Puppeteer ideas?


Homebrew and House Rules


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.


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No class gets expert in any skill at level 1.


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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.


jplukich wrote:


How far away can the puppet operate?

50' line of sight to start. Feats to boost that.

Quote:
Is it going to follow the standard minion rules or will it be on an action to action basis for use?

standard, no need to change it.

Though attack stats/buffs/MAP will be yours. They can blind the puppet and it won't matter.

Quote:
Is it only wielding finesse weapons or can it use other weapons?
Quote:

Just finesse by default. You are controlling them remotely with thin wires. So your dexterity.

I am seeing them mostly more a decoy/hp sponge. Get enemies to waste attack and spell on puppets that you can readily remake. But that means limited offense.

I guess a school/feat could go for heavy weapons, adding your Str to damage or some such. Perhaps a golem school that is half the normal range.

Quote:
Can the puppeteer control more than one puppet at a time?
Quote:

At higher levels. But again, MAP is yours. Still good against minions, and more targets to get hit.

Quote:
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).

Which ones seems good?

Quote:
What (if/any) spells will the puppeteer have?this might actually be a good place to apply the themes via focus spells.

Not a lot. But Ventriloquism seems like a requirement.

Probably Telekinetic projectile, mage hand, and tanglefoot, cantrip as well.

And yea, focus spells would fit well.
"Teleport swap places with puppet" would be good.
As would a miss/grab/retrain/dominate (incapacition). Trying to turn an enemy into a puppet.


So I decided to roll this into a broader class.

Still building a pet and fighting remotely, but might as well include more types pets. So undead, golems, elementals, animated armor, or whatever else. Puppets can just be a Cha based option.

Any idea on what name to give it? Animancer? Mechanic? Engineer? Golemancer?

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