New Class - Puppeteer, Arcane Controller ~ Updated levels 1-10

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I have always liked the idea of a manipulator class that controls marionettes or puppets to carry out commands. Therefore, I decided to start work on a arcane controller of the sort. So far I have started with a rough outline of the class from levels 1-3. I hope to get some feedback on the class to determine how it balances out. I welcome feedback whether it be that a power is too strong, or maybe if my wording is too convoluted, or even if I made some spelling errors.

Let me know what you think.


UPDATE: I have added the powers for levels 5 - 10. I hope to get more feedback on these powers because they were more of a hassle to conceive but should be more rewarding to the class. My next goal will be to try to get another 4 - 10 levels of powers, possible paragon paths, and possible feat options. Let me know if you have any suggestions.


Puppeteer

CLASS TRAITS
Role: Controller. You draw power in order to controller objects or creatures around you using your Charisma to help with attacks and powers. Depending on your choice of class features and powers, you can lead toward either a striker, that uses Dexterity to help you puppet deal more damage, or defender, that uses your Constitution to help aid allies and boost defensive powers ,as a secondary role with the aid of your puppet.
Power Source: Arcane. You manifest mystical power in order to possess and control objects or creatures.
Key Abilities: Charisma, Constitution, Dexterity

Armor Proficiencies: Cloth, Leather.
Weapon Proficiencies: Dagger, Crossbow
Implements: Control Bar
Bonus to Defense: +1 Reflex, +1 Will

Hit Points at First Level: 10 + Constitution Score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Arcana. From the class skills list below, choose three more
at 1st level. Class skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha), History (Int), Insight (Wis), Streetwise (Cha), Thievery (Dex)
Class Features: Master of Marionettes

Puppeteer Class Features:


Master of Marionettes


Puppeteers use arcane powers to control and possess puppets in order to carry out attacks or commands. The puppet is a tiny to small sized object, usually in the likeness of a human. Puppeteers gain the [Puppet Possession] power, which allows you to animate a puppet into action. In addition, choose one of the following Master of Marionettes options. Your choice allows your puppet to use an opportunity attack power and gain an ability based on your choice. You also can gain benefits from certain puppeteer powers based on your choice.


Menacing Marionette

Your mastery of puppetry has allowed you to find openings in the movements of enemies and you have found ways to exploit them. Having a high Dexterity allows for you puppet to benefit from increased AC and Reflexes as well as bonus to certain powers. You gain the [Pestering Strike] power, an opportunity attack attack that only your Puppet can make.

You Puppet also gains a bonus to damage rolls against creatures that are granting it combat advantage equal to your Dexterity modifier. This ability can be applied to an attack only once in a round.


Distracting Doll

Using your puppet you have found ways to aid your allies, often at the cost of your puppet's own body. A high Constitution allows for your puppet to have more starting HP and also grants bonus to some of your powers. You gain the [Distracting Jab] power, an opportunity attack that only your Puppet can make.

Any Ally adjacent to your Puppet can shift as a minor action instead of a move action.


Implements

Puppeteers focus their powers through a control bar, bars usually crossed and tied with strings used to manipulate marionettes. When you wield a magic control bar you can add its enhancement bonus to the attack rolls and the damage rolls of puppeteer powers and puppeteer paragon path powers that have the implement keyword, as well as attack and damage rolls that you make with your puppet. Without an implement, you can still use these powers.


Puppet Possession
At-Will: Implement, Arcane
Standard Action
Effect: You spend a healing surge and your puppet is animated under your control and it can immediately shift one square. The puppet has your Bloodied value in Hit Points and uses the same defenses as you. It moves when you do and you are able to control it by using your own actions. You can use powers with the (Puppet) keyword through your puppet and gains any implement modifiers to attack with such powers. The puppet's Weapon damage is 1d6 and uses your ability modifiers when using any powers with the (Puppet) Keyword. The puppet has a speed equal to one half of your speed (rounded down). When the puppet is reduced to 0 Hit Points it stops being animated. If your puppet is more than 10 squares away from you it stops being animated. You puppet is still treated as an object even while animated and can be affected by powers and rituals concerning objects. If you puppet is already animated by this power you can instead cause your puppet to cease being animated to instead gain a healing surge.
Special: During the first round in an encounter, you may use this power as a minor action.


Pestering Strike

At-Will: Implement, Arcane, Puppet
Immediate Interrupt Melee Puppet 1
Trigger: An enemy leaves a square adjacent to your puppet without shifting.
Target: The triggering enemy
Attack: Charisma vs. Reflex
Hit: 1d6 + Dexterity modifier damage. The target also grants combat advantage to either your puppet or an ally adjacent to your puppet until the end of the target's next turn.
Level 21: 2d6 + Dexterity modifier damage.

Distracting Jab
At-Will: Implement, Arcane, Puppet
Immediate Interrupt Melee Puppet 1
Trigger: An enemy makes a melee attack against an ally the puppet is adjacent to.
Target: The triggering enemy
Attack: Charisma vs. Reflex
Hit: The target takes a penalty to the triggering attack equal to 1 + your Constitution modifier.


Level 1 At-Will Powers

Tripping Hand
You channel arcane power into an object at your foes feet, causing them to stumble.
At-Will: Implement, Arcane
Standard Action
Area: burst 1 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: Charisma modifier damage, and you slide the target 1 square.
Level 21: 1d10 + Charisma modifier damage.

Targeted Strike
Taking careful aim you or your puppet strikes with precision
At-Will: Weapon, Puppet
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Charisma + 2 vs. AC
Hit: 1[W] damage
Level 21: 2[W] damage

Covering Strike
You take aim trying to take the enemy's focus off of your ally
At-Will: Weapon, Puppet
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and the target is marked by you or your puppet until the end of your next turn.

Mind Spike

You blast your foe with a burst of psychic energy hindering their actions.
At-Will: Implement, Arcane, Psychic
Standard Action Range 10
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the target takes a –1 penalty to attack rolls, speed, and skill checks until the end of your next turn.


Level 1 Encounter Powers

Shielded Burst
You channel energy through your puppet buffering your enemy and strengthening an ally's defense.
Encounter: Implement, Arcane, Puppet
Standard Action
Close Burst 1
Target: Each enemy in burst
Hit: Charisma vs. Fortitude
Attack: 1d8 + Charisma modifier damage, push the target 1 square.
Effect: Allies in the burst gain +2 to AC until your next turn.
Distracting Doll: the bonus to AC equals 1 + your Constitution modifier.

Mind Freeze

Blasting your foe with psychic energy you cause them to strain to act
Encounter: Implement, Arcane, Psychic
Standard Action
Range 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage and the target is dazed and slowed until your next turn.

Stringed Whip
Magical strings attach to the foe dragging them closer, allowing allies to take advantage of their surprise.
Encounter: Implement, Arcane, Puppet
Standard Action
Burst 5
Target: One creature
Attack: Charisma vs. Reflex
Hit: Pull the target 2 squares, an ally can then make a basic attack against the target with a bonus to damage equal to your Charisma modifier.
Miss: The target is slowed.

Flicker Strike
Using your puppet you are able to delivery a quick hit.
Encounter: Weapon, Puppet
Standard Action
Melee
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1[W] + Charisma modifier damage
Special: If you use your puppet for this power it only takes a minor action and the damage is 2[W].


Level 1 Daily Powers

Open Wound
Striking a wounded foe leads the wound to open up, causing more damage.
Daily: Weapon, Puppet
Standard Action
Melee or Ranged weapon
Target: One creature
Menacing Marionette: Your puppet gets a bonus to the attack equal to your Dexterity modifier.
Attack: Charisma Vs. AC
Hit: 2[W] + Charisma modifier damage. If the target is bloodied it takes 5 ongoing damage (save ends).
Miss: Half damage and your allies can treat the target as bloodied until your next turn.

Mind Shackles
You create the illusion of shackles on your foes, stopping them in their track and forcing them to strain to break free.
Daily: Implement, Arcane, Illusion
Standard Action
Area: Burst 1 within 10 squares
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: The target is immobilized (save ends). If the target saves they are slowed (save ends). The target also gets a -3 to these saves. The target can become weakened (save ends) to end the penalty to the save.
Miss: The target is slowed (save ends).

Puppet's Vengeance
As the magic drains out of your puppet, you use the last bit to strike back
Daily: Implement, Arcane, Puppet
Immediate Interrupt
Trigger: You puppet is reduced to 0 hits by an enemy's attack
Area: burst 2 centered on your puppet
Target: Each enemy in burst
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier damage and you push the target 2 squares.
Miss: Half Damage and push 1 square


Level 2 Utility Powers

Master Mimicry
When given then oppurtunity to strike, your puppet does the same.
At-Will: Puppet
No Action
Trigger: You are granted a melee basic attack by an ally
Effect: Your puppet can make a basic melee attack against an adjacent enemy. Your puppet gains a bonus to this attack equal to your Dexterity modifier.

Smooth Talker
Seeing an ally stumbling with his words, you step in to help
Encounter
Immediate Interrupt
Trigger: An ally fails a Diplomacy or Bluff check
Effect: The ally can re-roll the check with a bonus equal to your Charisma modifier.

Manipulator's Movement
Controlled focus allows you to manipulate others movements to a greater extent
Daily: Arcane
Effect: For the rest of the encounter, when you use a power that can push, pull, or slide a target a number of squares you can increase or decrease that number by 1.

Ankle Grabber
Your puppet latches onto your foe to slow its advances
Encounter: Arcane
Minor Action
Effect: Your puppet grabs onto an adjacent enemy and moves into their space. While the enemy is grabbed by your puppet he is slowed and cannot shift. While grabbing your enemy, your puppet is unable to make attacks and you cannot use powers through your puppet. When your enemy moves, your puppet moves with them. The enemy can end this effect by taking a standard action. You can end this effect with a minor action.


Level 3 Encounter Powers

Psychic Rearrangement
You forcefully cause two enemies to switch places on the battle field
Encounter: Implement, Arcane, Teleportation, Psychic
Standard Action
Targets: Two creatures within 5 squares of each other
Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier psychic damage.
Special: If both targets are hit you can make them switches places.

High/Low Sweep
You aim high while your puppet goes low
Encounter: Weapon, Puppet
Standard Action
Melee
Target: One or Two creatures
Attack: Charisma vs. AC, two attacks (you and your puppet)
Hit: 1[W] + Charisma modifier damage. If you hit, the target is dazed. If you puppet hits, the target is slowed. If both hit the same target, the enemy takes a -2 to attack rolls until your next turn.
Menacing Marionette: an enemy who is hit grants combat advantage to you and your allies until the end of your next turn.

Dark Karma
As you touch a foe, they see what harmful action may bring
Encounter: Implement, Arcane, Necrotic, Puppet
Standard Action
Melee Touch
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier necrotic damage.
Special: If the target tries to attack before your next turn they take a -2 penalty to that attack and suffer ongoing 5 necrotic damage (save ends).

Shielding Aura
Channeling arcane energy you create a zone that bolsters your allies and demeans your foes.
Encounter: Arcane, Zone, Puppet
Standard Action
Area: Burst 2
Effect: The burst creates a zone of arcane energy that grants a +2 bonus to all defense to you and your allies in the zone. The zone also grants a -2 penalty to all defenses of foes in the zone. The zone lasts until the end of your next turn.
Distracting Doll: The zone persists for one more turn before it ends.



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Level 5 Daily Powers


Tricky Puppet Imitation

Striking up a stance you have your puppet imitate the guile of a wily rogue.
Daily: Arcane, Stance
Effect: While in this stance, any attacks your puppet makes while it has combat advantage deal an extra 2d6 damage, but only once per round for such attacks, as well as a bonus to AC against opportunity attack equal to your Dexterity modifier. Your puppet also gains the following attack:
Explosive Finale
Daily: Arcane, Puppet
Free Action
Blast 3
Target: Each enemy in burst
Attack: Charisma vs. Reflex
Trigger: When your puppet is reduced to 0 HP you can use this attack.
Hit: 2[W] + Dexterity modifier damage and the target is blinded until the end of your next turn.
Miss: Half damage, and the target is dazed.
Special: This attack ends your stance.

Fortifying Puppet Imitation
Striking up a stance you have your puppet imitate the hardiness of a great fighter.
Daily: Arcane, Stance
Effect: While in this stance, any melee attacks your puppet makes gain the invigorating keyword as well as a bonus to AC equal to your Constitution modifier. You puppet also gains the following attack:
Knee Smash
Daily: Arcane, Puppet
Standard Action
Melee
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Constitution modifier damage, and the target is slowed (save ends). If the target is already slowed, it is instead immobilized (save ends).
Miss: Half damage, and the target is not slowed or immobilized.
Special: This attack ends your stance.

Psychic Bomb
You fire concentrated blast of psychic energy which clings to those in the area
Daily: Arcane, Implement, Psychic
Standard Action
Area: Burst 2 within 10
Attack: Charisma Vs. Reflex
Hit: 2d6 + Charisma modifier psychic damage and ongoing 5 psychic damage (save ends)
Miss: Half damage and ongoing 2 psychic damage (save ends).


Level 6 Utility powers

Arcane Charge
By removing the arcane link for you puppet you use that power to strike.
At-Will: Arcane
Effect: Your puppet is reduced to 0 HP, you can treat this as effect as an enemy's attack for purposes of powers. You gain a bonus to your next attack roll for a puppeteer power equal to your Charisma modifier.

Donate Life
A simple touch from you bestows an ally with a portion of your power, sometimes at your puppet's expense.
Encounter: Arcane, Puppet
Minor Action
Melee Touch
Target: One creature
Effect: You lose a healing surge and grant the target a healing surge as well as the ability to use their second wind as a minor action on their next turn.
Special: Instead of loosing a healing surge you can instead cause your puppet to cease being animated. If you do, the target also gains temporary hit points equal to your level + your charisma modifier.

Arcane Renewal
You touch an object allowing to to be restored or revitalized.
Daily: Arcane, Healing, Puppet
Minor Action
Melee Touch
Target: One object
Effect: The target regains HP equal your twice your healing surge value.

Smoke Bomb
A quick gesture and smoke occupies the surrounding spaces causing sight to be obscured.
Encounter: Arcane, Puppet
Minor Action
Burst 2
Effect: The burst creates a zone of balck smoke that grants concealment for those inside of the smoke. Anyone inside the burst when it is created can immediately roll a stealth check to become hidden. The zone last until the end of your next turn. If your puppet used this power you can move the zone wherever you move your puppet, otherwise the zone remains stationary.
Sustain Minor: The zone persists as long as you or your puppet remains in the smoke.


Level 7 Encounter powers

Acid Breath

You blast your foes with conjured acid
Encounter: Arcane, Implement, Acid, Puppet
Standard Action
Blast 3
Target: Each creature in burst
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier damage, and ongoing 5 acid damage (save ends).

Ankle Sweep
You aim low looking to knock your foe off balance, or set up an ally to do just that.
Encounter: Weapon, Puppet
Standard Action
Melee or Ranged weapon
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1[W] + Charisma modifier damage, and you push the target one square. If the foe takes damage from an ally before their next turn, the target is knocked prone.
Distracting Doll: One ally can either shift one square as a free action or make a melee basic attack against the target.

Opportune Retort
You foe swings wide, but not wide enough to avoid that dagger.
Encounter: Weapon, Puppet
Immediate Reaction
Melee weapon
Trigger: An enemy misses you with an attack
Target: The triggering enemy.
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage.
Menacing Marionette: You are considered to have combat advantage for this attack.

Forceful Rebuke
You strike at your foes sending them in every direction
Encounter: Arcane, Implement
Standard Action
Range 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier damage, and you can push creatures adjacent to the target 2 square from the target.


Level 9 Daily powers

Combined Assault
Simultaneously striking with arcane energy and your puppet you preform an swift combination leaving the enemy to recover form the blow.
Daily: Arcane, Implement
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier damage, the target is immobilized until your next turn and make a secondary attack.
Miss: Half damage and the target is slowed until your next turn and make a secondary attack with a +2 bonus to hit.
Secondary Attack: Charisma vs. AC (puppet)
Hit: 1[W] + Charisma modifier damage and 5 + Charisma modifier ongoing damage (save ends).
Miss: Half damage and 5 ongoing damage.
Special: If both attacks hit the target is knocked prone.

Re-Tether the Strings
You foe strikes your puppet down leaving you to find a new puppet, and one just happens to be present.
Daily: Arcane, Implement
Free Action
Trigger: You puppet is reduced to 0 hit points by an enemy's attack.
Target: One creature adjacent to your puppet.
Attack: Charisma vs. Will
Hit: The target is dominated (save ends).
Miss: The target is dazed (save ends).

Cursed Puppet Imitation
Striking up a stance you have your puppet imitate the turmoil of a dark warlock.
Daily: Arcane, Stance
Effect: While in this stance, any attacks your puppet makes can be done as if they had Reach 2, and your puppet deals an extra 1d6 damage for such attacks. You puppet also gains the following attack:
Madness Possession
Daily: Arcane, Charm, Psychic
Free Action
Trigger: You puppet is reduced to 0 hit points by an enemy's attack.
Range 5
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage.
Miss: Half damage.
Sustain Minor: The target makes a melee basic attack against one of its adjacent allies of your choice (save ends).
Special: This attack ends your stance.

Blessed Puppet Imitation
Striking up a stance you have your puppet imitate the devotion or a holy cleric.
Daily: Arcane, Stance
Effect: While in this stance, Allies adjacent to your puppet gain hit points equal to your level at the start of their turn, and gain a bonus to saves equal to your Charisma modifier. You puppet also gains the following attack:
Cowing Smite
Daily: Arcane, Puppet
Standard Action
Melee
Target: One creature
Attack: Charisma vs. Will
Hit: 1[W] + Charisma modifier damage, and the target cannot attack (save ends).
Miss: Half damage, and the target cannot attack your allies until your next turn.
Special: This attack ends your stance.


Level 10 Utilities

Shielding Buffer
Strengthening your puppet you will it to take a few hits your allies may have taken.
Daily: Arcane, Stance
Effect: Until the end of the encounter, while in this stance, your puppet gains resist 10. Also, any attack that is made on an adjacent ally does half damage to your ally and half damage to your puppet.

Gregarious Performer
You Charismatic nature seems to help even in the worst predicaments.
Encounter: Arcane
Immediate Reaction
Trigger: You or an ally fail a skill challenge DC by you Charisma modifier or less.
Effect: Treat the skill challenge as a success.

Gravity Well
You create a zone of highly concentrated energy which slowly pulls creatures into it.
Encounter: Arcane, Puppet
Minor Action
Burst 2
Effect: The burst creates a zone that pulls all creatures towards the origin square. Any creature that starts its turn in the zone becomes slow until the end of their turn. When you use this power you can make a secondary attack.
Secondary Target: All creatures within 5 squares of the origin
Secondary Attack: Charisma vs. Fortitude
Hit: Pull the target 1 square into the zone.
Sustain Minor: The zone persists and you can make a secondary attack.

Overcautious Manipulation
You ready for your next move, taking precaution to not get it wrong.
Daily: Arcane
Minor Action
Effect: The next Puppeteer power you use this turn gains the "Reliable" keyword.
Updated Class adding in levels 5-10 powers. Let me know what you think.
I like the concept. Pure ownage. Goodwork

I love the idea of the puppet, this helps my concept for the class I'm currently working on.  It looks pretty good to me, very unique and amusing ^_^

"All I hear now is the sound of the Charop boards and all their builds popping" ~ Mithreinmaethor "Oh I forgot, common sense no longer exists. It died with the invent of the internet age. ~ Thunder_Dragonbane ~ 1001 Reasons to Love 4E

Without the implement keyword on targeted strike and covering strike, won't they have crazy trouble hitting.  Especially if you're channeling the attack through your puppet...


But then again I guess I may be missing something.

Interesting concept that I think my players would like, continue the great work!

I love the concept of this, both for an interesting PC, but also for a very interesting NPC allie or enemy character. Might have to use this in an adventure, cheers