BlackWands RPG World
Class: Puppet Master
Article Author: BlackWand
View Count: 315

I will not be going into any real class stats for now.
I will instead note down what it is to be a Puppet Master and what kind of abilities the puppets could have.

Puppet Master

A puppet master is one who have learned to control puppets, dolls if you wish, with great accuracy using small invisible threads of magic connected to the various parts of the puppet.
A puppet could be constructed pretty much by any material and hold lots of nasty, deadly tricks up their sleeve.

The design of the puppet is one important factor for a successful puppet.
It doesn't have to be a perfect copy of something, but the perfection in the construction design is vital.

Since the puppets are controlled by magic threads, most masters also know a spell or two.
But most of their focus lies in the ability to control many puppets and to create/design deadly machines!

Puppet statistics

Construct
A puppet is a construct and therefore uses D12, and are immune to all spells requireing a fort save.
It has no mind of its own and is therefore immune to any mental spells and effects.

Saves
As for saves it has low fort and will and high reflex saves. The threads controlling the puppet are very fast and accurate.

Attacks
Attacks are made using the puppets statistics, strength. One couold perhaps use some feat to instead use the masters dexterity modifier.

Movement
Puppets doesn't neccessarily have to 'walk' on the ground, the puppet master can hold them aloft in air, much like flying.
A puppet is fully controlled by the magic threads, its movement, speed, attacks, and everything else.
But if a puppet master would have its puppet up in the air and attack its enemies from afar, he would himself be dead rather quick.
A puppet master survives by having his puppets protecting him.

A puppet is a fast moving shredder machine. Its master can force it forth with a speed of ~50-100 ft.
This also gives the puppets a rather good Dexterity value, increasing reflex saves.

Multitasking
A puppet master is a master of multitasking, they can control a few of these puppets at the same time.
The GM will have to set a reasonable limit, based on level of the master.
If there are many puppets the GM could roll initiative per puppet to split up their actions.

Ability scores
A puppet has no Constitution, Intelligence, Wisdom, and Charisma scores at all.
It is simply an object controlled by magic.

Feats
Feats are based on the level of the puppet, it is part of the construction process to incorporate these abilities.
The GM will have to carefully consider the kind of feats a puppet can use.

Damage reduction
Puppets can have DR based on what kind of material they are constructed from and their perfection in design.
These are not high DR, perhaps between 1/- to 3/- at lower levels, and more at higher levels.

Armor class
Most of a puppets armor comes from natural armor. The master could equip them with magical gear to increase their stats.
Dexterity is also an important factor.

All puppets also gain dodge AC equal to the masters Dexterity modifier.
This will represent his quickness in moving the puppets away from harm.

Puppet abilities

Darts
You can construct it to hide a dosen darts in their hands, mouth, elbows, pretty much anywhere.
You could simply have a 100 darts hidden in its hand used for making a few attacks each round.
Or perhaps even as a last resort where you spew forth all of them in one attack.

Swords
Wrist-blades or wielding normal weapons of any kind, just as any character.

Poison
Some puppet masters who knows how to handle poison also makes most, if not all, their attacks poisoned.
This could be any "injury" poison you can get your hands on.
Remember that it could be pretty hard to get your hands on enough poison to make all your attack poisoned.

Gas
The empty insides of the puppet could contain a few different gases, poisoned gases, etc.
Consider these attacks as any other breath weapon.
"Inhaled" or "contact" poison would only work in this fashion.

Special abilities DC
10 + ½HD + the puppets Dex modifier.

Special puppet abilities

If you constructed your puppet from pieces of a real person the puppet can inherent some of that persons/creatures abilities.
These abilities are of course all magical and could range from anything from a real dragons breath weapon to fast healing.

Puppet restrictions

A puppet do have some restrictions. It cannot actually cast any spells (Except the exception for special abilities).
It cannot talk. It cannot hear. It cannot see. Meaning, you can not sneak around corners with a puppet and expect to see what is on the other side and so forth.
A puppet is controlled by the master and the master have to rely on his own sight, hearing and so forth.

Sample puppet

Medium-sized Construct
Hit Dice: 10d12 (65 hp)
Initiative: +3 (Dex)
Speed: Fly 80 ft.
AC: 23 (10, +3 Dex, +6 Natural, +4 Dodge (from +4 Dex Master))
Attack: 2x Wristblades +10 ; 10x darts (5x from each wrist) +10
Damage: Wristblades 1d6+2, Darts 1d4.
Special Attacks: Poison, Breath Weapon.
Special Qualities: DR 2/-
Saves: Fort +3, Ref +10, Will +3
Abilities: Str 14 (2), Dex 16 (3), Con -, Int -, Wis -, Cha -
Skills: -
Feats: Weapon Focus (Wristblades).
Alignment: Always Neutral

Poison
The wristblades are sheated in poison, lasting for 4 hits each before it is running out of fuel.
Small Centipede Poison, 1d2 Dex, 1d2 Dex, fort DC 11.

Breath Weapon
The puppet can fill a 100 ft. cone in flames. Anyone so caught takes 7d6 fire damage.
Reflex (DC 18) for half.