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| #1gorditobanditoJul 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) |