwise unconsidered or overlooked. Each spool has twenty feet of razorwire though only ten feet of it at any given time can be considered as a range for launching capabilities.
Razorwire is an Exotic Weapon Light Slashing and/or Piercing Weapon – 1d6 damage – 20/x2 Crit – 10 ft range. Costs - 200gp per spool, 10g per extra foot
- Marionetter’s Hands – Not unlike the how an average, every day puppeteer might use strings to control their puppets these gloves are instilled with razorwire that can be used to either slash if used like a whip or pierce if used by a Puppet Master of 4th level or higher for his telekinetic abilities allow him to send the thread forward as if thrust. The weapon also has a nasty ability to strangle its wielder's foes, if the weapon master so wishes it he can make a ranged touch attack and attempt to strangle the target of its life. The rules below and the progress with listed penalties are written below.
The art of strangulation is not foreign to those dealing in the shady portions of the world, however, when a foe is considered too dangerous to be dealt with by fair means such underhanded methods can be employed to dispatch them or if by some dark choice the method of such an end is a pleasure to someone it can merely be enacted whenever the opportunity should arise. To strangle an opponent until he dies from asphyxiation takes proper positioning and care, if the opponent attempted to be strangled is wearing armor protecting the neck it is impossible to do as such, but for those unwary of the dangers ahead they become viable targets to just such an attack. Chosen before the player makes his rolls, a person wielding Marionetter’s Hands can choose to make a Ranged Touch Attack, should the roll succeed proceed to step two, should it fail and the wielder of the weapon attempts to strangulate the target again he suffers a -4 penalty due to the target now being aware of the attack and now actively protecting his throat. Should the Touch Attack succeed the wielder of the Marionetter’s Hands must roll an opposed grapple check using his Dexterity Modifier rather than strength as delicate hand gestures are what make this macabre attack possible, not physical strength. The target of the attack rolls normally, choosing the higher of his Dexterity or Strength modifier in an attempt to defend himself. Should the roll succeed not only do you proceed to step three but the target takes 1d4-1 Non-Lethal damage per turn of the strangulation until released. However, if the roll fails the Marionetter’s Hand’s slip from their target and much like the previous step the target is now aware of the attempt at his life and will defend accordingly. The target of the strangulation can hold his breath equal to his Constitution score, afterwards he must succeed on a Fort save of DC 10+1/per round of subsequent strangulation until he fails, upon failing the target is rendered unconscious and has -1 health. The next round another Fortitude Save must be made follow the previously guidelines, should it fail the target has successfully been asphyxiated. Throughout the strangulation the target is effectively making a new grapple check to break free, however the strangled target also has the option of fighting his attacker if he so wishes, but he continues to take not only the Non-Lethal damage per turn, but also the bleeding damage (1d2 each round or 2 rounds once the wire is removed) caused by the thin wires biting into his neck and causing the strangulation. As the choking continues the strangled target begins losing clarity of the world around him. After ¼ of his allotted time capable of holding his breath he suffers only a 15% miss chance to hit any targets near him. At 2/4 of his allotted time he suffers a 50% miss chance to hit any targets near him. At ¾ he begins to weaken, his Strength score is effectively halved and he can only move along the path that can be felt by the wire killing him and those around him gain Total Concealment unless some innate ability prevents this otherwise from happening. At anytime a strangled target may attempt to free himself forcefully from the strangler’s grasp by cutting the wires binding him. He may choose to take a Slashing weapon to the wire at his neck, suffering not only a -4 Penalty but also risking hitting himself and dealing damage at half strength to himself. The Marionetter’s Hand (or Razorwire) has an effective AC of 25 when embedded in the skin of a target, however the wire leading away from the target is much easier to hit. Requiring only a single melee strike that is not a fumble to hit to loosen the death grip on the strangled’s neck.
Marionetter’s Hands is an Exotic Light Weapon – 1d6 Damage 20/x2 Crit 10 ft range. Costs – 75 gp (They count as Double Weapons)
When puppets attack they not only gain the full BAB of the puppet master (which includes multiple attacks) they also attack in unison granting them a nearly similar bonus to attacks as if they used aid another on one another(a range from +1 to +4). As with companions, the puppets are capable of getting into strategic positions to flank if the puppet master so chooses, this tactical manuever benefits not only other puppets under the master's control, but benefits allies as well. Should the puppet become inactive in a space that allows flanking the bonus does not count as if the puppet were unconscious or otherwise incapable of assisting in the attack.
Puppets can be used to execute skill checks that would otherwise be considered dangerous or undesired to be done by hand by the actual puppet master. So long as the puppet master has sight of the task at hand the skill suffers no penalties, however, if the puppet master is blocked visual by any means be it a corner, blinded, or otherwise dragged from the required location all skill checks receive -10 until sight is regained. However, if the puppet master is adept or used to such circumstances the rolls stay as they are without penalty.
Puppet Template Puppet is an acquired template that is added to a creature created by the Puppet Master's Craft Puppet skill. A puppet uses all the base creature's statistics, special abilities and qualities excepted noted as here.
- Size and Type: Do not recalculate size, but change the creature's Type from whatever it was previously to Construct. Unlike most constructs, Puppet's do not gain Low-light vision or Darkvision unless the base creature had these qualities.
- Abilities: As a Construct a puppet no longer has a Constitution score, nor does it have any need for intelligence unless awakened or otherwise stated. They are mindless in their actions and are completely controlled by their puppet master. They keep their Strength, Dexterity, Wisdom, and Charisma scores only for when the puppet master decides to use the puppets for distant skill use. (I.e The puppet master using their puppet for an Open lock attempt. The puppet uses his controller's Intelligence score rather than their own, nonexistent one)
- Hit Dice and Health: As Constructs the base creature loses any health gained from constitution and instead gains bonus health according to size. Whatever their Die before it is changed to D10 in accordance to it's 'new' type.
- Base Attack Bonus: The puppet uses the Puppet Master's BAB
- Attacks: Same as Base Creature unless capable of change such as a Goblin using a dagger rather than a sword. Normal weapon prices apply
- Special Attacks: Same as Base Creature. All Special Attacks that fall under a magical-like effect can only be used by puppets classified as Special. (I.E a Satyr Puppet's Pipes)
- Special Qualities: Same as above.
- Saving Throws: Use the Puppet Master's Base, but the puppet's Ability Modifiers
- Skills: Use Puppet Master's Ranks, but the Puppet's Ability Modifiers
- Feats: Use the Base Creature's chosen feats but you only have the option to choose up to three of them from the given list. If a creature possesses a feat that heightens things the creature couldn't do on its own such as Improved Initiative or Alertness they are simply ignored and skipped over.
Puppet Master Spell List
O – Level Spells
Arcane Mark, Dancing Lights, Daze, Flare, Ghost Sound, Mending, Message, Open/Close, Prestidigitation, Read Magic
Alarm, Cause Fear, Charm Person, Comprehend Languages, Confusion, Disguise Self, Expeditious Retreat, Feather Fall, Floating Disk, Grease, Hideous Laughter, Hypnotism, Identify, Inflict Light Damage, Obscure Object, Obscuring Mist, Repair Light Damage, Silent Image, Sleep, Unseen Servant, Ventriloquism
Blindness/Deafness, Blur, Calm Emotions, Darkness, Daze Monster, Enthrall, Fog Cloud, Glitterdust, Hold Person, Hypnotic Pattern, Inflict Moderate Damage, Invisibility, Locate Object, Minor Image, Repair Moderate Damage, Shatter, Silence, Spectral Hand, Suggestion,Toughen Construct, Web, Whispering Wind
Charm Monster, Clairaudience/Clairvoyance, Confusion, Crushing Despair, Deep Slumber, Dispel Magic, Displacement, Explosive Runes, Gaseous Form, Geas, Lesser, Glibness, Haste, Invisibility Sphere, Inflict Serious Damage, Illusory Script, Major Image, Repair Serious Damage, Scrying, Sculpt Sound, Sepia Snake Sigil, Shrink Item, Slow, Stinking Cloud
Arcane Eye, Break Enchantment, Dominate Person, Freedom of Movement, Hallucinatory Terrain, Hold Monster, Illusory Wall, Inflict Critical Damage, Invisibility, Minor Creation, Modify Memory, Phantasmal Killer, Rainbow Pattern, Repair Critical Damage, Shadow Conjuration, Shout, Stoneskin, Solid Fog, Zone of Silence
Ambiguous Feats that Work with Puppet Master