Xuldarinar
2014-01-21, 10:00 AM
(WORK IN PROGRESS)
FARSPEAKER
"C'al ee. C'al ph'shugg. Nog'hlirgh, c'kadishtu nilgh'ri."
A farspeaker is one who seeks to master, not the language of the universe but the fundamental language of what lies beyond. Speaking in a truly aberrant tongue, they can influence the universe in equally aberrant ways. From warping the environment and creatures with the far-realm's touch, to calling creatures that should not even exist.
BECOMING A FARSPEAKER
All far speakers have some capability with Truespeech, making the true namer class an obvious choice. Its not uncommon, however, to see alienists taking up the path of farspeaker, given that they have already had contact with creatures of the far-realm and deal with them regularly.
ENTRY REQUIREMENTS
Skills: Knowledge (the planes) 8 ranks, Truespeak 13 ranks.
Languages: Must have trained at least two aberration racial languages. Undercommon can be used for this purpose.
Special: Must have made peaceful contact with a pseudonatural creature.
TABLE 1-1: The Farspeaker--Hit Die:d6
Level|Base Attack BOnus|Fort Save|Ref Save|Will Save|Special|Lexicon of the Warped Mind|Lexicon of the Dreamer's Key|Lexicon of the Cerebrotic Blot
1st|+0|+0|+0|+2|Known Personal Truename|1|-|-
2nd|+1|+0|+0|+3|-|2|1|-
3rd|+2|+1|+1|+3|-|3|1|1
4th|+3|+1|+1|+4|-|4|2|1
5th|+3|+1|+1|+4|-|5|2|1
Class Skills (2 + Int modifier per level): Concentration, Knowledge (all skills taken individually), Listen, Sense motive, Speak Language, Spot, Truespeak.
CLASS FEATURES
-Known Personal Truename: You know your own personal true name. However, pronouncing it correctly requires a Truespeak check with a DC equal to 15 + (2x your HD) + 2. You get a +4 bonus on the Truespeak check because it's your personal truename.
-Far-Utterances (Sp): You have the ability to speak from a unique set of utterances, powerful combinations of true names that can alter the world around you in fundamental ways. These utterances exist in three lexicons: The Lexicon of the Warped Mind, the Lexicon of the Dreamer's Key, and the Lexicon of the Cerebrotic Blot. Upon becoming a farspeaker, you acquire knowledge of a single utterance of the warped mind. You gain access to utterances as indicated on the tables above.
The Difficulty Class for a saving throw against your utterances is 10 + your Farspeaker level - your Wis modifier.
For the purpose of making Truespeak checks involving far-utterances or creatures native to the far-realm, you get a +2 bonus to these checks for each aberrant language you have trained (Examples include: Aboleth, Beholder, Daelkyr, Grell, Kaorti, Qualith, Tsochari, and Undercommon). Furthermore, you may add your wisdom penalty as a bonus to your Truespeak checks. For example, an far speaker with a wisdom score of 6 would gain a +2 bonus on Truespeak checks with far-utterances or creatures naive to the far-realm. Conversely, a wisdom score of 14 would provide a -2 penalty to Truespeak checks.
Beginning at 2nd level, you also gain access to the utterances of the Lexicon of the Dreamer's Key, allowing you to alter objects with your truenames.
Beginning at 3rd level, you gain access to the utterances of the Lexicon of the Cerebrotic Blot, allowing you to alter places with your truenames.
__________________
I will be working on this PrC off and on. The goal is to create a functional truenaming PrC, that carries a lot of aberrant flavor with it. Any and all input will be appreciated.
FARSPEAKER
"C'al ee. C'al ph'shugg. Nog'hlirgh, c'kadishtu nilgh'ri."
A farspeaker is one who seeks to master, not the language of the universe but the fundamental language of what lies beyond. Speaking in a truly aberrant tongue, they can influence the universe in equally aberrant ways. From warping the environment and creatures with the far-realm's touch, to calling creatures that should not even exist.
BECOMING A FARSPEAKER
All far speakers have some capability with Truespeech, making the true namer class an obvious choice. Its not uncommon, however, to see alienists taking up the path of farspeaker, given that they have already had contact with creatures of the far-realm and deal with them regularly.
ENTRY REQUIREMENTS
Skills: Knowledge (the planes) 8 ranks, Truespeak 13 ranks.
Languages: Must have trained at least two aberration racial languages. Undercommon can be used for this purpose.
Special: Must have made peaceful contact with a pseudonatural creature.
TABLE 1-1: The Farspeaker--Hit Die:d6
Level|Base Attack BOnus|Fort Save|Ref Save|Will Save|Special|Lexicon of the Warped Mind|Lexicon of the Dreamer's Key|Lexicon of the Cerebrotic Blot
1st|+0|+0|+0|+2|Known Personal Truename|1|-|-
2nd|+1|+0|+0|+3|-|2|1|-
3rd|+2|+1|+1|+3|-|3|1|1
4th|+3|+1|+1|+4|-|4|2|1
5th|+3|+1|+1|+4|-|5|2|1
Class Skills (2 + Int modifier per level): Concentration, Knowledge (all skills taken individually), Listen, Sense motive, Speak Language, Spot, Truespeak.
CLASS FEATURES
-Known Personal Truename: You know your own personal true name. However, pronouncing it correctly requires a Truespeak check with a DC equal to 15 + (2x your HD) + 2. You get a +4 bonus on the Truespeak check because it's your personal truename.
-Far-Utterances (Sp): You have the ability to speak from a unique set of utterances, powerful combinations of true names that can alter the world around you in fundamental ways. These utterances exist in three lexicons: The Lexicon of the Warped Mind, the Lexicon of the Dreamer's Key, and the Lexicon of the Cerebrotic Blot. Upon becoming a farspeaker, you acquire knowledge of a single utterance of the warped mind. You gain access to utterances as indicated on the tables above.
The Difficulty Class for a saving throw against your utterances is 10 + your Farspeaker level - your Wis modifier.
For the purpose of making Truespeak checks involving far-utterances or creatures native to the far-realm, you get a +2 bonus to these checks for each aberrant language you have trained (Examples include: Aboleth, Beholder, Daelkyr, Grell, Kaorti, Qualith, Tsochari, and Undercommon). Furthermore, you may add your wisdom penalty as a bonus to your Truespeak checks. For example, an far speaker with a wisdom score of 6 would gain a +2 bonus on Truespeak checks with far-utterances or creatures naive to the far-realm. Conversely, a wisdom score of 14 would provide a -2 penalty to Truespeak checks.
Beginning at 2nd level, you also gain access to the utterances of the Lexicon of the Dreamer's Key, allowing you to alter objects with your truenames.
Beginning at 3rd level, you gain access to the utterances of the Lexicon of the Cerebrotic Blot, allowing you to alter places with your truenames.
__________________
I will be working on this PrC off and on. The goal is to create a functional truenaming PrC, that carries a lot of aberrant flavor with it. Any and all input will be appreciated.