Puppet Master

From Fax Encyclopedicus

Jump to: navigation, search
Contacting Me

I can be found on the unofficial #giantitp IRC channel on GameSurge.net.

DragoonWraith · talk · 22:34, 8 October 2010 (UTC)
DWavatar.png

Contents

The Puppet Master is a strange magician, whose battle prowess is focused through a small Doll. The Puppet Master empowers this Doll, and other summoned creatures, with his arcane magic.

The Puppet Master is a specialized arcane class, similar to the Beguiler (PHB2), Dread Necromancer (HoH), and Warmage (CArc). His focus is primarily as a minion master, controlling his peculiar Doll and an army of summoned creatures, while using his remaining spells to improve his allies. He therefore has considerable skill in the Conjuration school, with a strong showing from certain aspects of both Abjuration and Transmutation. His skill in Divination, Evocation, and Illusion are minimal, though he does have a few Enchantments up his sleeve.

Hit Die

d4

Skills

Class Skills

The Puppet Master's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (Arcana) (Int), Knowledge (Engineering) (Int), Knowledge (The Planes), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Speak Language (N/A), and Spellcraft (Int).

Skill Points per Level

First Level
  • (4 + Int modifier) ×4
Each Additional Level
  • 4 + Int modifier

Bonus Languages

A Puppet Master may add Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, and Terran to his list of bonus languages.

Class Features

Level Base Attack
Bonus
Fortitude
Save
Reflex
Save
Willpower
Save
Special Spells per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +0 +0 +0 +2 Craft Doll: Tiny, Wooden 5 3
2 +1 +0 +0 +3 Skillful Puppetry 6 4
3 +1 +1 +1 +3 Advanced Learning 6 5
4 +2 +1 +1 +4 6 6 3
5 +2 +1 +1 +4 Marionette Magic 6 6 4
6 +3 +2 +2 +5 Craft Doll: Small, Iron 6 6 5 3
7 +3 +2 +2 +5 Imbued Summoning 6 6 6 4
8 +4 +2 +2 +6 Advanced Learning 6 6 6 5 3
9 +4 +3 +3 +6 6 6 6 6 4
10 +5 +3 +3 +7 Pulling the Strings 6 6 6 6 5 3
11 +5 +3 +3 +7 6 6 6 6 6 4
12 +6/+1 +4 +4 +8 Craft Doll: Medium, Mithral 6 6 6 6 6 5 3
13 +6/+1 +4 +4 +8 Advanced Learning 6 6 6 6 6 6 4
14 +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3
15 +7/+2 +5 +5 +9 Master of Puppets 6 6 6 6 6 6 6 4
16 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3
17 +8/+3 +5 +5 +10 Advanced Learning 6 6 6 6 6 6 6 6 4
18 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20 +10/+5 +6 +6 +12 Craft Doll: Large, Adamantium 6 6 6 6 6 6 6 6 6 5

Weapons and Armor Proficiency

A Puppet Master is proficient with all simple weapons. He is, however, not proficient with any form of armor or shields, and wearing armor may interfere with his arcane spells that have a somatic component.

Spellcasting

A Puppet Master casts arcane spells, which are drawn from the Puppet Master Spell List. When he gains access to a new level of spells, he automatically knows all spells for that level on the Puppet Master spell list. He can cast any spell he knows without preparing it ahead of time. Essentially, his spell list is the same as his spells known list. He also has the option of adding to his existing spell list through his Advanced Learning class feature as he increases in level.

To cast a Puppet Master spell, the Puppet Master must have an Intelligence score of 10 + the spell's level (10 Int for 0th level spells, 11 Int for 1st level spells, etc.). The Difficulty Class for a saving throw against a Puppet Master spell is 10 + the spell's level + the Puppet Master's Int modifier. Like other spellcasters, the Puppet Master can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given in the above table. In addition, the Puppet Master receives bonus spells for having a high Intelligence.

A Puppet Master need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Doll

A Puppet Master's signature "weapon" is a Doll magically animated by the Puppet Master. The Doll is a small mindless construct for all abilities that depend on type. For anything that depends on alignment, the Doll is considered true neutral. Unlike most constructs, the Doll does not have darkvision or low-light vision. Generally, the Doll cannot speak.

The Doll's HD is always equal to its master's, and the tiny Doll has d8 hit dice (unlike the usual d10 for constructs; the large Doll has a d12, as well). As constructs, they have a base attack bonus equal to 3/4 of their HD, and receive bonus health based on their size.

As a mindless construct, a Doll does not have a Constitution or Intelligence score, and its Charisma is permanently set to 1. No effect short of Awaken Construct can change these values. An awakened Doll ceases to be considered a Doll, and simply becomes a normal awakened construct. Its feelings towards its master will almost always be extremely positive, however.

A Doll's Strength is determined by its size and the material used in its construction. A Doll gains a bonus ability point every four HD, as usual. A tiny Doll has a base Strength of 8, a small Doll has a base Strength of 12, a medium Doll has a base Strength of 14, and a large Doll has a base Strength of 16. A wooden Doll's Strength actually has a -2 penalty to this base. An iron Doll gains a +2 bonus to Strength, while a mithral Doll gains +2 to Strength and Dexterity, and an adamantine Doll gains +6 to its Strength.

All Dolls have a Wisdom of 11. A Doll's base Dexterity score is equal to its master's Dexterity score, though the material that the Doll is made from may improve this.

A Doll effectively has zero skill ranks, and does not gain more. It cannot use any skills that require Charisma, Constitution, Intelligence, or Wisdom, with the exceptions of Listen, Search, and Spot. Because it is mindless, it cannot actually respond to what it hears, finds, or sees in any but the most basic ways (it will walk around obstacles if it can), but it can relay this information to the Puppet Master as long as it is within the maximum animation range (or once it returns to the maximum animation range).

The Doll is humanoid in shape, and can be fitted with weapons and a shield (its hands are treated as locked gauntlets). It may not, however, wear armor. The Doll is considered proficient with any melee weapons that the Puppet Master himself is proficient in, and cannot use any weapon with which it is not proficient, even with a penalty. The Doll is never proficient in and cannot use any form of ranged weaponry, whether shot, thrown, or slung.

An unarmed Doll has a natural Slam attack based on its size:

Size Attack
Tiny 1 slam (1d2 plus 1-1/2 × Str bonus
Small 1 slam (1d3 plus 1-1/2 × Str bonus)
Medium 1 slam (1d4 plus 1-1/2 × Str bonus)
Large 2 slams (1d6 plus Str bonus)
Doll Animation

Though the Puppet Master is free to create as many Dolls as he likes, only one may be animated at a time. Animating a Doll is a standard action that provokes attacks of opportunity. To do so, the Puppet Master must be touching the Doll. Once animated, it must remain within the "maximum animation range" of the Puppet Master for all but the briefest periods of time. The maximum animation range is a 5 foot radius around the Puppet Master, and the Doll may not be outside of this range for longer than the duration of a full-round action.

Removing animation from a Doll is a move action that requires the Doll to be within the maximum animation range. This may only be done by the Puppet Master currently controlling the Doll. A Doll also loses its animation (automatically, without any action by the Puppet Master) if it remains outside the maximum animation range for more than the duration of a full-round action, if it is destroyed, or if its master dies or goes unconscious.

While a Doll is within the maximum animation range, the Doll and master share a telepathic bond, through which the Puppet Master can control the Doll. Further than this distance, the Puppet Master has a vague idea of the Doll's position (the square, but not wherein), but cannot communicate with the Doll until it returns. Once it has done so, the Puppet Master can learn anything that the Doll saw or heard during its trip. The Doll's memory is completely lost if it loses its animation.

Doll Actions

The Doll does not receive a turn of its own, instead it may be used by the Puppet Master as a weapon. Any Puppet Master with a Doll in his maximum animation range is considered armed, and may make attacks of opportunity with the Doll. All squares within the Doll's reach are therefore considered threatened. A Doll does not have its own pool of attacks of opportunity, rather it is used by the Puppet Master to make the Puppet Master's attacks of opportunity. Therefore, if the Puppet Master has the Combat Reflexes feat (or similar), the Doll effectively gains the benefit from it.

Whenever the Puppet Master takes a Move Action to actually go anywhere, the Doll will attempt to remain adjacent automatically. For the Puppet Master to move and the Doll to not follow, the Doll must either be restrained, or else the Puppet Master must use a Standard Action during which he simultaneously moves and commands the Doll to not follow. If the Puppet Master does not return by the end of his turn, the Doll will fall inanimate.

If the Puppet Master is moved in any fashion (bull-rushed, etc), the Doll automatically follows to remain within the maximum animation range unless restrained. Further, any effect that teleports the Puppet Master also teleports any Dolls that he is animating, even if the effect could usually teleport only one creature, unless the Doll is specifically affected by something that prevents it from teleporting (Dimensional Anchor, for example).

The Puppet Master may use a Move Action to move the Doll anywhere within half its Move Speed. After this point, the Doll automatically returns to the Puppet Master. To have the Doll move a greater distance away, the Puppet Master must again use a Standard Action. If the Doll is still outside of his maximum animation range at the end of his turn, the Doll falls inanimate.

As a Standard Action, the Puppet Master may have the Doll move a distance equal to half its Move Speed, attack once, and return. As a Full-Round Action, the Doll can use a Full-Attack action at a distance up to half its Move Speed and return, or the Puppet Master may have it move any where within its full Move Speed and make a single attack. It is in this sense that the Doll serves as the Puppet Master's weapon. Again, if the Doll does not manage to return to the Puppet Master, it falls inanimate at the end of the turn. These are standard attacks, and the Doll generally cannot perform more complex combat maneuvers (tripping, grappling, etc).

Finally, as a Full-Round Action, the Puppet Master may cast a spell with a range of Touch, and then give the spell to the Doll to touch any target within half the Doll's Move Speed and return. In this sense, the Doll is similar to a Wizard's Familiar gaining the ability to deliver Touch attacks. This is a standard melee touch attack by the Doll.

Regardless of what it is doing during its movement, the Doll generally does provoke attacks of opportunity for its movement. It is also a valid separate target for attacks and spells, has its own hit points, etc.

Dolls & Spells

In addition to the Doll's capability as a "toucher", a Puppet Master may cast any spell that has a range of personal instead on his Doll, as long as his Doll is within the maximum animation radius. Unlike a wizard sharing spells with his familiar, a spell cast on the Doll in this manner does not also affect the Puppet Master; the master must choose who the spell will target when he casts the spell.

Doll Construction

The "market value" in gold pieces of any Doll is forty times its weight in pounds. Since Dolls are not generally for sale, the usual crafting rules apply: the Puppet Master may construct a Doll by spending half the market price in gold, and using 1/25 of the market value in XP. The construction takes one eight-hour day for every 1,000 gp in the market price.


When created, a Doll may be imbued with a number of feats or special abilities equal to the number of feats that a normal character (that is, with an intelligence score) of its hit dice would have. The ability score pre-requisites, class feature pre-requisites, and class-level pre-requisites (but not size or feat pre-requisites unless otherwise noted) for these feats are entirely waived, but they must be chosen from the Doll Built-In Feat List, and additional requirements of minimum hit dice for certain feats have been added.

Many of these Built-In features also require input on the Puppet Master's part to function. While animating a Doll with such feats or special abilities, the Puppet Master loses one or more of his spell slots. What level of spell slot is required by each ability is listed in the table below. Any Puppet Master who is animating such a Doll loses one spell slot of the appropriate level for each such feat or special ability of the Doll that he is animating.

If he stops animating the Doll, these spell slots return the next time he regains spell slots normally through rest. Any time he animates a Doll, he immediately loses the appropriate spell slots; if he does not have them, he cannot animate the Doll. The sole exception to this is to re-animate a Doll that the Puppet Master had been previously animating that day; since those spell slots have effectively already been lost for the day, the Puppet Master does not lose a second wave of spell slots when re-animating the Doll. The arcane energy used would not have worn off that quickly.

These feats and special qualities are built into the Doll, and though a Doll's HD will increase as the Puppet Master gains levels, it does not gain feats as a normal character would. The Puppet Master may partially reconstruct the Doll to add an additional feat or special quality if the Doll's HD would allow this: the cost and time to do so are equal to a tenth of what it would be to construct the Doll from scratch. No feat may be removed from a Doll in this manner, only new feats added. A Doll may, however, be created with fewer feats than it could normally have, and have feats added later.


A 1st level Puppet Master may assume the possession of a single tiny wooden Doll with one feat or special quality that it qualifies for at the beginning of play. This Doll is "free" in that its price is not deducted from the Puppet Master's starting funds and the Puppet Master does not have an XP penalty for its presence. If a Puppet Master begins play at a higher level, assumptions about better Dolls require deductions from his funds and XP to mimic having made these during play.


This ability also allows the Puppet Master to repair constructs, as described in the Craft Construct feat, though Dolls are the only constructs he knows how to craft himself unless he actually takes that feat.

Doll Types

At level 1, the Puppet Master can only construct tiny wooden Dolls. Wood is considerably lighter, cheaper, and easier to use than any other material used for Dolls. Wooden Dolls are only a quarter the weight of an iron or mithral Dolls, and this makes all of the crafting times and costs proportionally lesser. To work on a wooden Doll requires a DC 12 Craft (Woodworking) check.

A tiny Doll has a base Strength of 8, no Natural Armor bonus, and no Construct hit point bonus. In iron or mithral, they weigh 20 pounds (so a wooden one is 5 pounds).

A wooden doll does not gain any particular bonuses other than its light weight and ease of creation, but it does have a -2 penalty to its Strength score.


At level 6, the Puppet Master may construct a Doll of small size, and may also make any Doll out of iron. Also, the maximum animation range for all Dolls extends to 10 feet. Further, by taking a full-round action, the Puppet Master can simultaneously direct the Doll to perform an automated standard action while he performs a standard action of his own.

A small Doll has a base Strength of 12, a Natural Armor bonus of +1, and a d10 Hit Die. As a small Construct, they gain +10 bonus hit points. In iron, a small Doll weight 80 pounds.

Iron Dolls do not modify the crafting rules, that is, they are not especially light or cheap like the wooden Doll, but not especially expensive or time consuming like the mithral or adamantine Dolls. Working on an iron Doll requires a DC 18 Craft (Sculpture) check.

An iron Doll gains a +2 untyped bonus to their Strength score, Damage Reduction 1/Adamantine per 5 HD, a +1 increase to their Natural Armor, and a +1 bonus HP per HD, when compared to a wooden Doll of the same size.


At level 12, the Puppet Master may construct a Doll of medium size, and may also make any Doll out of mithral. The maximum animation range for all Dolls extends to 15 feet. At this point, the Puppet Master can direct the Doll with ease, allowing the Puppet Master to use a Standard Action of his own while sending the Doll on its own Standard Action, or a Full-Round Action of his own while the Doll is off on a Full-Round Action.

Further, the Puppet Master can animate a second Doll that is no larger than Tiny. Only one Doll can act on its own, as described above, but the Puppet Master can use his own simultaneous action to control the other Doll the same way a 1st level Puppet Master controls his only Doll, or else just leave the second Doll on stand-by while he engages in his own actions.

A medium doll has a base Strength of 14, a Natural Armor bonus of +2, and a d10 Hit Die. As a medium Construct, they gain +20 bonus hit points. In iron, they weigh 240 pounds.

Mithral Dolls weigh half what iron Dolls weigh, but actually cost half again as much to create. That is, a mithral Doll costs the Puppet Master the 75% of the "market value", as calculated from the full weight of an iron Doll of that size, to create himself (and in the hypothetical situation where one was for sale, it would actually cost 1.5x the "market value"). This does not affect the XP cost or the time required to create the Doll. The Craft (Sculpture) DC for working on a mithral Doll is 28.

A mithral Doll gains a +2 untyped bonus to their Strength and Dexterity scores, Damage Reduction 1/Adamantine per 5 HD, a +1 increase to their Natural Armor, +1 bonus HP per HD, and a +10 foot bonus to their Move Speed. However, the spell level of the spell slots required to power a mithral Doll's built-in feats or special qualities increases by 1.


At level 20, the Puppet Master may construct a Doll of large size, and may also make any Doll out of adamantium. The maximum animation range for all Dolls extends to 20 feet. The second Doll is now controlled reflexively by the Puppet Master, and so both Dolls and the Puppet Master may engage in their own actions.

A large Doll has a base Strength of 16, a Natural Armor bonus of +3, and a d12 Hit Die. They also double the Natural Armor, Damage Reduction, and Hit Point bonuses, if any, from the material that they are made out of. As a large Construct, they gain +30 hit points. In iron, they weigh 600 pounds.

Adamantium is expensive, difficult to work with, and can often be rare. An adamantium Doll weighs twice as much as a clay Doll of the same size, and its "market value" is computed as sixty times its weight in pounds, effectively tripling all of the costs and times associated with its construction. The Craft (Sculpture) DC to work on one is 35.

An adamantium Doll gains a +6 untyped bonus to their Strength score, Damage Reduction 1/Adamantine per 2 HD, a +2 increase to their Natural Armor, +2 bonus HP per HD, and the spell slot requirements of any feats or special qualities built into an adamantine Doll are reduced in spell level by 2 (if reduced to below 0, the feat or special quality simply does not cost a feat).


In all cases, the Puppet Master may begin work on the Doll's body at any point he wishes, even before he gains the appropriate level. He simply cannot complete the Doll: the last 10% remains unfinished until the Puppet Master gains the appropriate level. Once this level is attained, he can finish the last 10% of the work and animate the Doll as normal.

Skillful Puppetry

The Puppet Master controls not only his own Doll, but many extraplanar minions as well. Starting at 2nd level, when casting any Conjuration (Summoning) spell with a casting time of one round, if he succeeds on a DC 15 Sleight of Hand check, the casting time of the spell is decreased to a standard action. If the Puppet Master fails this check, he may continue casting as normal, or else he may decide to stop casting the spell (preserving the spell slot but losing his standard action for this round). If he decides to continue with the spell, and has already used his move action for the round, he loses his move action in the following round, even if the spell fails in between.

Alternatively, Puppet Master may cast the spell as its usual 1 round and make a Sleight of Hand check against DC 20. Success on this check causes the spell's duration to be doubled. A number of times per day equal to one less than the Puppet Master's Charisma modifier (minimum 1), if the check succeeds by 10 or more, the spell is cast as a 1 minute/level spell, instead.

Any creature summoned with any version of this ability gains the Marionette template.

Advanced Learning

At 3rd level, the Puppet Master may add a new spell to his list, representing personal study and experimentation. The spell must be a sorcerer/wizard spell of the Abjuration school, the Conjuration (Calling) sub-school, the Conjuration (Summoning) sub-school, Enchantment school, or of the Transmutation school but not of the Transmutation (Polymorph) sub-school. Conjuration (Summoning) spells not on the Sorcerer/Wizard spell list, such as Summon Nature's Ally, may also be allowed (subject to DM approval). The spell may be of no higher level than the highest level spell he can already cast. Once a new spell is selected, it is forever added to his spell list, and can be cast just like any other spell on the list.

The Puppet Master gains additional new spells at 8th, 13th, and 17th levels.

Marionette Magic

At 5th level, when casting any beneficial spell with a casting time of one Standard Action and a range of Touch or greater (that is, not Personal) that may affect Marionettes, a Puppet Master may cast it as a Full-Round Action to have the spell affect any and all creatures with the Marionette template that are under his control. If the spell requires that the targets be touched, then the Puppet Master's Doll can can be given the spell to touch any and all creatures in a radius equal to half its Move Speed to give them the benefit of the spell. This counts as the Doll's action for the round.

For spells with a casting time of greater than one Standard Action, this effect may still be used by the Puppet Master by extending the casting time as a Sorcerer extends the casting time of spells cast with metamagic.

Further, any spell on the Puppet Master's spell list that can affect any kind of creature, can affect Marionettes, even if it normally would be restricted from doing so.

Imbued Summoning

The Puppet Master excels at improving the quality of his minions. At 7th level, he gains Imbued Summoning as a bonus feat, even if he does not qualify for the feat.

Pulling the Strings

A 10th level Puppet Master does not merely play with his Dolls and Marionettes, he can control living people as well. Rather than the usual DC for a Sense Motive check to determine that a person is being controlled by any Enchantment (Compulsion) spell that the Puppet Master has cast, the Sense Motive check becomes opposed by the Puppet Master's Sleight of Hand roll, though he takes a -10 penalty on this roll if the person is not within his maximum animation range.

Further, by concentrating on the subject of a Dominate effect (or similar), the Puppet Master actually can see through its eyes, and spell out exactly how it is to act, though it will resist commands against its nature as usual, and the Puppet Master still cannot force it to take obviously suicidal actions.

The subject also gains magical strings attached to it, much like a Marionette (the HP and DR of said strings are identical to what they would be if the creature actually had the Marionette template applied to it, though it does not actually gain the template). These strings are invisible and indeed completely undetectable, by any means whatsoever, except by those who succeed on the Sense Motive roll, who can see them plainly. Upon being detected, those who can see them may attack them, and once broken, the spell's effect ends immediately. The strings are completely invulnerable to any effect caused by anything other than a creature which is already aware of them through Sense Motive.

Master of Puppets

By succeeding on a DC 30 Sleight of Hand check, a Puppet Master of 15th level or higher may cast any spell on his Puppet Master spell list that has a range of personal as a spell with a range of touch, instead. This includes giving the spell to his Doll to touch a target, and it also qualifies for Imbued Summoning or Marionette Magic when used in this way.

Marionette Template

"Marionette" is an acquired template that is added to creatures when summoned using the Puppet Master's Skillful Puppetry class feature. The summoned creature is hereafter referred to as the "base creature". A marionette uses all of the base creature's statistics and special abilities except as noted here.

  • Size and Type: The creature's type changes to Construct. Do not recalculate base attack bonus, saving throws, feats, or skill points, but any additional Hit Dice added to the creature after the template is added are Construct Hit Dice (d10, 3/4 BAB, no good saves, no skills or feats, etc.) Unlike most Constructs, Marionettes do not gain low-light vision or darkvision unless the base creature already had these qualities.
  • Abilities: A marionette, as a Construct, has no Constitution score. A marionette is not necessarily mindless, however, and retains its Intelligence, Wisdom, and Charisma scores.
  • Hit Dice and Health Points: As a Construct, the base creature loses all bonus Health Points due to Constitution (which it no longer has), and gains bonus Health based on size:
Size Bonus Health
less than Small 0
Small +10
Medium +20
Large +30
Huge +40
Gargantuan +60
Colossal +80
  • Base Attack Bonus: As base creature.
  • Attacks: As base creature.
  • Special Attacks: As base creature. For special abilities based on the creature's Constitution score, the Puppet Master's Constitution score is used instead.
  • Special Qualities: As base creature, plus the following:
    • Eerie Presence (Su) - Due to an effect known as the "uncanny valley", creatures of the same type as the base creature within 10 feet of it find the Marionette subtly disturbing, and take a -1 morale penalty on attack, damage, and saving throw rolls.
    • Puppet Strings (Su) - A Marionette has puppet stings trailing off from its limbs into the space above it. If these strings are severed, the Marionette collapses and can take no actions until they are repaired. The strings have hardness one, HP equal to the bonus HP granted by the Marionette's size (or 1 HP for fine to tiny Marionettes). The strings have DR equal to the Marionette's DR in addition to their hardness. A repair spell or other magical healing that affects constructs can be used to repair damaged strings, and any healing the Marionette receives also affects its stings, but to repair severed strings, a single spell must be used that cures at least as many points of damage as the stings had HP.
    • Damage Reduction (Ex) - based on Hit Dice:
Hit Dice Damage Reduction
1-3 1/Adamantine
4-6 3/Adamantine
7-10 5/Adamantine
11-15 7/Adamantine
16-20 8/Adamantine
21+ 15/Adamantine
  • Saving Throws: As base creature.
  • Skills and Feats: As base creature.

Puppet Master Spell List

0th Level Spells
  • Arcane Mark
  • Caltrops
  • Mending
  • Message
  • Prestidigitation
  • Repair Minor Damage
  • Resistance
1st Level Spells
  • Benign Transposition
  • Blades of Fire
  • Critical Strike
  • Command
  • Enlarge Person
  • Fist of Stone
  • Mage Armor
  • Magic Weapon
  • Protection from Chaos/Evil/Good/Law
  • Reduce Person
  • Repair Light Damage
  • Shield
  • Summon Monster I
  • True Strike
2nd Level Spells
  • Aid
  • Baleful Transposition
  • Bear's Endurance
  • Body of the Sun
  • Bull's Strength
  • Burning Sword
  • Cat's Grace
  • Eagle's Splendor
  • Fox's Cunning
  • Heroics
  • Owl's Wisdom
  • Repair Moderate Damage
  • Resist Energy
  • Sonic Weapon
  • Speak to Allies
  • Summon Monster II
3rd Level Spells
  • Anticipate Teleportation
  • Bite of the Wererat
  • Displacement
  • Elation
  • Haste
  • Heroism
  • Keen Edge
  • Mage Armor, Mass
  • Magic Circle against Chaos/Evil/Good/Law
  • Magic Weapon, Greater
  • Protection from Energy
  • Puppeteer
  • Rage
  • Repair Serious Damage
  • Summon Monster III
  • Weapon of Impact
4th Level Spells
  • Bite of the Werewolf
  • Dimensional Anchor
  • Dominate Person
  • Enlarge Person, Mass
  • Fire Shield
  • Flame Whips
  • Ray of Deanimation
  • Reduce Person, Mass
  • Repair Critical Damage
  • Resist Energy, Mass
  • Resistance, Greater
  • Stoneskin
  • Summon Monster IV
5th Level Spells
  • Bite of the Wereboar
  • Command, Greater
  • Dismissal
  • Fire Shield, Mass
  • Ironguard, Lesser
  • Insidious Suggestion
  • Interposing Hand
  • Planar Binding, Lesser
  • Summon Monster V
  • Telepathic Bond
  • Touch of Adamantine
  • Vanishing Weapon
  • Zone of Respite
6th Level Spells
  • Bite of the Weretiger
  • Brilliant Blade
  • Heroism, Greater
  • Resistance, Superior
  • Steal Summoning
  • Stone Body
  • Suggestion, Mass
  • Summon Monster VI
  • Total Repair
7th Level Spells
  • Banishment
  • Bite of the Werebear
  • Energy Immunity
  • Emerald Flame Fist
  • Grasping Hand
  • Ironguard, Greater
  • Spell Turning
  • Summon Monster VII
8th Level Spells
  • Demand
  • Dimensional Lock
  • Dominate Person, Mass
  • Golem Immunity
  • Iron Body
  • Mind Blank
  • Protection from Spells
  • Summon Monster VIII
9th Level Spells
  • Awaken Construct
  • Crushing Hand
  • Dominate Monster
  • Summon Golem
  • Summon Monster IX

Doll Built-In Feat List

This is a list of feats and/or special abilities that a Doll may be constructed with. A Doll may be constructed with at most as many of these as a creature of its HD with an Intelligence score would get Feats. The creator may select any feat for which the Doll has enough HD. Most of these feats or abilities uses a spell slot of the Puppet Master's; the Puppet Master loses a spell slot of the listed level as long as he is animating a Doll with that feat or special ability. If the Puppet Master ceases to animate the Doll, the lost slots return the next time the Puppet Master regains spell slots. Animating any Doll automatically costs the Puppet Master the appropriate spell slots.

Built-In Feat
or Special Ability
Minimum
Hit Dice
Size
Requirement
Spell
Used
Note
Acrobatic 1 Tiny, Small -
Agile 1 Tiny, Small -
Aid Another 1 Any 1st Allows the Doll to use the Aid Another action.
Alertness 1 Any 0th
Athletic 1 Any -
Great Fortitude 1 Any -
Iron Will 1 Any 0th
Lightning Reflexes 1 Any -
Speech 1 Any 1st Gives the Doll the ability to mimic sounds and create the sounds that the Puppet Master tells it to say with their telepathic bond.
Toughness 1 Any -
Bull Rush 4 Any 1st Allows the Doll to use the Bull Rush combat maneuver.
Combat Expertise 4 Any -
Disarm 4 Any 1st Allows the Doll to use the Disarm combat maneuver.
Dodge 4 Any 0th
Grapple 4 Any 1st Allows the Doll to use the Grapple combat maneuver.
Hold the Line 4 Any 2nd Combat Reflexes pre-requisite waived.
Free Hands 4 Any 1st Doll's hands are no longer treated as locked gauntlets, but normal hands.
Improved Unarmed Strike 4 Any 1st
Improved Natural Armor 4 Any 1st
Low-light Vision 4 Any 0th As normal for Constructs.
Overrun 4 Any 1st Allows the Doll to use the Overrun combat maneuver.
Power Attack 4 Any 2nd
Shield Proficiency 4 Any 1st
Sunder 4 Any 1st Allows the Doll to use the Sunder combat maneuver.
Trip 4 Any 1st Allows the Doll to use the Trip combat maneuver.
Two-Weapon Fighting 4 Any 2nd
Weapon Finesse 4 Any 1st
Weapon Focus 4 Any 0th
Blind-Fight 7 Any 2nd
Cleave 7 Any 2nd
Darkvision, 60 ft 7 Any 1st As normal for Constructs.
Eyes in the Back of Your Head 7 Any 1st
Extended Stay 7 Any 3rd Allows the Doll to remain outside the maximum animation radius until the end of the next turn.
Improved Bull Rush 7 Any 2nd Requires Bull Rush.
Improved Disarm 7 Any 2nd Requires Disarm.
Improved Overrun 7 Any 2nd Requires Overrun.
Improved Trip 7 Any 2nd Requires Trip.
Improved Grapple 7 Any 2nd Requires Grapple.
Improved Shield Proficiency 7 Any 1st
Improved Sunder 7 Any 2nd Requires Sunder.
Mobility 7 Any 2nd
Power Critical 7 Any 2nd
Stand Still 7 Any 3rd
Two Weapon Defense 7 Any 1st
Weapon Specialization 7 Any 1st
Blindsight, 5 ft 10 Any 4th
Greater Cleave 10 Any 3rd
Greater Weapon Focus 10 Any 2nd
Improved Critical 10 Any 5th
Improved Grab 10 Any 5th Requires Free Hands.
Improved Two-Weapon Fighting 10 Any 4th
Knockdown 10 Any 4th
Sidestep Charge 10 Any 3rd
Superior Expertise 10 Any 2nd
Awesome Blow 13 Medium, Large 6th
Constrict 13 Large 6th Requires Improved Grab, deals Doll's unarmed damage.
Self-Haste 13 Any 6th As Clay Golem.
Tremorsense, 60 ft 13 Any 4th
Greater Weapon Specialization 13 Any 3rd
Breath Weapon 16 Any 7th As Iron Golem.
Cursed Wound 16 Any 6th As Clay Golem.
Magic Immunity 16 Any 5th As a type of Golem chosen when the Doll is created.
Trample 16 Large 4th Requires Improved Overrun, deals Doll's unarmed damage.
Slow 19 Any 7th As Stone Golem.
Snatch 19 Large 7th Requires Free Hands.

Basic Doll Stats

These are sample Doll stats, each listed at the first level that the given Doll is obtainable. Does not include any built-in feats.

Tiny Wooden Doll Small Wooden Doll Medium Wooden Doll Large Wooden Doll
Size/Type Tiny Construct Small Construct Medium Construct Large Construct
Hit Dice 1d8 (4 hp) 6d10+10 (43 hp) 12d10+20 (86 hp) 20d12+30 (162 hp)
Speed 20 ft 30 ft 40 ft 50 ft
Armor Class 10 + X Dex* + 2 Size 10 + X Dex* + 1 Natural Armor + 1 Size 10 + X Dex* + 3 Natural Armor 10 + X Dex* + 5 Natural Armor - 1 Size
Base Attack / Grapple +0 / -10 +4 / +0 +8 / +9 +15 / +21
Space / Reach 2.5 ft / 0 ft 5 ft / 5 ft 5 ft / 5 ft 10 ft / 10 ft
Height 1 ft 6 in. 3 ft 6 in. 5 ft 6 in. 7 ft 6 in.
Weight 5 lbs 20 lbs 60 lbs 150 lbs
Special Qualities Construct Traits, Built-In Feats or Special Qualities Construct Traits, Built-In Feats or Special Qualities Construct Traits, Built-In Feats or Special Qualities Construct Traits, Built-In Feats or Special Qualities
Saves Fort +0, Ref +0+X*, Will +0 Fort +2, Ref +2+X*, Will +2 Fort +4, Ref +4+X*, Will +4 Fort +5, Ref +5+X*, Will +5
Abilities Str 6, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1 Str 10, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1 Str 12, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1 Str 14, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1
Cost / Time 100 gp, 8 XP / 1.5 hrs 400 gp, 36 XP / 6 hrs 1,200 gp, 96 XP / 2.4 days 3,000 gp, 240 XP / 6 days
 
Tiny Iron Doll Small Iron Doll Medium Iron Doll Large Iron Doll
Size/Type Tiny Construct Small Construct Medium Construct Large Construct
Hit Dice 6d8+6 (33 hp) 6d10+16 (49 hp) 12d10+32 (98 hp) 20d12+70 (200 hp)
Speed 20 ft 30 ft 40 ft 50 ft
Armor Class 10 + X Dex* + 1 Natural Armor + 2 Size 10 + X Dex* + 2 Natural Armor + 1 Size 10 + X Dex* + 4 Natural Armor 10 + X Dex* + 7 Natural Armor - 1 Size
Base Attack / Grapple +4 / -4 +4 / +2 +8 / +11 +15 / +23
Space / Reach 2.5 ft / 0 ft 5 ft / 5 ft 5 ft / 5 ft 10 ft / 10 ft
Height 1 ft 6 in. 3 ft 6 in. 5 ft 6 in. 7 ft 6 in.
Weight 20 lbs 80 lbs 240 lbs 600 lbs
Special Qualities Construct Traits, Built-In Feats or Special Qualities, Damage Reduction 1/Adamantine per 5 HD Construct Traits, Built-In Feats or Special Qualities, Damage Reduction 1/Adamantine per 5 HD Construct Traits, Built-In Feats or Special Qualities, Damage Reduction 1/Adamantine per 5 HD Construct Traits, Built-In Feats or Special Qualities, Damage Reduction 2/Adamantine per 5 HD
Saves Fort +2, Ref +2+X*, Will +2 Fort +2, Ref +2+X*, Will +2 Fort +4, Ref +4+X*, Will +4 Fort +5, Ref +5+X*, Will +5
Abilities Str 10, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1 Str 14, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1 Str 16, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1 Str 18, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1
Cost / Time 400 gp, 32 XP / 6 hrs 1,600 gp, 128 XP / 3.2 days 4,800 gp, 384 XP / 9.6 days 12,000 gp, 960 XP / 24 days
 
Tiny Mithral Doll Small Mithral Doll Medium Mithral Doll Large Mithral Doll
Size/Type Tiny Construct Small Construct Medium Construct Large Construct
Hit Dice 12d8+12 (62 hp) 12d10+22 (88 hp) 12d10+32 (98 hp) 20d12+50 (180 hp)
Speed 30 ft 40 ft 50 ft 60 ft
Armor Class 10 + 1+X Dex* + 1 Natural Armor + 2 Size 10 + 1+X Dex* + 2 Natural Armor + 1 Size 10 + 1+X Dex* + 4 Natural Armor 10 + 1+X Dex* + 7 Natural Armor - 1 Size
Base Attack / Grapple +8 / +0 +8 / +6 +8 / +10 +15 / +22
Space / Reach 2.5 ft / 0 ft 5 ft / 5 ft 5 ft / 5 ft 10 ft / 10 ft
Height 1 ft 6 in. 3 ft 6 in. 5 ft 6 in. 7 ft 6 in.
Weight 10 lbs 40 lbs 120 lbs 300 lbs
Special Qualities Construct Traits, Built-In Feats or Special Qualities (+1 Spell Slot requirement), Damage Reduction 1/Adamantine per 5 HD Construct Traits, Built-In Feats or Special Qualities (+1 Spell Slot requirement), Damage Reduction 1/Adamantine per 5 HD Construct Traits, Built-In Feats or Special Qualities (+1 Spell Slot requirement), Damage Reduction 1/Adamantine per 5 HD Construct Traits, Built-In Feats or Special Qualities (+1 Spell Slot requirement), Damage Reduction 2/Adamantine per 5 HD
Saves Fort +4, Ref +5+X*, Will +4 Fort +4, Ref +5+X*, Will +4 Fort +4, Ref +5+X*, Will +4 Fort +5, Ref +6+X*, Will +5
Abilities Str 10, Dex 2+X*, Con Ø, Int Ø, Wis 11, Cha 1 Str 14, Dex 2+X*, Con Ø, Int Ø, Wis 11, Cha 1 Str 16, Dex 2+X*, Con Ø, Int Ø, Wis 11, Cha 1 Str 18, Dex 2+X*, Con Ø, Int Ø, Wis 11, Cha 1
Cost / Time 600 gp, 32 XP / 6 hrs 2,400 gp, 128 XP / 3.2 days 6,400 gp, 384 XP / 9.6 days 18,000 gp, 960 XP / 24 days
 
Tiny Adamantine Doll Small Adamantine Doll Medium Adamantine Doll Large Adamantine Doll
Size/Type Tiny Construct Small Construct Medium Construct Large Construct
Hit Dice 20d8+40 (130 hp) 20d10+50 (160 hp) 20d10+60 (170 hp) 20d12+90 (210 hp)
Speed 20 ft 30 ft 40 ft 50 ft
Armor Class 10 + X Dex* + 2 Natural Armor + 2 Size 10 + X Dex* + 3 Natural Armor + 1 Size 10 + X Dex* + 5 Natural Armor 10 + X Dex* + 9 Natural Armor - 1 Size
Base Attack / Grapple +15 / +9 +15 / +15 +15 / +20 +15 / +25
Space / Reach 2.5 ft / 0 ft 5 ft / 5 ft 5 ft / 5 ft 10 ft / 10 ft
Height 1 ft 6 in. 3 ft 6 in. 5 ft 6 in. 7 ft 6 in.
Weight 40 lbs 160 lbs 480 lbs 1,200 lbs
Special Qualities Construct Traits, Built-In Feats or Special Qualities (-2 Spell Slot requirement), Damage Reduction 1/Adamantine per 2 HD Construct Traits, Built-In Feats or Special Qualities (-2 Spell Slot requirement), Damage Reduction 1/Adamantine per 2 HD Construct Traits, Built-In Feats or Special Qualities (-2 Spell Slot requirement), Damage Reduction 1/Adamantine per 2 HD Construct Traits, Built-In Feats or Special Qualities (-2 Spell Slot requirement), Damage Reduction 1/Adamantine per HD
Saves Fort +5, Ref +5+X*, Will +5 Fort +5, Ref +5+X*, Will +5 Fort +5, Ref +5+X*, Will +5 Fort +5, Ref +5+X*, Will +5
Abilities Str 14, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1 Str 18, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1 Str 20, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1 Str 22, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1
Cost / Time 800 gp, 64 XP / 1.6 days 3,200 gp, 256 XP / 6.4 days 9,600 gp, 768 XP / 19.2 days 24,000 gp, 1,920 XP / 48 days
* a Doll always uses its Master's Dexterity score as its base, though Mithral Dolls gain a +2 bonus to this value.

Credits and Thanks

Thanks to Mulletmanalive and Kallisti on the Giant in the Playground forums for their help with this. Special thanks to Kallisti for the Marionette template.

Personal tools
Google AdSense