Homebrew Class: The Puppeteer PEACH

Post/Author/DateTimePost
#1

gorditobandito

Jul 03, 2008 21:02:25
Overview: The puppeteer defends his allies, not through toughness or combat prowess, but his ability to alter his foes actions, impair them, and use conditions to keep them as harmless as possible.

Also please ask questions about where I was unclear or what something means etc.

Puppeteer

CLASS TRAITS
Role: Defender. You keep your enemies at bay by manipulating the tethers that bind us to reality
Power Source: Arcane.
Key Abilities: Intelligence, Strength, Constitution
Armor Proficiencies: Cloth, Leather, Hide
Weapon Proficiencies: All Simple
Implements: Orbs, Rods
Bonus to Defense: +2 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Arcana, Intimidate, Perception, Streetwise, Stealth
Class Features:

Strings of Fate
As a minor action the puppeteer may fire tethers from his fingertips at an opponent 5 squares away, which bond to the target, applying a -1 to subsequent attack and damage rolls. The puppeteer can have 2 targets affected by the Strings of Fate at a time (or a single target affected by both). At 6th level the penalty increases to -2, at 11th -3, at 16th -4, at 21st -5 and 26th -6. A hand must be free in order to attach the Strings of Fate to an enemy. An enemy who leaves the range of Strings of Fate the ties are automatically broken.
Puppeteer’s Mark
Puppeteer’s Mark is not an actual mark but functions in the same way as a mark: it can only affect one target and they are aware of its effects. The invisible bonds suddenly shine red as the puppeteer focuses his fury on a single target. A marked target must be subject to at least one Strings of Fate. If the target‘s move doesn’t bring him closer to the puppeteer at any point during its move action the puppeteer may make an attack roll (strength vs. reflex) to tug on the strings, if successful the target’s move action is ended. Likewise any attack or OA rolls that are not targeted at the Puppeteer he may tug on the strings to cancel the attack roll. If the marked target is affect by both Strings of Fate then he gets +2 on the strength vs. reflex rolls. A Puppeteer may mark a target as a free action but only once per round.


Level 1 At-Will Powers
Chains of Fate Puppeteer Attack 1
The puppeteer fires chains of bright radiant energy at his target that bind him to the puppeteer
At-Will ✦ Arcane, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier radiant damage, and the target cannot move further away from the puppeteer than he started until the end of the puppeteers next turn.
Increase damage to 2d8 + Intelligence modifier at 21st level.
Special: If the target is affected by Strings of Fate then the puppeteer may opt to deal no damage but hit automatically. Inversely if the target is hit with the chains then the puppeteer can apply Strings of Fate to the target as a free action

Arcane Lash Puppeteer Attack 1
Firing a single tether at his target, the puppeteer instead uses it to strike his enemy
At-Will ✦ Arcane, Implement, psychic
Standard Action Ranged 10
Target: One creature
Attack: intelligence vs. Will
Hit: 1d8+intelligence psychic damage
Increase damage to 2d8 + Intelligence modifier at 21st
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Hook, Line and Sinker Puppeteer Attack 1
The puppeteer guides all of his tethers at a single location in order to set himself up for a concentrated attack.
At-Will ✦ Arcane, Implement, psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d6+Intelligence modifier psychic damage
Increase damage to 2d6 + Intelligence modifier at 21st level.
Secondary Attack: Strength vs. Fortitude
Secondary Hit: 1d6+strength damage and the target is pulled 3 squares towards you

Shocking Tendrils Puppeteer Attack 1
With a clenched fist the harmless strings quiver with excruciating electricity
At-Will ✦ Arcane, Implement, Electric
Standard Action Ranged Special
Target: One creature affected by Strings of Fate
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier electric damage, and the target is slowed until the end of your next turn
Increase damage to 4d6 + intelligence modifier at 21st level.
*I was dubious about giving a status condition to an at-will with good damage but I thought with its range and only being able to affect certain enemies that it validated something beyond straight damage

Level 1 Encounter Powers
Change Fate Puppeteer Attack 1
The Tethers burrow into their target’s skin, fusing with its nerves so that the Puppeteer can control his target’s actions
Encounter ✦ Arcane, Implement, psychic
Standard Action Ranged Special
Target: One creature affected by Strings of Fate
Attack: Intelligence vs. Will
Hit: 1d8+Intelligence modifier psychic damage, and the target is dominated until the end of next turn
Sustain Standard: The target is dominated until the end of your next turn (save ends)

Hog-Tie Puppeteer Attack 1
The Puppeteer uses his tethers to force his enemy into submission
Encounter ✦ Arcane, Implement
Standard Action Ranged 10
Target: One Creature
Attack: Intelligence vs. Reflex
Hit: 1d10+strength modifier arcane damage, and the target is restrained until the end of your next turn (save ends)

Psychic Impale Puppeteer Attack 1
Your tendrils jolt straight at your target jutting him multiple times before retracting back into the puppeteer’s hands
Encounter ✦ Arcane psychic, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d4+Intelligence psychic damage and 5 ongoing damage (save ends)

Level 1 Daily Powers
Tendril Snake Puppeteer Attack 1
With a flourish the puppeteer weaves all of his tethers together into a wispy, floating snake that obeys his every command
Daily ✦ Conjuration, Arcane, Implement, Psychic
Standard Action Ranged 5
Effect: You conjure a snake that occupies 1 square within range. Every round, you can move the snake 3 squares as a move action. The snake lasts until the end of the encounter. If the snake ends his movement next to an opponent then he may make a grab attempt using the Puppeteer’s intelligence as his strength

Challenge the Crowd Wizard Attack 1
Glowing red tendrils jettison from your fingertips in all directions, homing into each and every enemy within range. Those who do not find their home in a subject come lashing backwards to the Puppeteer like a **** measure being reclined.
Daily ✦ Arcane, radiant, Implement
Standard Action Area burst 5 Close
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: they are all subject to both Strings of Fate and Puppeteer’s Mark
Miss: Secondary Attack
Secondary Attack: Intelligence vs. Reflex
Secondary Hit: 1d8+Intelligence

Choke-a-***** (Name in Progress) Puppeteer Attack 1
Your tendrils whip around your foe’s neck, grasping him tightly and stabbing him repeatedly
Daily ✦ Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d6 + intelligence modifier psychic damage, and the target is weakened until the end of your next turn and takes 5 ongoing damage (save ends both)