Puppeteer (Base Class)

Puppeteer 

Base Class

Class Skills

Class Features

Table 1-1: Puppeteer

Table 1-2: Puppeteer Spells Known

Sidebar: Puppeteer Strings

Puppeteer Masteries

Bones Mastery

Table 1-3: Skeleton sizes by level

Dominion Mastery

Elemental Mastery

Table 1-4: Elemental sizes by level

Fate Mastery

Maestro Mastery

Puppet Mastery

Table 1-5: Manipulated animated object hardness

Table 1-6: Animated objects

Shadow Mastery

String Mastery

Universal Manipulations

Puppeteer Flairs

Puppeteer Spell List

New Feats

Extra Flair

Extra Manipulations

Where bards are dabblers into many forms of artistry, puppeteers are true masters of their trade: manipulation. By combining their own inner power and a touch of cunning, the puppeteer has achieved an art that can be used to, literally, put puppet strings on almost anything. The puppeteers manipulations are not limited to inanimate objects but extends to allies, foes and even concepts. Puppeteers are unique in that while some have a strong force of personality, it shines through, not themselves, but their manipulations.

Role: The puppeteer’s ability to manipulate their surroundings sees them through many desperate situations. Depending on their chosen mastery, a puppeteer could change nearby debris into a powerful ally, turn enemies against themselves or even use his strings to lash out directly. 

Alignment: Any.

Hit Dice: d8.

Starting Wealth: 3d6 x 10 gp (105 gp). In addition the puppeteer begins play with an outfit worth 10 gp or less.

Class Skills

The puppeteer’s class skills are Bluff (Cha), Craft (Int),Disguise (Cha), Escape Artist (Dex),Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Class Features

The following are the class features for the puppeteer.

Weapon and Armor Proficiency: Puppeteers are proficient with all simple weapons. Puppeteers are also proficient with light armor. A puppeteer can cast puppeteer spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a puppeteer wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass puppeteer still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A puppeteer casts arcane spells drawn from the puppeteer spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell's level.

To learn or cast a spell, a puppeteer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a puppeteer’s spell is 10 + the spell level + the puppeteer’s Charisma modifier.

A puppeteer can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table 1-1. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

A puppeteer’s selection of spells is extremely limited. A puppeteer begins play knowing four 0-level spells and two 1st-level spells of the puppeteer’s choice. At each new puppeteer level, he gains one or more new spells as indicated on Table 1-2. (Unlike spells per day, the number of spells a puppeteer knows is not affected by his Charisma score. The numbers on Table 1-2 are fixed.)

Upon reaching 5th level, and at every third puppeteer level thereafter (8th, 11th, and so on), a puppeteer can choose to learn a new spell in place of one he already knows. In effect, the puppeteer “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level puppeteer spell he can cast. A puppeteer may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Table 1-1: Puppeteer

Spells Per Day

Lvl

BAB

Fort

Ref

Will

Special

1st

2nd

3rd

4th

5th

6th

1

+0

+0

+0

+2

Cantrips, Manipulations, Mastery

1

2

+1

+0

+0

+3

Dominant, Flair, Ingenuity Pool

2

3

+2

+1

+1

+3

Manipulation

3

4

+3

+1

+1

+4

Flair, Skill Projection +1

3

1

5

+3

+1

+1

+4

Manipulation

4

2

6

+4

+2

+2

+5

Flair

4

3

7

+5

+2

+2

+5

Improved Mastery, Manipulation

4

3

1

8

+6/+1

+2

+2

+6

Flair, Skill Projection +2

4

4

2

9

+6/+1

+3

+3

+6

Manipulation

5

4

3

10

+7/+2

+3

+3

+7

Flair, Meta Manipulation (entwined)

5

4

3

1

11

+8/+3

+3

+3

+7

Manipulation

5

4

4

2

12

+9/+4

+4

+4

+8

Flair, Skill Projection +3

5

5

4

3

13

+9/+4

+4

+4

+8

Greater Mastery, Manipulation

5

5

4

3

1

14

+10/+5

+4

+4

+9

Flair, Meta Manipulation (quickened)

5

5

4

4

2

15

+11/+6/+1

+5

+5

+9

Manipulation

5

5

5

4

3

16

+12/+7/+2

+5

+5

+10

Flair, Skill Projection +4

5

5

5

4

3

1

17

+12/+7/+2

+5

+5

+10

Manipulation

5

5

5

4

4

2

18

+13/+8/+3

+6

+6

+11

Flair, Meta Manipulation (twinned)

5

5

5

5

4

3

19

+14/+9/+4

+6

+6

+11

Manipulation, Ultimate Mastery

5

5

5

5

5

4

20

+15/+10/+5

+6

+6

+12

Flair, Master Manipulator, Skill Projection +5

5

5

5

5

5

5

Table 1-2: Puppeteer Spells Known

Spells Known

Lvl

0

1st

2nd

3rd

4th

5th

6th

1

4

2

2

5

3

3

6

4

4

6

4

2

5

6

4

3

6

6

4

4

7

6

5

4

2

8

6

5

4

3

9

6

5

4

4

10

6

5

5

4

2

11

6

6

5

4

3

12

6

6

5

4

4

13

6

6

5

5

4

2

14

6

6

6

5

4

3

15

6

6

6

5

4

4

16

6

6

6

5

5

4

2

17

6

6

6

6

5

4

3

18

6

6

6

6

5

4

4

19

6

6

6

6

5

5

4

20

6

6

6

6

6

5

5

Cantrips: Puppeteers learn a number of cantrips, or 0-level spells, as noted onTable 1-2 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Manipulation (Sp): A puppeteer can create barely visible ethereal strings that extend from his fingertips to affect the world around him. The uses of these strings depend on his chosen puppeteer masteries and can be further modified by puppeteer flairs. When the puppeteer starts a manipulation, as a standard action, he can make an incorporeal ranged touch attack against a creature or object up to 30 feet away from him. If the attack fails, the manipulation use is not consumed. If the attack succeeds multiple strings attach to the creature or object and the target is affected as described by the manipulation. The puppeteer can use his manipulations a number of times per day equal to 1/2 his level + his Charisma modifier.
  When the puppeteer begins a manipulation, the target must be within manipulation range of 30 feet. If the target is ever more than twice this range, the strings snap and the manipulation ends. A puppeteer's manipulation remains active for as long as he concentrates on it (as a standard action that does not provoke attacks of opportunity). The manipulations spell level is equal to 1/2 puppeteer’s level rounded up (maximum 9). A puppeteer can additionally cast spells, concentrate on spells and start a new manipulation while concentrating on a previous manipulation, provided he has the actions to do so. The puppeteer can end a manipulation as a free action.

  A puppeteer must have at least one hand free to use this ability. This free hand can always be used for casting puppeteer spells without ending any active manipulations. Beginning at 4th level, a puppeteer with two hands free can additionally concentrate on a manipulation as a move action. At 8th level, a puppeteer with one hand free can additionally concentrate on a manipulation as a move action. Beginning at 12th level a puppeteer with two hands free can additionally concentrate on a manipulation as a swift action. Beginning at 16th level, a puppeteer with one hand free can additionally concentrate on a manipulation as a swift action.

Sidebar: Puppeteer Strings

The puppeteers manipulations and some flairs create ethereal strings that extend from the puppeteer's fingertips. Strings cannot pass through force effects (such as a wall of force), but can wrap around them. Each string has a number of hit point equal to the puppeteer's level. If even a single string is reduced to zero hit points, all the strings for a single manipulation are severed, causing the manipulation to end. Only attacks that can normally affect ethereal objects (such as such as force effects) can target the strings. A string is also damaged if the target is protected by an abjuration effect that deals damage and is immediately severed if the target is under the effect of an abjuration that prevents interplanar travel. 

Mastery: Starting at 1st level, the puppeteer chooses a puppeteer mastery. The puppeteer adds the spells in that mastery to his spell list (not spells known) and the puppeteer gains access to the flairs of that mastery. The puppeteer then adds a manipulation under that mastery to his known manipulations. A puppeteer can use any of his known manipulations.  At 3rd level and every two levels thereafter, the puppeteer adds a manipulation that he does not already know from his selected mastery, to his known manipulations. Starting at 7th level, instead of choosing a new manipulation, the puppeteer may gain the improved version of a manipulation he already knows. Starting at 13th level, instead of choosing a new manipulation or improved manipulation, the puppeteer may gain the greater version of an improved manipulation he already knows. At 19th level, instead of choosing a new manipulation, improved manipulation or greater manipulation, the puppeteer may choose to gain the ultimate ability of his selected mastery.

Dominant: At 2nd level, the puppeteer becomes especially apt at ignoring attempts to exert control over him. The puppeteer gains +4 bonus on saving throws against charm and compulsion effects.

Ingenuity Pool: At 2nd level, the puppeteer gains insight that manifests in the form of ingenuity points. The puppeteer spends ingenuity points to perform most flairs. As part of a concentration check, the puppeteer can spend 1 ingenuity point to gain a +2 morale bonus to that concentration check to maintain concentration on a spell or spell-like ability. Additionally, this bonus lasts until the beginning of the puppeteers turn. This increases to +4 at 10th level. The puppeteer gains a number of ingenuity points equal to the puppeteer’s level + the puppeteer’s Intelligence modifier (minimum 1). This pool refreshes every day when he prepares spells.

Flair: As a puppeteer gains experience, he learns a number of flairs that grants outlets for his ingenuity. Starting at 2nd level, a puppeteer gains one puppeteer flair and gains an additional puppeteer flair for every two levels of puppeteer attained thereafter. A puppeteer cannot select an individual flair more than once. A puppeteer can only select universal flairs or from those listed under his chosen masteries.

Skill Projection (Su): Starting at 4th level, the puppeteer chooses a single skill not based on intelligence in which he has at least 1 rank. The puppeteer becomes able to project the chosen skill through an ally. The ally can use the puppeteers ranks in the chosen skill instead of his own. The ally always considers it a class skill but otherwise uses his own bonuses, feats and modifiers. The puppeteer must be touching, or have a manipulation attached to, the ally during the entire use of the skill in order for this ability to function. The puppeteer grants the ally an additional +1 bonus when using a skill in this way. At 8th level and every 4 levels thereafter this bonus increases by +1 (to a maximum of +5 at 20th level) and the puppeteer chooses another skill to use with this ability.

Meta Manipulation: Starting at 10th level, the puppeteer may spend 1 ingenuity point to combine two differently named manipulations with the same target into a single manipulation requiring only a single concentration action for both. A manipulation cannot be combined more than once in this way. When one manipulation ends, they both end. Manipulations that do not explicitly have a target are considered to be targeting the puppeteer himself. This still consumes two manipulation uses. At 14th level, the puppeteer can spend 1 ingenuity point to start a manipulation as a swift action. At 18th level, the puppeteer can spend 1 ingenuity point when starting a manipulation to start the same manipulation as a free action. He can do this once a round and follows the normal costs for starting a manipulation. These abilities can be used simultaneously and the costs are cumulative.

Master Manipulator: A puppeteer no longer needs to concentrate to maintain any of his manipulations, nor does he require any hands free for his manipulations. Additionally, by spending 1 ingenuity point, the puppeteer can start a manipulation as a free action. Finally there is no limit to the range of the puppeteer’s manipulations.  The puppeteer still needs to see his target to attach a manipulation.

Puppeteer Masteries

The Difficulty Class of a saving throw against the puppeteer’s manipulations, if required, is equal to 10 + 1/2 the puppeteer’s level + the puppeteer’s Charisma modifier.

Bones Mastery

The more sinister puppeteers have found that their strings can conduct negative energy and use this to raise and bolster undead as well as harm the living.

The following spells are added to the puppeteers spell list:

0: bleed, 1: inflict light wounds, 2: inflict moderate wounds, 3: inflict serious wounds, 4: inflict critical wounds, 5: slay living, 6: harm

The following manipulations are available for this mastery:

Bone Dance: The puppeteer targets once living remains in the form of bones, reforming them into a skeleton. These count as undead that are completely under the puppeteers control. If the skeleton is reduced to 0 hit points, the manipulation ends. When the manipulation ends, the remains fall apart and cannot be targeted by this manipulation again for 24 hours. The remains used must be of the remains of a similarly sized creature. The maximum HD and size of the skeleton is provided in Table 1-3Improved: The skeletons are not destroyed at 0 hit points or lower but can take no actions until healed above 0 hit points. If the skeleton is damaged with holy water or positive energy while at 0 hit points or less, the manipulation ends. Greater: The skeletons gain a glimmer of intelligence. When the manipulation starts the puppeteer can impart up to two feats that he knows to the skeleton. The skeleton must meet the requirements for the feats except for any intelligence requirements.

Table 1-3: Skeleton sizes by level

Level

Max Hit Dice

Size

1

1

Medium or smaller

3

3

5

5

Large or smaller

7

7

9

11

Huge or smaller

11

16

13

21

Gargantuan or smaller

15

25

Colossal or smaller, gains advanced template

17

30

Gains advanced and giant templates

Life Wither: The puppeteer targets living enemies or undead allies with this manipulation. While the strings are attached they deal 1d6 negative energy damage on the puppeteer's turn to attached living creature each round. A Will save halves this damage. Undead are instead healed by this effect. This increases by 1d6 every six puppeteer levels to a maximum of 4d6 at 18th level. Improved: On a failed Will save the target is additionally fatigued. If the target is already fatigued this has no further effect. The fatigue lasts until the creature has had a full night's rest. Undead targeted by this manipulation gain a +2 profane bonus to channel resistance as well as a +2 deflection bonus to AC. Greater: On failed Will save the target is exhausted instead. The exhaustion lasts until the target has rested. The bonuses gained by undead increases to +4 each.

Marrow Draw: The puppeteer blocks a creature's rejuvenative powers and takes it for himself.   This manipulation can be attached to any creature except constructs and objects. While attached, the target's healing is halved (minimum of 1). This includes mundane healing, supernatural abilities like fast healing and magical healing from spells and abilities. A Will save when the manipulation is first attached severs the strings. Improved: The puppeteer is healed by the same amount of healing that is prevented by this manipulation even if the puppeteer could not normally be healed by the original effect. Additionally, instead of healing himself, the puppeteer may choose to redirect this healing to the target of any of his other manipulations. Greater: Each time the target is healed, it must make a Will save. If the save fails, the puppeteer gains (or may redirect) the full effects of that healing and the target gains none.

Ultimate: The puppeteer spends one use of his manipulation uses to spread his threads around himself.  This is a spell like ability that otherwise functions as circle of death.

Bones mastery grants access to the following flairs: Body Shield, Body Shield (Baleful), Bonespeaker, Enhanced Animation, Zombie Dance.

Dominion Mastery

The dominion mastery allows the puppeteer to attaching his strings to unwilling creatures, turning them to his will. Dominion mastery manipulations are especially effective against mindless creatures. Mindless creatures suffer a -2 penalty to their saves against these manipulations. This penalty increases to a total of -4 for improved manipulations and -6 for greater manipulations.

The following spells are added to the puppeteer's spell list:

0: daze, 1: command undead, 2: suggestion, 3: charm monster, 4: hold monster, 5: dominate person, 6: suggestion (mass).

The following manipulations are available for this mastery:

Brain Parade: The puppeteer's manipulation strings can be attached to a corporeal creature. For as long as the strings are attached, the target creature is susceptible to the puppeteer's mind-affecting and language-dependent spells and abilities even if they do not have a mind or share a language with the puppeteer. If the target is already susceptible, the spells Difficulty Class is increased by 1. Aberrations, constructs, elementals, plants, oozes and undead are immune to this manipulation. While concentrating on this manipulation as a standard action, the puppeteer may cast a spell simultaneously. Improved: This additionally affects aberrations, plants and oozes. If the target is already susceptible, the puppeteer's caster level is increased by 1. Greater: This additionally affects constructs and elementals. If the target is already susceptible, the spells Difficulty Class and caster level are both increased by 2 instead.

Macabre Carnival: The puppeteer's manipulation strings can be attached to a corporeal undead. When the strings are first attached, the creature is affected by command for 1 round. This affects undead even if it normally would not. A Will save negates the effect but does not sever the string. At the end of its turn, while the manipulation remains active, the creature must succeed a Will save or be affected for 1 round. If this Will save succeeds, the string is severed. Improved: This functions as command undead instead, each failed save lasting a round. Greater: This functions as dominate monster instead, each failed save lasting a round.

Mob Concert: The puppeteer becomes proficient in controlling a large number of creatures. This functions as the Brain Parade manipulation except it affects any corporeal swarm of Tiny creatures or troop (or mob) of Small creatures. A single target charm or compulsion spell can be used against the swarm in this way. The creature types immune to Brain Parade still apply and are reduced as this manipulation is improved. Due to mob mentality, the swarm or mob cannot be forced to disband, and any such attempt immediately ends the manipulation. This manipulation cannot be used to create a swarm or troop. Improved: This additionally affects swarms of Diminutive creatures and troops of Medium creatures. Greater: This additionally affects swarms of Fine creatures and troops of Large creatures. 

Ultimate: Carnaval de Corps: This functions as Macabre Carnival manipulation except it affects all corporeal creature types except Elementals. Additionally this manipulation may target Fortitude saves, rather than Will saves, as the puppeteer chooses.

Dominion mastery grants access to the following flairs: Conductive String, Conductive String (Improved), Incorporeal Carnival, Lingering Dominion, Live Fiber.

Elemental Mastery

The elemental mastery allows the puppeteer to manipulate a chosen element. When the puppeteer chooses this mastery he chooses one of the following elements: earth, air, fire, or water.  The manipulations of this mastery are altered based on the selected element. If a manipulation calls for an element’s damage type, they are: acid (earth), electricity (air), fire (fire) and cold (water).  

The following spells are added to the puppeteers spell list:

0: ray of frost, 1: burning hands, 2: scorching ray, 3: wall of fire, 4: fire shield**, 5: elemental body III, 6: chain lightning.

All these spells are of type, and deal damage as, the selected mastery element type instead. If the spell has a choice of elements only the element matching the mastery's selected element damage type may be chosen.

**Earth shield deals acid damage and halves lightning damage, and air shield deals lightning damage and halves acid damage.

The following manipulations are available for this mastery:

Energy Burn: The puppeteer attaches his strings to an ally . This imbues that ally with the power of the selected element.  While the manipulation is active, each round one of the ally's melee attacks, chosen before the attack is rolled, deals an extra 1d6 damage of the selected mastery's elements damage type. Improved: The ally’s chosen attack gains the burst property of the mastery's selected element damage type. For example, the fire element grants the flaming burst property. Greater: All of the ally's attacks are affected instead of just one.

Elemental Mold: The puppeteer attaches this manifestation to his chosen element to form a semblance of a single elemental (see Bestiary pg 120-127) that matches that element. The puppeteer pulls the elemental out raw materials of at least the amount shown in Table 1-4 but otherwise leaves the raw materials unharmed and unchanged. While not true elementals they are identical in all ways to normal elementals except they cannot speak, have no Intelligence based skills and true elementals hold them in contempt. The elemental maintains its form for as long as the manipulation lasts. If the elemental is slain, the manipulation ends. The size of the elemental is determined by the puppeteers level as shown in Table 1-4. The puppeteer may choose to form a smaller elemental than allowed by his level. Before 7th level the elementals do not gain their special attacks. Improved: In addition to creating an elemental of the chosen element, the puppeteer can shape, from the same raw materials, the following elementals dependent on the chosen element: magma (fire), ice (water), lightning (air), or mud (earth) (see Bestiary 2 pg 114-121). Greater: Half the amount of raw materials are required to create an elemental. Additionally the elemental gains an aura that extends 10 feet around itself. At the start of a creature's turn, if the creature is within the aura's radius, he takes damage as if struck by the elemental's slam attack. A Reflex save halves this damage.

Table 1-4: Elemental sizes by level

Level

Size

Raw materials (cubic feet)

1

Tiny (apply young template to Small elemental)

1

3

Small

5

5

Small (apply advanced template)

5

7

Medium

10

9

Large

15

11

Huge

20

13

Greater

20

15

Elder

20

17

Prince (apply Advanced and Giant templates to Elder)

30

Sculpt Energy: The puppeteer attaches his strings directly to a pure energy of the selected mastery's element damage type, altering its form to his will. This manipulation can attach to an element damage type (mundane or magical) that lasts for more than a round. For example a wall of fire for fire or a pool of acid for earth. If a spell or ability effect is targeted, the puppeteer must succeed on an opposed caster level check against the effects creator or the strings are severed. The puppeteer can move a 5 foot cube per two puppeteer levels (minimum of one 5 foot cube) within range. Once a 5 foot cube has been moved it cannot be moved again for 24 hours by his manipulations. If the energy is moved onto a creature, the creature is dealt 2d6 damage and the energy is expended.  A Reflex save halves the damage. This damage increases by 1d6 at 3rd level and every three levels thereafter to a maximum of 8d6 at 18th level. Moving more than one 5 foot square on the same creature in the same round has no additional effect. Improved: While this manipulation is active, as an immediate action, the puppeteer may attach this manifestation to an instantaneous spell or ability effect that deals the chosen element damage type within range. If the puppeteer succeeds an opposed caster level check against the creator of the targeted effect, the puppeteer captures a 5 foot cube of raw energy per 2 spell levels and the spell or ability is countered, otherwise the spell or ability occurs normally. Greater: The damage is increased to 4d6 + 1d6 per 2 puppeteer levels to a maximum of 14d6 at 20th level. Additionally this manipulation may be started as an immediate action in response to a spell or ability that deals the chosen element damage type.

Ultimate: The puppeteer may spend 1 ingenuity point as a free action to gain the effects of elemental body IV using his puppeteer level as his caster level. The element chosen must match the element chosen for his Elemental Mastery.

Elemental mastery grants access to the following flairs: Elemental Harmony, Elemental Skin, Piercing Energy, Piercing Energy (Unearthly).

Fate Mastery

Puppeteers of the fate mastery have mastered the art of manipulating creature's fate and even time itself.

The following spells are added to the puppeteers spell list:

0: guidance, 1: sanctuary, 2: augury, 3: bestow curse, 4: divination, 5: debilitating portentUC 6: contingency

The following manipulations are available for this mastery:

Bend Luck: This manipulation attaches to one of the puppeteer's allies. The ally may reroll an unsuccessful attack, save or skill check. The ally must take the second roll even if it is worse. The ally may reroll multiple times a round (from the beginning of the puppeteers turn) in this way, but on each reroll beyond the first, the strings are severed. Improved: The puppeteer rolls a single d20 at beginning of the manipulation. This can be substituted for any d20 roll done by the ally once during the manipulation. This can be done immediately after the result of the ally's roll is known. This d20 result may alternatively be used in the Seal Fate manipulation, if it is active simultaneously. Greater: On all extra rolls caused by this manipulation, always roll 2d20 and take the highest value.

Seal Fate: This manipulation attaches to any enemy creature. The creature gains an impending sense of doom, which functions as doom for the duration of the manipulation. This part of the manipulation is a mind affecting fear effect. Once a round (starting from the beginning of the puppeteers turn), the puppeteer may cause the opponent to reroll a successful attack, save or skill check. The second result is taken even if it is better for the creature. The puppeteer may force rerolls beyond the first in a round, but if he does the strings are severed after that roll. This part of the manipulation functions on all creatures. Improved: The puppeteer may roll a d20 when the manipulation is started. This can be substituted for any d20 roll done by the opponent once during the manipulation. This can be done immediately after the result of the opponent's roll is known. This d20 result may alternatively be used in the Bend Luck manipulation, if it is active simultaneously. Greater: On all extra rolls caused by this manipulation, always roll 2d20 and take the lowest value.

Time Weave: This manipulation can be attached to any creature or object. The puppeteer then chooses to either halt or advance the targets time. If the puppeteer chooses to halt time, the target gains a +4 circumstance bonus to saves against effects that cause aging or rusting. Additionally the target gains the effects of lesser age resistanceUM. If the puppeteer chooses to advance time, the target's age category advances by one step. The target takes all penalties associated with aging and none of its bonuses. If a non-living creature (such as constructs, animated objects or undead) is targeted by the advance time option, it instead is dealt 1d6 damage each round. This damage ignores hardness and damage reduction. Otherwise, ageless or immortal creatures are immune to this manipulation. Improved: The halt time option instead grants a +6 bonus to saves against effects that cause aging or rusting and functions as age resistanceUM. The advance time option additionally reduces a living target's speed by half and deals an additional 1d6 damage to non-living creatures. Greater: The halt time instead grants immunity to aging and rusting attacks and functions as greater age resistanceUM. The advance time option instead advances the targets age category by two steps, and non-living creatures are additionally slowed as slow (no save).

Ultimate: Foresight (Su): The puppeteer can spend 1 ingenuity point as a standard action to gain the effects of foresight for 1 minute per puppeteer level.

Fate mastery grants access to the following flairs: Blessed, Revert Age, Precognition, Precognition (Greater).

Maestro Mastery

The puppeteer is a teacher of music, and a master conductor.  The target of the puppeteers maestro mastery manipulations starts to perform (orate, sing, dance or drum a beat). This creates a bardic performance based on the manipulation used out to 20 feet which affects all those that can see and hear the manipulation target. This performance does not hinder the manipulation target in any way other than described in the performance itself. The puppeteer may always choose whether or not the target of the manipulation is affected by the effects of any maestro mastery manipulation. These performances otherwise function as bardic performances of a bard equal to the puppeteers level – 2 (minimum 1).

The following spells are added to the puppeteers spell list:

0: summon instrument, 1: hideous laughter, 2: ghostbane dirgeAPG, 3: thunderous drumsAPG, 4: discordant blastAPG, 5: frozen noteAPG, 6: irresistible dance.

The following manipulations are available for this mastery:

String Orchestra: This manipulation creates an Inspire Courage bardic performance centered on the manipulation target. Improved: Alternatively, this may function as the Inspire Competence bardic performance instead with the performance affecting only the manipulation target.   Greater: Alternatively, this may function as the Inspire Greatness bardic performance instead.

Cacophony of Strings: This performance causes a continuous susurrus in the affected area. Perception checks that relying on hearing take a -5 penalty and any creature that relies on hearing for its vision have a 20% miss chance on their attacks. Additionally, as a free action, the puppeteer may end this manipulation, as a free action, with a powerful thunderclap. This functions as sound burst centered on the manipulation target with that spells normal area of effect. Improved: This manipulation may additionally create a blanket of white noise, drowning out any other sounds in the area. This functions as silence centered on the manipulation target. This does not affect the other abilities of this manipulation. Greater: All allies that are affected by this performance have their attacks deal an extra 1d6 sonic damage.

Soothing Strings: This manipulation functions as the Fascinate bardic performance centered on the manipulation target. Improved: This manipulation additionally functions as the Suggestion bardic performance, targeting any creature already fascinated by this performance, except it does not require additional actions beyond maintaining the manipulation to activate. The same creature cannot be targeted by the suggestion effect again for 24 hours. Greater: Alternatively the puppeteer can choose to have this manipulation function as the Soothing Performance bardic performance instead, except after 4 rounds the strings are severed.

Ultimate: Orchestral Concert: A single creature that is within the area of at least 2 of the puppeteers performances (whether affected by those performances or not) gains the effects of the Inspire Heroics bardic performance for as long as he remains within the area.

Maestro mastery grants access to the following flairs: Bardic Spell Knowledge, Calming Aria*, Clairaudience, Instrumental*, Satirical Performance*, Vibration*.

Puppet Mastery

A puppeteer of the puppet mastery excels at manipulating inanimate objects. 

The following spells are added to the puppeteers spell list:

0: mending, 1: make whole, 2: shrink item, 3: minor creation, 4: major creation, 5: fabricate, 6: animate objects.

The following manipulations are available for this mastery:

Dancing Weapons: The puppeteer can attach his strings to an unattended melee weapon that he normally could wield (Proficiency is not required). If this is attempted against a wielded weapon or a weapon in another creature's possession, the manipulation automatically fails. An attached weapon can move up to the manipulation range per round and the weapons can make a single attack action before or after such movement. The weapon never threatens (and therefore cannot flank) but can still provoke attacks of opportunity against itself. The weapon can be sundered with its Combat Maneuver Defense equal to 10 + the puppeteer’s level + the puppeteer’s Intelligence modifier. None of the puppeteers feats can be used through the manipulated item. The attached melee weapon can make its melee attack against a creature within its reach with a bonus equal to the puppeteer’s base attack + puppeteer’s Intelligence modifier + any attack bonus or penalty granted by the weapon (including proficiency penalties) as if the puppeteer were wielding it. It deals damage as a weapon of its type with a bonus equal to the puppeteer’s Intelligence modifier instead of the puppeteer’s Strength modifier. Any adverse effects of using the weapon still affect the puppeteer. The dancing weapon is a weapon and not subject to effects that target creatures or animated objects. Improved: The puppeteer may use one of his feats through the manipulated item. The feat is chosen when the manipulation is started. Additionally, as its full attack action, it may make up to two attacks in a round. Greater: The puppeteer can use up to two feats through the manipulated item. Additionally, as its full attack action, it may make up to three attacks in a round.

Homunculus: The puppeteer gains the services of a familiar as a wizard of his puppeteer level except the familiars type becomes construct. It appears as a close approximation to one of its kind made out of a material chosen when the familiar is obtained, for example, a wooden pig or silver raven. Due to its artificial nature it loses the ability to speak to its own kind, and its natural armor increases by 1. If a familiar is gained through other classes, the classes stack for purposes of determining the level of the familiar abilities.  If the familiar is destroyed, the puppeteer replaces it at the cost of 500 gold pieces per puppeteer level in raw materials.

While the puppeteer targets the familiar with this manipulation, the familiar is affected as by the monstrous physique I (Ultimate Magic pg 229) for the duration of the manipulation except the familiar maintains a metallic sheen. At 5th level this functions as monstrous physique II Improved:  While the puppeteer targets the familiar with this manipulation, the familiar is affected as if by the giant form I instead. Additionally, the puppeteer may choose to gain the services of a homunculus (Bestiary pg 176) as an improved familiar to replace his old familiar at no cost. Greater: When the puppeteer targets the familiar with this manipulation, the familiar is affected as if by giant form II instead. Additionally, the puppeteer is treated as having the Craft Construct feat to improve his homunculus (see Pathfinder Player Companion: Alchemy Manual pg 14). 

Marionette: The puppeteer attaches his strings to a nearby unattended mundane object, animating it. The size and construction points are provided in the Table 1-6. All objects hardness are set to an amount as specified in Table 1-5. Spending construction points (CP) to set the hardness as indicated and increase natural armor do not stack with each other. CP costs must still be paid for each attack beyond the first, as normal. An object can be given a maximum of 2 attacks. Objects animated in this way lose their original function: for example, keys do not fit their locks, weapons cannot use its own damage or properties for an attack, and bear traps do not act as traps. Only loose standing objects can be animated. Objects that are already animated by another effect, tied down or part of other objects (or creatures) such as doors, locks or parts of traps cause the manipulation to end immediately. Once the manipulation ends, the object is unharmed and the same object cannot be animated for 24 hours. Improved: The animated objects maximum number of attacks increases to 3. Additionally objects regain some of their former mundane uses (such as keys can turn in their locks) but weapons and traps still cannot deal their own damage. Greater: The animated objects maximum number of attacks increases to 4. Composite objects (objects made up of other objects), such as kits and traps, can be animated and continue to function as those objects. The object must still be loose standing and not part of another object. Weapons still cannot deal their own damage.

Table 1-5: Manipulated animated object hardness

Level

Base Harness*

CP*

1

2 (leather)

1CP: (wood) hardness 5
2CP: (stone, crystal) hardness 8, +1 increase to natural AC

4

5  (wood)

1CP: (stone, crystal) hardness 8, +1 increase to natural AC
2CP: (iron) hardness 10, +2 increase to natural AC

9

5  (wood)

4CP: (mithril) hardness 15, +4 increase to natural AC

13

5  (wood)

6CP: (adamantine) hardness 20, +6 increase to natural AC

*These natural armor increases stack with the natural armor of the animated object but do not stack with each other. Hardness never stacks, only the largest value is used.

Table 1-6: Animated objects

Level

Size

HD

CP

hp

AC

Attack*

Str

Dex

Fort

Ref

Will

CMB

CMD

1

Diminutive

1

0

2

17 (+3 dex,+4 size)

+2 slam 1d2-3

4

16

+0

+3

-5

-6

6

3

Tiny

1

1

5

16 (+2 nat, +2 dex,+2 size)

+1 slam 1d3-2

6

14

+0

+2

-5

-3

8

5

Small

2

1

21

15 (+3 nat, +1 dex,+1 size)

+3 slam 1d4

10

12

+0

+1

-5

+1

12

7

Medium

3

2

36

14 (+4 nat)

+5 slam 1d6+2

14

10

+1

+1

-4

+5

15

9

Large

4

3

52

14 (+6 nat, -1 size, -1 dex)

+9 slam 1d8+6

22

8

+1

+0

-4

+11

20

11

Huge

7

4

78

15 (+9 nat, -2 size, -2 dex)

+15 slam 2d6+10

30

6

+2

+0

-3

+19

27

13

Gargantuan

10

5

115

17 (+13 nat, -4 size, -2 dex)

+20 slam 2d8+14

38

6

+3

+1

-2

+28

36

15

Colossal

13

6

151

18 (+18 nat, -8 size, -2 dex)

+23 slam 4d6+18

46

6

+4

+2

-1

+39

47

17

Advanced Colossal

16

8

168

21 (+20 nat, -8 size, -1 dex)

+28 slam 4d6+20

50

8

+5

+4

+0

+44

53

*Add half again positive Str modifier to the attack damage if the marionette has only 1 attack.

Ultimate: Any target of the puppeteers puppet mastery manipulations are additionally considered to be made of adamantine (It gains hardness 20 and an additional +6 natural Armor Class.) Construction points can no longer be spent on hardness. Additionally the manipulations targets attacks are treated as adamantine for purpose of bypassing DR and hardness.

Puppet mastery grants access to the following flairs: Golem Frame, Gunstringer, Improved Metal Familiar, Life-like Doll, Monolithic Marionette, Personalized Puppet, Poppet Pocket, Ventriloquist.

Shadow Mastery

The shadows bend to the puppeteer's whim. Blinding, confusing and crawling over their previous owner.

The following spells are added to the puppeteers spell list:

0: ghost sound, 1: shadow weaponUM, 2: darkness, 3: deeper darkness, 4: shadow conjuration, 5: shadow evocation, 6: shadow conjuration (greater).

The following manipulations are available for this mastery:

Crawling Shadow: The puppeteer's strings attaches to a creature's shadow and tears it away. Treat this as a manipulation attack against that creature. This functions even in areas where the creature does not actually throw a shadow. Creatures without shadows (such as invisible creatures) are immune to this effect. The creature is shaken for the duration of the manipulation. When the manipulation ends, the shadow returns to its owner and cannot be manipulated again for 24 hours. This is a fear effect. Improved: Additionally, the torn away shadow becomes a shadow creature (Bestiary pg 245), without the create spawn ability, under the puppeteer's control. When it is destroyed the manipulation ends. Greater: The shadow becomes a greater shadow (Bestiary pg 245) without the create spawn ability.

Sensory Eclipse: The puppeteer's strings attaches to a creature's shadow within range. If the creature fails an initial Will save, that creatures vision darkens and becomes spotted as its shadow wraps around its head. If the Will save is successful, the strings are severed. While the manipulation is active, the creature's attacks based on vision gain a 20% miss chance. This manipulation affects normal vision, low light vision and darkvision. This is a darkness effect. Improved: This manipulation affects all sensory types except blindsight and those with see in darkness and true sight abilities. Greater: The darkness reduces sight to next to nothing; the creatures miss chance increases to 50% and also affects those with blindsight.

Wayang’s Shadow: The puppeteer's strings attaches to a creature's shadow. Treat this as a manipulation attack against that creature. This functions even in areas where the creature does not actually throw a shadow. Creatures without shadows (such as invisible creatures) are immune to this effect. When the strings are first attached, the target is dazed for 1 round. A Fort save negates the daze but does not sever the strings. For as long as the strings are attached, at the end of its turn the creature makes another Fort save, if successful the strings are severed otherwise the creature is dazed for 1 round. The same creature cannot be targeted by this manipulation again for 24 hours. This is a mind affecting, compulsion effect. Improved: The puppeteer may choose to confused the creature instead of dazing it. The puppeteer can adjust the confusion result die roll up or down by up to 2% per puppeteer level. Greater: Instead of daze or confuse, the puppeteer can choose to stun the creature instead.

Ultimate: The puppeteer gains the Shadow Master supernatural ability of a 10th level shadow dancer. As a free action, the puppeteer may choose to lose this ability and give it to a single creature attached to one of his manipulations for the duration of the manipulation. After the manipulation ends it reverts to the puppeteer.

Shadow mastery grants access to the following flairs: Adhesive Fiber, Deflection Fiber, Living Gloom, Shade Vision, Shade Vision (deeper), Shadow Fold, Thread Fade.

String Mastery

This mastery allows the puppeteer to connect his strings to allies or use the strings as weapons. All damage dealt directly by strings is considered magical for purpose of bypassing damage reduction. The Combat Maneuver Defence (CMD) of the strings, if required, is 10 + the puppeteer’s level + the puppeteer’s Intelligence modifier. The Difficulty Class for any Escape Artist checks is equal to its CMD.

The following spells are added to the puppeteers spell list:

0: mage hand ,1: true strike, 2: heroism, 3: magic weapon (greater), 4: telekinesis, 5: heroism (greater), 6: mage’s sword

The following manipulations are available for this mastery:

Empower Ally: The puppeteer embeds his strings directly into an living ally within range,  pushing the ally's body beyond its normal limits. This provides the ally with a +2 morale bonus to Strength or Dexterity as chosen by the puppeteer when the manipulation is activated. This bonus increases by +2 for every 5 puppeteer levels to a maximum of +10 at 20th level. Improved: Two attributes of Strength, Dexterity or Constitution can be chosen. Additionally any compulsion, daze, paralysis and stun effects are suppressed while this manipulation is active. If the origin of the manipulation (e.g. puppeteer, mastermind or familiar) is affected by one of these effects the target of this manipulation must also save against it (potentially requiring two saves if he was also affected by the original effect). Greater: As long as the manipulation remains active the empowered ally will continue functioning at full capability even if unconscious or dead. This does not prevent or delay death. If the allies hit points are reduced to the negative of his maximum total hit points he turns to dust (and the manipulation ends) and can only be returned by a true resurrection or wish or similar effect. 

Gossamer Razors: The puppeteers manipulations manifest as fine razor sharp wires. Once each round they may be used to attack as if attaching the strings. The attack deals 1d6 + the puppeteer’s Intelligence modifier in slashing damage. Improved: The puppeteer can perform the following combat maneuvers directly with this manipulation: disarm, steal, sunder and trip. The CMB for these maneuvers is equal to puppeteer’s level plus the puppeteer’s Intelligence modifier. Additionally the wires gain a +2 enhancement bonus, all of which can be converted to the following equivalently costed special abilities when the manipulation is started: keen, ghost touch, limningUE, merciful, spell storing Greater: The wire's enhancement bonus increase to +4. Additionally wounding is added to the list of special abilities.

Invisible Web: The puppeteer can hang his strings in the ether to form an invisible web. This web covers up to one 5 foot cube per 2 puppeteer levels (minimum 1) and these cubes must be consecutive. All these cubes must be within manipulation range of the puppeteer when they are placed. Adding a web to an already occupied square automatically fails. These webs are only visible to effects like see invisibility or other abilities which allow seeing into the ethereal plane. Any creature entering a webbed square must succeed a Reflex save or become entangled and rooted to the spot. The webs do not otherwise hinder sight or attacks. The creature may attempt a grapple check to escape the webs. Improved: Once a round, if a creature is caught in the web, the puppeteer may attempt a free grapple check against that creature. If the creature is pinned, the web automatically deals 1d6 plus the puppeteer’s Intelligence modifier in slashing damage. Greater: The puppeteer can place the web onto occupied squares. Any creatures in those squares must make a Reflex save as if they walked into the web.

Ultimate: Whirling Bladed Strings: This manipulation produces the effects of blade barrier for the duration of the manipulation except it they do not provide cover and have no maximum damage dice.

String mastery grants access to the following flairs: Barbed Coils, Cord Hazard, Empower the Unliving, Sensory Thread, Sensory Thread Overload, Sky Hook.

Universal Manipulations

This is a collection of universally available manipulations. The puppeteer always has access to the following manipulation(s):

Abundant Strings: This manipulation can attach to any creature or object. On its own it has no effect but serves as a vehicle for certain flairs and the skill projection ability. This manipulation can be used 3 additional times per day. Improved: This manipulation’s additional uses per day increases to 3 + the puppeteer's Charisma bonus. Greater: This manipulation can be used any number of times per day without expending manipulation uses.

Universal Puppetry: This manipulation targets any creature or object. Once a round, as a free action, the puppeteer may cause the target to move 5 feet. This movement does not provoke attacks of opportunity. The target cannot weigh, in total, more than 100 lb per puppeteer level. An unwilling target may attempt a Fortitude save to resist this movement. If the Fortitude save is successful, the strings are severed. If the puppeteer attempts to move a target that is physically incapable of being moved (due to restraints or being attached to a larger object), the manipulation immediately ends. Improved: The puppeteer may prevent the target moving out if its current occupied square(s) for that round. A successful Fortitude save allows the target to move normally and severs the strings. Greater: Once a round, the puppeteer may cause the target to lash out at a random creature within its reach. A familiar counts as the same creature as its owner. The attack is a single standard melee attack, chosen by the puppeteer, that can be performed by the target and not a combat maneuver. An object gains a single slam attack according to its size but it is limited by the puppeteer's level as shown in Table 1-6.

Puppeteer Flairs

A puppeteer cannot select an individual flair more than once. Puppeteer flairs can only be selected if the puppeteer possesses its corresponding mastery. Universal flairs have no prerequisite mastery and can always be chosen. Flairs can be used with manipulations from any mastery. Flairs marked with an asterisk (*), enhance a manipulation and can only be used during a manipulation.

Adhesive Fiber* (Su) (shadow) – The puppeteer may spend 1 ingenuity point as a free action to form sticky adhesive of shadow stuff on his strings during any manipulation. This functions as mage hand up to the puppeteer's manipulation range. Additionally this provides a +2 circumstance bonus to any CMB and CMD checks made directly involving the puppeteer's strings. This bonus increases to +4 at 10th level. This lasts for the duration of the manipulation.

Arcane Spell Knowledge (Ex) (universal) – When this flair is chosen, the puppeteer adds a spell from the sorcerer/wizard spell list to the puppeteer spell list at the same level. The spell must be at a level the puppeteer can cast. This flair can be taken multiple times, each time a new spell is chosen.

Barbed Coils* (Su) (string) – Once per round the puppeteer can spend 1 ingenuity point as a free action to have all damage dealt directly by the puppeteer's strings increase by an additional 1d6 per two puppeteer levels, to a maximum of an additional 10d6 at 20th level. Additionally the strings' enhancement bonus increases by 1 (or gains a +1 enhancement bonus if it has none). This flair lasts till the beginning of the puppeteers next turn.

Bardic Spell Knowledge (Ex) (maestro) – When this flair is chosen, the puppeteer adds a spell from the bard spell list to the puppeteer spell list and spells known at the same level. The spell must be at a level the puppeteer can cast. This flair can be taken multiple times, each time a new spell is chosen.

Barrel Rider* (Su) (universal) – The puppeteer can spend 1 ingenuity point to have a non-living target of one of his manipulations be treated as a mount for the duration of the manipulation. The target must be at least one size larger than the puppeteer. The mount makes for a very comfortable ride and as such does not cause the puppeteer to make concentration checks due to any vigorous or violent motion caused directly by the mount nor does it harm the puppeteer in any way.

Belaying Braid (Sp) (universal) – As an immediate action, the puppeteer can attach the grappling braid to any ally within double manipulation range as attaching a manipulation. The braid remains anchored to the ally. The puppeteer may, as a swift action, pull the ally directly towards himself. This movement provokes attacks of opportunity as normal. This ends the braids duration. This otherwise functions as the Grappling Braid flair. The puppeteer must possess the Grapple Braid flair before selecting this flair.

Blessed* (Su) (fate) – The target of the puppeteer's Bend Luck manipulation may reroll two rolls per round without severing the strings. Any subsequent reroll in a round severs the strings as normal.

Body Shield* (Su) (bones) – The puppeteer spends 1 ingenuity point to active this flair. The puppeteer chooses a willing ally targeted by at least one of his manipulations. While that manipulation is active and the ally is within half manipulation range from the puppeteer, that ally takes half the damage dealt to the puppeteer instead of the puppeteer. This damage cannot be reduced in any way (bypassing DR and hardness) but can be healed afterwards as normal. The puppeteer must be at least 4th level before selecting this flair.

Body Shield, Baleful* (Su) (bones) – This functions as Body Shield flair except it can additionally be used on an opponent. If the opponent succeeds a Will save at the end of its round, the strings are severed. The puppeteer must be at least 10th level and must posses the Body Shield flair before selecting this flair.

Bonespeaker (Sp) (bones) – Puppeteers are apt at not only putting words in someone else's mouth but getting them out as well. By spending 1 ingenuity point, the puppeteer uses this ability to converse with a corpse as speak with dead.

Braid Harpoon (Sp) (universal) – When using the grappling braid, the puppeteer can instead target a creature or an unattended item at up to double manipulation range. The puppeteer attempts to attach the braid of strings to the target. This functions as attaching a manipulation. Once attached the puppeteer can do a free combat maneuver to pull the target 20 feet towards himself. This functions as the pull universal monster rule. The puppeteer must possess the Grapple Braid flair before selecting this flair.

Calming Aria*(Su) (maestro) – The puppeteer may spend an ingenuity point to have his soothing strings manipulation additionally function as calm emotions out to his manipulation range for the duration of the manipulation. The puppeteer must be at least 3rd level before selecting this flair.

Clairaudience (Ex) (maestro): The puppeteer may spend 1 ingenuity point when attaching his strings to any object. While the strings remain attached, the puppeteer can hear anything said around the object as if he were there in person. He can also send his voice to appear as if coming from the object. Additionally he can send whispers that can only be heard by anyone touching the object. 

Combat Flair (Ex) (universal) – The puppeteer gains the use of a single combat feat.

Conductive String* (Su) (dominion) – By spending 1 ingenuity point, as part of casting a spell with any range except personal, the puppeteer may deliver that spell to the target of a currently attached manipulation. Any spell with an attack roll automatically hits, but that manipulation's strings are then severed. To use this in conjunction with the Mastermind flair, the puppeteer must be within 5 feet of the mastermind. The puppeteer must be at least 4th level to select this flair.

Conductive String, Improved* (Su) (dominion) – This functions as the Conductive String flair except the strings are not severed. The puppeteer must be at least 10th level and must possess the Conductive String flair before selecting this flair.

Cord Hazard* (Su) (string) – The puppeteer threatens all creatures within 5 feet with his gossamer wires manipulation while it is active.  This flair may be taken multiple times, increasing the threatened range by 5 feet. This flair may be taken at 2nd level and every 5 levels thereafter for a maximum of 20 feet at 17th level. The puppeteer must possess the gossamer wires manipulation before selecting this flair.

Deflection Fiber (Su) (shadow) – The puppeteer's Weave Guard flair additionally deflects incoming ranged attacks. When the puppeteer is attacked by a ranged projectile he may use an attack of opportunity to attempt to deflect it. The puppeteer makes an attack roll as if attaching strings and if this is higher than the attack roll made against him, the projectile is deflected. By spending 1 ingenuity point the puppeteer can snatch the projectile into his hand instead of deflecting it. Large projectiles such as ballista bolts or boulders cannot be deflected or snatched in this way. The puppeteer must possess the Adhesive Fiber and Weave Guard flairs before selecting this flair.

Elemental Harmony (Ex) (elemental) – The puppeteer chooses an elemental mastery element.  That elemental mastery is considered a separate mastery for all purposes.  When the puppeteer next selects an elemental manipulation he decides which of his chosen elements that manipulation belongs to.  In this way a puppeteer can know multiple separate manipulations with the same name but different elemental types. Additionally, when casting the elemental mastery spells the puppeteer may select any of his chosen elements. This flair may be taken multiple times, each time a different element is chosen.

Elemental Skin (Su) (elemental) – The puppeteers skin takes on a sheen of his chosen element. When this flair is selected, the puppeteer must choose an element he has selected for his Elemental Mastery.  The puppeteer gains 5 resistance to the chosen elements damage type. At 10th level this increases to 10 resistance. At 15th level this increases to 15. This flair may be taken multiple times, its effects do not stack but each time the puppeteer chooses a different element that he has selected for Elemental Mastery or the elemental harmony flair.

Empower the Unliving* (Ex) (string) – The puppeteer can additionally use the Empower Ally manipulation on animated objects, constructs and undead. The greater version of the manipulation instead provides the animated object, construct or undead with an additional +2 hit points per hit die.

Enhanced Animation* (Ex) (bones) – The puppeteer's feats that affect summons also affect any creatures (including animated objects) created by his manipulations.

Handy Tools (Sp) (universal) – By touching a tool and spending 1 ingenuity point, the puppeteer animates the tool to be more efficient. For the next skill check the tool provides a +2 enhancement bonus. Instead, this can be used on an improvised tool to negate its penalty. The tool must still be held to be used. The tool reverts to normal if not used within an hour.

Hard Wired (Ex) (universal) – The puppeteer's strings gain hardness equal to 1 per puppeteer level and has 2 hit points per puppeteer level instead of 1.

Golem Frame* (Su) (puppet) – Some puppeteers have found the safest place to be is inside their own puppet. While the personalized puppet is animated the puppeteer can spending 1 ingenuity point, which opens the puppet, allowing the puppeteer to be seated inside as a move action. The personalized puppet must be at least one size larger than the puppeteer for this to function. While inside the puppet, the puppeteer is considered to have total cover. While the puppeteer's senses are not impeded in any way, the puppeteer does not have line of effect, from inside the puppet to the outside. The only exception is that the puppeteer may use his manipulations out to half manipulation range. If the puppet moves more than a single move action, the puppeteer must make a concentration check to maintain his manipulations as if casting while mounted. Activating the Barrel Rider flair negates this limitation. When the manipulation ends the puppeteer is deposited in an adjacent space of the puppeteer's choice. This ability lasts for the duration of the manipulation. The puppeteer must be at least 8th level and must possess the Personalized Puppet flair before selecting this flair.

Grappling Braid (Sp) (universal) – The puppeteer can spend 1 ingenuity point to fire a strong braid of strings and anchor it into a wall or ceiling up to twice manipulation range away. This braid acts as a knotted rope, that lasts for 1 round per puppeteer level before melting away. The braid is considered a separate rope that can hold up to 100 lb per puppeteer level. While the braid is made of multiple strings, it has the hardness and hit points of a single string. As a swift action, while touching the braid, the puppeteer can pull himself and one other creature to where the braid is anchored. This movement provokes attacks of opportunity as normal. Using the braid in this way, immediately ends the duration of the braid. 

Gunstringer* (Ex) (puppet) – The puppeteer’s dancing weapons manipulations may additionally target firearms. Additionally, when the puppeteer’s starts a marionette manipulation he may spend 1 ingenuity point to have the marionette use a single firearm that the puppeteer is proficient with instead of its normal slam attack. Both these manipulations are capable of reloading themselves but the reload takes the normal amount to actions to accomplish and the ranged attacks use the puppeteers Intelligence modifier instead of the manipulation target’s Dexterity modifier. The puppeteer must have proficiency with the targeted firearm.

Improved Metal Familiar (Ex) (puppet) – The puppeteer's familiar gains 1 construction point (CP), as if it were an animated object. Additionally the familiar gains hardness is as shown in Table 1-5. This hardness and CP are kept when the familiar is targeted by the Homunculus manipulation. The puppeteer must be at least 4th level and must possess the Homunculus manipulation before selecting this flair.

Incorporeal Carnival* (Su) (dominion) – The puppeteers dominion mastery manipulations also affect incorporeal creatures. They must still be of a valid creature type for that specific manipulation. The puppeteer must be at least 8th level to select this flair.

Instrumental* (Su) (maestro) – The manipulation target of any of the puppeteers maestro mastery manipulations is given the ability to willingly play an instrument during the manipulation. If he chooses to do so, the affected range of the manipulations' bardic performances and cacophony of string's silence effect extends to 60 feet instead.

Life-like Doll* (Sp) (puppet) – By spending 1 ingenuity point, the target of the puppeteer’s Puppet Manipulation takes on the form and appearance of a similarly sized and shaped creature, effectively gaining +10 to its disguise check with no penalties for race, gender or age. If this is used in conjunction with the Personalized Puppet or the puppeteer’s familiar to make the puppet or familiar seem a living version of itself, this bonus increases to +15 (from minor detail bonus). This lasts for 1 hour per puppeteer level.

Lingering Dominion* (Su) (dominion) – The puppeteers Dominion Mastery manipulations continues to affect the target for 2 rounds after he stops concentrating on maintaining it, then the manipulation ends. The puppeteer must possess at least one Dominion Mastery manipulation before selecting this flair.

Live Fiber (Su) (dominion) – The puppeteer can imbue a single strand of a string with 1 ingenuity point.  While imbued in this way, the ingenuity point cannot be regained in any way. The puppeteer can sew this strand into armor, clothing or object which takes 1 minute to perform. The puppeteer gains a sympathetic link to the object or whoever wears the item. The puppeteer can then attach (and maintain) a manipulation to that creature or object at any distance without requiring a touch attack. A puppeteer can sever his connection to his imbued strings as a free action. The imbued ingenuity point is not returned immediately but can then be regained when the puppeteer next readies his spells.

Living Gloom (Su) (shadow) – The puppeteer's shadow spells are 10% more real. The puppeteer must be at least 10th level to select this flair.

Mastermind* (Su) (universal) – When starting a manipulation, the puppeteer may choose spend 1 ingenuity point to summon an ethereal being, called a mastermind, and have the puppeteer's manipulations extend from it instead. The mastermind is treated as if under a permanent ethereal jaunt except its sight is limited to the puppeteers manipulation range. It takes no other actions except to maintain the manipulation and to move to hover within manipulation range from the target of its manipulation. It has Armor Class equal to 10 + 1/2 the puppeteer’s level + the puppeteer's Charisma modifier and hit points equal to half the puppeteers hit points. It's effective Hit Dice is treated as equal to the puppeteer's level. While the mastermind is summoned, the puppeteer no longer needs to concentrate on his manipulations but cannot create more manipulations until the mastermind is dismissed or destroyed which also ends the manipulation. The puppeteer can direct the mastermind's manipulations as a free action but only while within manipulation range from the mastermind. The mastermind can be dismissed as a free action but otherwise lasts for 1 minute per puppeteer level. The puppeteer must be at least 4th level before selecting this flair.

Mastermind, Greater* (Su) (universal) – The mastermind is able to maintain two manipulations instead of one. Starting the second manipulation (and passing it to the mastermind) does not dismiss the mastermind. The puppeteer must still start these manipulations separately and must be within 5 feet of the mastermind to do so. Failing to pass the second manipulation when it is created immediately ends the manipulation without any effect. The puppeteer must be at least 10th level and must possess the Mastermind flair before selecting this flair.

Mastery Dabbler (Ex) (universal) – When this is taken, the puppeteer chooses a mastery. The puppeteer gains access to the flairs and a single manipulation of that mastery. Otherwise this flair provides no other benefits. This flair can be taken multiple times, each time a different mastery is chosen.

Monolithic Marionette* (Ex) (puppet) – The puppeteer counts as two levels higher for determining the size and abilities of his marionette manipulation. However, while this marionette manipulation is active no other manipulations from the puppet mastery may be active. The puppeteer must be at least 4th level and must possess the marionette manipulation before selecting this flair.

Personalized Puppet (Ex) (puppet) – The puppeteer acquires his own specialized puppet with size and hit points as indicated by Table 1-6. The puppeteer chooses its appearance when it is acquired but it remains obvious that it is a puppet. If the puppeteer animates the puppet using the marionette manipulation it gains one additional construction point (CP). It can be affected by marionette manipulate multiple times per day except any damage dealt to the puppet during the manipulation remain until repaired. When the puppeteer gains a level he may trade in this puppet for another puppet of a different size (and appearance) but the size cannot be larger than shown in Table 1-6. This may be taken multiple times, its effects do not stack, but each time the puppeteer gains an additional personalized puppet.

Piercing Energy (Su) (elemental) – When this flair is taken, the puppeteer chooses one energy type of acid, cold, electricity, or fire. The puppeteer's spells, spell-like abilities and supernatural abilities treat a creature with the chosen energy resistance as if it had 5 less of that energy resistance. Creatures with immunity to that specific energy are not affected. At 11th level this increases to ignoring 10 resistance. This may be taken multiple times. its effects do not stack but each time the puppeteer chooses a different energy. The puppeteer must be at least 8th level to select this flair.

Piercing Energy, Unearthly (Su) (elemental) – When this flair is taken, the puppeteer chooses one energy that was selected for his Piercing Energy flair.  The puppeteers spells, spell-like abilities and supernatural abilities of the chosen energy are drawn from the heart of their respective planes. Half the damage caused by these effects is not subject to being reduced by resistance or immunity to that energy. This completely replaces the Piercing Energy flair. The puppeteer must be at least 14th level and must possess the Piercing Energy flair to select this flair.

Poppet Pocket (Su) (puppet) – The puppeteer can store any single object that is a valid target of one of his puppet mastery manipulations, in the astral plane. This requires a ritual which takes 1 minute to complete. Any creatures or items inside or attached to the object are left behind. The object can be returned to adjacent the puppeteer as a standard action or as a swift action if the puppeteer spends 1 ingenuity point. This flair may be taken multiple times, each time the puppeteer can store one additional item using the same ritual.

Precognition (Su) (fate) – When combat starts the puppeteer may spend 1 ingenuity point to gain a +4 morale bonus to initiative even if he is surprised. When an unknown trap is triggered, the puppeteer may spend 1 ingenuity point to gain +4 morale bonus to his Reflex saves and Armor Class against that trap.

Precognition, Greater (Su) (fate) – When the puppeteer would be caught flat-footed, he may spend 1 ingenuity point gain uncanny dodge as a barbarian of the puppeteer's level for 1 round. Additionally, when the puppeteer spends 1 ingenuity point to gain +4 initiative, he may also always act in the surprise round, even when surprised. The puppeteer must be at least 6th level and must posses the Precognition flair before selecting this flair.

Quick Repair* (Su) (universal) – The puppeteer can spend 1 ingenuity point as an immediate action to instantly repair severed strings and so prevent their manipulation from ending, or repairing an object attached to one of his manipulations by 1d4 hit points. This increases by an additional 1d4 hit points for every 4 Puppeteer levels.

Reaching Strings* (Su) (universal) – The manipulation range of the puppeteers manipulations are increased by 10 feet. This also increases the maximum manipulation range which is always twice the manipulation range. This flair may be taken multiple times.

Revert Age* (Su) (fate) – The puppeteer's Time Weave manipulation may optionally also function as reduce person. If the halt time option is chosen the target appears child-like. If the advance time option is chosen the target appears withered and aged. A Fortitude save, when the manipulation is attached, negates this reduction but otherwise the manipulation is unaffected.

Satirical Performance*(Su) (maestro) – The puppeteer replaces the String Orchestra manipulation's bardic performances Inspire Courage, Inspire Competence and Inspire Greatness with the Court BardAPG archetype's bardic performances Satire, Mockery and Glorious Epic respectively.

Seeking Strings (Su) (universal) – The puppeteer adds his Intelligence modifier instead of his Dexterity modifier to all his attack rolls that use strings.

Sensory Thread (Sp) (string) – By spending 1 ingenuity point, the puppeteer extends a fan of strings around him. He gains blindsense to up to his manipulation range which additionally extends into the astral and ethereal planes. This effect lasts for 1 round per puppeteer level. The puppeteer must be at least 10th level to select this flair.

Sensory Thread Overload (Sp) (string) – This functions as Sensory Thread except it costs 2 ingenuity points and the puppeteer instead gains blindsight to up to his manipulation range which additionally extends into the astral and ethereal planes. The puppeteer must be at least 12th level and must posses the Sensory Thread flair to select this flair.

Shade Vision (Su) (shadow) – By spending 1 ingenuity point, as a free action, the puppeteer gains darkvision to a range of 60 feet. If the puppeteer already has darkvision, it is extended by 30 feet instead. This lasts for 1 round per puppeteer level.

Shade Vision, Deeper (Su) (shadow) – This functions as Shade Vision except the puppeteer additionally gains the ability to see perfectly in darkness of any kind to a range of 60 feet. The puppeteer must be at least 8th level and must posses the Shade Vision flair to select this flair.

Shadow Fold (Su) (shadow) – By spending 1 ingenuity point as a move action, the puppeteer pulls nearby shadows around himself granting himself concealment (20% miss chance) for 1 round per puppeteer level. In areas of bright light this ceases to function. Creatures that have the see in darkness ability or true sight ignore this concealment. This is a darkness effect.

Skill Moppet* (Su) (universal) – When the puppeteer uses his skill projection ability through a manipulation, the puppeteer can spend 1 ingenuity point to use his own attribute modifier for that one skill check.

Sky Hook (Sp) (string) – By spending 1 ingenuity point, the puppeteer is able to extend fine strings into the sky allowing him to swing through the air.  This functions as overland flight but the puppeteer must spend a move action moving and can only swing in a straight line each round. This only functions in areas with at least double the puppeteers manipulation range in vertical space. The puppeteer must be at least 6th level and must posses the Grappling Braid flair before selecting this flair.

Teamwork Flair* (Su) (universal) – When the puppeteer selects this flair he chooses a teamwork feat he has. The puppeteer can spend 1 ingenuity point, as a free action, to grant the target of a single currently attached manipulation, the use of that teamwork feat. This lasts for the duration of the manipulation. This flair may be taken multiple times, its effects do not stack, the puppeteer selects another teamwork feat with which to use this flair.

Thread Fade* (Su) (shadow) – The puppeteer can spend 1 ingenuity point as a free action to render the strings of a single manipulation, completely invisible. The puppeteer is considered invisible for the purposes of the incorporeal ranged touch attack required for any attacks done by strings.  After a single attack, the threads become visible again. At 10th level, the strings remain invisible for the duration of the manipulation.

Ventriloquist* (Sp) (puppet) – By spending 1 ingenuity point the puppeteer can speak through the target of his manipulation for the duration of the manipulation. Otherwise this functions as ventriloquism.

Vibration*(Su) (maestro) – When using any maestro mastery manipulation, the puppeteer can instead have the manipulation affect only the target of the manipulation. The target does not start singing or dancing. This functions even in areas of magical silence as the musical vibrations pass directly into the manipulation target.

Weave Guard (Sp) (universal) – By spending 1 ingenuity point the puppeteer weaves his strings around himself, or the target of one of his manipulations, in an intricate pattern which grants the target a +1 deflection bonus to its Armor Class. This increases by 1 for every four puppeteer levels to a maximum of +5 at 16th level. This lasts for 1 round per puppeteer level. This does not function against force effects.

Zombie Dance* (Su) (bones) – The Bone Dance manipulation can optionally be used to raise zombies. In order for this to function the remains must still have most of its flesh intact. They are always treated as fast zombies.

Puppeteer Spell List 

Puppeteers gain access to the following spells. Most of these spells are found in the Core Rulebook. All spells marked with an APG appear in the Advanced Player's Guide. Similarly spells marked UM appear in Ultimate Magic and spells marked UC appear in Ultimate Combat.

0: acid splash, arcane mark, dancing lights, detect magic, disrupt undead, haunted fey aspectUC  light, message, open/close, prestidigitation, read magic, resistance.

1: alarm, animate rope, ant haulAPG, color spray, corrosive touchUM, cause fear, charm person, command, comprehend languages, confusion (lesser), disguise self, endure elements, enlarge person, expeditious retreat, faerie fire, feather fall, fumbletongueUM, grease, hypnotism, identify, jump, jury rigUC, liberating commandUC, mage armor, magic mouth, magic weapon, mount, obscure object, reduce person, shocking grasp, shield, silent image, unseen servant, vanishAPG, ventriloquism, vocal alterationUM.

2: alter self, barkskin, bear's endurance, bull's strength, calm emotions, cat’s grace, darkvision, detect thoughts, eagle’s splendor, enthrall, fox's cunning, ghoul touch, hold person, hypnotic pattern, invisibility, levitate, locate object, masterwork transformationUM, minor image, mirror image, misdirection, pyrotechnics, rope trick, resist energy, scare, see invisibility, spider climb, summon swarm, web.

3: aqueous orbAPG, arcane sight, blink, confusion, control summoned creatureUM, crushing despair, daylight, dispel magic, displacement, fear, fly, gaseous form, glibness, good hope, haste, invisibility sphere, jester’s jauntAPG, major image, marionette possessionUM, nondetection, phantom steed, protection from energy, rage, ray of exhaustion, slow, tongues, vampiric touch, versatile weaponAPG, water breathing, wind wall.

4: black tentacles, break enchantment, control water, dimension door, dimensional anchor, enervation, hallucinatory terrain, freedom of movement, globe of invulnerability (lesser), illusory wall, invisibility (greater), locate creature, phantasmal killer, rainbow pattern, rapid repairUM, rusting grasp, scrying, simulacrum (lesser), shout, stone shape, stoneskin.

5: baleful polymorph, control winds, dismissal, dispel magic (greater), feeblemind, mage's faithful hound, magic jar, mind fog, mirage arcana, overland flight, passwall, permanency, persistent image, polymorph, possess objectUM, prying eyes, seeming, sending, telepathic bond, teleport, transmute rock to mud, transmute mud to rock, unbreakable constructUM, wall of stone, wall of soundUM, waves of fatigue.

6: analyze dweomer, control constructUM, control undead, control weather, creeping doom, disintegrate, eyebite, heroes feast, globe of invulnerability, instant summons, transformation, legend lore, mislead, move earth, permanent image, planar binding (greater), plane shift, polymorph (greater), repulsion, shadow walk, simulacrum, teleport (greater), true seeing, veil, wall of iron, waves of exhaustion.

New Feats 

The following are additional feats available to all classes but of particular use to the puppeteer. 

Extra Flair

Through hard work and perseverance or simply natural talent, you have discovered a new flair.

Prerequisite: Ingenuity pool class feature.

Benefit: You gain an additional flair. You must still meet the prerequisites of the chosen flair.

Special: You may select this feat multiple times but, beyond the first, this feat may only be chosen once for every 5 levels attained to a maximum of 5 times at 20th level.

Extra Manipulations

Through practice or pure genius, you can call forth your manipulations more often.

Prerequisite: Manipulations class feature.

Benefit: You gain an additional two uses of your manipulation ability per day.

Special: You may select this feat multiple times, it's effects stack.

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