crunchym8
2011-10-19, 09:16 AM
At work yesterday, I was bored. Being bored, I decided to attempt to create a 4e class. I was thinking of concepts... Before deciding that the Truenamer needed a ressurection. I mean, what other class- though useless before- is that much fun to simply be for flavor? Anyway, here it is.
THE TRUENAMER
http://fc04.deviantart.net/fs71/f/2010/295/d/5/sorcerer_card_by_paulabrams-d31aakr.jpg
"Yhhgg'hryo vrathk F'dakk!"
ROLE: Controller with slight Leader elements.
POWER SOURCE: Truenaming. Not divine nor arcane, your immense power comes from the small knowledge you hold over the strangeand Eldritch power of True Names- The real power of the multiverse.
KEY ABILITIES: Int, Wis, Cha.
ARMOR: Cloth, Leather
WEAPONS: Simple melee, simple ranged
IMPLEMENTS: Orbs, staves, rods, Tomes
DEFENSE BONUSES: +1 Will, +1 Fort
HIT POINTS AT 1ST: 10+Con Score
HIT POINTS EVERY LEVEL AFTER: 4
HEALING SURGES PER DAY: 5+Con mod
TRAINED SKILLS: Arcana.
FROM THE LIST, SELECT THREE MORE: Arcana, Bluff, Dungeoneering, Insight, Intimidate, Nature, Religion, Streetwise
CLASS FEATURES
ACADEMIC: You start with a +2 bonus on all trained knowledge skills
LEXICON
Choose a Lexicon at character creation. Once you have chosen a Lexicon, you cannot change it.
LEXICON OF THE EVOLVING MIND: Whenever you hit with an encounter or daily single-target power, you deal a 1d4 per tier to every enemy adjacent to the primary target.
LEXICON OF THE CRAFTED TOOL: Whenever you use a Utility power, you can choose an ally within 5 squares of you. That ally gains a
+2 (+4 at Paragon, +6 at Epic) of the Truenamer bonus on attack and damage rolls until the end of your next turn.
LEXICON OF THE PERFECTED MAP: Whenever you hit with an Encounter or Daily power that slides, pushes, or pulls a target, you may roll 1d4 (+1 per tier, as in at Paragon you roll a d4 and add 2) and add that to the number of squares moved.
MASTER LINGUIST: Start with Supernal and two extra languages known.
TRUE SPEECH: At the beginning of every encounter, you may choose a knowledge skill that applies to a certain creature in the Encounter (Religion for undead, Arcana for Aberrations, et cetera) and roll it if you are trained in the skill. The DC is determined by 15+The level of the
creature. If you successfully make the check, all creatures of that type get a -2 to attack you for the duration of the encounter.
The Truenamer's powers come from language- The language of the gods, a smattering of dead languages of magic, and the Language that defines the universe. These languages all hold power, and can shift the world with but a syllable. These powers are called "UTTERANCES".
TRUENAMER AT-WILL UTTERANCES, LEVEL 1
ABJURE ALLY
"With a raise of your arms and an Eldritch word of power, the ground under your target begins rising rapidly."
At-will, Standard Action
Implement, Force
Target: One Creature adjacent to an Ally
INT v REF, Ranged 10
Hit: 1d6+Int Mod Force damage, slide target one
square. Ally can shift one square.
CALLOUS DENIAL
"The ground under two targets grows shaky, and with a sudden jerk back, they're no longer in as advantegous a position."
At-will, Standard Action
Implement, Force
Target: One or Two creatures
INT v. REF, Ranged 10
Hit: 1d6+Int Mod Force damage, push target directly away from the other target. If only one
target selected, slide 1 square.
NIGHTMARISH SPEECH
"You lock eyes with an enemy. As the whites of your eyes turn black and you speak an utterance of fear, the enemy's body locks up before he hits the ground."
At-will, Standard Action
Implement, Psychic
Target: One Creature
INT v WILL, Ranged 10
Hit: 1d8+Int Mod Psychic damage, target falls prone.
QUAKING PHRASE
"You place your fists together, reciting a phrase from a long lost scripture, you slowly pull them apart- the ground around an enemy cracking and breaking underneath it's feet."
At-Will, Standard Action
Force, Implement, Force
Target: All creatures in burst
INT v REF, Area Burst 1 within 10
Hit: 1d6+Int Mod Force damage, and if you hit someone in burst, their square becomes difficult terrain until the end of your next turn. If you miss the target, it does not. All unoccupied squares in burst are unaffected by this power.
TRUENAMER ENCOUNTER UTTERANCES, LEVEL 1
PAINFUL REMARK
"With a violent, spitting word, your enemies flee from you as wounds appear on their flesh from nothingness."
Encounter, Standard Action
Implement, Psychic
Target: One or Two Creatures
INT v. FORT, Ranged 10
Hit: 2d6+Int Mod Psychic damage, push each target 1 square.
STAGGERING PHRASE
"As you speak, the force of your words fly from your mouth like giant boulders, striking all who hear."
Encounter, Standard Action
Implement, Force
Target: All creatures in blast
INT v.REF, Close blast 3
Hit: 1d8+Int Mod Force damage, all creatures hit by this attack are dazed until the end of your next turn.
WHISPERS ON THE WIND
"With every step your target takes towards you, the whispers get louder... Those terrible, horrible whispers..."
Implement, Psychic
Target: One creature
INT v. WILL, Ranged 10
Hit: 1d8+Int Mod psychic damage, and if the target moves closer to you before the end of your next turn, it takes 2d8+Int Mod psychic damage.
TRUENAMER DAILY UTTERANCES, LEVEL 1
WORD OF ABSOLUTION
"Your eyes glow as bright as a star when this phrase leaves your lips. The eyes of your enemies show the same light as they collapse, huddling against themselves in a vain attempt to protect themselves from some unseen horror."
Implement, Psychic
Target: All Enemies in Burst
INT v. WILL, Close Burst 3
Hit: 1d10+Int Mod Psychic damage, targets hit are Restrained (Save Ends) and Blinded until the end of your next turn.
Miss: Targets are Dazed and Blinded until the end of your next turn.
Effect: You are Dazed until the end of your next turn.
WORD OF EARTHLY BANISHING
"You fall to your knees and whisper a single word so destructive, that the earth in front of you cracks, swallowing enemies whole!"
Implement, Force
Target: One or two Creatures
INT v REF, Ranged 10
Hit: 2d8+Int Mod force damage, and the ground below swallows the enemies up, they are removed from play (Save Ends)
Miss: Half damage and enemies are dazed until the end of your next turn.
WORD OF THE FORCED SACRIFICE
"As the final syllable of this terrible word leaves your mouth, the wounds on your ally appear on one of your enemies, leaving your friend unscathed."
Implement, Psychic
Target: One Creature attacking you or an ally
INT v REF, Close Burst 5, Immediate interrupt
Hit: The attack is redirected to any other creature in Burst besides primary target.
Miss: Ally takes half damage, target takes half damage.
TRUENAMER UTILITY UTTERANCES, LEVEL 2
BIND THE WEAK
"You begin chanting words of a dead language, a large, swirling portal appearing next to you. A tall, slender being with large claws for arms comes out, ready to serve."
Daily Utility
Implement, Conjuration
Effect: You bind a soul of a long-dead beast to the mortal world.
WEAKEST SERVANT
HP: 1 (Minion)
DEFENSES: (Your defenses) +2
ATTACK: CLAW +(Your Int bonus+1/2 level)
DAMAGE: 2+Int Mod damage
SKILLS: Equal to yours
You must use your actions to command this Conjuration. A minor to move it, and a movement to make it perform a standard action.
CONDESCENDING REBUTTAL
"As the blade sinks into your flesh, it soon finds itself without flesh to sink into."
Encounter Utility
Implement, Teleportation
Target: Self, Immediate Reaction
Effect: When hit, teleport your speed.
KNIGHT'S PUISSANCE
"You speak the True Name of a long-dead hero, and his spectral armor clads you or an ally, protecting them from attack with his glorious crest."
Daily, Utility, Standard action
Implement
Target: Self or one adjacent ally
Effect: You gain +3 to AC. Every time you're hit, lower this by 1. (As in, you have 13 AC originally. Speaking the Truename, it's now 16. You get hit, you now have 15. It won't go down past your original 13, but can be completely depleted down to that.)
TRUENAMER ENCOUNTER UTTERANCES, LEVEL 3
ENTROPIC UTTERINGS
"A few syllables spill from your mouth, followed by an inky black ichor. As you speak, the wounds of your enemies begin seeping this same horrid liquid."
Implement, Psychic, Necrotic
Target: All creatures in blast
INT v WILL, Close Blast 3
Hit: 1d8+Int Mod Psychic damage, and all hit gain ongoing 5 Necrotic damage. (Save ends)
SHROUD THE EARTH
"You speak a fraction of the Word of Darkness, and as your enemies hear the syllable, their eyes go black- Blind to the once-lit world around them."
Implement, Psychic
Target: All Enemies in Burst
INT v REF, Close Burst 3
Hit: 1d6+Int Mod Psychic damage, and target is Blinded until the end of your next turn.
SYLLABLE OF BATTLE
"You speak a word of Glory and your allies are suddenly bolstered. The surrounded enemy withers before them as weapons fall on the unlucky one."
Implement, Psychic
Target: One enemy adjacent to one or two allies
INT v FORT, Ranged 10
Hit: 1d8+Int Mod Psychic damage, and the target gains vulnerability to damage from the adjacent allies equal to your Charisma modifier until the end of your next turn.
THREDONIC ZEPHYR
"The wind comes with your words, breaking up your enemy's formations.
Implement, Force
Target: All enemies in Burst
INT v. REF, Area Burst 2 within 20
HIT: 2d6+Int Mod Force damage, slide all enemies directly away from one another 2 squares.
TRUENAMER DAILY UTTERANCES LEVEL 5
WORD OF COMPLETE NEGATION
"NOPE!"
Implement, Psychic
Target: All enemies in Burst
INT v WILL, Area Burst 1 within 10
Hit: 1d8+Int Mod Psychic damage, and targets are Blinded, Deafened, and Dazed (Save ends each- as in three seperate saves)
Miss: Targets are blinded until the end of your next turn.
Effect: You are dazed until the end of your next turn.
WORD OF FINALITY
"A fragment of the Word of Death leaves your lips... And enemies fall before you. For every corpse made with this word, their soul comes to you, boosting your already-powerful combat capabilities."
Implement, Psychic
Target: All enemies in blast
INT v FORT, Close Blast 5
Hit: 3d10+Int Mod Psychic damage
Miss: Half Damage
Effect: For every nonminion enemy killed by this power's damage, gain +2 AC, Attack, and Damage until the end of the encounter. If no enemies are killed by this power, you are Dazed until the end of your next turn.
WORD OF THE COMING STORM
"With but a word, clouds appear where they were not before, beginning to rain fire and lightning down as thunder crashes overhead."
Implement, Thunder, Lightning, Fire
Target: All enemies in burst
INT v REF, Close Burst 5
Hit: 2d8+Int mod Thunder and Fire damage, ongoing 10 Fire and Lightning damage, and the target cannot save until he's taken the ongoing damage at least once.
Miss: Half damage, no ongoing.
WORD OF THE FIRST SIN
"You speak the Word of Mortals- The very first word that caused the chaos and havoc in the world."
Implement, Fire
Target: One, two, or three creatures.
INT v REF, Ranged 10
Hit: 2d8+Int Mod fire damage, and target is stunned (Save Ends)
Miss: Target is immobilized until the end of your next turn.
TRUENAMER UTILITY UTTERANCES LEVEL 6
COAX THE EARTH
"You speak in a gentle tone to the ground. As your enemies charge to take advantage of the 'unfocused' Truenamer, a wall of stone and vine springs forth from the ground, protecting you and your allies."
Daily Utility - Standard Action
Implement, Force, Wall
Wall (5 squares wide, ten squares tall)
Ranged 10 (5 unoccupied squares in a line)
Effect: A giant wall of earth an stone, an obelisk by any other name, bursts forth from the ground, blocking off a way or a means to get to something. The wall has an AC of 20, and 100 HP.
CUTTING WORDS
"As you speak, the tones are quick and violent- Wounds appear deeper than ever before with those powers."
Encounter Utility- Immediate Reaction
Implement
Target: Self, Immediate Reaction
Trigger: You roll damage after hitting with an attack.
Effect: Roll damage twice, use the higher result.
FALSENAMER
"See what I did there? Eh? EH?"
Encounter Utility - Minor action
Implement
Target: Self
Effect: Gain your Int Bonus as a bonus on your next Bluff check by the end of this turn. (I.E. 18 int means a +4 bonus on your next Bluff check this turn)
SPEAK WEAKNESS
"As you speak the True Speech, you manage to convert a little of it so your allies understand- Their minds bulge with knowledge and their abilities quicken!"
Daily Utility - Standard action
Implement
Target: All allies in burst.
Close Burst 3
Effect: All allies within burst gain a the bonus you do from your "True Speech" class feature until the end of the encounter.
TRUENAMER ENCOUNTER UTTERANCES LEVEL 7
DREAD BECKON
"Crooking your finger, your enemies soon charge you... Not by their choice, or course."
Implement, Psychic
Target: All enemies in burst
INT v FORT, Close Burst 10
Hit: 1d8+Int Mod Psychic damage
Effect: Pull target up to 5 squares.
LURING WORDS
"As effective on the battlefield as with a Barmaid, you soon have a loyal servant... Until you're done with them, of course."
Implement, Psychic
Target: One Creature
INT v. WILL, Ranged 5
Hit: Target is Dominated and takes a -2 to Saving Throws (Save Ends)
NIGHT'S BANE
"The Word of Night leaves your lips, and with it a black mist that surrounds your enemies."
Implement, Psychic
Target: One creature
INT v REF, Ranged 10
Hit: 1d6+Int Mod Psychic damage
Effect: Target is Blinded until the end of your next turn.
PROFANE VERSE
"You barely get to finish the word before your enemies clutch their stomachs, trying to hold back the influx of bile."
Implement, Force
Target: All enemies in Blast
INT v WILL, Close Blast 3
Hit: 1d8+Int Mod Force damage, and the target takes a penalty to AC equal to your Cha modifier until the end of your next turn.
TRUENAMER DAILY UTTERANCES LEVEL 9
WORD OF DEIFIC HAMMERS
"You speak the phrase of the Godsmith, and from the sky comes giant, golden hammers to smite your foes."
Implement, Psychic
Target: All enemies in burst
INT v REF, Close Burst 5
Hit: 3d10+Int Mod Psychic damage
Miss: Half damage
Effect: Target is knocked Prone.
WORD OF DURABILITY
"Your allies find themselves shielded from the world as they are coated in a bright red glow- Blades and hammers bounce off as if they were nothing."
Implement, Force
Target: All enemies in burst
INT v. FORT, Close Burst 5
Hit: 2d8+Int Mod Force damage
Miss: Half damage
Effect: All allies within burst gain a bonus to all defenses equal to your Charisma Modifier until the end of the encounter.
WORD OF THE EARTHEN WARDENS
"The Fey have fought hard to protect this Word from mortals... Luckily for you, a few syllables happened to become apparent to you."
Implement
Target: One Creature
INT v FORT, Ranged 10
Hit: Target is Petrified and takes a -3 to Saves (Save Ends Both). Every round that the creature remains petrified, it takes 1d8+Int Mod Force damage.
Miss: Target is Dazed until the end of your next turn.
TRUENAMER UTILITY UTTERANCES LEVEL 10
KNOW LANGUAGE
"Mortal languages are too base for a Truenamer /not/ to understand them."
Encounter, Utility
Implement
Target: Self or one ally
Minor Action
Effect: After being exposed to a language, you can read, write, and speak it without flaw. If you can't identify the language, you won't be able to know what it is, but still speak it, read it, and write it. This effect lasts until the end of the encounter.
SUBVOCALIZATION
"You speak, but only where you need to be heard."
Encounter Utility
Implement
Target: Self
Minor Action
Effect: You may speak freely without any negative to stealth, nor chance of being detected if already successfully hidden.
SURE SPEECH
"You speak clearly- Stumbling over your words is the fastest way to get killed."
Daily Utility
Implement
Target: Self.
Immediate reaction
Trigger: You fail your True Speech class feature
Effect: You reroll result with a bonus equal to your Charisma modifer.
(Thank you to Paul Abrams of Deviantart for the image)
THE TRUENAMER
http://fc04.deviantart.net/fs71/f/2010/295/d/5/sorcerer_card_by_paulabrams-d31aakr.jpg
"Yhhgg'hryo vrathk F'dakk!"
ROLE: Controller with slight Leader elements.
POWER SOURCE: Truenaming. Not divine nor arcane, your immense power comes from the small knowledge you hold over the strangeand Eldritch power of True Names- The real power of the multiverse.
KEY ABILITIES: Int, Wis, Cha.
ARMOR: Cloth, Leather
WEAPONS: Simple melee, simple ranged
IMPLEMENTS: Orbs, staves, rods, Tomes
DEFENSE BONUSES: +1 Will, +1 Fort
HIT POINTS AT 1ST: 10+Con Score
HIT POINTS EVERY LEVEL AFTER: 4
HEALING SURGES PER DAY: 5+Con mod
TRAINED SKILLS: Arcana.
FROM THE LIST, SELECT THREE MORE: Arcana, Bluff, Dungeoneering, Insight, Intimidate, Nature, Religion, Streetwise
CLASS FEATURES
ACADEMIC: You start with a +2 bonus on all trained knowledge skills
LEXICON
Choose a Lexicon at character creation. Once you have chosen a Lexicon, you cannot change it.
LEXICON OF THE EVOLVING MIND: Whenever you hit with an encounter or daily single-target power, you deal a 1d4 per tier to every enemy adjacent to the primary target.
LEXICON OF THE CRAFTED TOOL: Whenever you use a Utility power, you can choose an ally within 5 squares of you. That ally gains a
+2 (+4 at Paragon, +6 at Epic) of the Truenamer bonus on attack and damage rolls until the end of your next turn.
LEXICON OF THE PERFECTED MAP: Whenever you hit with an Encounter or Daily power that slides, pushes, or pulls a target, you may roll 1d4 (+1 per tier, as in at Paragon you roll a d4 and add 2) and add that to the number of squares moved.
MASTER LINGUIST: Start with Supernal and two extra languages known.
TRUE SPEECH: At the beginning of every encounter, you may choose a knowledge skill that applies to a certain creature in the Encounter (Religion for undead, Arcana for Aberrations, et cetera) and roll it if you are trained in the skill. The DC is determined by 15+The level of the
creature. If you successfully make the check, all creatures of that type get a -2 to attack you for the duration of the encounter.
The Truenamer's powers come from language- The language of the gods, a smattering of dead languages of magic, and the Language that defines the universe. These languages all hold power, and can shift the world with but a syllable. These powers are called "UTTERANCES".
TRUENAMER AT-WILL UTTERANCES, LEVEL 1
ABJURE ALLY
"With a raise of your arms and an Eldritch word of power, the ground under your target begins rising rapidly."
At-will, Standard Action
Implement, Force
Target: One Creature adjacent to an Ally
INT v REF, Ranged 10
Hit: 1d6+Int Mod Force damage, slide target one
square. Ally can shift one square.
CALLOUS DENIAL
"The ground under two targets grows shaky, and with a sudden jerk back, they're no longer in as advantegous a position."
At-will, Standard Action
Implement, Force
Target: One or Two creatures
INT v. REF, Ranged 10
Hit: 1d6+Int Mod Force damage, push target directly away from the other target. If only one
target selected, slide 1 square.
NIGHTMARISH SPEECH
"You lock eyes with an enemy. As the whites of your eyes turn black and you speak an utterance of fear, the enemy's body locks up before he hits the ground."
At-will, Standard Action
Implement, Psychic
Target: One Creature
INT v WILL, Ranged 10
Hit: 1d8+Int Mod Psychic damage, target falls prone.
QUAKING PHRASE
"You place your fists together, reciting a phrase from a long lost scripture, you slowly pull them apart- the ground around an enemy cracking and breaking underneath it's feet."
At-Will, Standard Action
Force, Implement, Force
Target: All creatures in burst
INT v REF, Area Burst 1 within 10
Hit: 1d6+Int Mod Force damage, and if you hit someone in burst, their square becomes difficult terrain until the end of your next turn. If you miss the target, it does not. All unoccupied squares in burst are unaffected by this power.
TRUENAMER ENCOUNTER UTTERANCES, LEVEL 1
PAINFUL REMARK
"With a violent, spitting word, your enemies flee from you as wounds appear on their flesh from nothingness."
Encounter, Standard Action
Implement, Psychic
Target: One or Two Creatures
INT v. FORT, Ranged 10
Hit: 2d6+Int Mod Psychic damage, push each target 1 square.
STAGGERING PHRASE
"As you speak, the force of your words fly from your mouth like giant boulders, striking all who hear."
Encounter, Standard Action
Implement, Force
Target: All creatures in blast
INT v.REF, Close blast 3
Hit: 1d8+Int Mod Force damage, all creatures hit by this attack are dazed until the end of your next turn.
WHISPERS ON THE WIND
"With every step your target takes towards you, the whispers get louder... Those terrible, horrible whispers..."
Implement, Psychic
Target: One creature
INT v. WILL, Ranged 10
Hit: 1d8+Int Mod psychic damage, and if the target moves closer to you before the end of your next turn, it takes 2d8+Int Mod psychic damage.
TRUENAMER DAILY UTTERANCES, LEVEL 1
WORD OF ABSOLUTION
"Your eyes glow as bright as a star when this phrase leaves your lips. The eyes of your enemies show the same light as they collapse, huddling against themselves in a vain attempt to protect themselves from some unseen horror."
Implement, Psychic
Target: All Enemies in Burst
INT v. WILL, Close Burst 3
Hit: 1d10+Int Mod Psychic damage, targets hit are Restrained (Save Ends) and Blinded until the end of your next turn.
Miss: Targets are Dazed and Blinded until the end of your next turn.
Effect: You are Dazed until the end of your next turn.
WORD OF EARTHLY BANISHING
"You fall to your knees and whisper a single word so destructive, that the earth in front of you cracks, swallowing enemies whole!"
Implement, Force
Target: One or two Creatures
INT v REF, Ranged 10
Hit: 2d8+Int Mod force damage, and the ground below swallows the enemies up, they are removed from play (Save Ends)
Miss: Half damage and enemies are dazed until the end of your next turn.
WORD OF THE FORCED SACRIFICE
"As the final syllable of this terrible word leaves your mouth, the wounds on your ally appear on one of your enemies, leaving your friend unscathed."
Implement, Psychic
Target: One Creature attacking you or an ally
INT v REF, Close Burst 5, Immediate interrupt
Hit: The attack is redirected to any other creature in Burst besides primary target.
Miss: Ally takes half damage, target takes half damage.
TRUENAMER UTILITY UTTERANCES, LEVEL 2
BIND THE WEAK
"You begin chanting words of a dead language, a large, swirling portal appearing next to you. A tall, slender being with large claws for arms comes out, ready to serve."
Daily Utility
Implement, Conjuration
Effect: You bind a soul of a long-dead beast to the mortal world.
WEAKEST SERVANT
HP: 1 (Minion)
DEFENSES: (Your defenses) +2
ATTACK: CLAW +(Your Int bonus+1/2 level)
DAMAGE: 2+Int Mod damage
SKILLS: Equal to yours
You must use your actions to command this Conjuration. A minor to move it, and a movement to make it perform a standard action.
CONDESCENDING REBUTTAL
"As the blade sinks into your flesh, it soon finds itself without flesh to sink into."
Encounter Utility
Implement, Teleportation
Target: Self, Immediate Reaction
Effect: When hit, teleport your speed.
KNIGHT'S PUISSANCE
"You speak the True Name of a long-dead hero, and his spectral armor clads you or an ally, protecting them from attack with his glorious crest."
Daily, Utility, Standard action
Implement
Target: Self or one adjacent ally
Effect: You gain +3 to AC. Every time you're hit, lower this by 1. (As in, you have 13 AC originally. Speaking the Truename, it's now 16. You get hit, you now have 15. It won't go down past your original 13, but can be completely depleted down to that.)
TRUENAMER ENCOUNTER UTTERANCES, LEVEL 3
ENTROPIC UTTERINGS
"A few syllables spill from your mouth, followed by an inky black ichor. As you speak, the wounds of your enemies begin seeping this same horrid liquid."
Implement, Psychic, Necrotic
Target: All creatures in blast
INT v WILL, Close Blast 3
Hit: 1d8+Int Mod Psychic damage, and all hit gain ongoing 5 Necrotic damage. (Save ends)
SHROUD THE EARTH
"You speak a fraction of the Word of Darkness, and as your enemies hear the syllable, their eyes go black- Blind to the once-lit world around them."
Implement, Psychic
Target: All Enemies in Burst
INT v REF, Close Burst 3
Hit: 1d6+Int Mod Psychic damage, and target is Blinded until the end of your next turn.
SYLLABLE OF BATTLE
"You speak a word of Glory and your allies are suddenly bolstered. The surrounded enemy withers before them as weapons fall on the unlucky one."
Implement, Psychic
Target: One enemy adjacent to one or two allies
INT v FORT, Ranged 10
Hit: 1d8+Int Mod Psychic damage, and the target gains vulnerability to damage from the adjacent allies equal to your Charisma modifier until the end of your next turn.
THREDONIC ZEPHYR
"The wind comes with your words, breaking up your enemy's formations.
Implement, Force
Target: All enemies in Burst
INT v. REF, Area Burst 2 within 20
HIT: 2d6+Int Mod Force damage, slide all enemies directly away from one another 2 squares.
TRUENAMER DAILY UTTERANCES LEVEL 5
WORD OF COMPLETE NEGATION
"NOPE!"
Implement, Psychic
Target: All enemies in Burst
INT v WILL, Area Burst 1 within 10
Hit: 1d8+Int Mod Psychic damage, and targets are Blinded, Deafened, and Dazed (Save ends each- as in three seperate saves)
Miss: Targets are blinded until the end of your next turn.
Effect: You are dazed until the end of your next turn.
WORD OF FINALITY
"A fragment of the Word of Death leaves your lips... And enemies fall before you. For every corpse made with this word, their soul comes to you, boosting your already-powerful combat capabilities."
Implement, Psychic
Target: All enemies in blast
INT v FORT, Close Blast 5
Hit: 3d10+Int Mod Psychic damage
Miss: Half Damage
Effect: For every nonminion enemy killed by this power's damage, gain +2 AC, Attack, and Damage until the end of the encounter. If no enemies are killed by this power, you are Dazed until the end of your next turn.
WORD OF THE COMING STORM
"With but a word, clouds appear where they were not before, beginning to rain fire and lightning down as thunder crashes overhead."
Implement, Thunder, Lightning, Fire
Target: All enemies in burst
INT v REF, Close Burst 5
Hit: 2d8+Int mod Thunder and Fire damage, ongoing 10 Fire and Lightning damage, and the target cannot save until he's taken the ongoing damage at least once.
Miss: Half damage, no ongoing.
WORD OF THE FIRST SIN
"You speak the Word of Mortals- The very first word that caused the chaos and havoc in the world."
Implement, Fire
Target: One, two, or three creatures.
INT v REF, Ranged 10
Hit: 2d8+Int Mod fire damage, and target is stunned (Save Ends)
Miss: Target is immobilized until the end of your next turn.
TRUENAMER UTILITY UTTERANCES LEVEL 6
COAX THE EARTH
"You speak in a gentle tone to the ground. As your enemies charge to take advantage of the 'unfocused' Truenamer, a wall of stone and vine springs forth from the ground, protecting you and your allies."
Daily Utility - Standard Action
Implement, Force, Wall
Wall (5 squares wide, ten squares tall)
Ranged 10 (5 unoccupied squares in a line)
Effect: A giant wall of earth an stone, an obelisk by any other name, bursts forth from the ground, blocking off a way or a means to get to something. The wall has an AC of 20, and 100 HP.
CUTTING WORDS
"As you speak, the tones are quick and violent- Wounds appear deeper than ever before with those powers."
Encounter Utility- Immediate Reaction
Implement
Target: Self, Immediate Reaction
Trigger: You roll damage after hitting with an attack.
Effect: Roll damage twice, use the higher result.
FALSENAMER
"See what I did there? Eh? EH?"
Encounter Utility - Minor action
Implement
Target: Self
Effect: Gain your Int Bonus as a bonus on your next Bluff check by the end of this turn. (I.E. 18 int means a +4 bonus on your next Bluff check this turn)
SPEAK WEAKNESS
"As you speak the True Speech, you manage to convert a little of it so your allies understand- Their minds bulge with knowledge and their abilities quicken!"
Daily Utility - Standard action
Implement
Target: All allies in burst.
Close Burst 3
Effect: All allies within burst gain a the bonus you do from your "True Speech" class feature until the end of the encounter.
TRUENAMER ENCOUNTER UTTERANCES LEVEL 7
DREAD BECKON
"Crooking your finger, your enemies soon charge you... Not by their choice, or course."
Implement, Psychic
Target: All enemies in burst
INT v FORT, Close Burst 10
Hit: 1d8+Int Mod Psychic damage
Effect: Pull target up to 5 squares.
LURING WORDS
"As effective on the battlefield as with a Barmaid, you soon have a loyal servant... Until you're done with them, of course."
Implement, Psychic
Target: One Creature
INT v. WILL, Ranged 5
Hit: Target is Dominated and takes a -2 to Saving Throws (Save Ends)
NIGHT'S BANE
"The Word of Night leaves your lips, and with it a black mist that surrounds your enemies."
Implement, Psychic
Target: One creature
INT v REF, Ranged 10
Hit: 1d6+Int Mod Psychic damage
Effect: Target is Blinded until the end of your next turn.
PROFANE VERSE
"You barely get to finish the word before your enemies clutch their stomachs, trying to hold back the influx of bile."
Implement, Force
Target: All enemies in Blast
INT v WILL, Close Blast 3
Hit: 1d8+Int Mod Force damage, and the target takes a penalty to AC equal to your Cha modifier until the end of your next turn.
TRUENAMER DAILY UTTERANCES LEVEL 9
WORD OF DEIFIC HAMMERS
"You speak the phrase of the Godsmith, and from the sky comes giant, golden hammers to smite your foes."
Implement, Psychic
Target: All enemies in burst
INT v REF, Close Burst 5
Hit: 3d10+Int Mod Psychic damage
Miss: Half damage
Effect: Target is knocked Prone.
WORD OF DURABILITY
"Your allies find themselves shielded from the world as they are coated in a bright red glow- Blades and hammers bounce off as if they were nothing."
Implement, Force
Target: All enemies in burst
INT v. FORT, Close Burst 5
Hit: 2d8+Int Mod Force damage
Miss: Half damage
Effect: All allies within burst gain a bonus to all defenses equal to your Charisma Modifier until the end of the encounter.
WORD OF THE EARTHEN WARDENS
"The Fey have fought hard to protect this Word from mortals... Luckily for you, a few syllables happened to become apparent to you."
Implement
Target: One Creature
INT v FORT, Ranged 10
Hit: Target is Petrified and takes a -3 to Saves (Save Ends Both). Every round that the creature remains petrified, it takes 1d8+Int Mod Force damage.
Miss: Target is Dazed until the end of your next turn.
TRUENAMER UTILITY UTTERANCES LEVEL 10
KNOW LANGUAGE
"Mortal languages are too base for a Truenamer /not/ to understand them."
Encounter, Utility
Implement
Target: Self or one ally
Minor Action
Effect: After being exposed to a language, you can read, write, and speak it without flaw. If you can't identify the language, you won't be able to know what it is, but still speak it, read it, and write it. This effect lasts until the end of the encounter.
SUBVOCALIZATION
"You speak, but only where you need to be heard."
Encounter Utility
Implement
Target: Self
Minor Action
Effect: You may speak freely without any negative to stealth, nor chance of being detected if already successfully hidden.
SURE SPEECH
"You speak clearly- Stumbling over your words is the fastest way to get killed."
Daily Utility
Implement
Target: Self.
Immediate reaction
Trigger: You fail your True Speech class feature
Effect: You reroll result with a bonus equal to your Charisma modifer.
(Thank you to Paul Abrams of Deviantart for the image)