Grod_The_Giant
2011-12-07, 12:02 AM
Who here is tired of divine casters that all look the same? How about clerics who multiclass out as soon as they can due to lack of class features? Divine metamagic cheese?
Well, don't worry. I've got you covered.
The two classes presented here are meant to replace the favored soul and cleric, respectively. I folded both classes together and split them up based on primacy of role. The godspeaker takes on the heavy caster archetype, with access to the full set of cleric spells, but a much weaker chassis. The miracle worker assumes the warrior archetype, with the classic cleric chassis but a spell list limited to a few domains. Both gain a set of class features that (hopefully) provides some incentive to stick with the class and ties in with their general flavor and role.
The Godspeaker
http://www.godsgrazingfield.net/web_images/elijah_translation.jpg
The words of my god are on my tongue, and his power sits in my soul. You will fall before his might. -Arnel Suntongue, Voice of Pelor
Adventures: Godspeakers adventure for all the usual reasons a servant of the gods does to support his gods cause, to spread his word, and so on.
Characteristics: Godspeakers are masters of divine magic. Though their raw casting power is less than that of a miracle worker, they are much more versatile. In addition, they may channel the power of their god through their words to heal their allies, smite their foes, and enhance their magic. However, they have none of the clerics combat prowess.
Religion: Godspeakers are, by necessity, extremely religious. They tend to be even more fanatically devoted to their chosen deity than other divine casters, often speaking or at least claiming to speak directly to the gods they follow.
Background: Godspeakers are not trained they are called. Much like sorcerers, only a chosen few are blessed with the power of a godspeaker. Sometimes they are assisted by a church, but often they are left to find their own way to control their power and serve their god.
Races: Godspeakers are found among all races without distinction.
Other Classes: Godspeakers vary widely in temperament. Some gratefully accept the aid of other divine casters of their deity, while others assert their superiority over the lesser divine casters. They have a special respect for Truenamers, and others who respect the true power of words.
Role: A godspeakers versatility and spellcasting power make him a flexible member of any party. He serves exceptionally well as a healer and defensive specialist, but hes more than capable of going on the offensive.
Adaptation: Godspeakers should fit neatly into any setting. Theyre easily represented as mad prophets, with strange abilities beyond those of normal divine casters.
GAME RULE INFORMATION
Godspeakers have the following game statistics.
Abilities: Wisdom and Charisma are by far the most important attributes for Godspeakers, controlling as they do their spellcasting and class features. Constitution is also highly useful to make up for their low hit die, and Dexterity can boost a low armor class.
Alignment: Any, but must be within one step of their gods.
Hit Die: d6
Starting Age: As sorcerer
Starting Gold: As sorcerer
Class Skills: The godspeakers class skills are (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Speak Language, Spellcraft (Int), Truespeak (Cha*).
*See Godspeaking class ability
Skill Points at 1st level: (4+Int modifier) x4
Skill Points at each additional level: 4+Int modifier
Level
BAB
Fort
Ref
Will
Special
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Domain, Holy Tongue
3
1
2nd
+1
+0
+0
+3
Godspeech (Word of Channeling)
4
2
3rd
+1
+1
+1
+3
4
2
1
4th
+2
+1
+1
+4
Godspeech (Word of Healing)
4
3
2
5th
+2
+1
+1
+4
Domain
4
3
2
1
6th
+3
+2
+2
+5
Godspeech (Word of Inspiration)
4
3
3
2
7th
+3
+2
+2
+5
4
4
3
2
1
8th
+4
+2
+2
+6
Godspeech (Words of the Mind )
4
4
3
3
2
9th
+4
+3
+3
+6
4
4
4
3
2
1
10th
+5
+3
+3
+7
Godspeech (Word of Magic), Domain
4
4
4
3
3
2
11th
+5
+3
+3
+7
4
4
4
4
3
2
1
12th
+6/+1
+4
+4
+8
Godspeech (Word of Words)
4
4
4
4
3
3
2
13th
+6/+1
+4
+4
+8
4
4
4
4
4
3
2
1
14th
+7/+2
+4
+4
+9
Godspeech (Word of Life)
4
4
4
4
4
3
3
2
15th
+7/+2
+5
+5
+9
Domain
4
4
4
4
4
4
3
2
1
16th
+8/+3
+5
+5
+10
Godspeech (Word of Might)
4
4
4
4
4
4
3
3
2
17th
+8/+3
+5
+5
+10
4
4
4
4
4
4
4
3
2
1
18th
+9/+4
+6
+6
+11
Godspeech (Word of Gold)
4
4
4
4
4
4
4
3
3
2
19th
+9/+4
+6
+6
+11
Tongue of the Gods
4
4
4
4
4
4
4
4
3
3
20th
+10/+5
+6
+6
+12
Godspeech (Word of Creation), Domain
4
4
4
4
4
4
4
4
4
4
Class Features
Weapon and Armor Proficiency- Godspeakers are proficient with simple weapons, as well as with the favored weapon of their deity. They are proficient with light armor, but not with shields.
Spells- A godspeaker casts divine spells from the cleric spell list. He can cast any spell he has retrieved, much like a bard or sorcerer can cast any spell he knows without preparing it ahead of time.
To retrieve or cast a spell, a godspeaker must have a Wisdom score of at least 10 + the spell level (Wisdom 10 for 0-level spells, Wisdom 11 for 1st-level spells, and so on). The Difficulty Class for a saving throw against a godspeakers spell is 10 + the spell level + the godspeakers Wisdom modifier. Like other spellcasters, a godspeaker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, he receives bonus spells per day if he has a high Wisdom score.
Like a sorcerer, a godspeaker knows only a small number of spells. However, each day a godspeaker may change the spells he knows. When a godspeaker meditates to regain his daily allotment of spells (see below), he requests that his god grant him knowledge of the specific cleric spells he will be able to use that day. He can cast any spell he has retrieved at any time, assuming he has not yet used up his spells per day for that spell level. If a godspeaker knows any metamagic feats, he applies them to his spells when he retrieves his spells for the day. For example, a godspeaker might choose to retrieve an empowered flame strike by using a 6th-level spell retrieved slot. Any time he uses flame strike during the ensuing day, he must use a 6th-level spell slot to cast it, and it is always empowered. A godspeaker could use a 4th-level spell slot and a 6th-level spell slot to retrieve flame strike and empowered flame strike if he wanted to have both spells available to his in a day. A godspeaker cannot choose to alter his spells with metamagic feats on the fly, as other spontaneous casters do. Godspeakers using metamagic feats do not have an increased casting time as sorcerers do.
Each godspeaker must choose a time at which he must spend 1 hour in quiet meditation to regain his daily allotment of spells.
Unlike most divine spellcasters, a Godspeaker does not use holy symbol. Instead, he must speak while spellcasting. All spells he casts gain a verbal component, and they may never be affected by the Silent Spell feat.
Godspeaker Spells Retrieved/Day*
Level
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
3
1+1
2nd
3
2+1
3rd
3
2+1
1+1
4th
3
3+1
1+1
5th
3
3+1
1+1
1+1
6th
3
3+1
2+1
1+1
7th
3
3+1
2+1
1+1
1+1
8th
3
3+1
2+1
2+1
1+1
9th
3
3+1
3+1
2+1
1+1
1+1
10th
3
3+1
3+1
2+1
2+1
1+1
11th
3
3+1
3+1
3+1
2+1
1+1
1+1
12th
3
3+1
3+1
3+1
2+1
2+1
1+1
13th
3
3+1
3+1
3+1
3+1
2+1
1+1
1+1
14th
3
3+1
3+1
3+1
3+1
2+1
2+1
1+1
15th
3
3+1
3+1
3+1
3+1
3+1
2+1
1+1
1+1
16th
3
3+1
3+1
3+1
3+1
3+1
2+1
2+1
1+1
17th
3
3+1
3+1
3+1
3+1
3+1
3+1
2+1
1+1
1+1
18th
3
3+1
3+1
3+1
3+1
3+1
3+1
2+1
2+1
1+1
19th
3
3+1
3+1
3+1
3+1
3+1
3+1
3+1
2+1
2+1
20th
3
3+1
3+1
3+1
3+1
3+1
3+1
3+1
3+1
2+1
*In addition to the stated number of retrieved spells for 1st-9th level, a godspeaker gets a domain spell for each spell level, starting at 1.
Domain- At 1nd level, a godspeaker gains accesses to one domain normally granted by his god. When he prepares his spells in the morning, he automatically retrieves all spells from this domain at all levels that he could normally cast. These spells dont count towards his normal total. For example, a 3rd level godspeaker who selects the Sun domain would automatically retrieve endure elements and heat metal, in addition to his normal two 1st level spells and single 2nd level spell. He does not gain access to the domain abilities.
At level 5, and each additional 5th level (10, 15, and 20), a godspeaker gains access to another domain. When he retrieves spells, he must select one domain, from which he retrieves spells for all levels he can cast. He cannot mix-and-match spells from different domains.
Holy Tongue(Ex)- A godspeaker draws his knowledge of Truenaming directly from his deity, rather than his own intensive study. He may use his Charisma modifier in place of his Intelligence modifier when making Truespeak checks.
Godspeech (Su)- A godspeakers connection with his god is far stronger than an ordinary cleric. Beginning at 2nd level, he may channel the his deitys power directly. He may do so a number of times per day equal to one-fourth his godspeaker level plus his Charisma modifier. All Godspeech abilities draw from this pool, costing one use of Godspeech per activation. If he fails the Truespeak check, the Godspeech usage is not expended.
Word of Channeling- Beginning at second level, a godspeaker can channel pure positive energy (if good-aligned) or negative energy (if evil-aligned). As a standard action, he may make a Truespeak check; all undead within 30 ft take 1d6 damage/5 points of the check (so if a godspeaker rolls a 20 on his Truespeak check, the ability deals 4d6 damage). Undead are entitled to a Will save (DC 10 + 1/2 level + Charisma modifier) for half damage. Channeling negative energy heals them for an equivalent amount. This ability counts as Turn/Rebuke undead for the purposes of qualifying for prestige classes, and any class which advances Turn/Rebuke undead stacks with godspeaker levels to determine save DC.
Special: if the godspeaker incorporates the personal truename of an undead within the area, that creature takes 1d10 damage/5 points of the check. The godspeaker may speak any number of truenames when using this ability, but he takes the usual -2 penalty for speaking each personal truename (so if he names 3 undead within the area, he takes a -6 penalty to his Truespeak check).
Word of Healing- At 4th level, a godspeaker may heal with a single word. As a move action, he may make a Truespeak check. One ally within 30ft regains hit points equal to the one-half the result of the check.
Special: if the godspeaker incorporates the personal truename of the target of this ability, this ability instead heals twice times the result of the truespeak check. The godspeaker takes the usual -2 penalty for speaking a personal truename.
Word of Inspiration- At 6th level, a godspeaker may speak a creatures name in such a manner as to inspire them to greater effort. As a standard action, he may make a Truespeak check to name a creature. For every 5 points he achieves on the check, he grants the subject a +1 morale bonus on attack rolls and skill checks for 1 minute. For example, if a godspeaker rolls a 25 on his Truespeak check, the subject gains a +5 bonus for five minutes. Once affected by this ability, a creature may not be targeted by another Godspeech ability for 1d4 minutes.
Special: if the godspeaker incorporates the personal truename of the target of this ability, the morale bonus applies to attack rolls, damage rolls, saving throws, and ability checks, and skill checks. The godspeaker takes the usual -2 penalty for speaking a personal truename.
Word of The Mind- At 8th level, a godspeaker learns to speak in the universal tongue. While using this ability, all creatures, regardless of race, language, or intelligence, understand his words, although he cannot necessarily understand their replies. He may expend a use of his Godspeech ability to gain this ability for one hour.
Word of Magic- At 10th level, a godspeakers tongue is all he needs to invoke his deitys power. Whenever he casts a spell, he may make a Truespeak check (DC 15+ the spell level x2) to have it be affected as though by the Still Spell feat. This does not increase the casting time, spell level, or save DC.
Word of the Voice- At 12th level, a godspeakers connection to his deity is such that nothing can silence his voice. As a standard action, he may attempt to dispel a magical silence effect, as though using dispel magic, except that his caster level is not capped.
Word of Life- At 14th level, a godspeaker learns the secret word of life. Whenever casting a resurrection spell, such as raise dead or resurrection, he may negate the level/Constitution loss with a successful Truespeak check (DC = 30+ the spell targets HD).
Special: if the godspeaker incorporates the personal truename of the target of this ability, he gains a +5 bonus on this check. He does NOT take the usual -2 penalty for speaking a personal truename.
Word of Might- At 16th level, At 10th level, a godspeaker can channel the power of their god even more directly into their magic. When casting a spell, they may make a Truespeak check (DC = 25 + spell level x2). If they succeed on the check, they may increase either their caster level or the spell save DC by 1, +1 for every 5 points by which he exceeds the Truespeak DC. Using this ability increases the casting time of the spell by one step, so a spell that normally takes a swift action to cast takes a move action, one that normally takes a standard action takes a full-round action, and so on.
Word of Gold- At 18th level, a godspeakers connection to his deity is such that he only needs his voice to cast spells, and nothing else. When attempting to cast a spell with a costly material component, he may instead attempt a Truespeak check, with a DC of 2/100gp of the material component. If he succeeds, the spell is cast as normal; if he fails, he doesnt cast the spell, but the slot is not considered used. He cannot ignore only part of a material component; it must be all or nothing.
Word of Creation- At 20th level, a godspeakers power is beginning to rival that of the god you worship. He gains the ability to use the utterance Word of Creation* as a spell-like ability, with a utterer-level equal to his Godspeaker level. He must still make the appropriate Truespeak check (DC 45) to use the ability, and each use of the utterance costs one use from his Godspeech pool.
Tongue of the Gods (Ex)- By 19th level, a godspeaker has transcended the normal limits of language. He may speak and understand the language of any intelligent creature, as though he was under the effects of a tongues spell. In addition, he gains a +5 perfection bonus to any skill check involving speech (Bluff, Diplomacy, Gather Information, Intimidate, some forms of Perform, and Truespeak).
*Word of Creation shamelessly lifted from Kyeudos brilliant Truenamer fix (http://www.giantitp.com/forums/showthread.php?p=11971747#post11971747). I encourage you all to take a look; for those too lazy to download the PDF, Ill repeat the utterance here.
Words of Creation
Level: 4
Duration: Instantaneous
Area: Up to four 5-ft cubes.
Your words cause an entire new plane of existence to spring into being, to be shaped as you will. This utterance can only be used on the Astral Plane or inside of a demiplane. When spoken on the Astral Plane, you cause a new demiplane to come into being, with a permanent two-way gateway connecting to it opening at your current location. The demiplane is a functionally infinite, lightless, gravityless expanse initially empty of anything except breathable air, but it does possess whatever elemental, energy, or alignment traits you wish. The demiplane always has the normal time trait, meaning that time passes in the demiplane at the same rate as time passes on the Material Plane. The demiplane is always alterable-morphic and has the normal magic trait. When used inside a demiplane you own, it instead creates, destroys, or alters some aspect of your demiplane. A demiplane's owner is the one who created it in most cases. This utterance can do one of the following each time it is spoken:
Create or destroy earth, stone, or water in its area. This cannot create valuable or rare materials, such as gold, rubies, uranium, holy water, or adamantine, although you could add those yourself later.
Set the direction and strength of gravity in its area. The gravity can be no gravity, light gravity, normal gravity, or heavy gravity. You choose which direction is considered "down" in any particular square.
Set the level of light in its area. This can be bright illumination, shadowy illumination, or darkness. Areas of bright illumination shed shadowy illumination into adjacent squares.
Suppress or reinstate a planar trait in its area. For example, if you created a demiplane that was fire dominant and strongly good-aligned, you could suppress the fire dominant trait in a particular place, preventing creatures there from taking fire damage, or you could suppress the strongly good-aligned trait, preventing evil and neutral creatures from taking Charisma penalties while in that part of the plane. This is only an "on" or "off" decision. You cannot instate a new planar trait, nor can you merely lessen a planar trait (such as majorly positive dominant to only minorly positive dominant).
Create vegetation in its area. This can be any sort of tree, shrub, flower, or other plants you may wish. You cannot create rare or valuable varieties of vegetation with this, such as darkwood or black lotuses.
Personal Truename: If you speak the personal truename of a demiplane when you use this utterance, you can take ownership of the demiplane from its current owner. If the previous owner is deceased, gaining ownership is automatic, otherwise you and the current owner make opposed character level checks. Whoever wins becomes the owner of the demiplane. The loser cannot attempt to retake control of the demiplane for 24 hours.
If you are speaking this utterance on the Astral Plane, you can give the newborn demiplane a personal truename of your choosing. Doing so increases the Truespeak DC of this utterance by 10, and otherwise functions as normal (although knowing the demiplane's truename can be used to enhance any other utterances you know from the Lexicon of the Perfected Map used inside).
Other Material
New Feats
Extra Godspeaking
Prerequisite: Godspeek class ability
Benefit: You may use your Godspeek ability two more times per day.
Special: This feat can be taken multiple times. Its effects stack; each time you take the feat you gain another two uses of your ability.
Godpower
Prerequisite: Godspeach (Word of Magic)
Benefit: As a swift action, you may expend a spell slot to gain a bonus to the next Truespeak check you make equal to the level of the expended spell.
Domain Power
Prerequisite: Access to at least one domain, Godspeak class ability
Benefit: You may add the domain granted power from one domain you have access to to your list of Godspeak abilities. Activating a domain power requires you to spend Godspeak uses, even if the ability would normally be passive. You cannot add new skills with this ability, even if a domain would normally grant them (such as the Knowledge domain).
Specials:
If a domain grants the power to turn/rebuke new types of creatures, such as the Fire domain, you instead affect them with Word of Channeling. You don't gain new uses of the ability, but you don't have to expend an extra Godspeak use.
Activating a domain that gives you +1 caster level for spells with a specific description takes a swift action, and the bonus lasts for a number of rounds equal to your Charisma modifier.
A power normally usable once/day is usable any number of times per day, as long as you can expend a Godspeak use each time.
This feat can be taken more than once. Each time you take it, you may gain the domain ability from a new domain you have access to.
Alternate Class Features
Mouth of the Gods
Level: 1st
Replaces: If you select this class feature, you do not gain any domains, nor do you gain the special domain slot for spells prepared. You also lose one spell/day slot from each level of spells you can cast.
Benefit: At first level, and every subsequent odd level (3rd, 5th, and so on), you learn a single utterance from the Lexicon of the Evolving Mind. This must be of a level that you can speak (see table below). However, your knowledge of Truespeaking is much more limited than a dedicated Truespeaker. When you learn an utterance, you must chose either the normal or the reversed form. This becomes the 'normal' form for you. When attempting to reverse the utterance, you take a penalty to the Truespeak check equal to twice the level of the utterance.
Class Level
1
3
5
7
9
11
13
15
17
19
Maximum Utterance level
1
2
2
3
3
4
4
5
5
6
Spontaneous Speaker
Level: 1st
Changes: You are a spontaneous caster. You gain spells known as a sorcerer one level higher (so a 3rd level godspeaker would know as many spells as a 4th level sorcerer). You automatically know all spells from your selected domains. In addition, you may cast two extra spells per day of each level.
Progressions:
Spells Known:
Level
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
5
2
2nd
5
3
3rd
6
3
1
4th
6
4
2
5th
7
4
2
1
6th
7
5
3
2
7th
8
5
3
2
1
8th
8
5
4
3
2
9th
9
5
4
3
2
1
10th
9
5
5
4
3
2
11th
9
5
5
4
3
2
1
12th
9
5
5
4
4
3
2
13th
9
5
5
4
4
3
2
1
14th
9
5
5
4
4
4
3
2
15th
9
5
5
4
4
4
3
2
1
16th
9
5
5
4
4
4
3
3
2
17th
9
5
5
4
4
4
3
3
2
1
18th
9
5
5
4
4
4
3
3
3
2
19th
9
5
5
4
4
4
3
3
3
3
20th
9
5
5
4
4
4
3
3
3
3
Spells/day
Level
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
5
2
2nd
5
3
3rd
6
3
1
4th
6
4
2
5th
7
4
2
1
6th
7
5
3
2
7th
8
5
3
2
1
8th
8
5
4
3
2
9th
9
5
4
3
2
1
10th
9
5
5
4
3
2
11th
9
5
5
4
3
2
1
12th
9
5
5
4
4
3
2
13th
9
5
5
4
4
3
2
1
14th
9
5
5
4
4
4
3
2
15th
9
5
5
4
4
4
3
2
1
16th
9
5
5
4
4
4
3
3
2
17th
9
5
5
4
4
4
3
3
2
1
18th
9
5
5
4
4
4
3
3
3
2
19th
9
5
5
4
4
4
3
3
3
3
20th
9
5
5
4
4
4
3
3
3
3
--------------------------------------------------------------
Design Notes
This one came about in a fairly interesting way. I wanted a cleric-type class with the Spirit Shaman casting mechanism. I came up with the name "Godspeaker" as something generically cool-sounding. It was only when I sat down to make class features that I started coming up with Truespeak-type effects. My original goal was to emulate Turn Undead while shutting off Divine Metamagic cheese. It... kind of spiraled out from there.
The class has a fair number of levels where it doesn't gain any new abilities, but all coincided with a new spell level.
My goal power-wise is a Tier 2. It has fewer spells than a wizard (no specialist!), a worse chassis than a cleric, and its class abilities (including domain powers) all draw from a fairly limited pool. The Godspeak abilities are good, but they have to be compared against spells... my goal was to have them be more flavorful than anything.
Well, don't worry. I've got you covered.
The two classes presented here are meant to replace the favored soul and cleric, respectively. I folded both classes together and split them up based on primacy of role. The godspeaker takes on the heavy caster archetype, with access to the full set of cleric spells, but a much weaker chassis. The miracle worker assumes the warrior archetype, with the classic cleric chassis but a spell list limited to a few domains. Both gain a set of class features that (hopefully) provides some incentive to stick with the class and ties in with their general flavor and role.
The Godspeaker
http://www.godsgrazingfield.net/web_images/elijah_translation.jpg
The words of my god are on my tongue, and his power sits in my soul. You will fall before his might. -Arnel Suntongue, Voice of Pelor
Adventures: Godspeakers adventure for all the usual reasons a servant of the gods does to support his gods cause, to spread his word, and so on.
Characteristics: Godspeakers are masters of divine magic. Though their raw casting power is less than that of a miracle worker, they are much more versatile. In addition, they may channel the power of their god through their words to heal their allies, smite their foes, and enhance their magic. However, they have none of the clerics combat prowess.
Religion: Godspeakers are, by necessity, extremely religious. They tend to be even more fanatically devoted to their chosen deity than other divine casters, often speaking or at least claiming to speak directly to the gods they follow.
Background: Godspeakers are not trained they are called. Much like sorcerers, only a chosen few are blessed with the power of a godspeaker. Sometimes they are assisted by a church, but often they are left to find their own way to control their power and serve their god.
Races: Godspeakers are found among all races without distinction.
Other Classes: Godspeakers vary widely in temperament. Some gratefully accept the aid of other divine casters of their deity, while others assert their superiority over the lesser divine casters. They have a special respect for Truenamers, and others who respect the true power of words.
Role: A godspeakers versatility and spellcasting power make him a flexible member of any party. He serves exceptionally well as a healer and defensive specialist, but hes more than capable of going on the offensive.
Adaptation: Godspeakers should fit neatly into any setting. Theyre easily represented as mad prophets, with strange abilities beyond those of normal divine casters.
GAME RULE INFORMATION
Godspeakers have the following game statistics.
Abilities: Wisdom and Charisma are by far the most important attributes for Godspeakers, controlling as they do their spellcasting and class features. Constitution is also highly useful to make up for their low hit die, and Dexterity can boost a low armor class.
Alignment: Any, but must be within one step of their gods.
Hit Die: d6
Starting Age: As sorcerer
Starting Gold: As sorcerer
Class Skills: The godspeakers class skills are (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Speak Language, Spellcraft (Int), Truespeak (Cha*).
*See Godspeaking class ability
Skill Points at 1st level: (4+Int modifier) x4
Skill Points at each additional level: 4+Int modifier
Level
BAB
Fort
Ref
Will
Special
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Domain, Holy Tongue
3
1
2nd
+1
+0
+0
+3
Godspeech (Word of Channeling)
4
2
3rd
+1
+1
+1
+3
4
2
1
4th
+2
+1
+1
+4
Godspeech (Word of Healing)
4
3
2
5th
+2
+1
+1
+4
Domain
4
3
2
1
6th
+3
+2
+2
+5
Godspeech (Word of Inspiration)
4
3
3
2
7th
+3
+2
+2
+5
4
4
3
2
1
8th
+4
+2
+2
+6
Godspeech (Words of the Mind )
4
4
3
3
2
9th
+4
+3
+3
+6
4
4
4
3
2
1
10th
+5
+3
+3
+7
Godspeech (Word of Magic), Domain
4
4
4
3
3
2
11th
+5
+3
+3
+7
4
4
4
4
3
2
1
12th
+6/+1
+4
+4
+8
Godspeech (Word of Words)
4
4
4
4
3
3
2
13th
+6/+1
+4
+4
+8
4
4
4
4
4
3
2
1
14th
+7/+2
+4
+4
+9
Godspeech (Word of Life)
4
4
4
4
4
3
3
2
15th
+7/+2
+5
+5
+9
Domain
4
4
4
4
4
4
3
2
1
16th
+8/+3
+5
+5
+10
Godspeech (Word of Might)
4
4
4
4
4
4
3
3
2
17th
+8/+3
+5
+5
+10
4
4
4
4
4
4
4
3
2
1
18th
+9/+4
+6
+6
+11
Godspeech (Word of Gold)
4
4
4
4
4
4
4
3
3
2
19th
+9/+4
+6
+6
+11
Tongue of the Gods
4
4
4
4
4
4
4
4
3
3
20th
+10/+5
+6
+6
+12
Godspeech (Word of Creation), Domain
4
4
4
4
4
4
4
4
4
4
Class Features
Weapon and Armor Proficiency- Godspeakers are proficient with simple weapons, as well as with the favored weapon of their deity. They are proficient with light armor, but not with shields.
Spells- A godspeaker casts divine spells from the cleric spell list. He can cast any spell he has retrieved, much like a bard or sorcerer can cast any spell he knows without preparing it ahead of time.
To retrieve or cast a spell, a godspeaker must have a Wisdom score of at least 10 + the spell level (Wisdom 10 for 0-level spells, Wisdom 11 for 1st-level spells, and so on). The Difficulty Class for a saving throw against a godspeakers spell is 10 + the spell level + the godspeakers Wisdom modifier. Like other spellcasters, a godspeaker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, he receives bonus spells per day if he has a high Wisdom score.
Like a sorcerer, a godspeaker knows only a small number of spells. However, each day a godspeaker may change the spells he knows. When a godspeaker meditates to regain his daily allotment of spells (see below), he requests that his god grant him knowledge of the specific cleric spells he will be able to use that day. He can cast any spell he has retrieved at any time, assuming he has not yet used up his spells per day for that spell level. If a godspeaker knows any metamagic feats, he applies them to his spells when he retrieves his spells for the day. For example, a godspeaker might choose to retrieve an empowered flame strike by using a 6th-level spell retrieved slot. Any time he uses flame strike during the ensuing day, he must use a 6th-level spell slot to cast it, and it is always empowered. A godspeaker could use a 4th-level spell slot and a 6th-level spell slot to retrieve flame strike and empowered flame strike if he wanted to have both spells available to his in a day. A godspeaker cannot choose to alter his spells with metamagic feats on the fly, as other spontaneous casters do. Godspeakers using metamagic feats do not have an increased casting time as sorcerers do.
Each godspeaker must choose a time at which he must spend 1 hour in quiet meditation to regain his daily allotment of spells.
Unlike most divine spellcasters, a Godspeaker does not use holy symbol. Instead, he must speak while spellcasting. All spells he casts gain a verbal component, and they may never be affected by the Silent Spell feat.
Godspeaker Spells Retrieved/Day*
Level
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
3
1+1
2nd
3
2+1
3rd
3
2+1
1+1
4th
3
3+1
1+1
5th
3
3+1
1+1
1+1
6th
3
3+1
2+1
1+1
7th
3
3+1
2+1
1+1
1+1
8th
3
3+1
2+1
2+1
1+1
9th
3
3+1
3+1
2+1
1+1
1+1
10th
3
3+1
3+1
2+1
2+1
1+1
11th
3
3+1
3+1
3+1
2+1
1+1
1+1
12th
3
3+1
3+1
3+1
2+1
2+1
1+1
13th
3
3+1
3+1
3+1
3+1
2+1
1+1
1+1
14th
3
3+1
3+1
3+1
3+1
2+1
2+1
1+1
15th
3
3+1
3+1
3+1
3+1
3+1
2+1
1+1
1+1
16th
3
3+1
3+1
3+1
3+1
3+1
2+1
2+1
1+1
17th
3
3+1
3+1
3+1
3+1
3+1
3+1
2+1
1+1
1+1
18th
3
3+1
3+1
3+1
3+1
3+1
3+1
2+1
2+1
1+1
19th
3
3+1
3+1
3+1
3+1
3+1
3+1
3+1
2+1
2+1
20th
3
3+1
3+1
3+1
3+1
3+1
3+1
3+1
3+1
2+1
*In addition to the stated number of retrieved spells for 1st-9th level, a godspeaker gets a domain spell for each spell level, starting at 1.
Domain- At 1nd level, a godspeaker gains accesses to one domain normally granted by his god. When he prepares his spells in the morning, he automatically retrieves all spells from this domain at all levels that he could normally cast. These spells dont count towards his normal total. For example, a 3rd level godspeaker who selects the Sun domain would automatically retrieve endure elements and heat metal, in addition to his normal two 1st level spells and single 2nd level spell. He does not gain access to the domain abilities.
At level 5, and each additional 5th level (10, 15, and 20), a godspeaker gains access to another domain. When he retrieves spells, he must select one domain, from which he retrieves spells for all levels he can cast. He cannot mix-and-match spells from different domains.
Holy Tongue(Ex)- A godspeaker draws his knowledge of Truenaming directly from his deity, rather than his own intensive study. He may use his Charisma modifier in place of his Intelligence modifier when making Truespeak checks.
Godspeech (Su)- A godspeakers connection with his god is far stronger than an ordinary cleric. Beginning at 2nd level, he may channel the his deitys power directly. He may do so a number of times per day equal to one-fourth his godspeaker level plus his Charisma modifier. All Godspeech abilities draw from this pool, costing one use of Godspeech per activation. If he fails the Truespeak check, the Godspeech usage is not expended.
Word of Channeling- Beginning at second level, a godspeaker can channel pure positive energy (if good-aligned) or negative energy (if evil-aligned). As a standard action, he may make a Truespeak check; all undead within 30 ft take 1d6 damage/5 points of the check (so if a godspeaker rolls a 20 on his Truespeak check, the ability deals 4d6 damage). Undead are entitled to a Will save (DC 10 + 1/2 level + Charisma modifier) for half damage. Channeling negative energy heals them for an equivalent amount. This ability counts as Turn/Rebuke undead for the purposes of qualifying for prestige classes, and any class which advances Turn/Rebuke undead stacks with godspeaker levels to determine save DC.
Special: if the godspeaker incorporates the personal truename of an undead within the area, that creature takes 1d10 damage/5 points of the check. The godspeaker may speak any number of truenames when using this ability, but he takes the usual -2 penalty for speaking each personal truename (so if he names 3 undead within the area, he takes a -6 penalty to his Truespeak check).
Word of Healing- At 4th level, a godspeaker may heal with a single word. As a move action, he may make a Truespeak check. One ally within 30ft regains hit points equal to the one-half the result of the check.
Special: if the godspeaker incorporates the personal truename of the target of this ability, this ability instead heals twice times the result of the truespeak check. The godspeaker takes the usual -2 penalty for speaking a personal truename.
Word of Inspiration- At 6th level, a godspeaker may speak a creatures name in such a manner as to inspire them to greater effort. As a standard action, he may make a Truespeak check to name a creature. For every 5 points he achieves on the check, he grants the subject a +1 morale bonus on attack rolls and skill checks for 1 minute. For example, if a godspeaker rolls a 25 on his Truespeak check, the subject gains a +5 bonus for five minutes. Once affected by this ability, a creature may not be targeted by another Godspeech ability for 1d4 minutes.
Special: if the godspeaker incorporates the personal truename of the target of this ability, the morale bonus applies to attack rolls, damage rolls, saving throws, and ability checks, and skill checks. The godspeaker takes the usual -2 penalty for speaking a personal truename.
Word of The Mind- At 8th level, a godspeaker learns to speak in the universal tongue. While using this ability, all creatures, regardless of race, language, or intelligence, understand his words, although he cannot necessarily understand their replies. He may expend a use of his Godspeech ability to gain this ability for one hour.
Word of Magic- At 10th level, a godspeakers tongue is all he needs to invoke his deitys power. Whenever he casts a spell, he may make a Truespeak check (DC 15+ the spell level x2) to have it be affected as though by the Still Spell feat. This does not increase the casting time, spell level, or save DC.
Word of the Voice- At 12th level, a godspeakers connection to his deity is such that nothing can silence his voice. As a standard action, he may attempt to dispel a magical silence effect, as though using dispel magic, except that his caster level is not capped.
Word of Life- At 14th level, a godspeaker learns the secret word of life. Whenever casting a resurrection spell, such as raise dead or resurrection, he may negate the level/Constitution loss with a successful Truespeak check (DC = 30+ the spell targets HD).
Special: if the godspeaker incorporates the personal truename of the target of this ability, he gains a +5 bonus on this check. He does NOT take the usual -2 penalty for speaking a personal truename.
Word of Might- At 16th level, At 10th level, a godspeaker can channel the power of their god even more directly into their magic. When casting a spell, they may make a Truespeak check (DC = 25 + spell level x2). If they succeed on the check, they may increase either their caster level or the spell save DC by 1, +1 for every 5 points by which he exceeds the Truespeak DC. Using this ability increases the casting time of the spell by one step, so a spell that normally takes a swift action to cast takes a move action, one that normally takes a standard action takes a full-round action, and so on.
Word of Gold- At 18th level, a godspeakers connection to his deity is such that he only needs his voice to cast spells, and nothing else. When attempting to cast a spell with a costly material component, he may instead attempt a Truespeak check, with a DC of 2/100gp of the material component. If he succeeds, the spell is cast as normal; if he fails, he doesnt cast the spell, but the slot is not considered used. He cannot ignore only part of a material component; it must be all or nothing.
Word of Creation- At 20th level, a godspeakers power is beginning to rival that of the god you worship. He gains the ability to use the utterance Word of Creation* as a spell-like ability, with a utterer-level equal to his Godspeaker level. He must still make the appropriate Truespeak check (DC 45) to use the ability, and each use of the utterance costs one use from his Godspeech pool.
Tongue of the Gods (Ex)- By 19th level, a godspeaker has transcended the normal limits of language. He may speak and understand the language of any intelligent creature, as though he was under the effects of a tongues spell. In addition, he gains a +5 perfection bonus to any skill check involving speech (Bluff, Diplomacy, Gather Information, Intimidate, some forms of Perform, and Truespeak).
*Word of Creation shamelessly lifted from Kyeudos brilliant Truenamer fix (http://www.giantitp.com/forums/showthread.php?p=11971747#post11971747). I encourage you all to take a look; for those too lazy to download the PDF, Ill repeat the utterance here.
Words of Creation
Level: 4
Duration: Instantaneous
Area: Up to four 5-ft cubes.
Your words cause an entire new plane of existence to spring into being, to be shaped as you will. This utterance can only be used on the Astral Plane or inside of a demiplane. When spoken on the Astral Plane, you cause a new demiplane to come into being, with a permanent two-way gateway connecting to it opening at your current location. The demiplane is a functionally infinite, lightless, gravityless expanse initially empty of anything except breathable air, but it does possess whatever elemental, energy, or alignment traits you wish. The demiplane always has the normal time trait, meaning that time passes in the demiplane at the same rate as time passes on the Material Plane. The demiplane is always alterable-morphic and has the normal magic trait. When used inside a demiplane you own, it instead creates, destroys, or alters some aspect of your demiplane. A demiplane's owner is the one who created it in most cases. This utterance can do one of the following each time it is spoken:
Create or destroy earth, stone, or water in its area. This cannot create valuable or rare materials, such as gold, rubies, uranium, holy water, or adamantine, although you could add those yourself later.
Set the direction and strength of gravity in its area. The gravity can be no gravity, light gravity, normal gravity, or heavy gravity. You choose which direction is considered "down" in any particular square.
Set the level of light in its area. This can be bright illumination, shadowy illumination, or darkness. Areas of bright illumination shed shadowy illumination into adjacent squares.
Suppress or reinstate a planar trait in its area. For example, if you created a demiplane that was fire dominant and strongly good-aligned, you could suppress the fire dominant trait in a particular place, preventing creatures there from taking fire damage, or you could suppress the strongly good-aligned trait, preventing evil and neutral creatures from taking Charisma penalties while in that part of the plane. This is only an "on" or "off" decision. You cannot instate a new planar trait, nor can you merely lessen a planar trait (such as majorly positive dominant to only minorly positive dominant).
Create vegetation in its area. This can be any sort of tree, shrub, flower, or other plants you may wish. You cannot create rare or valuable varieties of vegetation with this, such as darkwood or black lotuses.
Personal Truename: If you speak the personal truename of a demiplane when you use this utterance, you can take ownership of the demiplane from its current owner. If the previous owner is deceased, gaining ownership is automatic, otherwise you and the current owner make opposed character level checks. Whoever wins becomes the owner of the demiplane. The loser cannot attempt to retake control of the demiplane for 24 hours.
If you are speaking this utterance on the Astral Plane, you can give the newborn demiplane a personal truename of your choosing. Doing so increases the Truespeak DC of this utterance by 10, and otherwise functions as normal (although knowing the demiplane's truename can be used to enhance any other utterances you know from the Lexicon of the Perfected Map used inside).
Other Material
New Feats
Extra Godspeaking
Prerequisite: Godspeek class ability
Benefit: You may use your Godspeek ability two more times per day.
Special: This feat can be taken multiple times. Its effects stack; each time you take the feat you gain another two uses of your ability.
Godpower
Prerequisite: Godspeach (Word of Magic)
Benefit: As a swift action, you may expend a spell slot to gain a bonus to the next Truespeak check you make equal to the level of the expended spell.
Domain Power
Prerequisite: Access to at least one domain, Godspeak class ability
Benefit: You may add the domain granted power from one domain you have access to to your list of Godspeak abilities. Activating a domain power requires you to spend Godspeak uses, even if the ability would normally be passive. You cannot add new skills with this ability, even if a domain would normally grant them (such as the Knowledge domain).
Specials:
If a domain grants the power to turn/rebuke new types of creatures, such as the Fire domain, you instead affect them with Word of Channeling. You don't gain new uses of the ability, but you don't have to expend an extra Godspeak use.
Activating a domain that gives you +1 caster level for spells with a specific description takes a swift action, and the bonus lasts for a number of rounds equal to your Charisma modifier.
A power normally usable once/day is usable any number of times per day, as long as you can expend a Godspeak use each time.
This feat can be taken more than once. Each time you take it, you may gain the domain ability from a new domain you have access to.
Alternate Class Features
Mouth of the Gods
Level: 1st
Replaces: If you select this class feature, you do not gain any domains, nor do you gain the special domain slot for spells prepared. You also lose one spell/day slot from each level of spells you can cast.
Benefit: At first level, and every subsequent odd level (3rd, 5th, and so on), you learn a single utterance from the Lexicon of the Evolving Mind. This must be of a level that you can speak (see table below). However, your knowledge of Truespeaking is much more limited than a dedicated Truespeaker. When you learn an utterance, you must chose either the normal or the reversed form. This becomes the 'normal' form for you. When attempting to reverse the utterance, you take a penalty to the Truespeak check equal to twice the level of the utterance.
Class Level
1
3
5
7
9
11
13
15
17
19
Maximum Utterance level
1
2
2
3
3
4
4
5
5
6
Spontaneous Speaker
Level: 1st
Changes: You are a spontaneous caster. You gain spells known as a sorcerer one level higher (so a 3rd level godspeaker would know as many spells as a 4th level sorcerer). You automatically know all spells from your selected domains. In addition, you may cast two extra spells per day of each level.
Progressions:
Spells Known:
Level
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
5
2
2nd
5
3
3rd
6
3
1
4th
6
4
2
5th
7
4
2
1
6th
7
5
3
2
7th
8
5
3
2
1
8th
8
5
4
3
2
9th
9
5
4
3
2
1
10th
9
5
5
4
3
2
11th
9
5
5
4
3
2
1
12th
9
5
5
4
4
3
2
13th
9
5
5
4
4
3
2
1
14th
9
5
5
4
4
4
3
2
15th
9
5
5
4
4
4
3
2
1
16th
9
5
5
4
4
4
3
3
2
17th
9
5
5
4
4
4
3
3
2
1
18th
9
5
5
4
4
4
3
3
3
2
19th
9
5
5
4
4
4
3
3
3
3
20th
9
5
5
4
4
4
3
3
3
3
Spells/day
Level
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
5
2
2nd
5
3
3rd
6
3
1
4th
6
4
2
5th
7
4
2
1
6th
7
5
3
2
7th
8
5
3
2
1
8th
8
5
4
3
2
9th
9
5
4
3
2
1
10th
9
5
5
4
3
2
11th
9
5
5
4
3
2
1
12th
9
5
5
4
4
3
2
13th
9
5
5
4
4
3
2
1
14th
9
5
5
4
4
4
3
2
15th
9
5
5
4
4
4
3
2
1
16th
9
5
5
4
4
4
3
3
2
17th
9
5
5
4
4
4
3
3
2
1
18th
9
5
5
4
4
4
3
3
3
2
19th
9
5
5
4
4
4
3
3
3
3
20th
9
5
5
4
4
4
3
3
3
3
--------------------------------------------------------------
Design Notes
This one came about in a fairly interesting way. I wanted a cleric-type class with the Spirit Shaman casting mechanism. I came up with the name "Godspeaker" as something generically cool-sounding. It was only when I sat down to make class features that I started coming up with Truespeak-type effects. My original goal was to emulate Turn Undead while shutting off Divine Metamagic cheese. It... kind of spiraled out from there.
The class has a fair number of levels where it doesn't gain any new abilities, but all coincided with a new spell level.
My goal power-wise is a Tier 2. It has fewer spells than a wizard (no specialist!), a worse chassis than a cleric, and its class abilities (including domain powers) all draw from a fairly limited pool. The Godspeak abilities are good, but they have to be compared against spells... my goal was to have them be more flavorful than anything.