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Kaiisaxo
2012-02-07, 08:25 PM
MASTER OF DOLLS
Alignment: Any non lawfull and non evil.
Hit Die: d4
Class Skills
The Master of Dolls’s class skills (and the key ability for each skill) are Bluff(Cha), Craft (Doll Making) (Int), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Move silently (Dex) and Sleigh of Hand (Dex)
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.


{colsp=14} The Master of Dolls
Level|BAB|Fort|Ref|Will|Special|Doll Score (+Cha)|0__|1st|2nd|3rd|4th|5th|6th
1st|+0|+0|+2|+0|Doll Making, Shield of innocence|—|1|{colsp=6}—
2nd|+1|+0|+3|+0|Doll Points|0|1|0|{colsp=5}—
3rd|+1|+1|+3|+1||1|1|1|{colsp=5}—
4th|+2|+1|+4|+1||2|2|1|0|{colsp=4}—
5th|+2|+1|+4|+1||4|2|1|1|{colsp=4}—
6th|+3|+2|+5|+2|Animate Doll: 1st|6|2|2|1|{colsp=4}—
7th|+3|+2|+5|+2|Heal Doll 1/day|8|3|2|1|0|{colsp=3}—
8th|+4|+2|+6|+2||10|3|2|2|1|{colsp=3}—
9th|+4|+3|+6|+3||12|3|3|2|1|{colsp=3}—
10th|+5|+3|+7|+3|Animate Doll: 2nd|14|4|3|2|1|0|{colsp=2}—
11th|+5|+3|+7|+3|Heal Doll 2/day|16|4|3|3|2|1|{colsp=2}—
12th|+6/+1|+4|+8|+4||18|4|4|3|2|1|{colsp=2}—
13th|+6/+1|+4|+8|+4||20|5|4|3|2|1| 0|—
14th|+7/+2|+4|+9|+4|Animate Doll: 3rd|22|5|4|4|3|2|1|—
15th|+7/+2|+5|+9|+5|Heal Doll 3/day|24|5|5|4|3|2|1|—
16th|+8/+3|+5|+10|+5||26|6|5|4|3|2|1|0
17th|+8/+3|+5|+10|+5||28|6|5|5|4|3|2|1
18th|+9/+4|+6|+11|+6|Animate Doll: 4th|30|6|5|5|4|3|2|1
19th|+9/+4|+6|+11|+6|Heal Doll 4/day|32|6|5|5|4|3|2|2
20th|+10/+5|+6|+12|+6||34|6|5|5|4|4|3|3


{colsp=8} Master of Dolls Spells Known
Level|0__|1st|2nd|3rd|4th|5th|6th
1st|2|{colsp=6}—
2nd|2|1*|{colsp=5}—
3rd|2|2|{colsp=5}—
4th|2|2|1*|{colsp=4}—
5th|3|2|2|{colsp=4}—
6th|3|2|2|{colsp=4}—
7th|3|3|2|1*|{colsp=3}—
8th|3|3|2|2|{colsp=3}—
9th|4|3|3|2|{colsp=3}—
10th|4|3|3|2|1*|{colsp=2}—
11th|4|4|3|2|2|{colsp=2}—
12th|4|4|3|3|2|{colsp=2}—
13th|5|4|4|3|2|1*|—
14th|5|4|4|3|3|2|—
15th|5|5|4|3|3|2|—
16th|5|5|4|4|3|3|1*
17th|6|5|5|4|4|3|2
18th|6|5|5|4|4|4|3
19th|6|6|5|4|4|4|4
20th|6|6|5|5|5|5|4
{colsp=8}* Only if she gets bonus spells of this level.

Class Features
All of the following are class features of the Master of Dolls
Weapon and Armor Proficiency: Masters of Dolls are proficient with the sling, the whip, the sap and the net, but not with any armor or shield.
Spells: A Master of Dolls casts arcane spells which are drawn from the Master of Dolls' spell list. A master of dolls need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level and that she has a doll capable to channel a spell of that level.
To learn, or cast a spell, the master of Dolls must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a master of dolls’s spell is 10 + the spell level + the master of dolls’s Charisma modifier.
Like other spellcasters, a master of dolls can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Master of Dolls. In addition, she receives bonus spells per day if she has a high Charima score.
A master of dolls’s selection of spells is extremely limited. A master of dolls begins play knowing two 0-level spells of your choice. At each new master of dolls level, she gains one or more new spells, as indicated on Table: Master of Dolls Spells Known. (Unlike spells per day, the number of spells a master of dolls knows is not affected by her Charisma score; the numbers on Table: Master of Dolls Spells Known are fixed.)
Upon reaching 5th level, and again at 8th,11th, 14th, 17th and 20th a master of dolls can choose to learn a new spell in place of one she already knows. In effect, the master of dolls “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 two levels lower than the highest-level master of dolls spell the master of dolls can cast. A master of dolls 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 she gains new spells known for the level.


Doll Making: The master of dolls needs dolls to cast her spells, she can only use dolls she has personally crafted herself. A basic doll can only channel one 0-level spell each day and has a gold cost of 2gp, they are tiny objects and four of them weight a pound. The master of dolls can use one doll point (see doll points below) to increase the level limit by one. Casting a second spell with the same doll destroys the doll. A master of dolls can create any number of basic dolls at any time she wishes with a craft check.
Shield of innocence: The master of dolls adds her Charisma bonus as a bonus to her armor class. She cannot use this bonus if she wears any visible armor or shields or if she wields any weapon other than the ones she has proficiency as a master of dolls. This bonus doesn't apply against Blind enemies and Evil outsiders.
Doll Points: Starting at second level the master of dolls starts earning doll points (her full amount of doll points is known as her doll rating), as shown on the table, she also gains additional doll point equal to her permanent Charisma score. She assigns doll points to a doll in order to improve it, once she assigns a doll point to a doll she cannot remove it and assign it to a different doll. When a doll gets destroyed, the doll points assigned to it can be assigned to a different doll (be it a new doll or an existinng one). A master of dolls that destroys one her dolls on purpose in order to reassign its doll points loses those doll points permanently and runs the risk of becoming evil (see Ex-Masters of dolls below)

Should a master of dolls get her doll rating reduced, all of her dolls lose 1 doll point, this loss is repeated until their total doll points is equal or lower than her new doll rating. She can then assign any surpluss doll points freely.

No special action or ritual is needed for the master of dolls to assign a doll point. The master of dolls can't assign more doll points to a single doll than her master of dolls level + her permanent Charisma modifier bonus or the doll's doll point limit (A basic doll can only have up to six doll points assigned). The master of dolls need not to assign all of her doll points, she could always keep them unassigned and then assign them at a later time.

Animate Doll(Su): At sixth level, a master of dolls can make some of her dolls to become animated. Animated dolls can move and attack on their own and follow comands, they can still be used to channel spells, but they must provide somatic components for spells that have them. (See On Animated Dolls below). A master of dolls can only make one animated doll, this limit extends to two dolls at 10th level, three dolls at 14th level and four dolls at 18th level, regardless of this limit she cannot control more animated dolls than her innerent Charisma bonus.
Heal Doll(Su): At 7th level the master of dolls can heal damage inflicted to her living dolls. Once per day, she can, as a standard action increase the hit points of one of her dolls as if she was casting Cure Serious Wounds on the doll. She can only heal her own living dolls. The number of times per day she can use this ability increases by one at levels 11th, 15th and 19th.

Ex-Masters of Dolls
A master of dolls who becomes lawful or evil cannot gain new levels as a master of dolls, she keeps her current spellcasting abilities, but no longer can create new dolls or improve her existing ones and also loses her shield of innocence. She can't recover her advancement potential even if she atones.
A master of dolls who becomes lawful evil cannot gain new levels as a master of dolls and loses all of her class abilities, if she atones she can get back her spellcasting abilities, but as in the case above she can't recover her advancement potential.

A fallen master of dolls who choses not to atone and earns a level in another spellcasting class keeps knowledge of all of her spells and can cast them as part of her new class, provided she can cast spells of that level with her new class. In addition she can convert 1 level of master of dolls into one level of her new class -for the purposes of caster level, spells per day and spells known- each time she gains a level in that class.

A master of dolls who reaches middle age cannot gain new levels as a master of dolls, however she retains most of her class abilities, including the ability to create and improve dolls, she only loses her shield of innocence as a class feature, but gains proficiency with all simple weapons and light armor.

Like a member of any other class, a master of dolls may be a multiclass character, but only if her first level is in the master of dolls class. A master of dolls who gains a new class may never again raise her master of dolls level, though she retains all her master of dolls abilities, if she gains armor or weapon proficiencies from her new class she loses her shield of innocence.
[/LIST]

Kaiisaxo
2012-02-10, 09:48 PM
Master of Dolls spell list

0-LEVEL
Abjur
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Resistance: Subject gains +1 on saving throws.
Conj
Cure Minor Wounds: Cures 1 point of damage.
Div
Detect Poison: Detects poison in one creature or small object.
Ench
Daze: Humanoid creature of 4 HD or less loses next action.
Illus
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level.
Necro
Disrupt Undead: Deals 1d6 damage to one undead.
Trans
Mending: Makes minor repairs on an object.
Open/Close: Opens or closes small or light things.

1ST-LEVEL
Abjur
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.Conj
Conj
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Ench
Charm Person: Makes one person your friend.
Lesser Confusion: One creature is confused for 1 round.
Illus
Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Necro
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Trans
Enlarge Person: Humanoid creature doubles in size.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.
Reduce Person: Humanoid creature halves in size.

2ND-LEVEL
Abjur
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Conj
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Delay Poison: Stops poison from harming subject for 1 hour/ level.
Obscuring Mist: Fog surrounds you.
Div
Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.
Speak with Animals: You can communicate with animals.
Ench
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Calm Emotions: Calms creatures, negating emotion effects.
Daze Monster: Living creature of 6 HD or less loses next action.
Evoc
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Illus
Displacement: Attacks miss subject 50%.
Major Image: As silent image, plus sound, smell and thermal effects.
Necro
Scare: Panics creatures of less than 6 HD.
Trans
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Pyrotechnics: Turns fire into blinding light or choking smoke.

3RD-LEVEL
Abjur
Acid Splash: Orb deals 1d3 acid damage.Remove Curse: Frees object or person from curse.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Conj
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Div
Speak with Plants: You can talk to normal plants and plant creatures.
Ench
Deep Slumber: Puts 10 HD of creatures to sleep.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Evoc
Burning Hands: 1d4/level fire damage (max 5d4).
Illus
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.
Trans
Blink: You randomly vanish and reappear for 1 round/level.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.
Water Breathing: Subjects can breathe underwater.

4TH-LEVEl
Abjur
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Conj
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
Div
Locate Creature: Indicates direction to familiar creature.
Ench
Charm Monster:Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Evoc
Darkness: 20-ft. radius of supernatural shadow.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Illus
Dream: Sends message to anyone sleeping.
Persistent Image: As major image, but no concentration required.
Seeming: Changes appearance of one person per two levels.
Trans
Enlarge Person, Mass: Enlarges several creatures.
Reduce Person, Mass: Reduces several creatures.
Stone Shape: Sculpts stone into any shape.

5TH-LEVEL
Abjur
Guards and Wards: Array of magic effects protect area.
Repulsion: Creatures can’t approach you.
Conj
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Secure Shelter: Creates sturdy cottage.
Solid Fog: Blocks vision and slows movement.
Div
Telepathic Bond: Link lets allies communicate.
Ench
Hold Monster: As hold person, but any creature.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Evoc
Daylight: 60-ft. radius of bright light.
Tiny Hut: Creates shelter for ten creatures.
Illus
Mislead: Turns you invisible and creates illusory double.
Permanent Image: Includes sight, sound, and smell.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Veil: Changes appearance of group of creatures.
Trans
Animal Growth: One animal/two levels doubles in size.
Fabricate: Transforms raw materials into finished items.
Passwall: Creates passage through wood or stone wall.

6TH-LEVEL
Abjur
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Conj
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Teleport: Instantly transports you as far as 100 miles/level.
Div
Find the Path: Shows most direct way to a location.
Evoc
Fireball: 1d6 damage per level, 20-ft. radius.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Resilient Sphere: Force globe protects but traps one subject.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Illus
Invisibility, Mass: As invisibility, but affects all in range.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Trans
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Control Water: Raises or lowers bodies of water.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Move Earth: Digs trenches and build hills.
Stone to Flesh: Restores petrified creature.

On Animated Dolls


{colsp=13}The Animated Doll
Doll Level|BAB|Fort|Ref|Will|Special|0__|1st|2nd|3rd|4t h|5th|6th
1|+0|+0|+2|+0|Natural Attack|—|—|—|—|—|—|—
2|+1|+0|+3|+0|Simple Weapon Proficiency: Ranged|—|—|—|—|—|—|—
3|+2|+1|+3|+1||1|—|—|—|—|—|—
4|+3|+1|+4|+1|Light Armor Proficiency|1|—|— |—|—|—|—
5|+3|+1|+4|+1|| 1|1|—|—|—|—|—
6|+4|+2|+5|+2|Shield Proficiency|1|1|—|—|—|—|—
7|+5|+2|+5|+2|| 1|1|1|—|—|—|—
8|+6/+1|+2|+6|+2|Simple Weapon Proficiency: Melee|2|1|1|—|—|—|—
9|+6/+1|+3 |+6|+3||2|1|1|1|—|—|—
10|+7/+2|+3|+7|+3|Self Healing|2|2|1|1|—|—|—
11|+8/+3|+3|+7|+3||2|2|1|1|1|—|—
12|+9/+4|+4|+8|+4|Medium Armor Proficiency|2|2|2|1|1|—|—
13|+9/+4|+4|+8|+4||2|2|2|1|1|1|—
14|+10/+5|+4|+9|+4|Martial Weapon Proficiency: Ranged|3|2|2|2|1|1|—
15|+11/+6/+1|+5|+9|+5||3|2|2|2|1|1|1
16|+12/+7/+2|+5 |+10|+5|Heavy Armor Proficiency|3|3|2|2|2|1|1
17|+12/+7/+2|+5|+10|+5||3|3|2|2|2|1|1
18|+13/+8/+3|+6|+11|+6|Martial Weapon Proficiency: Melee|3|3|3|2|2|2|1
19|+14/+9/+4|+6|+11|+6||3|3|3|2|2|2|1
20|+15/+10/+5|+6|+12|+6|Tower Shield Proficiency|3|3|3|3|2|2|2


Animating a doll: The Master of dolls can only animate dolls she has created by herself. Once the doll is complete she animates it by assigning it the a number of Doll Points equal to it's cost to animate, a doll animated in this way has 1 doll level can only move and follow orders, but can't attack, wield weapons or channel spells. It is also very fragile having only 1 hit point. In order for it to become truly usefull it has to be assigned Extra Doll Points, for each extra doll point assignated to it, the animated doll gets 1 doll level which includes an extra hit dice, and the features described on the Table: The Animated Doll. Dolls can wield weapons, armor and other items appropriate to their size

Doll Type|Cost|Size|HD|Str|Dex|Con|DP to animate|Natural Attack| Special
Cat Plush|100 GP|Tiny|d3 |6 |15 |10|1|Paw 1d2 | Can't wield any weapons
Dog Plush|100 GP|Tiny|d3|8|9|15|1|Bite 1d3|Can't wield any weapons
Gnome Doll|500 GP|Small|d4|8|13|15|3|na|Proficient with 1 simple weapon
Tiger Plush|300 GP|Small|d6|12|15|9|3|Bite 1d6|Can't wield any weapons
Elven Doll|600 GP|Medium|d6|13|17|10|4|na|proficient with 1 simple weapon
Warrior Doll|1000 GP|Medium|d8|16|13|10|6|na|proficient with 1 martial weapon
Humming Bird Doll|800 GP|Medium|d6|8|18|13|6|Peak 1d4|Can fly, can't use armor or shields
Bear Plush|3000 GP|Large|d12|17|12|13|10|Bite 1d8
Unicorn Plush|9000 GP|Large|d10|12|16|17|10|Kick 1d6, Horn 1d10|Can fly, can't wield any weapons

Dumbledore lives
2012-02-10, 10:09 PM
Just a few small questions or points, first why does she add her constitution modifier to the DC of spells? I'm just not really seeing a reason behind it, nor ignoring enhancement bonuses to Charisma.

Second why is it a shield bonus to AC? I can understand in terms of it being a personal 'shield' but you may as well make it unnamed like the monk's.

Third it doesn't seem like you can cast first level spells until level 4, when you first get doll points, because it seems that channeling a second spell through a doll will destroy it, thus losing you a doll point permanently which is an incredibly hefty penalty, I'd say just make them lose it for the day. So a solution would be to give them doll points starting at 2nd level, so they can actually use their spells.

Fourth make the healing more, because a cure moderate wounds at level 7 is little to nothing, and I don't see dolls stats but it seems like it would be more appropriate to give them scaling healing, up to heal at maybe level 15? And definitely more times per day, maybe even per encounter though that would mean they have full health for every combat.

My final point is that the spells seem kind of unfocused I guess, it seems quite similar to the bard's list with a lot of personal buffs, but with poor BAB only the Doll Master's dolls are going to be engaging in combat, and only after 6th level. I'm just worried they won't have that much to do in combat, especially in the early levels.

Amechra
2012-02-10, 10:26 PM
What are Innerist spells?

Kaiisaxo
2012-02-11, 12:23 AM
What are Innerist spells?

They are a category of magic (like divine and arcane) of my own device, basically they are a type of magic that it's fully powered by the individual instead of relying on an external source.


Just a few small questions or points, first why does she add her constitution modifier to the DC of spells? I'm just not really seeing a reason behind it, nor ignoring enhancement bonuses to Charisma.

It is because of the themes, the master of dolls is suppossed to powerup all of her magic by herself, without relying on an external source. Enhancement bonuses count as an external source. The Constitution bonus is used to compensate this lack of external bonuses.


Second why is it a shield bonus to AC? I can understand in terms of it being a personal 'shield' but you may as well make it unnamed like the monk's.

Good idea, I'll change that.


Third it doesn't seem like you can cast first level spells until level 4, when you first get doll points, because it seems that channeling a second spell through a doll will destroy it, thus losing you a doll point permanently which is an incredibly hefty penalty, I'd say just make them lose it for the day. So a solution would be to give them doll points starting at 2nd level, so they can actually use their spells.

The doll points at an earlier point seem fair, I'll go fix that. The permanent loss of doll points just happens when they are destroyed on purpose in order to reassign their doll points. Having them destroyed by an enemy or by using them to cast a second spell on a pinch (or mere distraction) don't count.


Fourth make the healing more, because a cure moderate wounds at level 7 is little to nothing, and I don't see dolls stats but it seems like it would be more appropriate to give them scaling healing, up to heal at maybe level 15? And definitely more times per day, maybe even per encounter though that would mean they have full health for every combat.

The idea behind giving the master the ability to heal her dolls was for her to have a quick alternative to repair them by hand. Dolls past certain point can heal by themselves ( I just posted the ideas behind the dolls). Perhaps if it worked like cure serious wounds?


My final point is that the spells seem kind of unfocused I guess, it seems quite similar to the bard's list with a lot of personal buffs, but with poor BAB only the Doll Master's dolls are going to be engaging in combat, and only after 6th level. I'm just worried they won't have that much to do in combat, especially in the early levels.

Yes I totally need help rebalancing that list. Thank you for the advice

Prime32
2012-02-12, 12:58 PM
This is a very specific class. :smallconfused: I don't really understand the alignment restriction combined with "innocence" - ever heard of Ambiguous Innocence (http://tvtropes.org/pmwiki/pmwiki.php/Main/AmbiguousInnocence)? It's actually far more common in fiction for doll users to be evil (http://tvtropes.org/pmwiki/pmwiki.php/Main/MarionetteMaster) than good. Plus having so many ways of falling and different rules for meeting the triggers in different orders is confusing (and the part about trading in levels seems like it should be a general houserule for any class where you can fall).

You reference "innerent scores" a few times - I'm not sure if this is something to do with Innerists or a typo of inherent. In either case, you never defined what it means. From context, it seems to be "minus the effects of magic items". However, everything in the game which "relies on the user's own power" can be improved by enhancement bonuses. This includes combat skill, psionics (which has exactly the same fluff as Innerists), and magical + nonmagical breath weapons. Hence your justification seems comparable to "Attaching a scope to this gun won't make it more acurate, because it creates its own bullets".