Master of Puppets (3.5e Prestige Class)

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Master of Puppets[edit]

The Master of Puppets are rare, but their constructs, familiars, or any other kind of craft companion, are unique and extremely powerful

Becoming a Master of Puppets[edit]

The Master of Puppets are focused in create a companion and improve him, they can have more then one construct, but he need to especify what of them are going to receive each class feature.

Entry Requirements
Alignment: Any.
Base Attack Bonus: None.
Race: Any.
Skills: Craft 8(either Armorsmithing, Blacksmithing, Leatherworking,sculpting, Woodworking or Gemcutting. the choice of skill often determines the type of golem the Warcrafter wishes to build. IE: Leatherworking =flesh golem, sculpting= stone golem, armorsmithing= iron golem) and Use Magic Device 4.
Feats: must have Craft Construct.
Spellcasting: Must be able to cast 4th lvl Arcane or Divine Spells.
Special: Must Have craft a construct and live with it. They can only improve a "puppet" after know it completly
Table: The Master of Puppets

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting or Manifesting
Fort Ref Will
1st +0 +0 +0 +2 Puppet Improvement, Puppet Repair, Puppet Link +1 level of existing Arcane or Divine based spellcasting class
2nd +1 +0 +0 +3 Puppet Improvement, Puppet Stealer 1/day +1 level of existing Arcane or Divine based spellcasting class
3rd +2 +1 +1 +3 Puppet Improvement, Inner Rage +1 level of existing Arcane or Divine based spellcasting class
4th +3 +1 +1 +4 Puppet Improvement, Puppet Stealer 3/day, Pit Stop +1 level of existing Arcane or Divine based spellcasting class
5th +3 +1 +1 +4 Favorite Puppet, Puppet Knowledge +1 level of existing Arcane or Divine based spellcasting class
6th +4 +2 +2 +5 Family Improvement, Engineer's Paths +1 level of existing Arcane or Divine based spellcasting class
7th +4 +3 +3 +6 Family Improvement +1 level of existing Arcane or Divine based spellcasting class
8th +5 +3 +3 +6 Family Improvement, Puppet Show +1 level of existing Arcane or Divine based spellcasting class
9th +6 +3 +3 +7 Family Improvement, Sync +1 level of existing Arcane or Divine based spellcasting class
10th +7 +4 +4 +8 Master Strings +1 level of existing Arcane or Divine based spellcasting class

Class Skills (4 + Int modifier per level)
Appraise(int), Concentration(con), Craft(int), Disable Device(int), Knowledge(arcana)(Int), Knowledge(engineering and architechture)(int), Knowledge(the planes)(int),Open lock(dex), Profession(wis),Search(int), spellcraft(int),Use Magic device(cha).

Class Features[edit]

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

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Master of Puppets, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Spells: To cast a particular spell, you must have an Charisma score of at least 10 + the spell's level. Your bonus spells are based on your Charisma. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Charisma bonus (if any)..

Puppet Improvement: The Master of Puppets can improve his companion three times at level 1, 2, 3 and 4. The improvement will be a Puppet Feat described below:

Call for Help: If the Master of Puppets pass out the puppet will take him and run to last populated place that he was, calling for help.

Life Saver: Whenever the Master miss a reflex test his linked puppet will make a reflex test, if he pass and is close enough, it will “take the bullet” for him.

Puppet Leader: Buff himself and other puppets of the same Master as a free action, the buff gives +2 CA, Atk Base and Saving Throws for 5 turns.

Reinforced Puppet: +10 HP.

Rush: +4 displacement and +2 reflex.

Fast Puppet: +5 DEX.

Strong Puppet: +5 STR.

Natural Mount: Gives +7 Ride skill to the Master while he is riding it.

Tracker: + 3 in Search and Listen skills.

Scary Puppet: +5 Intimidate skill.

Tough Puppet: +3 Fortitude.

Living Shield: +6 AC. (needs Tough Puppet).

Unstoppable Puppet: +7 Resistence against all elements (needs Living Shield).

The Wall: +5 AC and +3 Dmg Reduction/Adamantine (needs Unstoppable Puppet).

Light Foot: +2 Reflex.

Marathon Runner: The puppet gain the run feat, if he already owns it, it moves 6 times his normal speed (needs Light Foot).

Battle Reflex: +4 Reflex (needs Marathon Runner).

Battle Instinct: Once a day the puppet may deviate an attack (needs Battle Reflex).

The Dodge Master: +8 Reflex (needs Battle Instinct).

Natural Warrior: +1 Atk Base.

True Warrior: +3 Atk Base (needs Natural Warrior).

Great Warrior: +2 Critical Hit range with the chosen weapon (needs True Warrior).

Expert Warrior: +1 dice in the chosen weapon (needs Great Warrior).

Veteran Warrior: +1 Critical Multiplier (needs Expert Warrior).

Mediocre Caster: Can cast touch spells or buffs while is 4 or lass meters away from the caster.

Good Caster: Can cast touch spells or buffs while is 10 or lass meters away from the caster (needs Mediocre Caster).

Begginer Sorcerer: can cast any skill while is 3 or lass meters away from the caster (needs Good Caster).

Sorcerer: can cast any spells while is 8 or lass meters away from the caster (needs Begginer Sorcerer).

Great Caster: can cast any spells while is 15 or lass meters away from the caster (needs Sorcerer).

(Any of the Puppet Feats can't be chosen twice in the same puppet).

Puppet Repair: The Master of Puppets can repair his companion without materials. It takes one turn to cast the spell and the test is based in concentration. The spells count as a level 4 spell and heals 3d10 of a damged puppet, however don't fully fix it.

Puppet Link: The Master of Puppets can create a link between him and his companions, the link is a mark made with a single spell. There is no material costs, but the Master can only do it in his own puppets. The caster need 10 minutes to prepare and use the spell.

Puppet Stealer: The Master of Puppets can cast a spell (concentration based) to steal a companion. The stolen puppet will stay in his side for 2 turns + Master of Puppets lvl. He can cast once per day at lvl 2 and 3rd time per day at lvl 4.

Inner Rage: The Master of Puppets may, once a day, turn on the inner rage of all his companions, giving it +5 at all battle stats, such as: saving throws, atk base, STR, DEX, CON and AC for 1 turn.

Pit Stop: Once a day the Master can fully fix one of his puppets using little or none materials (depending on his success casting the spell). The preparation doesn't take much time but is hardly done at battle. At lvl 6 Pit Stop fully fix 2 puppets and 3 on lvl 9.

Favorite Puppet: The Master of Puppets can create a link between him and his favorite companion, it's a short ritual that uses 50gp in magic materials, now it can possess the puppet body, when possessed it will have the best modifier between the two, he can cast spells normally and keeps the MR but not the MI (if it has any). The Master of Puppets can posses his creation once a day and the spell lasts for the number of caster lvl x 10 min. While the magic is active both body, mind and soul of the caster are fused to the companion, if it dies the Master's body will be forever locked into the companion. His favorite puppet will gain 3 improvements. The master of Puppet favorite companion is not just a puppet for him, he cares for it, it's him friend. The puppet has no magic resist or imunite against his owner now.

Puppet Knowledge: The Master of Puppets has a great knowledge about artificial life, he can do a test to pass magic resistence or imunite, break in to a companion mind, see the thoughts of a familiar owner, or even find weaknesses in any kind of crafted creature. The test is based in concentration and the CD is the lvl creature creator + his Intelligence. The Master also gain 2 points per level in Knowledge(engineering and architechture) and Knowledge(arcana) per puppet he has.

Family Improvement: Similar to the Puppet Improvement, but one of the chosen improvements will go to all of the puppets (still needs the requiriments).

Egineer's Paths: At level 6 the Master of Puppets must chose what will be his favorite type of puppet, the organics ones or the inorganics ones. The Organic Engineers has a facility to create organic puppets, while the opposite ones to create inorganic puppets.

Organic Engineer : If it has a success in a concentration test, may make a new companion without use any materials, the body will be entirely made of magic. The magical body will be made of flesh and it will takes 1 days to create a mediocre one, a 3 days to create a good one and 9 days to birth of the perfect body (a test to accelerate the process can be mayde).

Inorganic Engineer : If it has succes in a concentration test, may make a new companion with 1/3 of the normal materials, which will be multiplied by his magic. It will takes 2 days to create a mediocre one, a 6 days to create a good one and 18 days to birth of the perfect body (a test to accelerate the process can be mayde). The inorganic puppets are stronger than the organic ones, it don't sleep or eat and cant die by natural sources.

The perfect companion's body can only be make by a Master of Puppets, the body will have 20 ability points to distribute, +5 natural AC, +2 Atk Base, and 7 graduations at 5 different skills. The puppet body will also learn and improve with his owner.

Puppet Show: All linked puppets can communicate with each other and act as if they were one, and may create perfect defenses and ofenses or save his master and each other as if they had the improvement Life Saver.

Sync: The Master and all his puppets has created such a great connection at this point that they can share any atribute with each other once per day for 1 + each puppet the master have.

Master Strings: At level 10 the Master of Puppets achieve his full power, he may control the mind and body of anyone, to do this the Master needs to pass a test of concentration against the test of will plus DV of the target. Every turn (or 30 minutes) that pass the target may do the test again, but it gradually loses CON and WIS for every fail ( including the first one), 1 at the first, 2 at the second and so on. If any of the attributes become 0 the possessed dies and turns in to a puppet. The new possession will not survive for too long, the power consumes its body and it will be an useless puppet in 3 days, less if his owner use it frequently, more of these puppets he has, less they last. The Master of Puppets instantly controls creatures that has one third of his DV. These puppets do not have life, so the master got to fully control them, he may do a concentration test to make it partial alive being able to follow simple commands. These puppets cannot be killed, the only way to stop it is to killing his commander, stopping the connection between the two, or destroying it body. It cannot also cast any type of spell and use any type of class or racial feat.

Ex-Masters of Puppets[edit]

Campaign Information[edit]

Playing a Master of Puppets[edit]

Combat:

Advancement:

Resources:

Masters of Puppets in the World[edit]


NPC Reactions:

Master of Puppets Lore[edit]

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

DC Result
11 .
16 .
21 .
26 .

Masters of Puppets in the Game[edit]

Adaptation:

Sample Encounter:

EL whatever:


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