🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

PuppeteerCreature 6


Medium​Human​Humanoid​
Source Pathfinder NPC Core
Perception +14
Languages Aklo, Common
Skills Crafting +15, Occultism +13, Performance +13, Thievery +9
Str +1, Dex +2, Con +1, Int +4, Wis +1, Cha +4

AC 23; Fort +11; Reflex +14; Will +15;
HP 95
Speed 25 feet

Dagger One Action +14 (+10, +6) to hit (agile, finesse, versatile s) 1d4+7 Piercing
Dagger One Action +14 (+10, +6) to hit (agile, thrown 10, versatile s) 1d4+7 Piercing
Fist One Action +14 (+10, +6) to hit (agile, nonlethal, unarmed) 1d4+7 Bludgeoning

Puppets

The puppeteer has three animate puppets under their control—a smart puppet, a strong puppet, and a swift puppet. A puppet is a Tiny object that can be share a space with another creature. The usually begin combat in the puppeteer's space. A puppet has AC 23, Hardness 5, 20 Hit Points, and object immunities. If a puppet is destroyed, the puppeteer takes 15 nonlethal,mental15 nonlethal mental damage. A puppeteer can rebuild a puppet with 7 days of work. If the puppeteer dies while any of their puppets are still active, the active puppets become independent, but lose the will to fight in their grief.

Manipulate Puppets Two Actions (concentrate, manipulate, occult)

The puppeteer pulls at invisible strings to control their puppets. Each puppet Strides up to 30 feet. Each puppet can then make a Strike as described below. Each attack counts towards the puppeteer's multiple attack penalty, but their penalty does not increase until all attacks have been made.

Alternative Puppets

This alternate set of villainous puppets Strikes with a +15 attack modifier.


On the surface, puppeteers are simply providers of entertainment to the masses. With their little puppets and simple stories, their pantomimes are fun for the whole family. However, some puppeteers have a secret. They can animate their puppets with magic, sending them out to cause all manner of mischief in the dead of night. Puppeteers of this ilk tend to travel by themselves, though they might be found as part of a traveling group if they become lonely. They may serve as an innocent front for more illicit dealings or as lackeys to a larger group of thieves and ne'er do wells.


Performances come in a wide variety of forms, from musical methods like singing and instruments to physical dancing and juggling to simple orating and conversing.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.