This class is based on the final boss of an old campaign I played.
Puppet Master
Hit Die: d8.
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Starting Age: Intuitive.
Class Skills
The Puppet Master’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 8 + Int modifier.
Table: Puppet Master
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +0 | +0 | +2 | AC bonus, cantrip, doublespeak, marionettes (standard action), pinocchio, spellcasting, will of the master |
2nd | +1 | +0 | +0 | +3 | Behind the mask (darkvision and masks), manipulator’s wiles +1 |
3rd | +2 | +1 | +1 | +3 | Ego |
4th | +3 | +1 | +1 | +4 | Musical anthem |
5th | +3 | +1 | +1 | +4 | Marionettes |
6th | +4 | +2 | +2 | +5 | Manipulator’s wiles +2 |
7th | +5 | +2 | +2 | +5 | Marionettes (move action) |
8th | +6 | +2 | +2 | +6 | Marionettes |
9th | +6 | +3 | +3 | +6 | Behind the mask (magical darkness) |
10th | +7 | +3 | +3 | +7 | Manipulator’s wiles +3 |
11th | +8 | +3 | +3 | +7 | Marionettes |
12th | +9 | +4 | +4 | +8 | Behind the mask (blindsight) |
13th | +9 | +4 | +4 | +8 | Marionettes (swift action), marionettes |
14th | +10 | +4 | +4 | +9 | Manipulator’s wiles +4 |
15th | +11 | +5 | +5 | +9 | Puppet show |
16th | +12 | +5 | +5 | +10 | Marionettes |
17th | +12 | +5 | +5 | +10 | The great show |
18th | +13 | +6 | +6 | +11 | Manipulator’s wiles +5 |
19th | +14 | +6 | +6 | +11 | Behind the mask (x-ray vision) |
20th | +15 | +6 | +6 | +12 | Master puppeteer |
Class Features
All of the following are class features of the Puppet Master.
Weapon and Armor Proficiency
A puppet master is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Puppet masters are also proficient with light armor and shields (except tower shields). A puppet master cast puppet master spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a puppet master wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass puppet master still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting
Table: Puppet Master Spells Per Day
Level | 1st | 2nd | 3rd | 4th | 5th | 6th |
1st | 1 | – | – | – | – | – |
2nd | 2 | – | – | – | – | – |
3rd | 3 | – | – | – | – | – |
4th | 3 | 1 | – | – | – | – |
5th | 4 | 2 | – | – | – | – |
6th | 4 | 3 | – | – | – | – |
7th | 4 | 3 | 1 | – | – | – |
8th | 4 | 4 | 2 | – | – | – |
9th | 5 | 4 | 3 | – | – | – |
10th | 5 | 4 | 3 | 1 | – | – |
11th | 5 | 4 | 4 | 2 | – | – |
12th | 5 | 5 | 4 | 3 | – | – |
13th | 5 | 5 | 4 | 3 | 1 | – |
14th | 5 | 5 | 4 | 4 | 2 | – |
15th | 5 | 5 | 5 | 4 | 3 | – |
16th | 5 | 5 | 5 | 4 | 3 | 1 |
17th | 5 | 5 | 5 | 4 | 4 | 2 |
18th | 5 | 5 | 5 | 5 | 4 | 3 |
19th | 5 | 5 | 5 | 5 | 5 | 4 |
20th | 5 | 5 | 5 | 5 | 5 | 5 |
Table: Puppet Master Spells Known
Level | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th |
1st | 4 | 2 | – | – | – | – | – |
2nd | 5 | 3 | – | – | – | – | – |
3rd | 6 | 4 | – | – | – | – | – |
4th | 6 | 4 | 2 | – | – | – | – |
5th | 6 | 4 | 3 | – | – | – | – |
6th | 6 | 4 | 4 | – | – | – | – |
7th | 6 | 5 | 4 | 2 | – | – | – |
8th | 6 | 5 | 4 | 3 | – | – | – |
9th | 6 | 5 | 4 | 4 | – | – | – |
10th | 6 | 5 | 5 | 4 | 2 | – | – |
11th | 6 | 6 | 5 | 4 | 3 | – | – |
12th | 6 | 6 | 5 | 4 | 4 | – | – |
13th | 6 | 6 | 5 | 5 | 4 | 2 | – |
14th | 6 | 6 | 6 | 5 | 4 | 3 | – |
15th | 6 | 6 | 6 | 5 | 4 | 4 | – |
16th | 6 | 6 | 6 | 5 | 5 | 4 | 2 |
17th | 6 | 6 | 6 | 6 | 5 | 4 | 3 |
18th | 6 | 6 | 6 | 6 | 5 | 4 | 4 |
19th | 6 | 6 | 6 | 6 | 5 | 5 | 4 |
20th | 6 | 6 | 6 | 6 | 6 | 5 | 5 |
A puppet master casts arcane spells drawn from the puppet master spell list. He can cast any spell he knows without preparing it ahead of time. Every puppet master spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a puppet master must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a puppet master’s spell is 10 + the spell level + the puppet master’s Charisma modifier.
Like other spellcasters, a puppet master can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Puppet Master Spells Per Day. In addition, he receives bonus spells per day if he has a high Charisma score.)
The puppet master’s selection of spells is extremely limited. A puppet master begins play knowing four 0-level spells and two 1st-level spells of the puppet master’s choice. At each new puppet master level, he gains one or more new spells, as indicated on Table: Puppet Master Spells Known. (Unlike spells per day, the number of spells a puppet master knows is not affected by his Charisma score.
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a puppet master can choose to learn a new spell in place of one he already knows. In effect, the puppet master “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 puppet master spell the puppet master can cast. A puppet master may swap 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.
A puppet master need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Puppetmaster Spells
Puppetmasters gain access to the following spells.
0-Level Puppetmaster Spells: arcane mark, dancing lights, daze, detect magic, ghost sound, mage hand, mending, prestidigitation, read magic.
1st-Level Puppetmaster Spells: adoration, air bubble, alarm, animate rope, beguiling gift, break, bungle, cause fear, charm person, comprehend languages, crafter’s curse, crafter’s fortune, cure light wounds, dancing lantern, delusional pride, detect secret doors, disguise self, enlarge person, floating disk, forced quiet, hideous laughter, hold portal, hypnotism, identify, illusion of calm, invigorate, jury-rig, lighten object, lock gaze, mage armor, magic mouth, make whole, memory lapse, moment of greatness, negative reaction, obscure object, obscuring mist, reduce person, reinforce armaments, sculpt corpse, silent image, sleep, unseen servant, vanish, ventriloquism, vocal alteration, youthful appearance.
2nd-Level Puppetmaster Spells: blur, calm emotions, cat’s grace, compassionate ally, create treasure map, cure moderate wounds, darkness, darkvision, daze monster, detect thoughts, disguise other, eagle’s splendor, enter image, enthrall, fox’s cunning, glitterdust, heroic fortune, heroism, hold person, honeyed tongue, hypnotic pattern, invisibility, levitate, locate object, masterwork transformation, minor image, mirror image, misdirection, miserable pity, pyrotechnics, rage, reckless infatuation, reinforce armaments (communal), returning weapon, rope trick, share language (communal), shatter, silence, snapdragon fireworks, steal voice, suggestion, tongues.
3rd-Level Puppetmaster Spells: blink, bestow curse, charm monster, confusion, control summoned creature, coordinated effort, crushing despair, cure serious wounds, curse of disgust, daylight, deep slumber, dispel magic, displacement, enlarge person (mass), fear, gaseous form, geas (lesser), glibness, good hope, haste, hostile levitation, invigorate (mass), invisibility sphere, jester’s jaunt, keen edge, lover’s vengeance, major image, malicious spite, overwhelming grief, reduce person (mass), remove curse, scrying, see invisibility, seek thoughts, slow, terrible remorse, witness.
4th-Level Puppetmaster Spells: black tentacles, break enchantment, cure critical wounds, daze (mass), denounce, detect scrying, dominate person, fabricate, freedom of movement, hallucinatory terrain, heroic fortune (mass), hold monster, invisibility (greater), locate creature, malfunction, minor creation, modify memory, possess object, rapid repair, serenity, shadow step, shocking image, suffocation, summoner conduit, treasure stitching, unbreakable construct, utter contempt, zone of silence.
5th-Level Puppetmaster Spells: animate objects, banish seeming, cloak of dreams, cure light wounds (mass), dismissal, dispel magic (greater), dream, false vision, feeblemind, heroism (greater), joyful rapture, legend lore, magic jar, major creation, mind fog, mirage arcana, mislead, nightmare, persistent image, possess object, secret chest, seeming, shadow walk, smug narcissism, soothe construct, suggestion (mass), unwilling shield, vengeful outrage.
6th-Level Puppetmaster Spells: analyze dweomer, cat’s grace (mass), charm monster (mass), cure moderate wounds (mass), eagle’s splendor (mass), euphoric tranquility, eyebite, fool’s forbiddance, fox’s cunning (mass), geas, heroes’ feast, hold person (mass), overwhelming presence, permanent image, programmed image, project image, scrying (greater), statue, trap the soul, veil, waves of ecstasy
Cantrips
Puppet master’s learn a number of cantrips, or 0-level spells, as noted on Table: Puppet Master Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
AC Bonus (Ex)
When unarmored and unencumbered, the puppet master adds his Charisma bonus (if any) to his AC and his CMD. In addition, a puppet master gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every puppet master levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the puppet master is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Doublespeak (Su)
A puppetmaster can hide words within words, effectively speaking two words at the same time. He chooses which layer of speech each creature within his line of sight hears - the base layer or the hidden layer. Creatures he cannot see hear the base layer. A puppet master can use this ability for a number of minutes per day equal to his class level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.
Marionettes (Su)
The calling card of a puppet master, he can attempt to manipulate as a standard action another creature within 30 ft. plus 10 ft. for every level after the 3rd, causing ghostly threads to appear above the creature in question that connect to it, transforming it into a puppet under his control. This ability require at least 1 free hand. If the subject of a puppet master’s manipulation fails a Will save (DC 10 + ½ the puppet master’s class level + the puppet master’s Charisma modifier), the puppet master can force them to take certain actions based on his level:
At 1st level:
- Attack: As a full-round action, manipulate a subject into making a single attack with any weapon it is currently wielding (including any free actions necessary to the attack, such as knocking an arrow) or any natural attack it may possess. When manipulating a creature into making an attack, the puppet master makes a Perform (puppetry) check in place of the creature’s attack roll. If the manipulation check hits the target’s AC, the manipulated attack hits and the subject rolls weapon damage as normal. If penalties would apply to an attack roll replaced by a manipulation check (for instance, manipulating a subject that does not have the Precise Shot feat into firing a bow into melee combat), those penalties apply to the puppet master’s manipulation check. Bonuses to damage that require active player input on behalf of the subject (such as arcana abilities, Cleave and Power Attack) do not apply to the damage result of manipulated attacks; however, bonuses to damage that occur automatically (such as sneak attack, Dervish Dance and Weapon Focus) apply as normal.
- Guiding Hand: As a readied action, subtly manipulate a willing creature to grant them a +1 bonus per 3 puppet master levels (minimum +1) to one attack roll, a check, or one saving throw during their turn.
- Manipulate Movement: As a standard action, force a creature to move up to one of his movement speed. If this movement would expose the subject to immediate peril (such as a cliff or an attack of opportunity), the subject can attempt a new save to negate manipulation with a +4 bonus. This save can only be attempted once per 5 feet moved and cannot be attempted until the subject’s next step would expose them to peril. If the subject exit the range of the puppet master when this movement begins; manipulate movement does not automatically end if the subject is manipulated into moving beyond the normal range of the puppet master’s manipulation.
- Speech: As a free action, manipulate a creature into speaking up to 10 words of the puppet master’s device. A puppet master can only use this ability once per round.
At 5th level:
- Attack: This is now a standard action.
- Enchanting Rehearsal: As a free action, grant a willing subject the ability to reroll a single non-manipulated attack against the same target. A puppet master can only use this ability once per round and its effects last for 1 round.
- Handy Manipulation: As a standard action, manipulate a willing creature into taking a single action that does not require a class feature, feat or special ability, is not an attack or movement and requires less than a full-round action to perform. Common applications of this wonder include: drawing a weapon, retrieving an object, manipulating an object, standing up, dismissing a spell, lowering spell resistance, drinking a potion and making a gesture.
- Zealous Manipulation: Before manipulating a creature into making attacks, a puppet master can take a -2 penalty to Perform (puppetry) checks made to attacks to grant the subject a +2 bonus to the damage rolls of resulting attacks. This bonus increases by half (+50%) if the subject is making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times the subject’s Strength modifier to damage rolls. This bonus is halved if the subject is making an attack with an off-hand weapon or secondary natural weapon. When a puppet master’s class level reaches 8, and every 4 levels thereafter, the penalty increases by -1 and the bonus to damage increases by +2. A puppet master must choose to use this wonder before making a Perform (puppetry) check made to attack, and its effects last until the start of his next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
At 8th level:
- Fervent Manipulation: Can increase the attack option time to a full-round action, for force a creature that he manipulates into making a second attack with any weapon it is currently wielding by making a second Perform (puppetry) check at a -5 penalty. A puppet master cannot manipulate an individual natural weapon into making more than one attack per turn.
- Manipulate Movement: This is now a move action.
- Rescue in the Extreme: As an immediate action, grant a willing subject that he manipulate the ability to reroll a failed saving throw.
At 11th level:
- Now a creature, for see the ghostly threads must make a Perception check against a Perform (puppetry) check made by the puppet master when he start using it.
- Defiant Manipulation: As a standard action, manipulate a willing creature that is unable to act normally, allowing it to act normally in its turn. This manipulation does not enable a subject to overcome physical restraints such as rope, but it does enable a subject to overcome mental and emotional restraints such as the panicked condition or a hold person spell. This does not remove or counter dominate or charm.
- Improved Guiding Hand: When using guiding hand, the bonus increase to +2 per 4 puppet master levels.
- Improved Rescue in the Extreme: when using rescue in the extreme, the subject adds the puppet master Charisma modifier (if any) as an insight bonus to the saving throw.
- Defiant Manipulation: As a standard action, manipulate a willing creature, enabling it to take a single standard action or move action during its turn in spite of being dazed, paralyzed or stunned.
At 13th level:
- Freedom Manipulation: As a standard action, manipulate a creature under a non-instantaneous charm, compulsion, mind-affecting, paralysis, petrification, polymorph, or immobilizing effect (including binding but not temporal stasis or imprisonment), to reroll the saving throws with an insight bonus equal to the puppet master Charisma modifier (if any).
- Improved Fervent Manipulation: When using fervent manipulation, can force a creature that he manipulates into making a third attack with any weapon it is currently wielding by making a third Perform (puppetry) check at a -10 penalty.
- Improved Speech: When using speech, can increase the time of use to a full-round action to manipulate a creature into speaking up to 10 words of the puppet master’s device x puppet master level.
- Poisonous Suggestion: If the target is not aware of the fact that the puppet master is an enemy or its presence (usually with a Disguise and/or Bluff check for the first case and Stealth for the second), fails its Perception check for see the ghostly threats, and also fail the initial saving throw against Marionettes, as an immediate action, the puppet master can instill thoughts into the target creature by making it believe they are actually its thoughts. Immediately afterwards Marionettes ends and the target has no memories of what just happened. Other spectators who have passed the Perception check notice what happened as usual. A Will save DC 10 + ½ the puppet master’s class level + the puppet master’s Charisma modifier negate this effect. When the subject speak or carried out the instilled thoughts, a Sense Motive check against DC 25 can determine that the subject’s behavior is being influenced by an external effect (see the Sense Motive skill description). Dispel Evil and Break Enchantment (caster level equal to the puppet master level) can terminate this effect. Puppet masters loves to instill poisonous suggestions and words in the minds of people and bring about their downfall. This is a mind-affecting effect.
- Total Manipulation: As a full-round action, manipulate a helpless creature that has at least 1 hit point remaining as if it was a willing subject that could act normally. This manipulation does not enable a subject to overcome physical restraints such as rope, but it does enable a subject to overcome mental and emotional restraints such as sleep or a hold person spell. While under the effects of this wonder, a subject suffers a -10 penalty to Perception checks (in addition to the -10 penalty for being asleep, if applicable). Each time a sleeping subject is forced to make any action other than move, it receive a DC 0 Perception check to wake up.
At 16th level:
- Manipulate Magic: As a full-round action, manipulate a willing creature into casting a spell, using a spell-like ability or using a supernatural ability that is available to it and requires less than a full-round action to cast or use. The puppet master must succeed at a Perform (puppetry) check (DC 15 + twice the spell level, or DC 15 + the subject’s HD if attempting to manipulate an ability without a spell level) to enable the subject to cast a spell or use an ability. The subject resolves all effects of a manipulated spell or ability as if it had cast or used it normally. If a spell or ability has a verbal component, then the puppet master must use the speech wonder to enable the subject to cast or use it. The puppet master must make Perform (puppetry) in place of attack rolls for touch spells and rays as normal. A puppet master must know that a subject has a spell or ability to enable them to cast or use it. If a puppet master knows that a subject has a spell or ability but has never seen them cast or use it, he must succeed at a Use Magic Device check to activate the spell or ability blindly (DC 25) before making his manipulation check.
Marionettes can affect incorporeal creatures as if they are corporeal (without the 50% change of failing). At 7th level, a puppet master can start a marionettes as a move action instead of a standard action. At 13th level, a puppet master can start a marionettes as a swift action. A puppet master can manipulate only one creature at a time. If the creature under Marionettes is an ally of the puppet master, in his turn can take his actions as always. If the creature under Marionettes is a foe of the puppet master, he can attempt a new saving throw at the start of his turn for break free from the effect. If he fail, he remain under marionettes and cannot take any physical action (but he can take purely mental actions like casting a still spell or a psychic spell). Another creature can target the ghostly threads above the subject to break them with a slashing weapon. The threads are incorporeal (full damage with ghost touch weapons, half damage with magic weapons, no damage for mundane weapons), with an AC equal to the touch AC of the puppet master, hardness equal to the puppet master level, 3 hp x puppet master level and heal 3 hp per round. If the creature under marionettes exit an area with radius of 30 ft. plus 10 ft. for every puppet master level after the 1st centered on the puppet master, marionettes is automatically break.
Protection from evil and similar effects offer no protection from marionettes but give the creature a +4 insight bonus against it. Marionettes is not a compulsion/mind-affecting/possession or any other effect of that type (with the exception of poisonous suggestion), it’s pure forced manipulation of the victim body using the threads.
Pinocchio (Ex)
The puppet master gains a construct companion. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature) with the following exception:
- the construct companion is a construct with a humanoid shape and 2 functional hands
- the construct companion has the same alignment of the puppet master
- the construct companion use the d10 for hit points instead of the d8
- the construct companion does not gains bonus hit point based on size like a normal construct, it instead consider the puppet master Charisma score as its Constitution score for the purpose of its hit points and Fortitude save
- the construct companion has full BaB progression
- the construct companion has good Fortitude and Will saves
- the construct companion gains 2 + Int skill points for HD
- the construct companion treat any skill in which the puppet master has put at least one rank as class skills
- the construct companion doesn’t gains bonus tricks
The puppet master effective druid level is equal to his puppet master level. The puppet master must chose one of the 2 possible options for the form of his construct companion. If the puppet master cast
make whole on his own construct companion, the casting time is only 1 minute and the spell repairs increases to 2d6 points of damage per caster level (maximum 10d6). The puppet master can repair its construct companion as if he possess the Craft Construct feat but with the following differences:
- the time is always only 8 hours
- the cost is 10 gp x pupper master level
- the check is Craft (puppet) DC 10 + HD of the construct companion
- a successfully check heal the construct companion of 1d8 points x pupper master level
- the puppet master can repair his construct companion even if completely destroyed but in this case the time increase to 1 day of work and in case of successfully check, the construct companion return to 1 hit point
Construct Companion 1st option
STARTING STATISTICS
Size Small;
Speed 30 ft.;
AC +4 natural armor;
Attack 2 slam (1d4);
Ability Scores Str 10,
Dex 17,
Con –,
Int 10,
Wis 10,
Cha 10;
SQ construct traits, infiltrator.
4TH-LEVEL ADVANCEMENT
AC +3 natural armor;
Ability Scores Str +4,
Dex –2,
Int +2.
Infiltrator (Ex)
Select a single small humanoid subtype (like halfling or gnome). The construct companion can pass for a humanoid of the chosen subtype without using the Disguise skill.
Construct Companion 2nd option
STARTING STATISTICS
Size Medium;
Speed 30 ft.;
AC +4 natural armor;
Attack 2 slam (1d6);
Ability Scores Str 15,
Dex 13,
Con –,
Int 10,
Wis 10,
Cha 10;
SQ construct traits, infiltrator.
4TH-LEVEL ADVANCEMENT
AC +3 natural armor;
Ability Scores Str +2,
Int +2.
Infiltrator (Ex)
Select a single medium humanoid subtype (like human or elf). The construct companion can pass for a humanoid of the chosen subtype without using the Disguise skill.
The puppet master can, as a standard action, share the senses of his construct companion, hearing, seeing, smelling, tasting, and touching everything the companion does. He can use this ability a number of minutes per day equal to his puppet master level. This duration need not be consecutive, but it must be used in 1-minute increments. There is no maximum range to this effect, but the construct companion and the puppet master must be on the same plane. The puppet master can end this effect as a free action.
The puppet master can use Marionettes from his construct companion (even out his normal range but only when using the senses of his companion), using the construct companion as a starting point for the effect, making it look that it’s the user unless an observer succeed a Perception check opposed by a Perform (puppetry) of the puppet master.
Will of the Master (Ex)
The puppet master receives an untyped bonus to AC and CMD equal to ½ his Charisma modifier (if positive). This bonus does not stack with any armor or shield bonuses he may receive. This bonus to AC apply even against touch attacks or when the puppet master is flat-footed. He loses this bonus when he is immobilized, helpless, or when he carries a medium or heavy load. This bonus stack with AC bonus. The puppet master can use his Charisma modifier in place of his Wisdom modifier for his Will saving throws.
Behind the Mask (Su)
Beginning at 2nd level, the puppet master gains a supernatural second sight. He gains darkvision to a range of 60 feet or increase any existing dakvision by 60 ft. Additionally, he can see through any mask, veil, hood, or similar facial accessory that he wears, even if it has no holes to see through. At 9th level, his dark senses grow more acute, and he is able to see perfectly in darkness of any kind, including magical darkness. At 12th level, he gains blindsight to a range of 60 feet. Finally, at 19th level, he can see through objects, as though with a ring of X-ray vision, for a number of minutes per day equal to his puppet master level. These minutes need not be spent consecutively, but must be spent in 1-minute increments.
Manipulator’s Wiles (Su)
At 2nd level, a puppet master gains a +1 bonus to Bluff checks, Perform (puppetry) checks and all class specific checks related to the use of puppets (manipulation checks, story checks, etc.). This bonus increases by +1 every 4 levels thereafter (6th level, 10th, 14th, 18th).
Ego (Su)
At 3rd level, a puppet master gains a bonus equal to his Charisma bonus (if any) on all Saving Throws.
Musical Anthem (Su)
At 4th level, an area of 10 ft. x Charisma modifier of the puppet master is filled with a music of the puppet master choice (a haunting melody, military march, heroic theme, unsettling cackels, the voice of a child singing a nursery rhymes, etc.). Once chose, this music cannot be changed and is the calling card of the specific puppet master. It cannot be used to communicate or be influenced to any great degree by the puppet master. All Perception checks based on sound for enemies in the area of the musical anthem are made with a penalty equal to ½ the puppet master level. A puppet master can suppress or resume this ability as a move action.
Puppet Show (Sp)
At 15th level, a puppet master can cast
greater animate object with caster level equal to his puppet master level once per day, this work as
animate object except it animate two Small objects per caster level instead of one and the duration is 1 minute/level. This is equivalent to an 8th level spell.
The Great Show (Sp)
At 17th level, a puppet master can cast
perfect animate object with caster level equal to his puppet master level once per day, this work as
animate object except it animate four Small objects per caster level instead of one, the duration is 10 minutes/level and the animate objects get the maximum number of hit points per level. This is equivalent to a 9th level spell.
Master Puppeteer (Su)
At 20th level, a puppet master reach now height of powers and gains the following abilities:
- When using fervent manipulation for make a full-attack, can force a creature that he manipulates into making a fourth attack with any weapon it is currently wielding by making a fourth Perform (puppetry) check at a -15 penalty and if the creature has Two-Weapon Fighting or similar abilities, he can use them, applying the penalty to attack roll to his Perform (puppetry) check for attack. Now, with fervent manipulation, can force a creature that he manipulates into making all his natural attacks. The puppet master take a -5 to Perform (puppetry) check when attacking with the secondary natural weapons of the creature, unless the creature has Multiattack or similar abilities for reduce the penalty.
- Can use manipulate magic even if the target is unwilling (he must make Perform (puppetry) in place of attack rolls for touch spells and rays as normal), and the time required is a full-round or more, but in that case he must consume an equivalent amount of actions (if a spell has casting time 1 minute, he must pass 1 minute to controlling the creature casting it [even if the creature in its turn take its mental actions, the casting is not disrupted unless it break free from the effect]).
- Can use any ability of the target creature, even the feats like Power Attack or Vital Strike (but still limited by how many actions the creature can do in a turn). At the effective, the puppet master has access to the creature's entire sheer and can use it to his advantage. For actions that are not covered by the above options, the puppet master must consume an equivalent amount of actions.
- When using successfully poisonous suggestion, a puppet master can make a Perform (puppetry) check. The Sense Motive DC is 25 or the Perform (puppetry) result, whichever is higher. A successfully Sense Motive check only allows the creature to figure out that "something is wrong" rather than figure out exactly that there is an external source manipulating it. Also, now the instilled thoughts are more hard to be removed: the only way for remove them is miracle or wish and even than, they must make a caster level check against a DC of 11 + puppet master level.
- Artisan Guidance: when using guiding hand, the bonus increase to +3 per 4 puppet master levels.