Mellored wrote:
Puppeteer use magical strings to control puppets from afar, while keeping themself safely away from the
What kinds of features/feats would a puppeteer have?
Key ability: dex
Hp: 6+
Trained. Fort, will, unarmored, simple weapons
Expert: reflex, performance.
Puppet: you gain a medium humanoid construct puppet companion. While at maximum hit points, the puppet can look like a generic member of any race and can pass as a real person with casual inspection. If someone takes a closer look, it is perception vs your performance. The disguise also ends when the puppet takes damage.
The puppet can wield finess weapons, using your dexterity to attack. If it is reduced to 0hp, it collapses into heap and the invisible thread that you use to control it become visible, making it trivial to trace back to you.
Durring a short rest you can recover all it's hit points and restoring it's disguise. Durring a long rest you can completely redo the disguise to be someone else, including another race.
Level 1 feats:
Doppelganger Durring a long rest, you can make your puppet look like a specific person, including yourself. You must be able to study this person durring this time.
Fake blood: the puppets disguise last until it is at half hit points.
How far away can the puppet operate? Is it going to follow the standard minion rules or will it be on an action to action basis for use? Is it only wielding finesse weapons or can it use other weapons? Can the puppeteer control more than one puppet at a time? I could imagine the puppets stealing a couple of features from other classes based on a theme selected at level 1 (but not advancing at near the same rate). What level of attack proficiency would the puppets have? What (if/any) spells will the puppeteer have?this might actually be a good place to apply the themes via focus spells.