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View Full Version : Ultimate Parlance (One of the Alchemyprime Ultimate Classes



alchemyprime
2007-10-15, 08:46 PM
Let's see. Start with the raw concept behind the truenamer. "I can re-write the code of reality manually by re-speaking it". What they say goes, one way or another. Either by manipulating things allready in existance, or re-writing the possible paths the future can take.

More importantly, Truenamers find themselves as a blend of outer-plane 'core of reality' and magical 'altering reality' type of abilities. Their power can't really be classified into arcane or divine, or even other. There's so many possible facets of TrueSpeak to take into consideration...

So we'll start from there. We'll figure out who a Truenamer is, and then what they do.

Now, personally? I'd like to see more focus on the fact that speaking is what they do. I vote we mechanically leave them the same, but buff up their skill list to include the party-face skills. Who do you want talking for you? You want the person who can re-write reality by opening their mouth talking for you, that's who.
On the same page, I think we should take away Use Magic Device, give them more "magic" in their class features than in their skills. Maybe bump it up to 6 skill points? But they're an INT based class, so they should be okay with the default 4. Even assuming an INT of only 14, they can pump Truespeak, Bluff, Diplomacy, Intimidate, A knowledge skill, and start snagging other languages. I like that. Just right there I like the direction better, they talk more.

So now what? Just in terms of strength, Truenaming is simply too weak to use effectively, even in a scaled down campaign. You find yourself just rolling failures trying to manipulate a 1/2 challenge rating goblin. Truenaming has too much emphasis on speaking someones specific truename, and not enough on manipulating the cold hard fundamentals of reality in a localized area. Too much "<The Unique Truename of a piddly goblin> suffers on his attack rolls" when, personally, I feel it should be more "The goblin in front of me falls to the ground struggling to breath".
Only, you know, said in truespeak :smallbiggrin:

But the power level isn't the only thing to take into consideration, there's also the specific style and patterns of the "Ultimate" classes (which are very cool). To that end, we can start dividing up the fluff into the proper 'path/list/walk' style of the ultimate classes.

Allright, enough rambling freethought. Here's how I envision the ultimate truenamer working (though I by no means am suggesting this is perfect, or complete).

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Ultimate Parlance

Hit Die: D6
Skill Points: 4 + Int per level (x4 at 1st level)
Skill Points: Bluff, Concentration, Craft, Diplomacy, Intimidate, Perform (oratory), Knowledge (all skills, taken individually), Speak Language, Truespeak.

Base Attack Bonus: 3/4

Fort Save: Weak
Ref Save: Weak
Will Save: Strong

Proficiencies: Simple Weapons, Light Armor

01: Lexicon of Reality
02: Path of Dialect
03: Lexicon of Reality
04: Path of Dialect
05: Lexicon of Reality, Accent
06: Path of Dialect
07: Lexicon of Reality, Accent
08: Path of Dialect
09: Lexicon of Reality, Accent
10: Path of Dialect
11: Lexicon of Reality
12: Path of Dialect, Accent
13: Lexicon of Reality
14: Path of Dialect, Accent
15: Lexicon of Reality
16: Path of Dialect, Accent
17: Lexicon of Reality
18: Path of Dialect
19: Lexicon of Reality, Accent
20: Path of Dialect

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Truespeech
Truespeech is the raw ability to use the Truespeaking skill itself, to manipulate reality.

Lexicon of Reality
The Lexicon of Reality is an established set of abilities available to ALL truenamers who learn and study. Functionally similar to the binders ability granted by vestiges, the Lexicon of Reality provides simple, but indefinately repeatable chances to use truespeaking to your groups advantage.
At each indicated level, an Ultimate Truenamer can select from the list of the Lexicon of Reality abilities.
Mechnically the abilities should provide some small but useful effect which can be used once every 5 rounds, reliant on the Truespeech skill itself. The higher the truespeech check, the more potent the use of the ability before the effect fades. This means the truenamer ALWAYS has something useful, even if smaller than their more potent "Path of Dialect".

Path of Dialect
Just as mundane communication has many facets, in the form of various languages and regional differences, so too does truespeak. While the words themselves -those pure undilluted syllables which echo throughout all of reality- never change or deviate, they way they are used can. As a truenamer learns more and more words of truespeech, other words become more and more difficult to say, limiting what can be accomplished even by the most powerful of truenamers.
At first level, an Ultimate Truenamer selects a dialect. This represents the area of truenaming they focus on, and grow comfortable with saying aloud. Once a truenamer seelcts and begins learning their chosen dialect of truespeech, it can never be unlearned or altered. They must follow their chosen path through all 11 steps to its completion.
Words of Creation: The path of the words of creation are those syllables and phrases spoken during the beginning of time, echoing throughout all that is and will ever be. A truenamer who knows more and more of the words of creation will liken their abilities onto those of the gods and angels themselves. Fortification, healing, enhancing... the Words of Creation can boost all that exists.
Those who speak the words of creation are not necessarily virtuous characters. Anyone, even the evil, can recognize the usefullness of strengthening their own forces. The most pure and exalted forms of the words of creatino are only available to good character, btu the path itself can be walked by anyone.
(this is the healer path. Truenamers who focus on the words of creation can serve their group by keeping them alive and in good condition, gear included. Not only restroing hitpoints mind you, keeping a group from being injured is as valuable as helping them recover once they do)
Dark Speech: Every light casts a shadow. Dark speech is the shadow of truespeaking. These words came second, after the universe was established. Once there existed something to destroy, the words of Dark Speech arose to rend it assunder. Dark Speech is the foundation of rot and destruction, the words of unmaking which exist only to undo what Truespeaking has done.
It is not necessarily the path of the evil character, though evil characters are more likely to be fascinated with the destruction these words can bring. Even good characters can ealize that some things must be destroyed for the good of all, but the most vile and unwholesome dark speech can only be used by evil characters.
(Mechanically? Blaster, sort of. Definately focused on tearing down rather than rebuilding. Mind you, it shouldn't be so simple that inflicitng damage is all they can do. Dark Speech could also dominate or warp.)
Words of Revision: If the words of creation and destruction had been all there was, the universe would be an unchanging place. While individual fragments of it could be created or destroyed in an ever-ongoing dance of balance, the rules would prohibit true change.
The Words of Revision exist to bring the detail to the universe... the great differences between lifeforms and lands that make it worth observing. They are the words that breath magic into all things, the structure of change.
(Mechanically, a Revision truenamer would be a like a utility caster or rogue-type of some sort. While not stealth and guile, the words of Revision are more dedicated to tipping the environment into your favor).

Accent
When a person grows up speaking a language, and then learns another, their mother tongue almost invariably comes through in all of their communications. A dwarf who learns to speak elven will still 'talk like a dwarf', even if they get the overall communication correct. A human who learns to speak halfling will still have traces of 'common' in their pacing and diction.
The same principle applies, in part, to truenaming. While a truenamer selects a pure path to follow to completion, taking all 11 steps in it during their career, they can learn the beginnings of other paths. At each level indicated, the Truenamer gains the ability to 'accent' their truespeech with that of another dialect. Which path they choose as their accent is completely up to them, and they may choose anew at each indicated level.
For example, a truenamer who learns the Words of Creation pathway can still learn 7 steps in Dark Speech. Or they can learn 5 steps in Words of Revision and 2 steps in Dark speech. Or any combination thereof.


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Note: I thought the class needed a capstone ability at level 20, but another solution presents itself. Make the 11th step on any path very very attractive, and worth not giving up. Any step above 7 should be very valuable too. That goes without saying, but the 8th-11th steps in a path should be noteably stronger than the ones below them, making path selection a very real choice.
I also think the class could use another thing or two at earlier levels, to make the beginning of the class more realistically surviveable and fun.
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Er, anyway, I hope I wasn't being presumptuous writing all this out, but I was bored and had a few ideas about it.

Thank you, Silver Claw Shift! Any ideas for this class?