[Dreadfox Games] Puppetmaster Archetype (ideas)


Product Discussion


Picked up the Puppetmaster class by Dreadfox games and started toying around with ideas for archetypes. If you haven't already, I highly recommend the class.

Anyhow, if you have an idea for an archetype I'd love to see it. I'll share the one I've been working on below.


Splintered Craftsman, Puppetmaster Archetype

Doublespeak (Su): The splintered craftsman has not fully embraced this ability. When assuming the persona of the sceptic he may chose to use this ability, but is only aware of the base layer of his speech. Essentially his wonderist persona assumes control of the hidden layer of speech when using this ability.

This ability modifies the puppetmaster’s doublespeak ability.

Splintered Mind (Ex): The splintered craftsman has been undone by some mental, emotional, or spiritual trauma. He considers himself to be two different people: the wonderist and the sceptic. The wonderist fully embraces his craft while the sceptic is convinced that what he has wished could not have possibly come true. He chooses a name for each persona and tries to keep them separate. Beginning at 1st level the splintered craftsman can change personas. Changing personas is a full-round action and can be done at will for, at this stage, the splintered craftsman is still very aware of his split personalities. While assuming the wonderist persona, the character has a -2 penalty to Strength, but a +2 bonus to Intelligence and Charisma. These bonuses affect the wonder points received as a part of the animism and rod puppet wonders and the DCs of the marionette and rod puppet wonders. While assuming the persona of the sceptic he is unaware of the hidden layer of his doublespeak ability and may not directly interact with his puppets. These are morale bonuses and penalties, existing entirely in the character’s mind; the character’s appearance and physiology do not change at all.

This ability replaces the puppetmaster’s spellcasting ability.

Wondrous talents (Su): The splintered craftsman displays amazing talents when he assumes the persona of the wonderist. At 1st level the splintered craftsman gains the rogue talents minor magic and major magic while assuming his wonderist persona. He must select spells from the puppetmaster’s spell list and otherwise meet the requirements of these talents while assuming his wonderist persona. The splintered craftsman may select an additional rogue talent at 6th and every subsequent two levels. Beginning at 10th level the splintered craftsman may select advance rogue talents, including minor eldritch magic and major eldritch magic (following the above guidelines for the minor magic and major magic talents). The splintered craftsman may not select the familiar advanced rogue talent. He must meet the prerequisites to select talents. For the purposes of rogue talents the splintered craftsman’s puppetmaster level counts as his rogue level.

This ability replaces the puppetmaster’s cantrips and manipulator’s wiles abilities.

Wondrous Talents: The following rogue talents complement the splintered craftsman archetype: cunning trigger, honeyed words, obfuscate story, quick trapsmith, and rope master.

Advanced Talents: The following advanced rogue talents complement the splintered craftsman archetype: frugal trapsmith, skill mastery, and slippery mind.

The use of rogue talents is a bit clunky. I'm still thinking of ways to remove the majority of the spell casting from the class while still leaving it the ability to use make whole.


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Puppetmaster Archetype, Splintered Craftsman

The splintered craftsman has been undone by some mental, emotional, or spiritual trauma. He considers himself to be three different people: the realist, the wonderist, and the skeptic. The realist understands that he is deeply troubled; the wonderist fully embraces his craft, while the skeptic is convinced that what he has wished could not have possibly come true. Each persona has a name. Although the realist remains aware of the actions of all personas, he does not feel very comfortable unless he assumes one of his other personas. The skeptic and wonderist personas however, are completely unaware of one another.

Class Skills: A splintered craftsman does not receive Knowledge (nobility) as a class skill.

Weapon and Armor Proficiency: A splintered craftsman adds the sling, quarterstaff, and wooden stake to the weapons they are proficient with and removes the dagger, heavy crossbow, and light crossbow.

Splintered Mind (Ex):
Beginning at 1st level the splintered craftsman can change personas. Changing personas is a full-round action and can be done at will for, at this stage, the splintered craftsman is still very aware of his split personalities. When assuming the realist persona the splintered craftsman can recall the actions of his other personas, but does not gain the benefit of class abilities other than his aura of disruption. While assuming the wonderist persona, the character gains a -2 penalty to Strength, but a +2 bonus to Intelligence and Charisma. These bonuses affect the wonder points received as a part of the animism and rod puppet wonders and the DCs of the marionette and rod puppet wonders. While assuming the persona of the skeptic he may not directly interact with his puppets, but gains the benefit of all other class abilities. These are morale bonuses and penalties, existing entirely in the character’s mind; the character’s appearance and physiology do not change at all.

This ability replaces the puppetmaster’s doublespeak ability.

Aura of Disruption (Su):

Because of the splintered craftsman’s fractured personas, he is a living point where strong magic energies meet. Because of this, he naturally emanates a magic aura that disrupts magic effects around him.

The splintered craftsman may stop this aura as a standard action, and it remains suppressed for as long as he concentrates each round.

All friendly creatures within 10 feet of the wonderstruck gain a +1 resistance bonus to saving throws against spells, spell-like and supernatural abilities. This bonus increases by +1 at 5th level and every five levels thereafter (10th, 15th, 20th), to a maximum of +5 at 20th level.

Whenever a creature within this aura is the target or the caster of a spell or spell-like ability, the caster must beforehand roll a d20. A "natural 1" on this roll means the spell reacts badly and fails; while a natural 20 means the spell is treated as if it was Empowered (or Extended for spells that without variable numeric effects), this does not change the spell's casting time.

This ability replaces the puppetmaster’s cantrips ability, but the splintered craftsman gains the mending cantrip as a bonus 1st-level spell known at 1st level. He can cast this as a 1st-level spell.

Soul Crafting (Sp):

At 2nd level, the splintered craftsman is able to sacrifice spells to saturate items with magic or reinforce the casting of allies. As a standard action, he can sacrifice a spell and transform that energy into an enhancement bonus equal to the level of the spell sacrificed for a single weapon, 50 pieces of ammunition, armor or a shield within range of his aura of disruption.

With that enhancement bonus, the splintered craftsman can apply any enhancement bonus, weapon, armor or shield property to the selected item - except bane and any weapon property going against his alignment. If the splintered craftsman is neutral-aligned, he must choose which axis of good/evil and law/chaos he can provide. An item gains no benefit from having two of the same special abilities; nor does the provided bonus stack with any existing enhancement bonus - only the highest enhancement bonus and its associated special properties apply at a time, and an item must have at least a +1 enhancement before adding special properties to it. This enhancement bonus lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the item different enhancements.

The splintered craftsman can also sacrifice a spell to provide an ally with an insight bonus on caster level checks, concentration checks, attack rolls with spells and spell-like abilities equal to half the level of the sacrificed spell (minimum 1) for one round. While affected by this, the ally is not affected by the aura of disruption’s disruption ability.

Finally, he can also decide to split any given bonus and its duration equally among various items or allies within range of his aura of disruption, the level of the spell must be high enough to be shared between the targets.

This ability replaces the splintered craftsman’s manipulator’s wiles ability.

Spectral Strings (Su):

At 4th level, the splintered craftsman can tie his magic to his allies. As a full-round action, he can attach a magical spectral string to a maximum number of adjacent allies at a time equal to half his level. A spectral string is treated as an incorporeal object with a hardness equal to the splintered craftsman’s level, and 5 hit points per caster level. As such, non-magical attacks deal it no damage; while attacks made with magic weapons and spells deal it half damage, before application of hardness (for magic weapons), and reduction of energy damage from being an object. Ghost touch weapons and Ectoplasmic metamagic spells overcome the chain's etherealness; but not the hardness or reduction of energy damage.

Each string is tied around one of the splintered craftsman’s fingers and has a maximum range of 5 feet per caster level. If an ally leaves this range, the string tying him to the splintered craftsman disappears. A creature tied to the wonderstruck benefits from the following effects:
As long as it is attached to this string, it is treated as being in the range of the splintered craftsman aura of disruption.

The splintered craftsman can cast a spell with a range of touch on a linked ally as if the ally was adjacent to him within medium range (100 ft. + 10 ft./lvl.).

The splintered craftsman can cast a single spell with a range of touch as a full-round action to apply its effects on every connected ally at the same time; using this ability uses up a spell slot two levels higher than the spell's actual level.

Whenever the connected ally is designated as the target of a targeted spell, the splintered craftsman may absorb the effects of this spell, effectively making him the new target of the spell.

A splintered craftsman can use this ability for a number of rounds per day equal to 3 + his Charisma modifier.

This ability replaces one of your normal highest level spell slots — when the splintered craftsman gains a higher level spell slot, he loses that slot instead and regains the lower level slots so she has one fewer spell slots than other puppetmasters.

Much of this is simply a re-flavored version of the maglith archetype from Secrets of Tactical Archetypes. The splintered minds ability is adapted from Mongoose presses' Quintessential half-orc's Schizoid PrC.


Hey! We're glad to have inspired your archetype, Lareg :)

I like the splintered crafstman too. Really sweet flavor, and the mechanic of changing what suite of abilities you can use is really intriguing. It's like taking the Summoner's Eidolon / Summon Monster split to a whole new level.

A bit concerned with the Wonderist persona though. Seems to be a straight buff, without much of a drawback, although that's mostly because I don't recall the Puppetmaster being too martially oriented.


Thanks for checking in. I've been thinking about further mechanics to support the archetype description. Specifically, "The skeptic and wonderist personas however, are completely unaware of one another."

Thought I don't think this mechanical component to the description directly addresses your point, it could provide some more balance.

For the wonderist persona such a mechanic could work out a bit like what Bruce Banner experiences after becoming the hulk (he doesn't remember what occured). I'd see this working out as penalties to Knowledge skill rolls and increased time for crafting.

I seem to recall reading something similar in an existing sorcerer / wizard archetype.

Anyhow, I'd envisioned this as multi-class archetype, but it seemed odd to list that as a requirement. I'll have to put some more thought into how the archetype would work for puppetmaster only.


@Cheapy Here's a tweak to the Splintered Mind class ability for the archetype that might address the balance issues you pointed out.

Splintered Mind (Ex):

Beginning at 1st level the splintered craftsman can change personas. Changing personas is a full-round action and can be done at will for, at this stage, the splintered craftsman is still very aware of his split personalities.

When assuming the realist persona the splintered craftsman can recall the actions of his other personas, but does not gain the benefit of class abilities other than his aura of disruption.

While assuming the wonderist persona, the character gains a -2 penalty to Strength, but a +2 bonus to Intelligence and Charisma. These bonuses affect the wonder points received as a part of the animism and rod puppet wonders and the DCs of the marionette and rod puppet wonders.

However, when making a Knowledge, Diplomacy, or Craft skill check, the splintered craftsman receives a -2 penalty on the check while assuming the wonderist persona. The splintered craftsman’s also suffers this penalty to Intelligence checks to remember something while assuming the wonderist persona.

While assuming the persona of the skeptic he may not directly interact with his puppets, but gains the benefit of all other class abilities.

These are morale bonuses and penalties, existing entirely in the character’s mind; the character’s appearance and physiology do not change at all.

This ability replaces the puppetmaster’s doublespeak ability.


Made some more tweaks. Let me know what you think of this balance wise. I really like how the mechanical changes better reflect the archetype description. I also made some wording changes to make it clear that the splintered craftsman's interaction with all puppetry wonders is effected by his split personalities.

Splintered Mind (Ex):

Beginning at 1st level the splintered craftsman can change personas. Changing personas is a full-round action and can be done at will for, at this stage, the splintered craftsman is still very aware of his split personalities.

When assuming the realist persona the splintered craftsman can recall the actions of his other personas, but does not gain the benefit of splintered craftsman class abilities other than his aura of disruption.

While assuming the wonderist persona, the character gains a -2 penalty to Strength, but a +2 bonus to Intelligence and Charisma. These bonuses affect the wonder points received as a part of the animism and rod puppet wonders and the DCs of the marionette and rod puppet wonders. When making Knowledge, Diplomacy, or Craft skill checks while assuming the wonderist persona, the splintered craftsman receives a -2 penalty. The splintered craftsman’s also suffers a -2 penalty to Intelligence checks to remember something while assuming the wonderist persona.

While assuming the persona of the skeptic he may not directly interact with his puppetry wonders, but gains the benefit of all other splintered craftsman class abilities.

These are morale bonuses and penalties, existing entirely in the character’s mind; the character’s appearance and physiology do not change at all.

This ability replaces the puppetmaster’s doublespeak ability.


To add to the possibilities for a more martial oriented puppetmaster I've been thinking up rod puppets that might double as weapons. I imagine there might be a need for some rules supporting such an idea, but I thought the base rules provided enough of a guide.

[7] The Striking Serpent (Rod Puppets)
A puppetmaster with this wonder learns The Striking Serpent. This myth narrates the plight of a serpent that was kept by a cruel snake charmer who was slain by the creatures he had mistreated. When performed through a story check it enables attackers in range to lull foes into a state of distraction. Each attacker in range may select a single foe, whose Dexterity bonus to Armor Class is reduced. The base effect reduces the Dexterity bonus to Armor Class by 1. This story requires a puppet of The Striking Serpent.

Whip, Striking Serpent
This masterwork nine-section whip has been crafted to mimic the appearance of a serpent. The linked steel bars make up the body sections of the serpent, with the final bar a 6-inch weighted end forming the head of the serpent.

Benefit: This weapon can be wielded as a single-handed weapon, a two-handed weapon, in pairs with other nine-section whips, or as a puppet of The Striking Serpent.

Silver Crusade

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Hi Lareg, I'm glad you loved our archetypes enough to search to reproduce their feeling through the Puppetmaster class. The magilith is indeed a perfect fit for such an archetype considering the image of creating strings/ropes of magic from your fingers directly onto someone's life essence :)

Sadly I cannot speak for the balance of your designs as I must admit I do not possess the class supplement (even though I do love the concept of puppetmaster characters !).


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I can. If anything, I really like the mode-style the personas net the puppetmaster.

If I may: The skeptic/realist-persona could use more incentives; perhaps bonus feats, a better BAB or...what about a VERY limited selection of alchemist discoveries/abilities? Science versus Magic via personalities in addition to the interaction restriction? Just sayin' since full-round action to change is a significant pain economy of actions-wise and a benefit for not always being wonderist beyond the relative paltry penalty would be neat.

Generally... I love your archetype fluff-wise.

(And if Dreadfox Games reads this - still looking forward to "Secrets of Sword & Strings", should you ever release it! Both Swordmaster and Puppetmaster rank high among the 3pp-classes I use...) :)

Silver Crusade

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If I may Lareg, enjoy Endzeitgeist's post - it's not everyday that you get suggestions and kudos from the most prolific reviewer of RPG supplements. ;)


Thanks for the shout-out, Benjamin! I look forward to seeing more of your designs as soon as your time permits! I've been mostly impressed with what you offered in your various releases so far and your announcement (if I recall correctly, that your real life was rather busy) made me hope you'll find time again soon. For what it's worth, I consider you to be a potential crunch-master the likes of which are rather rare. No matter what course life takes, you're on my radar for "good crunch designers" - for whatever that's worth!


Pathfinder LO Special Edition Subscriber

Very cool! I just got this class last week and loved it. These are pretty great!

Silver Crusade

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@Endzeitgeit : If Roger Ebert comes and calls you a promising Director who can keep crafting good movies, you could safely assume you are doing things right - so it's worth a lot to me. ;)
I've been quite busy but I currently have a bit more free time, enough to have issued recently a big errata/bonus content for Louis Porter Jr. Design's Fleshwraith base class... I've been expanding my field with Pathfinder houserules to fix what I feel could be better, and in 3pp freelancing I'm also still currently working on The Secrets of Renegade Archetypes II. I hope both the Fleshwraith revision and TSoRA II will deliver as much as could be expected.


Wow, not sure whether I'm even worthy of being mentioned in the same sentence as Roger Ebert, but thanks. :)

I'm looking forward to seeing the Fleshwraith-revision (And will update my review accordingly) and I'm also looking very much forward to TSoRA II!

Silver Crusade

To be fair, you still have 9000+ reviews to write for the comparison to stand strong ;) Still, considering how many content you review every week, including from some of the biggest names in the RPG industry, impressing you is indeed worthy of note.

The Fleshwraith's errata is available on-line and has been sent in order to update the pdf, though I couldn't tell when the revised pdf will become available.
About TSoRA II, I'll be sure to reveal some of it on the boards when it's advanced enough to tease and openly playtest - all I can say for now is that it will include a lot of animal variants for the Werewolf Shifter, some fear-inducing options for your overconfident spellcasting players and baddies, an elven paragon of archery and magic, cool swordmaster goodies and much more !


I've only just begun to use the archetype in play so I'm sure I'll learn tons about how it works out in play.

My GM likes the flavor so much that I may very well have to rework the persona aspect. The class just captured my attention so fast I had to put something together. The Schizoid PrC was such a neat idea that seemed so impractical, but it was always it around in the back of my mind. And other than an odd exception here or there, Rite Publishing always seems to have great ideas.

@Maxximilius No kidding. That'll teach me not to look back at my threads. Thank goodness I got a PM so I didn't miss the moment completely.


So below you'll find the most recent update to the archetype. Many of the added abilities are changed versions of previous published class abilities. I have made notes for each relevant ability.

Puppetmaster Archetype, Splintered Craftsman (v 2)

The splintered craftsman has been undone by some mental, emotional, or spiritual trauma. He considers himself to be three different people: the realist, the wonderist, and the skeptic. The realist understands that he is deeply troubled; the wonderist fully embraces his craft, while the skeptic is convinced that what he has wished could not have possibly come true. Each persona has a name. Although the realist remains aware of the actions of all personas, he does not feel very comfortable unless he assumes one of his other personas. The skeptic and wonderist personas however, are completely unaware of one another.

Class Skills: A splintered craftsman does not receive Knowledge (nobility) as a class skill.

Weapon and Armor Proficiency: A splintered craftsman adds the sling, quarterstaff, and wooden stake to the weapons they are proficient with and removes the dagger, heavy crossbow, and light crossbow.

Splintered Mind (Ex):
Beginning at 1st level the splintered craftsman can change personas. Changing personas is a full-round action and can be done at will for, at this stage, the splintered craftsman is still very aware of his split personalities.

When assuming the realist persona the splintered craftsman can recall the actions of his other personas, but gains only the benefit of his material familiarity and aura of disruption class abilities.

While assuming the wonderist persona, the character gains a -2 penalty to Strength, but a +2 bonus to Intelligence and Charisma. These bonuses affect the wonder points received as a part of the animism and rod puppet wonders and the DCs of the marionette and rod puppet wonders. When making Knowledge, Diplomacy, or Craft skill checks while assuming the wonderist persona, the splintered craftsman receives a -2 penalty. The splintered craftsman’s also suffers a -2 penalty to Intelligence checks to remember something while assuming the wonderist persona and does not benefit from the material familiarity class ability..

While assuming the persona of the skeptic he may not directly interact with the puppetry wonder gained from his Traumatized Manipulator class ability, but gains the benefit of all other class abilities.

These are morale bonuses and penalties, existing entirely in the character’s mind; the character’s appearance and physiology do not change at all.

This ability replaces the puppetmaster’s doublespeak ability.

Aura of Disruption (Su):
Because of the splintered craftsman’s fractured personas, he is a living point where strong magic energies meet. He naturally emanates these energies in the form of a magic aura that disrupts magic effects around him.

The splintered craftsman may stop this aura as a standard action, and it remains suppressed for as long as he concentrates each round.

All friendly creatures within 10 feet of the wonderstruck gain a +1 resistance bonus to saving throws against spells, spell-like and supernatural abilities. This bonus increases by +1 at 5th level and every five levels thereafter (10th, 15th, 20th), to a maximum of +5 at 20th level.

Whenever a creature within this aura is the target or the caster of a spell or spell-like ability, the caster must beforehand roll a d20. A "natural 1" on this roll means the spell reacts badly and fails; while a natural 20 means the spell is treated as if it was Empowered (or Extended for spells that without variable numeric effects), this does not change the spell's casting time.

This ability replaces the puppetmaster’s cantrips ability, but the splintered craftsman gains the mending cantrip as a bonus 1st-level spell known at 1st level. He can cast this as a 1st-level spell.

Traumatized Manipulator:
For each splintered craftsman the trauma they experienced to bring about their split personas is different, but invariably the split is experienced through interaction with one of the puppetmaster’s crafts. At 1st level, a splintered craftsman selects a puppetry wonder as a bonus wonder based on the trauma he experienced. In the case of a spiritual trauma, Animism must be selected as the bonus wonder; in the case of an emotional trauma, Marionetttes must be selected as the bonus wonder; and in the case of a mental trauma, rod puppets must be selected as the bonus wonder. The splintered craftsman begins play with a masterwork puppet that was created in an attempt to deal with the trauma he experienced. This wonder cannot be refunded.

This ability replaces the puppetmaster’s Sorcerous Manipulator ability.

Material Familiarity:
At 1st level, a splintered craftsman selects an aspect of puppetry he is especially familiar with. The selected material represents the area of puppetry he was most adept with prior to experiencing the trauma that caused his split. The selected aspect is only active while the splintered craftsman is assuming his realist or skeptic personas.

Adhesives
In addition to employing a variety of adhesives in his puppetry, the splintered craftsman has limited access to his spells through his familiarity with alchemical processes. At 1st level, the splintered craftsman may create extracts for any spell that appears both on the puppetmaster spell list and on the alchemist formulae list as if he were an alchemist of equal level.

The splintered craftsman also adds grease and acid arrow to his spell and formula lists. Extracts created using grease must be applied to an area as a standard action, which provokes attacks of opportunity. An extract created using acid arrow functions as a thrown weapon, which the splintered craftsman is proficient with, that deals no splash damage. All other effects are identical to the spell.

At 3rd level, the splintered craftsman can infuse extracts into a variety of stable magical compounds, from chemicals to cosmetics, creating magical elixirs, glues, pigments, solvents, and similar substances as if he possessed the Craft Wondrous Items feat. The splintered craftsman’s caster level is equal to his class level. (Legendary Games - compounding formulary)

Horn
In addition to using bone in his puppetry, this splintered craftsman quickly becomes familiar with the skeletal structure of the creatures he encounters and later learns to fashion bone fetishes. At 1st level he gains the Vital Strike feat as a bonus feat, however the feat is only effective against corporeal creatures.

- Bone Fetish
At 3rd level, the splintered craftsman can create a bone fetish, which when attached to a hide shirt provides him a +1 morale bonus on saving throws.

Every five levels beyond 3rd, this splintered craftsman can use an additional bone fetish. Multiple bone fetishes can be attached to the same hide shirt; their effects stack. A bone fetish can be sundered (hardness 5, 1 hit point) but is not damaged by area attacks or attacks that do not specifically target it. It has no effect if attached to other types of armor. (Paizo's Bone Fetish)

Wood
In addition to using wood in his puppetry, this splintered craftsman is well versed in using a quarterstaff in combat. At 1st level he gains the Quarterstaff Master feat as a bonus feat even if he does not meet the prerequisites. At 3rd level this splintered craftsman gains the Tripping Staff feat as a bonus feat even if he does not meet the prerequisites.

Soul Crafting (Sp):
At 2nd level, the splintered craftsman is able to sacrifice spells to saturate items with magic or reinforce the casting of allies. As a standard action, he can sacrifice a spell and transform that energy into an enhancement bonus equal to the level of the spell sacrificed for a single weapon, 50 pieces of ammunition, armor or a shield within range of his aura of disruption.

With that enhancement bonus, the splintered craftsman can apply any enhancement bonus, weapon, armor or shield property to the selected item - except bane and any weapon property going against his alignment. If the splintered craftsman is neutral-aligned, he must choose which axis of good/evil and law/chaos he can provide. An item gains no benefit from having two of the same special abilities; nor does the provided bonus stack with any existing enhancement bonus - only the highest enhancement bonus and its associated special properties apply at a time, and an item must have at least a +1 enhancement before adding special properties to it. This enhancement bonus lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the item different enhancements.

The splintered craftsman can also sacrifice a spell to provide an ally with an insight bonus on caster level checks, concentration checks, attack rolls with spells and spell-like abilities equal to half the level of the sacrificed spell (minimum 1) for one round. While affected by this, the ally is not affected by the aura of disruption’s disruption ability.

Finally, he can also decide to split any given bonus and its duration equally among various items or allies within range of his aura of disruption, the level of the spell must be high enough to be shared between the targets.

This ability replaces the splintered craftsman’s manipulator’s wiles ability.

Spectral Strings (Su):
At 4th level, the splintered craftsman can tie his magic to his allies. As a full-round action, he can attach a magical spectral string to a maximum number of adjacent allies at a time equal to half his level. A spectral string is treated as an incorporeal object with a hardness equal to the splintered craftsman’s level, and 5 hit points per caster level. As such, non-magical attacks deal it no damage; while attacks made with magic weapons and spells deal it half damage, before application of hardness (for magic weapons), and reduction of energy damage from being an object. Ghost touch weapons and Ectoplasmic metamagic spells overcome the chain's etherealness; but not the hardness or reduction of energy damage.

Each string is tied around one of the splintered craftsman’s fingers and has a maximum range of 5 feet per caster level. If an ally leaves this range, the string tying him to the splintered craftsman disappears. A creature tied to the wonderstruck benefits from the following effects:

- As long as it is attached to this string, it is treated as being in the range of the splintered craftsman aura of disruption.
- The splintered craftsman can cast a spell with a range of touch on a linked ally as if the ally was adjacent to him within medium range (100 ft. + 10 ft./lvl.).
- The splintered craftsman can cast a single spell with a range of touch as a full-round action to apply its effects on every connected ally at the same time; using this ability uses up a spell slot two levels higher than the spell's actual level.
- Whenever the connected ally is designated as the target of a targeted spell, the splintered craftsman may absorb the effects of this spell, effectively making him the new target of the spell.

A splintered craftsman can use this ability for a number of rounds per day equal to 3 + his Charisma modifier.

This ability replaces one of your normal highest level spell slots — when the splintered craftsman gains a higher level spell slot, he loses that slot instead and regains the lower level slots so she has one fewer spell slots than other puppetmasters.


Puppetmaster Archetype, Splintered Craftsman (v 3)

Got a little carried away with the material familiarity feature. Essentially I was going for a 'bloodlines' sort of thing.

The splintered craftsman has been undone by some mental, emotional, or spiritual trauma. He considers himself to be three different people: the realist, the wonderist, and the skeptic. The realist understands that he is deeply troubled; the wonderist fully embraces his craft, while the skeptic is convinced that what he has wished could not have possibly come true. Each persona has a name. Although the realist remains aware of the actions of all personas, he does not feel very comfortable unless he assumes one of his other personas. The skeptic and wonderist personas however, are completely unaware of the other personas.

Class Skills: A splintered craftsman does not receive Knowledge (nobility) as a class skill.

Weapon and Armor Proficiency: A splintered craftsman adds the sling, quarterstaff, and wooden stake to the weapons they are proficient with and removes the dagger, heavy crossbow, and light crossbow.

Splintered Mind (Ex):
Beginning at 1st level the splintered craftsman can change personas. Changing personas is a full-round action and can be done at will for, at this stage, the splintered craftsman is still very aware of his split personalities.

When assuming the realist persona the splintered craftsman can recall the actions of his other personas, but gains only the benefit of his material familiarity and aura of disruption class abilities.

While assuming the wonderist persona, the character gains a -2 penalty to Strength, but a +2 bonus to Intelligence and Charisma. These bonuses affect the wonder points received as a part of the animism and rod puppet wonders and the DCs of the marionette and rod puppet wonders. When making Knowledge, Diplomacy, or Craft skill checks while assuming the wonderist persona, the splintered craftsman receives a -2 penalty. The splintered craftsman’s also suffers a -2 penalty to Intelligence checks to remember something while assuming the wonderist persona and does not benefit from the material familiarity class ability..

While assuming the persona of the skeptic he may not directly interact with his animism puppetry wonder gained from the Traumatized Manipulator class ability, but gains the benefit of all other class abilities.

These are morale bonuses and penalties, existing entirely in the character’s mind; the character’s appearance and physiology do not change at all.

This ability replaces the puppetmaster’s doublespeak ability.

Aura of Disruption (Su):
Because of the splintered craftsman’s fractured personas, he is a living point where strong magic energies meet. He naturally emanates these energies in the form of a magic aura that disrupts magic effects around him.

The splintered craftsman may stop this aura as a standard action, and it remains suppressed for as long as he concentrates each round.

All friendly creatures within 10 feet of the wonderstruck gain a +1 resistance bonus to saving throws against spells, spell-like and supernatural abilities. This bonus increases by +1 at 5th level and every five levels thereafter (10th, 15th, 20th), to a maximum of +5 at 20th level.

Whenever a creature within this aura is the target or the caster of a spell or spell-like ability, the caster must beforehand roll a d20. A "natural 1" on this roll means the spell reacts badly and fails; while a natural 20 means the spell is treated as if it was Empowered (or Extended for spells that without variable numeric effects), this does not change the spell's casting time.

This ability replaces the puppetmaster’s cantrips ability, but the splintered craftsman gains the mending cantrip as a bonus 1st-level spell known at 1st level. He can cast this as a 1st-level spell.

Traumatized Manipulation (Su):
For each splintered craftsman the trauma they experienced to bring about their split personas is different, but invariably the split is experienced through interaction with his craft. At 1st level, a splintered craftsman selects the animism puppetry wonder as a bonus wonder. The splintered craftsman begins play with a masterwork puppet that was created in an attempt to deal with the trauma he experienced. This wonder cannot be refunded.

This ability replaces the puppetmaster’s Sorcerous Manipulation ability.

Material Familiarity (Su):
At 1st level, a splintered craftsman selects an aspect of puppetry he is especially familiar with. The selected material represents an area of puppetry he was most adept with prior to experiencing the trauma that caused his split.

Because of the nature of this previous familiarity, puppetmasters that select this archetype may neither multiclass with the listed alternate class(es) nor select the archetype if they already possess levels in the listed alternate class(es).

Adhesives
Alternate class: Alchemist

By employing a variety of adhesives in his puppetry, the splintered craftsman gains limited access to his spells through his familiarity with the alchemical processes that he uses to create these adhesives. However, exposure to trauma has prompted the puppetmaster to perform dangerous experiments with these processes.

Wondrous Extracts (Su): At 1st level, the splintered craftsman may create extracts for any spell he knows that appears both on the puppetmaster spell list and on the alchemist formulae list as if he were an alchemist of equal level.

The splintered craftsman also adds grease and acid arrow to his spell and formula lists. Extracts created using grease must be applied to an area as a standard action, which provokes attacks of opportunity. An extract created using acid arrow functions as a thrown weapon, which the splintered craftsman is proficient with, that deals no splash damage. All other effects are identical to the spell.

Raging Split (Su): Though failed experiments with mutagen like compounds, the puppetmaster has made his transition between personas more painful, more powerful, and at times more dangerous. At 1st level, for one hour after assuming his wonderist persona, the rage of his other personas threatens to overpower him. At the end of each turn that he takes hit point damage, the puppetmaster must succeed at a Will saving throw (DC 15, or DC 20 if any of the damage came from a critical hit that turn) or take a –2 penalty on Will saving throws and to Intelligence. These penalties end 1 hour after the splintered craftsman switches from his wonderist persona and stack with themselves. If the penalty lowers the puppetmaster’s Intelligence score to 0, he becomes comatose for 1 hour. If the puppetmaster switches from his wonderist persona after failing exactly one saving throw, he receives a +4 Strength for 1 hour.

Wondrous Formulary (Su): At 3rd level, the splintered craftsman can infuse extracts into a variety of stable magical compounds, from chemicals to cosmetics, creating magical elixirs, glues, pigments, solvents, and similar substances as if he possessed the Craft Wondrous Items feat. The splintered craftsman’s caster level is equal to his class level.

Living Adhesive (Su): At 10th level, the splintered craftsman gains the Bottled Ooze alchemist discovery.

Bone
Alternate classes: Barbarian, Sorcerer, and Oracle

This splintered craftsman uses bone in his puppetry as a symbol of the connection he believes his puppets have with his ancestral spirits. However, the trauma he has experienced changes the nature of this connection.

Ancestral bones (Su): At 1st level, the splintered craftsman gains an arcane bond, as a wizard equal to his puppetmaster level. Your puppetmaster levels stack with any wizard levels you possess when determining the powers of your bonded object. Once per day, the puppetmaster’s bonded item grants him limited access to his spells, by allowing him to cast any one of his spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow the puppetmaster to have both a familiar and a bonded item. For the bonded item the splintered craftsman must select an item made of bone, which follows the standard rules for items fashioned from such material.

Additionally, the splintered craftsman receives the Haunted Oracle curse. However, he only receives bonus spells through 10th level. At 3rd level, the splintered craftsman may use his bonded item to cast any of these bonus spells, when known, one additional time per day.

Bone Fetish (Su): Beginning at 3rd level, the splintered craftsman can create a bone fetish, which when attached to a hide shirt provides him a +1 morale bonus on saving throws.

Every five levels beyond 3rd, this splintered craftsman can use an additional bone fetish. Multiple bone fetishes can be attached to the same hide shirt; their effects stack. A bone fetish can be sundered (hardness 5, 1 hit point) but is not damaged by area attacks or attacks that do not specifically target it. It has no effect if attached to other types of armor.

Bone Wand (Su): At 10th level, the splintered craftsman can infuse magic into bone, creating bone wands as if he possessed the Craft Wand feat. The splintered craftsman’s caster level is equal to his class level.

Stone
Alternate class: Magus

Whether creating his puppetry from shaped rock or adorning his creations with precious gems, this splintered craftsman uses stone in his puppetry as a symbol of his connection to earth. Though he continues to make use of such materials in his puppetry, the traumatic experience he has gone through forever alters his connection to earth.

Stonecunning (Ex): At 1st level, he gains the stonecunning trait as a dwarf; if already a dwarf, his bonus improves to +4.

Wondrous Arcana (Su): At 2nd level when the splintered craftsman gains a wonders pool from his Wondrous Crafting ability, the way he gains bonus wonder pool points equal to 1/3 his level (minimum 1) plus his Intelligence bonus.

Blood bound (Su): At 3rd level the splintered craftsman becomes bound to a blood crystal blade. This ability grants the splintered craftsman the bladebound magus archetype with the following additions and changes.

The special material rules for blood crystal apply to the blade granted by this ability.

The splintered craftsman gains proficiency with whatever type of blade they chose within the normal restrictions of the archetype.

A blood crystal blade has special abilities (or imparts abilities to its wielder) depending on the wielder’s puppetmaster level. The abilities are cumulative. A stone blade acts as a masterwork weapon of its type when the puppetmaster’s material familiarity ability is unaccessible. The blade also normally refuses to use any of its abilities when wielded by anyone other than its puppetmaster, acting instead as a masterwork weapon of its type.

Earthly Attunement (Su): At 5th level, as a free action, a puppetmaster can spend a point of his blood crystal blade’s arcane pool to have it deal acid damage instead of weapon damage. He can spend 2 points from the blood crystal blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the puppetmaster’s next turn. This ability replaces Energy Attunement blackblade ability.

Blood oath (Su): At 7th level, once per day, a puppetmaster can make a blood oath to his blade. To do so, the puppetmaster must sacrifice at least 2 hit points. For every 2 hit points he sacrifices, the blood crystal blade replenishes 1 point of its arcane pool. Doing so takes a full-round action and the puppetmaster must succeed at a Will saving throw with a DC equal to the stone blade’s ego. If he fails the saving throw, the puppetmaster takes an additional 1d2 points of bleed damage for two rounds. This ability may increase the blade’s arcane pool up to twice its normal size.

Teleport Blade (Sp): As a standard action, a puppetmaster of 9th level or higher can expend an wonders pool point or arcane point from his blood crystal blade’s arcane pool, and can call his blood crystal blade from as far as 1 mile away, causing it to instantaneously teleport to his hand.

Temporary Arcana (Su): At 13th level, once per day, a puppetmaster can attempt to gain temporary wonder pool points by siphoning points from his blood crystal blade’s arcane pool. Doing so takes a full-round action and the puppetmaster must succeed at a Will saving throw with a DC equal to the stone blade’s ego. If the puppetmaster succeeds, he gains a temporary arcane pool equal to 1 point for every 2 points he saps from his blood crystal blade. If he fails the saving throw, the puppetmaster becomes fatigued (but can try again). If he is fatigued, he becomes exhausted instead. He cannot use this ability if he is exhausted. This ability replaces Transfer Arcana blackblade ability.

Spell Recall (Su): At 4th level the splintered craftsman also gains spell recall, which functions like the magus’ class ability, but uses wonder pool points for activation. He may use this ability to recall any spell he has cast.

Ioun Mastery (Ex): At 10th level the splintered craftsman can infuse magic into stone, learning to create ioun stones earlier than most casters, as if he possessed the Craft Wondrous Item feat. Furthermore, when creating an ioun stone, instead of preparing or knowing the spell required, the puppetmaster may sacrifice a scroll with the required spell on it even if he cannot cast that spell. The splintered craftsman’s caster level is equal to his class level.

Wood
Alternate class: Druid

In using wood in his puppetry, this splintered craftsman enacts his connection to nature. However, the trauma he has undergone forever alters this connection.

Nature bond (Su): At 1st level, the splintered craftsman gains a nature bond, as a druid equal to his puppetmaster level. When selecting his bond, the splintered craftsman must select the plant domain and decay subdomain. The splintered craftsman may never prepare domain spells higher than 6th level.

Additionally, he adds shillelagh (1st) to his spell list.

Woodland warrior (Su): At 10th level, the splintered craftsman the splintered craftsman can infuse magic into a variety of wooden forms, creating magical weapons or armor from wood as if he possessed the Craft Magic Arms and Armor feat. The splintered craftsman’s caster level is equal to his class level.

Wondrous Crafting (Sp):
At 2nd level, the splintered craftsman gains the ability to perform wondrous crafting spontaneously. He gains these abilities through a wonders pool. The splintered craftsman’s wonders pool is equal to the number of wonder points he has not spent. He regains these points after eight hours rest.

Additionally, he is able to sacrifice spells as a free action to increase his wonders pool. Each sacrificed spell provides additional wonder pool points equal to the level of the spell.

He may use his wonders pool to saturate items with magic or reinforce the casting of allies. As a standard action, he can spend a number points from his wonders pool up the maximum level of spells he can cast and transform that energy into an enhancement bonus equal to the number of wonder pool points spent for a single weapon, 50 pieces of ammunition, armor or a shield within range of his aura of disruption.

With that enhancement bonus, the splintered craftsman can apply any enhancement bonus, weapon, armor or shield property to the selected item - except bane and any weapon property going against his alignment. If the splintered craftsman is neutral-aligned, he must choose which axis of good/evil and law/chaos he can provide. An item gains no benefit from having two of the same special abilities; nor does the provided bonus stack with any existing enhancement bonus - only the highest enhancement bonus and its associated special properties apply at a time, and an item must have at least a +1 enhancement before adding special properties to it. This enhancement bonus lasts for a number of minutes equal to the number of wonder pool points spent, or until this ability is used again to assign the item different enhancements.

The splintered craftsman can also spend wonder pool points to provide an ally with an insight bonus on caster level checks, concentration checks, attack rolls with spells and spell-like abilities equal to half the points spent (minimum 1) for one round. While affected by this, the ally is not affected by the aura of disruption’s disruption ability.

Finally, he can also decide to split any given bonus and its duration equally among various items or allies within range of his aura of disruption, the number of wonder pool points spent must be high enough to be shared between the targets.

This ability replaces the splintered craftsman’s manipulator’s wiles ability.

Spectral Strings (Su):
At 4th level, the splintered craftsman can tie his magic to his allies. As a full-round action, he can attach a magical spectral string to a maximum number of adjacent allies at a time equal to half his level. A spectral string is treated as an incorporeal object with a hardness equal to the splintered craftsman’s level, and 5 hit points per caster level. As such, non-magical attacks deal it no damage; while attacks made with magic weapons and spells deal it half damage, before application of hardness (for magic weapons), and reduction of energy damage from being an object. Ghost touch weapons and Ectoplasmic metamagic spells overcome the chain's etherealness; but not the hardness or reduction of energy damage.

Each string is tied around one of the splintered craftsman’s fingers and has a maximum range of 5 feet per caster level. If an ally leaves this range, the string tying him to the splintered craftsman disappears. A creature tied to the wonderstruck benefits from the following effects:

- As long as it is attached to this string, it is treated as being in the range of the splintered craftsman aura of disruption.
- The splintered craftsman can cast a spell with a range of touch on a linked ally as if the ally was adjacent to him within medium range (100 ft. + 10 ft./lvl.).
- The splintered craftsman can cast a single spell with a range of touch as a full-round action to apply its effects on every connected ally at the same time; using this ability uses up a spell slot two levels higher than the spell's actual level.
- Whenever the connected ally is designated as the target of a targeted spell, the splintered craftsman may absorb the effects of this spell, effectively making him the new target of the spell.
- A splintered craftsman can use this ability for a number of rounds per day equal to 3 + his Charisma modifier.

This ability replaces one of your normal highest level spell slots — when the splintered craftsman gains a higher level spell slot, he loses that slot instead and regains the lower level slots so she has one fewer spell slots than other puppetmasters.


Eased back on the moving parts involved in the Material Familiarity ability. Moving more toward an Oracle's curses as each aspect has a built in draw back.

Material Familiarity (Su):
At 1st level, a splintered craftsman selects an aspect of puppetry he is especially familiar with. The selected material represents an area of puppetry he was most adept with prior to experiencing the trauma that caused his split.

Because of the nature of this previous familiarity, puppetmasters that select this archetype may neither multiclass with the listed alternate class(es) nor select the puppetry aspect if they already possess levels in the listed alternate class(es).

Adhesives
Alternate class: Alchemist

Working from of his experience with adhesives and related alchemical compounds, the splintered craftsman has attempted to augment the strengths of his split personas. This experience also provides the splintered craftsman limited access to extracts.

Raging Split (Su): Though failed experiments with mutagen like compounds, the puppetmaster has made his transition between personas more painful, more powerful, and at times more dangerous. At 1st level, for one hour after assuming his wonderist persona, the rage of his other personas threatens to overpower him. At the end of each turn that he takes hit point damage, the puppetmaster must succeed at a Will saving throw (DC 15, or DC 20 if any of the damage came from a critical hit that turn) or take a –2 penalty on Will saving throws and to Intelligence. These penalties end 1 hour after the splintered craftsman switches from his wonderist persona and stack with themselves. If the penalty lowers the puppetmaster’s Intelligence score to 0, he becomes comatose for 1 hour. If the puppetmaster switches from his wonderist persona after failing exactly one saving throw, he receives a +4 Strength for 1 hour. The puppetmaster may benefit from this bonus a number of times per day equal to his Wisdom modifier (minimum 1).

Wondrous Extracts (Su): At 5th level, the splintered craftsman may create a limited number of extracts. Select two 2nd level spells that appears both on the puppetmaster spell list and on the alchemist formulae list; he may prepare extracts of these spells as if he were an alchemist equal to his puppet master level. At 10th level the splintered craftsman may select one 3rd level spell that appears both on the puppetmaster spell list and on the alchemist formulae list; he may prepare an extract of this spell as if he were an alchemist equal to his puppet master level.

Bone
Alternate classes: Barbarian and Oracle.

This splintered craftsman uses bone in his puppetry as a symbol of the connection he believes his puppets have with his ancestral spirits. However, the trauma he has experienced changes the nature of this connection.

Ancestral Presence (Su): The splintered craftsman receives the Haunted Oracle curse. He does not receives bonus spells known beyond 5th level. At 10th level he receives
ancestral gift as a bonus spell known.

Bone Fetish (Su): Beginning at 3rd level, the splintered craftsman can create a bone fetish, which when attached to a hide shirt provides him a +1 morale bonus on saving throws.

Every five levels beyond 3rd, this splintered craftsman can use an additional bone fetish. Multiple bone fetishes can be attached to the same hide shirt; their effects stack. A bone fetish can be sundered (hardness 5, 1 hit point) but is not damaged by area attacks or attacks that do not specifically target it. It has no effect if attached to other types of armor.

Precious stone
Alternate class: Wizard

Well practiced in using precious stones in his creations, the splintered craftsman has attempted to harness his familiarity with such materials in order to purge himself of his traumatic memories.

Bonded gem (Su): At 1st level, the splintered craftsman forms a bond with a precious gem. This bond acts as the wizard’s arcane bond ability, but the splintered craftsman may only select an amulet or ring. The splintered craftsman’s class level is treated as his wizard level for the purposes of the bonded gem’s abilities. Unlike a wizard, the splintered craftsman may use his bonded gem to cast any spell he knows an additional time per day.

Additionally, the bonded gem holds the memory of the splintered craftsman’s trauma (per the spell memory crystal). This memory may not be dispelled unless the splintered craftsman erases the memory (per the spell sequester thoughts), storing it in the bonded gem.

Until the memory is erased the splintered craftsman obsessively tries to access the memory upon waking. He must succeed at a Spellcraft check (DC = 10 + the his caster level). He may not take ten on this check. The splintered craftsman must also make this check when he uses his bonded gem to cast a spell he knows an additional time or when casting one of his bonus spells known (see below).

If he fails, his mind fills with subconscious images and voices sometime during the next 24 hours, distracting him in one of the following ways, randomly determined by the GM (1d6).

Roll 1: -1 to hit a specific target chosen by the GM in the next 24 hours.
Roll 2: -1 to melee and ranged weapon damage during an encounter chosen by the GM
in the next 24 hours.
Roll 3: The splintered craftsman must make a concentration check (DC 10 + splintered
craftsman’s Cha modifier) when casting a spell. Failure negates the spell’s effects.
Roll 4: Penalty equal to the splintered craftsman’s Charisma modifier to a single skill roll
of the GM’s choice in the next 24 hours.
Roll 5: -1 to a saving throw of the GM’s choice.
Roll 6: The splintered craftsman forgets his trauma, as if affected by the spell clear
conscience for the next 24 hours.

At 5th level, add memory crystal and share memory to your list of spells known.
At 10th level add sequester thoughts to your list of spells known.

Wood
Alternate class: Druid

In using wood in his puppetry, this splintered craftsman enacts his connection to nature. However, the trauma he has undergone forever alters this connection.

Nature bond (Su): At 1st level, the splintered craftsman gains a nature bond, as a druid equal to his puppetmaster level. When selecting his bond, the splintered craftsman must select the plant domain and decay subdomain. The splintered craftsman may never prepare domain spells higher than 6th level.

Anytime the splintered craftsman casts a spell outdoors there is a chance (25%) that disruptive energies surrounding him will inadvertently trigger an entangle spell. This spell functions using the splintered craftsman’s caster level, but only targets a 10 ft radius surrounding him. At 4th level, this area increases to a 20 ft radius. Every level beyond 4th this area expands by 5 ft to a maximum of a 40 ft radius. This effect may occur no more than once per day.


Finalized version of Material Familiarity.

Material Familiarity (Su):
At 1st level, a splintered craftsman selects an aspect of puppetry he is especially familiar with. The selected material represents an area of puppetry he was most adept with prior to experiencing the trauma that caused his split.

Because of the nature of this previous familiarity, puppetmasters that select this archetype may neither multiclass with the listed alternate class(es) nor select the puppetry aspect if they already possess levels in the listed alternate class(es).

Adhesives
Alternate class: Alchemist

Working from of his experience with adhesives and related alchemical compounds, the splintered craftsman has attempted to augment the strengths of his split personas. This experience also provides the splintered craftsman limited access to extracts.

Raging Split (Su): Though failed experiments with mutagen like compounds, the puppetmaster has made his transition between personas more painful, more powerful, and at times more dangerous. At 1st level, for one hour after assuming his wonderist persona, the rage of his other personas threatens to overpower him. At the end of each turn that he takes hit point damage, the puppetmaster must succeed at a Will saving throw (DC 15, or DC 20 if any of the damage came from a critical hit that turn) or take a –2 penalty on Will saving throws and to Intelligence. These penalties end 1 hour after the splintered craftsman switches from his wonderist persona and stack with themselves. If the penalty lowers the puppetmaster’s Intelligence score to 0, he becomes comatose for 1 hour. If the puppetmaster switches from his wonderist persona after failing exactly one saving throw, he receives a +4 Strength for 1 hour. The puppetmaster may benefit from this bonus a number of times per day equal to his Wisdom modifier (minimum 1).

Wondrous Extracts (Su): Beginning at 4th level, the splintered craftsman may create a limited number of extracts. Select two 2nd level spells that appears both on the puppetmaster spell list and on the alchemist formulae list. At 7th level the splintered craftsman may select one 3rd level spell that appears both on the puppetmaster spell list and on the alchemist formulae list. At 10th level the splintered craftsman may select one 4th level spell that appears both on the puppetmaster spell list and on the alchemist formulae list. At 13th level the splintered craftsman may select one 5th level spell that appears both on the puppetmaster spell list and on the alchemist formulae list. He may prepare an extract of the chosen spells as if he were an alchemist equal to his puppet master level.

Bone
Alternate classes: Barbarian and Oracle.

This splintered craftsman uses bone in his puppetry as a symbol of the connection he believes his puppets have with his ancestral spirits. However, the trauma he has experienced changes the nature of this connection.

Ancestral Presence (Su): The splintered craftsman receives the Haunted Oracle curse. Mage hand and ghost sound are added to his list of spells known as 1st level spells. He does not receives bonus spells known beyond 5th level. However, at 13th level he receives telekinesis as a bonus spell known.

Bone Fetish (Su): Beginning at 7th level, the splintered craftsman can create a bone fetish, which when attached to a hide shirt provides him a +1 morale bonus on saving throws.

At 10th level, the splintered craftsman can use an additional bone fetish. Multiple bone fetishes can be attached to the same hide shirt; their effects stack. A bone fetish can be sundered (hardness 5, 1 hit point) but is not damaged by area attacks or attacks that do not specifically target it. It has no effect if attached to other types of armor.

Precious stone
Alternate class: Wizard

Well practiced in using precious stones in his creations, the splintered craftsman has attempted to harness his familiarity with such materials in order to purge himself of his traumatic memories.

At 1st level, add clear conscience and scatterbrained to your list of spells known.

Bonded gem (Su): At 1st level, the splintered craftsman forms a bond with a precious gem. The bonded gem holds the memory of the splintered craftsman’s trauma (per the spell memory crystal). This memory may not be dispelled; however, the splintered craftsman may erase the memory by using the spell sequester thoughts, once known, storing it in the bonded gem.

Until the memory is erased the splintered craftsman obsessively tries to access the memory upon waking. He must succeed at a Spellcraft check (DC = 10 + the his caster level). He may not take ten on this check.

If he fails, he experiences flashbacks sometime during the next 24 hours, distracting him in one of the following ways, randomly determined by the GM (1d6).

Roll 1: -1 to hit a specific target chosen by the GM in the next 24 hours.
Roll 2: -1 to melee and ranged weapon damage during an encounter chosen by the GM
in the next 24 hours.
Roll 3: The splintered craftsman must make a concentration check (DC 10 + splintered
craftsman’s Cha modifier) when casting a spell. Failure negates the spell’s effects.
Roll 4: Penalty equal to the splintered craftsman’s Charisma modifier to a single skill roll
of the GM’s choice in the next 24 hours.
Roll 5: -1 to a single saving throw of the GM’s choice.
Roll 6: Reroll.

At 4th level, add memory crystal and share memory to your list of spells known.
At 7th level, add remembrance to your list of spells known.

Beginning at 10th level the splintered craftsman may, while holding his bonded gem, cast the spell stolen light as a spell-like ability once per day. His caster level for this ability is equal to his class level.

At 13th level add sequester thoughts to your list of spells known.

Wood
Alternate class: Druid

In using wood in his puppetry, this splintered craftsman enacts his connection to nature. However, the trauma he has undergone forever alters this connection.

Nature bond (Su): At 1st level, the splintered craftsman gains a nature bond, as a druid equal to his puppetmaster level. When selecting his bond, the splintered craftsman must select the plant domain and decay subdomain. The splintered craftsman may never prepare domain spells higher than 6th level.

Anytime the splintered craftsman casts a spell outdoors there is a chance (25%) that disruptive energies surrounding him will inadvertently trigger an entangle spell. This spell functions using the splintered craftsman’s caster level, but only targets a 10 ft radius surrounding him. At 4th level, this area increases to a 20 ft radius. Every level beyond 4th this area expands by 5 ft to a maximum of a 40 ft radius. This effect may occur no more than once per day.


I've broken out details on the weapon ideas I posted earlier in this thread into it's own post: See here.

Would love to here what you all think.

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