
| Dreadfox Games | 
 
	
 
                
                
              
            
            Thanks, Liz!
Subscribe at dreadfox.com during January, 2013 and save 20% with zero commitment!

| Dreadfox Games | 
 
	
 
                
                
              
            
            If I'm not a huge fan of the summoner due to the Build Your Own Pet aspect and powergaming, what would make me like the puppetmaster?
If you don't like complicated character builds, you won't like this class.
If you don't like focusing on pets, you may very well like this class.
You build your own puppetmaster, but you don't have to build your own pet (or allow players to do so). The focus is on the main character, and there are plenty of non-pet abilities to choose from.
You get a certain number of Wonder Points based on your level. Almost all of your abilities are purchased with these. You can spend them however you like. There are three basic Puppetry Wonders, plus Miscellaneous Wonders:
- Animism - A construct companion. It's powerful (better defense but worse offense than an eidolon) and strongly encourages imagination, but its ability to heal is very limited. If it dies, you can bring it back once per day, but repairs take a lot of in-game time and the animated doll becomes substantially weaker each time you bring it back (until you gain a level).
- Marionettes - Actions through other creatures. You start with the ability to make a single attack through another creature as a full-round action, and get the ability to perform more diverse actions with a better action economy as you invest further.
- Rod Puppets - Stories with an infinite number of uses per day that apply effects to all creatures within range (including enemies). There are some really unique effects to these; it doesn't play like your typical buffer because the effects are so exotic and you have to use them cannily to make them benefit allies more than enemies.
- Miscellaneous - Includes spells known and a handful of extremely unique features.
 
I think that this class encourages role playing much more than it encourages power gaming, but for those players who can't help it, it's a great choice. Instead of 1 player running away with the game and making everyone else feel weak, an optimized puppetmaster helps every player contribute and makes everybody feel like their character is awesome.

| Dreadfox Games | 
 
	
 
                
                
              
            
            We really want to include Shadow Puppets as well, but that will have to wait until Secrets of Sword & String (the swordmaster & puppetmaster expansion). Which has to wait until we've played, watched and talked about the classes for several months.
We just didn't have enough time to tweak and balance a 4th style of puppetry.

| Dreadfox Games | 
 
	
 
                
                
              
            
            Really enjoying the class on first read through, I was struck by the breaking of the BAB/HD core rule of Pathfinder though, what made you choose to do that? Was it for flavor?
The puppetmaster got a d8 hit die combined with a low BAB for a variety of reasons, but they're all mechanical in nature.
In short, it was about making him play the way we wanted him to play.
Hit Die: In terms of flavor, I wish we could give the puppetmaster a d6. But a d8 is as squishy as we can make a class without inherent defenses (especially a MAD one). With a serious dearth of mid-to-high level defensive spells (he has mage armor, but doesn't get stoneskin, fly, dimension door, etc.), he wouldn't last very long with a d6. He is very MAD (multi-attribute dependent), which means that, unlike sorcerers and wizards, he can't afford to spend a lot of ability score points on Constitution to compensate for a low hit die. And in most cases he will have a lower AC than a cleric or rogue, but he should be a higher priority target for intelligent enemies. Rod puppeteers in particular have to utilize tactical positioning, which would be a recipe for disaster if we coupled the poor defenses listed above with anything less than a d8. We don't want puppetmasters leading the charge against dragons, but we also don't want them to be too skittish to enjoy their abilities.
BAB: This is low to encourage puppetmasters to be team players, regardless of their primary focus (i.e. even animist primaries). At low levels, when puppetmasters don't have enough Wonder Points to diversify their puppetry, BAB is fairly insubstantial. Ability scores and proficiencies are much bigger factors in chance to hit than BAB until level 4 or 5, which is why the puppetmaster has a number of excellent string-based proficiencies (to help carry animists and rod puppeteers caught without an appropriate story through low levels). At mid levels, we wanted to make it optimal for even animist primaries to spend a few Wonder Points in marionettes or rod puppets, so that every puppetmaster would benefit the entire table. A low BAB effectively phases out weapon attacks at mid levels, replacing those standard actions with spells, Use Magic Device checks or the use of a secondary puppetry style. That's exactly what we want - an optimized puppetmaster's standard actions to benefit other players. Even if a puppetmaster is adamant about sinking 100% of his Wonder Points into animism, a low BAB ensures that nets quickly become the best use of standard actions (because they target touch AC), which is ideal because tossing nets helps the party in a controller / leader capacity.

| Lareg | 
 
	
 
                
                
              
            
            Just bought this and have been pouring over it. A great addition. Considering the high quality of the work put into class, I was curious why there ended up being columns with sections that are blank? Did some art fall through? Just seemed odd considering the otherwise AWESOME work in the pdf.
@ Chris
I am going to try and talk my GM into letting me multi-class into puppetmaster.  Keep in mind my character is a monk so this would be a far cry from an effective build.  My interest is purely role play oriented.  If it pans out I'll toss up some notes.

| Dreadfox Games | 
 
	
 
                
                
              
            
            Considering the high quality of the work put into class, I was curious why there ended up being columns with sections that are blank? Did some art fall through?
If you are viewing the PDF on a tablet, then yes, some art is disappearing.
There is a compatibility issue with newer versions of Adobe Acrobat and most tablets. We have resolved the issue and have an updated version in-house that should go live very soon. We're working on a lot of brand-wide improvements and want to hold off on updating our live files until they're all finished because we don't like to spam updates.
Very good things loom on the horizon...

| Lareg | 
 
	
 
                
                
              
            
            If you are viewing the PDF on a tablet, then yes, some art is disappearing.
There is a compatibility issue with newer versions of Adobe Acrobat and most tablets. We have resolved the issue and have an updated version in-house that should go live very soon. We're working on a lot of brand-wide improvements and want to hold off on updating our live files until they're all finished because we don't like to spam updates.
Very good things loom on the horizon...
That makes so much more sense considering the otherwise great work here. I've been keeping an eye on your publications as they have seemed very compelling. This was the one that finally made me willing to pay the slightly higher price than I'm normally willing. Looks like I'll have to pick up some of the previous pdfs next time there is a sale :-)
Thanks for the quick update.

| Dreadfox Games | 
 
	
 
                
                
              
            
            Just a minor issue I noticed. Manipulator’s Wiles is described at occurring at 2nd, 6th, 12th, 14th, and 18th level. The puppetmaster table lists the ability at 2nd, 6th, 10th, 14th, and 18th. I'm assuming the 12th is a typo.
The table is correct, the text is incorrect.
An updated file has been submitted to Paizo and should be available for download very soon. It's also optimized for display on tablets.
Thanks for letting us know!

| Lareg | 
 
	
 
                
                
              
            
            Crazy fast update. I received the email from Paizo, but haven't downloaded the new version yet. I'll let you know how it works. (Edit: Downloaded the updated pdf and the art shows up great.)
In the meantime I put up a thread with one of the archetype ideas the class inspired.
Thanks again for the great work.

| Lareg | 
 
	
 
                
                
              
            
            I may have a chance to play it multiclass with a monk. Still working out details with my GM and finalizing an archetype I put together (used a concept from an old racial PrC and some recent stuff by 3PP). I can post details in the thread I linked up thread if anyone is interested.
I'll be sure to chime in if and when I have a chance to play the class.

| Endzeitgeist | 
 
	
 
                
                
              
            
            If you have the archetype done and feel like sharing, I'd eb interested in it - I'm currently building a Puppetmaster/Marionette-monk (Wayang-monk archetype I use for other races as well - Amazing Races: Wayang)- monastery serving the Penumbral Pentagon and your archetype sounds just like a cool addition! :D

| Dreadfox Games | 
 
	
 
                
                
              
            
            I'm glad to see that people are enjoying the puppetmaster so much. Its development took twice as long as any of our other classes, so it makes us very happy to see that work pay off.
More importantly, thanks for all of the constructive feedback so far! We're always starving for more, especially of the post-play variety.
p.s. We're plotting a system of player appreciation. It'll be released with the rest of our prep-for-print improvements (which are taking much longer than anticipated...).

| Luthorne | 
I purchased this yesterday, and have been going through it...question, for the Poison (Animism) wonder, it reads:
This wonder can be selected multiple times, but it can only be selected one time per point of the puppetmaster’s Intelligence modifier. This wonder only adds poison to an attack the first time it is selected. Each time it is selected (including the first), the saving throw DC of the poison increases by 1, the size of the damage die increases by half a step (the second selection increases the die to 1d3, the fourth selection increases the die to 1d4, the eighth selections increases the die to 1d6) and the duration increases by half a round.
Is that supposed to read 'eighth selections', or is that supposed to be 'fifth selection'? It seems to make more sense as the latter, but it's possible I'm just missing something!
Also, a minor typo I noticed, in the Base Material table, for Wood, it says the flaw is "Gains vulneraility to fire" instead of vulnerability.
I'm still going over it, it's a very interesting concept mechanically, the way it lets you shift and choose between how much of a caster you are and the three main disciplines, though quite complex. Not sure how it would actually play out, but I'm certainly interested in trying sometime.

| Dreadfox Games | 
 
	
 
                
                
              
            
            Puppetmaster wrote:Each time it is selected (including the first), the saving throw DC of the poison increases by 1, the size of the damage die increases by half a step (the second selection increases the die to 1d3, the fourth selection increases the die to 1d4, the eighth selections increases the die to 1d6) and the duration increases by half a round.Is that supposed to read 'eighth selections', or is that supposed to be 'fifth selection'? It seems to make more sense as the latter, but it's possible I'm just missing something!
It now reads:
Each time it is selected (including the first), the saving throw DC of the poison increases by 1, the size of the damage die increases by half of one (the second selection increases the die to 1d3, the fourth selection increases the die to 1d4, the eighth selection increases the die to 1d6) and the duration increases by half a round.
Eighth's consecutive consonants must have blinded me to that stray "s". Also, several months removed from this project, the word "step" seems very misleading because it implies that the die should jump straight to d6 at 6, d8 at 8 and d10 at 10, which is not the case (we found even a d8 to be a bit too extreme in the 2nd beta). Hopefully half of one is more clear.
Also, a minor typo I noticed, in the Base Material table, for Wood, it says the flaw is "Gains vulneraility to fire" instead of vulnerability.
Fixed!
Good catches. PM me your email address and I'll send you a little thank you present.

| Luthorne | 
Ah, that does make more sense. I was thinking of the steps as being along the lines of improved natural attack or enlarge person, so it was confusing me. So, 1d2 (1st), 1d3 (2nd), 1d4 (4th), 1d5 (6th), 1d6 (8th), 1d7 (10th), 1d8 (12th), but cutting out 1d5 and 1d7 as not generally existing...and, of course, I doubt there's many that can get up to 1d8 with the Intelligence restriction, since that would be a puppetmaster with 34 Intelligence, and even a 1d6 would require 26 Intelligence.
PM sent!
The other odd thing I noticed a bit afterwards, though this might be purposeful? is that the puppetmaster spell list has share language (communal) as a 2nd level spell, but doesn't get the original share language spell, which seems a little odd to me. Was it an oversight one way or the other, or just a puppetmaster peculiarity?

| Dreadfox Games | 
 
	
 
                
                
              
            
            The other odd thing I noticed a bit afterwards, though this might be purposeful? is that the puppetmaster spell list has share language (communal) as a 2nd level spell, but doesn't get the original share language spell, which seems a little odd to me. Was it an oversight one way or the other, or just a puppetmaster peculiarity?
It was deliberate.
We don't want puppetmasters stealing bards' thunder (in this case, communicating with anyone at 1st-3rd level, which only the bard can do and is kind of a big deal).
Puppetmasters have a lot at 1st level; bards have precious little (before bardic performance / knowledge picks up and their favorable spell levels really set in). We didn't want to raid one of the only real cookies in their low level cookie jar. I know it seems awkward, but we place a lot of emphasis on not letting our classes steal another class's thunder.

| Lareg | 
 
	
 
                
                
              
            
            For anyone eagerly awaiting Dreadfox Games' followup book that expands on the puppetmaster (and swordmaster) I have something of my own creation to share.
Check this thread out to see my Expressive Weapons idea. Would love feedback / thoughts.
 
	
 
     
     
    
 
	 
	
  
	
  
	
  
 
                
                