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Entertainers from the Near East in Vana’diel, they use their puppets to entertain audiences, but they are also effective in combat. Puppetmasters are adept with hand-to-hand combat, but their specialty is activating an automaton to assist them in combat. Unlike other automatons, the puppet can reprogrammed to perform different functions, as well as customized using over a dozen attachments.

The puppetmaster is an archetype of the engineer class.

Archetype Main Ability Scores:
The puppetmaster mainly focuses on STR/DEX for martial combat and INT for his class features.

Archetype Feature Replacements:
1st – Firearms Proficiency, Automaton, Technologist. 2ndEngineer Trick. 3rdRough and Ready. 4thEngineer Trick, Support Droid. 6thEngineer Trick. 8thEngineer Trick. 10thEngineer Trick. 11thUnflustered. 12thEngineer Trick. 14thEngineer Trick. 16thEngineer Trick. 17thMaster Engineer. 18thEngineer Trick. 20thEngineer Trick.

Unarmed Strike (Ex)

At 1st level, a puppetmaster gains Improved Unarmed Strike as a bonus feat. A puppetmaster may attack with fists, elbows, knees, and feet. This means that a puppetmaster may make unarmed strikes with his hands full. A puppetmaster applies his full Strength modifier (not half) on damage rolls for all his unarmed strikes. Usually, a puppetmaster’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A puppetmaster’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

Table: Small, Medium, or Large Puppetmaster Unarmed Damage

LevelDamage (Small)Damage (Medium)Damage (Large)
1st – 3rd1d41d61d8
4th – 7th1d61d82d6
8th – 11th1d81d102d8
12th – 15th1d102d63d6
16th – 19th2d62d83d8
20th2d82d104d8

This ability replaces the engineer’s firearms proficiency.

Automaton (Ex)

At 1st level, a puppetmaster creates a small-sized puppet construct that serves the wishes of its master. In the hands of a puppetmaster, an automation proves to be a powerful weapon and ally. Customizable to any situation, an automaton can be a fearsome fighter battling alongside its master or dealing devastating ranged damage from afar. After a quick change, the automaton brings its enemies to their knees with powerful enfeebling and elemental magic while healing its master’s wounds, as well as its own. Another change and it becomes a powerful healer, curing and removing status effects from the puppetmaster’s entire party. Upon creation, the puppetmaster chooses the base programmed form he wishes the automaton to take from the following three types. This form may be altered with the Reprogrammed ability. Then he adds to the base statistics bonuses based on his levels in engineer using Table: Automaton Base Statistics.

Archer

Starting Statistics

Size: Small; Speed: 20 ft.; AC: +1 natural armor; Attack: slam (1d4); Ability Scores: Str 12, Dex 16, Con –, Int 14, Wis 10, Cha 8; Primary Ability Scores: Dexterity, Intelligence; Secondary Ability Score: Strength; Skills: Acrobatics (Dex), Bluff (Cha), Stealth (Dex), Survival (Wis); Special Qualities: Construct traits, Vulnerable to Lightning.

Knight

Starting Statistics

Size: Small; Speed: 20 ft.; AC: +1 natural armor; Attack: slam (1d4); Ability Scores: Str 16, Dex 14, Con –, Int 10, Wis 8, Cha 12; Primary Ability Scores: Strength, Dexterity; Secondary Ability Score: Charisma; Skills: Climb (Str), Intimidate (Cha), Sense Motive (Wis), and Swim (Str); Special Qualities: Construct traits, Vulnerable to Lightning.

Red Mage

Starting Statistics

Size: Small; Speed: 20 ft.; AC: +1 natural armor; Attack: slam (1d4); Ability Scores: Str 8, Dex 14, Con –, Int 12, Wis 10, Cha 16; Primary Ability Scores: Dexterity, Charisma; Secondary Ability Score: Intelligence; Skills: Knowledge (arcana) (Int), Knowledge (planes) (Int), Spellcraft (Int), and Use Magic Device (Cha); Special Qualities: Construct traits, MP Unit, Vulnerable to Lightning.

Table: Puppetmaster's Automaton's MP Progression

LevelBase MPSpell Level
1st21st
2nd31st
3rd41st
4th41st
5th52nd
6th62nd
7th82nd
8th82nd
9th103rd
10th133rd
11th163rd
12th163rd
13th204th
14th244th
15th284th
16th284th
17th324th
18th364th
19th404th
20th404th

Automaton Table

Class LevelHDBABSaving ThrowsSkillsFeatsArmor BonusSaves BonusPrimary Ability BonusSecondary Ability BonusSpecial
1st1+1+021+0+0+0+0Integrated Equipment, Weapon Proficiencies
2nd2+2+041+1+1+1+0
3rd3+3+162+1+1+1+0Class Feature
4th3+3+162+1+1+1+0Ability score increase
5th4+4+183+2+2+2+1
6th5+5+1103+2+2+2+1
7th6+6+2124+3+3+3+1Class Feature
8th6+6+2124+3+3+3+1Ability score increase
9th7+7+2145+3+3+3+1
10th8+8+2165+4+4+4+2
11th9+9+3186+4+4+4+2Class Feature
12th9+9+3186+5+5+5+2Ability score increase
13th10+10+3207+5+5+5+2
14th11+11+3227+5+5+5+2
15th12+12+4248+6+6+6+3Class Feature
16th12+12+4248+6+6+6+3Ability score increase
17th13+13+4269+7+7+7+3
18th14+14+4289+7+7+7+3
19th15+15+53010+7+7+7+3Class Feature
20th15+15+53010+8+8+8+4Ability score increase

Class Level: The character’s engineer level. The engineer’s class levels stack with levels of any other classes that are entitled to an automaton for the purpose of determining the automaton’s statistics.

HD: This is the total number of 10 sided die (d10) Hit Dice the automaton possesses. No Constitution modifier is applied to the automaton’s hit points. The automaton gets 10 bonus hit points based on its size.

BAB: This is the automaton’s base attack bonus. Automatons do not gain additional attacks using their slam attack for a high base attack bonus.

Saves: These are the automaton’s base saving throw bonuses. An automaton has poor saving throws.

Skills: This lists the automaton’s total skill ranks. An automaton can assign skill ranks to any skill. The values shown in Table: Automaton are the base value, assuming the automaton has an Intelligence score of 10. Automaton with Intelligence scores above the base value modify these totals as normal (an automaton receives a number of skill ranks equal to 2 + its Intelligence modifier per HD). An automaton cannot have more ranks in a skill than it has Hit Dice.

Automaton Skills: The following skills are class skills for an automaton: Disable Device (Dex), Knowledge (engineering) (Int), Perception (Wis), and Repair (Int). An automaton’s programmed form grants four additional skills, as listed in the form’s entry. In addition, any automaton that gains a fly speed receives Fly (Dex) as a class skill, regardless of what level it obtains its fly speed.

Feats: This is the total number of feats possessed by an automaton. Automatons can select any feat that they qualify for.

Armor Bonus: The number noted here is the automaton’s base total armor bonus. This number is modified by the automaton’s base form. An automaton cannot wear armor of any kind, as the armor interferes with the puppetmaster’s operation of the automaton. A puppetmaster can enchant his automaton’s body as if it were armor.

Saves Bonus: Add this modifier as an equipment bonus to all of the automaton’s saving throws.

Primary Ability Bonus: Add this bonus to the automaton’s two primary ability scores. The automaton’s primary ability scores are determined by its programmed form.

Secondary Ability Bonus: Add this bonus to the automaton’s secondary ability score. The automaton’s secondary ability score is determined by its programmed form.

Weapon Proficiencies: The automaton gains proficiencies during any programmed modes: archer programmed mode gains proficiency with bows and crossbows, knight programmed mode gains proficiency with knight swords and shields, red mage programmed mode gains simple and martial weapon proficiencies, and white mage and black mage programmed modes gain proficiency with power rods and power staves.

Ability Score Increase (Ex): The automaton adds +1 to any one of its ability scores. When changing programmed modes, the puppetmaster can redo the ability score increases.

Integrated Equipment (Ex): An automaton can have its weapons or shield integrated into its body, rather than having to hold and stow them as a normal piece of equipment. Any manufactured weapon or shield that is of appropriate size for the automaton can be integrated. Integrating equipment takes 1 hour of work by the puppetmaster. After doing so, the item is built directly into the automaton’s form. It can bring forth the weapon or shield and store it back in its body as if drawing it normally, including reductions in time from feats such as Quick Draw. When stored, the equipment is inside the automaton’s body and cannot be seen, and its magic aura (if any) cannot be found with spells such as detect magic unless the spell can penetrate through the automaton’s metallic body. When it draws an integrated weapon or shield, it replaces the hand(s) necessary to wield the item, at which point it can be used as if wielded normally. An integrated weapon or shield cannot be disarmed or stolen, as it’s attached directly to the automaton’s body, though it can be sundered or attacked as normal. An automaton can have up to three pieces of integrated equipment at once plus an additional equipment for every four engineer levels after 1st. If the automaton has an integrated ranged weapon, the puppetmaster can integrate ammunition along with it. Up to 100 pieces of ammunition can be integrated with each ranged weapon. Reloading an integrated weapon is no faster than reloading the weapon as normal, and can be reduced by feats and abilities such as Rapid Reload possessed by the automaton. Integrating more ammunition takes 10 minutes of work by the puppetmaster. Once a piece of equipment is integrated, it cannot be removed intact. Removing integrated equipment involves either destroying the equipment (though sunder checks and the like) or spending 1 hour removing the item, the process of which gives it the broken condition but leaves it intact enough to be repaired via make whole or similar magic. Removing a ranged weapon requires removing its integrated ammunition, if any.

Class Feature (Ex/Su): Starting at 3rd level, the automaton gains the Variant Multiclassing class features of its respective programming. The automaton uses its Charisma score in place of Constitution for abilities that require Constitution.

MP Unit: Red mage, white mage, and black mage programmed modes have a MP unit that allows it to store and access MP. The automaton gains MP as its respective programmed mode equal to its hit dice. Red mage programmed mode is capped at 4th level spells, while white mage and black mage programmed modes are capped at 5th level spells. Red mage programmed mode has its own MP Pool, while white mage and black mage programmed modes share their own same MP pool. In addition, if at any time, all MP is depleted from one MP pool, the MP unit shuts down until after 8 hours of rest. All spellcaster programmed modes can only learn spells via scrolls.

Table: Puppetmaster's Automaton's White/Black Mage MP Progression

LevelBase MPSpell Level
1st21st
2nd31st
3rd41st
4th41st
5th52nd
6th62nd
7th82nd
8th82nd
9th103rd
10th133rd
11th163rd
12th163rd
13th204th
14th244th
15th294th
16th294th
17th345th
18th395th
19th455th
20th455th

This ability alters and replaces automaton.

Reprogrammed (Ex)

Also at 1st level, the puppetmaster may change his automaton programmed mode as well as any attachments. During this process, the puppetmaster can switch programmed modes, change ability score increases, and change out currently known attachments. The process takes a full-round action to finish and the automaton is deactivated during the downtime.

This ability replaces technologist.

Deus Ex Automata (Su)

At 3rd level, the puppetmaster can get his automaton back to working order after it has been reduced to 0 hit points or less. As a standard action, the puppetmaster reactivates his automaton back to 1 HP. The puppetmaster may use this ability a number of times per day equal to his Intelligence modifier (minimum 1).

This ability replaces rough and ready.

Automaton Attachments

At 2nd level and every even level thereafter, the puppetmaster crafts an attachment for his automaton from the list below. An automaton may only have a number of attachments equal to half of the puppetmaster’s engineer level + his Intelligence modifier. Some attachments require other attachments to obtain as well as specific programming. Installing the same type of attachments do not stack. Attachments can be detached while being reprogrammed. (See the reprogrammed ability for more details.) Puppetmasters can take the Extra Engineer Trick feat for Automaton Attachments.

Accelerator: Installing this attachment grants the automaton a +1 dodge bonus to AC.

Accelerator II: Installing this attachment grants the automaton a +2 dodge bonus to AC. Prerequisite: Accelerator

Accelerator III: Installing this attachment grants the automaton a +3 dodge bonus to AC. Prerequisite: Accelerator II

Armor Plate: Installing this attachment grants the automaton a +2 natural armor bonus to AC.

Armor Plate II: Installing this attachment grants the automaton a +4 natural armor bonus to AC. Prerequisite: Armor Plate

Armor Plate III: Installing this attachment grants the automaton a +6 natural armor bonus to AC. Prerequisite: Armor Plate II

Auto-Repair Kit: Installing this attachment grants the automaton 10 extra maximum hit points and Fast Healing 1.

Auto-Repair Kit II: Installing this attachment grants the automaton 20 extra maximum hit points and Fast Healing 2. Prerequisite: Auto-Repair Kit

Auto-Repair Kit III: Installing this attachment grants the automaton 30 extra maximum hit points and Fast Healing 3. Prerequisite: Auto-Repair Kit II

Barrier Module: Installing this attachment grants the automaton the Shield Focus and Improved Shield Bash feats. Prerequisite: Engineer 4th level and Knight programming

Coiler: Installing this attachment grants the automaton a 10% chance to gain an additional melee attack once per round.

Coiler II: Installing this attachment grants the automaton a 25% chance to gain an additional melee attack once per round. Prerequisite: Coiler

Drum Magazine: Installing this attachment grants the automaton the Deadly Aim feat. Prerequisite: Archer programming

Dynamo: Installing this attachment grants the automaton the Improved Critical feat. Prerequisite: Engineer 12th level

Galvanizer: Installing this attachment grants the automaton the Counterattack knight class feature. Prerequisite: Engineer 12th level

Hammermill: Installing this attachment increases the automaton’s Shield Bash damage by doubling the Strength modifier. Prerequisites: Knight programming and Barrier Module

Loudspeaker: Installing this attachment grants the automaton a +1 bonus on DC saves for spells. In addition, it grants the automaton a +2 bonus to overcome a creature’s spell resistance. Prerequisite: Red Mage or Black Mage programming

Loudspeaker II: Installing this attachment grants the automaton a +2 bonus on DC saves for spells. In addition, it grants the automaton a +4 bonus to overcome a creature’s spell resistance. Prerequisites: Red Mage or Black Mage programming and Loudspeaker

Loudspeaker III: Installing this attachment grants the automaton a +3 bonus on DC saves for spells. In addition, it grants the automaton a +6 bonus to overcome a creature’s spell resistance. Prerequisites: Red Mage or Black Mage programming and Loudspeaker II

Mana Booster: Installing this attachment grants the automaton the Extra MP feat. Prerequisite: Red Mage, Black Mage, or White Mage programming

Mana Conserver: Installing this attachment grants the automaton the Clear Mind class feature. Prerequisites: Red Mage, Black Mage, or White Mage programming and Engineer 6th level

Mana Converter: Installing this attachment grants the automaton the Convert red mage class feature, using the engineer’s level as its red mage level. Prerequisites: Red Mage programming and Engineer 6th level

Mana Jammer: Installing this attachment grants the automaton a +2 bonus on all saving throws versus spells, spell-like abilities, and supernatural abilities.

Mana Jammer II: Installing this attachment grants the automaton a +4 bonus on all saving throws versus spells, spell-like abilities, and supernatural abilities. Prerequisite: Mana Jammer

Mana Jammer III: Installing this attachment grants the automaton a +6 bonus on all saving throws versus spells, spell-like abilities, and supernatural abilities. Prerequisite: Mana Jammer II

Mana Tank: Installing this attachment grants the automaton 5 extra maximum MP and regens 1 MP per hour. Prerequisites: Red Mage, Black Mage, or White Mage programming and Engineer 6th level

Mana Tank II: Installing this attachment grants the automaton 10 extra maximum MP and regens 2 MP per hour. Prerequisites: Red Mage, Black Mage, or White Mage programming, Engineer 12th level, and Mana Tank

Mana Tank III: Installing this attachment grants the automaton 15 extra maximum MP and regens 3 MP per hour. Prerequisites: Red Mage, Black Mage, or White Mage programming, Engineer 18th level, and Mana Tank II.

Reactive Shield: Installing this attachment causes the automaton to generate an electrical charge. Any creature that hits the automaton with a melee attack takes 1d6 points of lightning damage.

Scanner: Installing this attachment grants the automaton the Libra blue mage class feature, using the engineer’s level as its blue mage level. Prerequisites: Red Mage, Black Mage, or White Mage programming and Engineer 10th level

Scope: Installing this attachment grants the automaton a +2 bonus on ranged Attack Rolls. In addition, it grants the automaton a +1 bonus on critical hit confirmation rolls. Prerequisite: Archer programming

Scope II: Installing this attachment grants the automaton a +4 bonus on ranged Attack Rolls. In addition, it grants the automaton a +2 bonus on critical hit confirmation rolls. Prerequisites: Archer programming and Scope

Shock Absorber: Installing this attachment grants the automaton a damage reduction of 5/-. Prerequisites: Engineer 6th level and Knight programming

Shock Absorber II: Installing this attachment grants the automaton a damage reduction of 10/-. Prerequisites: Engineer 12th level and Knight programming

Smoke Screen: Installing this attachment grants the automaton a dodge bonus to AC up to a maximum of +5. For each +1 dodge bonus, the automaton suffers double the attack penalty for the round. It must use this ability at the beginning of a round. Prerequisites: Engineer 4th level and Knight programming

Tension Spring: Installing this attachment grants the automaton a +2 bonus on melee Attack Rolls. In addition, it grants the automaton a +1 bonus on critical hit confirmation rolls.

Tension Spring II: Installing this attachment grants the automaton a +4 bonus on melee Attack Rolls. In addition, it grants the automaton a +2 bonus on critical hit confirmation rolls. Prerequisite: Tension Spring

Tension Spring III: Installing this attachment grants the automaton a +6 bonus on melee Attack Rolls. In addition, it grants the automaton a +3 bonus on critical hit confirmation rolls. Prerequisite: Tension Spring II

Tranquilizer: Installing this attachment grants the automaton a +2 bonus on melee and ranged touch attacks. In addition, it grants the automaton a +1 bonus on critical hit range. Prerequisite: Red Mage, Black Mage, or White Mage programming

Tranquilizer II: Installing this attachment grants the automaton a +4 bonus on melee and ranged touch attacks. In addition, it grants the automaton a +2 bonus on critical hit range. Prerequisites: Red Mage, Black Mage, or White Mage programming and Tranquilizer

Turbo Charger: Installing this attachment grants the automaton an additional attack at its highest BAB as part of a full-attack action. Prerequisite: Engineer 6th level

Turbo Charger II: Installing this attachment grants the automaton two additional attacks at its highest BAB as part of a full-attack action. Prerequisites: Engineer 12th level and Turbo Charger

Vivi-Valve: Installing this attachment grants the automaton’s Cure spells the Empower Spell feat. Prerequisites: White Mage programming and Engineer 8th level

Vivi-Valve II: Installing this attachment grants the automaton’s Cure spells the Empower Spell and Maximize Spell feats. Prerequisites: White Mage programming and Engineer 16th level

Volt Gun: Installing this attachment grants the automaton’s melee and ranged attacks with imbued electricity, dealing 1d6 points of lightning damage.

These abilities replace engineer tricks.

New Programmed Modes

At 4th level, the puppetmaster gains access to two new programmed modes: Black Mage and White Mage.

Black Mage

Starting Statistics

Size: Small; Speed: 20 ft.; AC: +1 natural armor; Attack: slam (1d6); Ability Scores: Str 8, Dex 14, Con –, Int 16, Wis 10, Cha 12; Primary Ability Scores: Dexterity, Intelligence; Secondary Ability Score: Charisma; Skills: Knowledge (arcana) (Int), Knowledge (planes) (Int), Spellcraft (Int), and Use Magic Device (Cha); Special Qualities: Construct traits, MP Unit, Vulnerable to Lightning.

White Mage

Starting Statistics

Size: Small; Speed: 20 ft.; AC: +1 natural armor; Attack: slam (1d6); Ability Scores: Str 8, Dex 14, Con –, Int 10, Wis 16, Cha 12; Primary Ability Scores: Dexterity, Wisdom; Secondary Ability Score: Charisma; Skills: Heal (Wis), Knowledge (arcana) (Int), Spellcraft (Int), and Use Magic Device (Cha); Special Qualities: Construct traits, MP Unit, Vulnerable to Lightning.

This ability replaces support droid.

Quick Reprogramming (Ex)

At 11th level, the puppetmaster can quickly reprogrammed his automaton, taking a swift action instead.

This ability replaces unflustered.

Heady Artifice (Su)

At 17th level, the puppetmaster, at half health as an immediate action, grants his automaton the ability to limit break from its respective programmed mode (Archer, Knight, Red Mage, Black Mage, or White Mage), once per day.

This ability replaces master engineer.

Puppetmaster