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Kellus
2008-09-13, 11:52 PM
You can download a PDF of this material here (http://www.bruised.nl/extern/TheWayWordsWork.pdf) thanks to Evincar! Read it and comment!
(It's a lot nicer, it has pictures and everything!)


Truenaming

General Nonsense

So here’s the scoop: truenaming sucks. It’s got great flavour, and it’s a fantastic idea in fantasy, but Tome of Magic did a terrible job of translating it to 3.5. Not only was it practically unusable, but there was nothing special about it. There was nothing a truenamer could do that any other spellcaster couldn’t do better and earlier.

So here’s my take on it. I’ve rebuilt the system from the ground up, incorporating some mechanical ideas from psionics and warlocks to provide you with a new take on truespeech. Please, tell me what you think!

How it Works

Utterances, Incantations, and Recitations

A truenamer has a whole bunch of weapons in his arsenal. Uses of truenaming fall into three general categories: utterances, incantations, and recitations. All three share the same basic qualities:

• Activated as a move action.
• Activation does not provoke attacks of opportunity.
• Not subject to spell resistance or spell immunity.
• Does not allow saving throws.
• Subject to namelessness and name resistance.
• Extraordinary ability (Ex).
• Reversible (a thematically opposite effect) (utterances and incantations only).
• Come in 6 levels.
• Require a Truespeak check to use.
• Augmentable by voluntarily increasing the Truespeak DC.
• Require you to speak.
• Never require material components or XP.
• Target a creature within line of sight to you, regardless of distance.
•*Cannot be targetted through a magical connection without line of sight (ie. scrying)
• Effective spell level of 1/2 the truenamer’s vocalizer level
• Do not stack with themselves.

Utterances

Utterances are the most powerful abilities a truenamer will gain. These are words and phrases of truespeech that cause some kind of hindering or harmful effect to his foes, or a helpful effect to his allies. Now, a truenamer can’t just go around using whatever utterances he wants, whenever he wants. To start with, all utterances are subject to the truenamer’s absolute limit.

An utterance by a truenamer can only affect a target whose current hp is equal to or below his absolute limit.

Your absolute limit is added to every time you gain a level in a truenaming class or prestige class. For example, as a truenamer you add a value to it every level equal to 1 + your Charisma modifier. Your absolute limit does not change retroactively with ability increases. Temporary bonuses to an ability score do not change the increase of your absolute limit. Permanent increases, including inherent bonuses, do apply.

• For example, Torgoth the Mighty has a Cha of 17, or +3. He gains three levels of truenamer, making his absolute limit 12. Then he gains a fourth level, and adds +1 to his Charisma score, making it an 18, or a +4 modifier. He adds 5 to his absolute limit at this level, but does not change the additions from previous levels.

An utterance can be used on a willing target even if their hp is above the truenamer's absolute limit.

Utterances require a name for the target to be used. You may use a true name, a given name, or a nickname for this requirement. These are described in detail below (see ‘Discovering Truenames’), but the bottom line is that the more accurate name you use, the easier it is to use your utterance against them. The modifier applied to your Truespeak check to deliver an utterance is summarized below:

Table 1.1: Name Modifiers to Truespeak Checks
{table=head]Name|Modifier
Nickname|-2
Given name|+0
Truename|+4[/table]

Incantations

So you’re probably thinking, “Kellus, you handsome devil! Utterances have an hp limit on what they can effect! Doesn’t this mean that I, a full caster, am useless against enemies with oodles of health?!”

The answer is no. Utterances are the most powerful weapons in your arsenal, but they’re not the only thing you got going for you. When an enemy is too strong (at the moment) to target with an utterance, you can use incantations to target him indirectly. This can include launching projectiles at him, altering the terrain to your advantage, or other such effects that don’t target your enemy directly.

Now of course you’re thinking, “what about that stupid law of resistance from the Tome of Magic? Remember, the arbitrary mechanic where words get harder to say as you say them more often? What about that?”

The happy news is that the Law of Resistance (and the Law of Sequence, for that matter) is gone. Yes, this means at-will abilities, if you can make the skill checks.

Recitations

Recitations are sort of similar to stances from the Tome of Battle, except different. The idea behind a recitation is that you’re repeating your own truename with a different cadence, altering yourself. Like all truename effects, a recitation can be activated with a move action, and typically provides a defensive or otherwise helpful effect so long as you maintain it. Now here’s the catch: you can maintain a recitation as only a swift action every round, but while you’ve got a recitation going you can’t use truenaming! Yes, that means you give up your most powerful class feature for the duration of the effect.

You don’t need to take an action to end a recitation, it ends naturally if you don’t take a swift action to maintain it. Recitations are exceedingly helpful for truenamers that enter melee, multiclass truenamers, or for truenamers that need to focus on defence or escape. While you maintain a recitation, you don’t need to make additional Truespeak checks to gain the benefit.

Augmenting Vocalizations

Every truespeak effect has a Truespeak DC to use properly. Failure on this check means that the effect simply fails to happen. However, if you’re feeling brave, lucky, or just plain stupid, you can voluntarily increase the DC of the check in order to gain a better effect. This is sort of like psionic augmentation. The key thing here is that when augmenting a truespeak effect, you can only increase the Truespeak DC by an amount equal to your truenamer level. Everybody get that?

You can only increase the Truespeak DC to use a truespeak effect by an amount equal to or less than your truenamer level.

You decide if you want to augment an effect before you use it. Thus, you set the DC before you make the check, increasing its power to a risk level that you feel comfortable with.

Every truespeak effect has a specific way to augment it, but all utterances share one common augment:

• For every +1 modifier applied to the DC in this way, the absolute limit for this one utterance is increased by 1.

A vocalization may have multiple means of augmenting it. You can mix-and-match whatever you want, so long as the total modifier to the Truespeak DC doesn't go over your truenamer level.

Discovering Truenames

As a truenamer, you know your own truename. Lucky you. Unfortunately, your utterances are most likely to succeed when you also know your enemy’s truenames. Learning a truename requires research. You can, however, get by with only knowing the given name of a creature, or (gods forbid) a nickname.

• A nickname, when it comes to truenaming, is a vague description of a creature. Odds are you’re not going to know the name of a dire bunny that attacks you in the woods, so you can specify this thing by saying the equivalent of ‘that furry thing with the fangs’, except in truespeech. This is cumbersome and ineffective to use with your utterances, so your Truespeak check to use the utterance takes a penalty of -2.

• A given name is just what it sounds like: a creature’s birth name. They generally know this themselves, as opposed to their truename, which is Mysterious And Hidden™. Using a given name is reasonably effective with utterances, and as such you take no penalty on your Truespeak check. In a game, discovering birth names can be a fun sidequest or hidden agenda for a truenamer, especially for a target that’s taken pains to cover it up or who goes by an alias. There are no mechanics to discover a given name, as this should be handled by the DM in the game.

• A truename is the name the universe knows someone by. Everything, and I mean everything has a truename. Even if it’s, you know, inanimate. Doesn’t matter. Unforunately, most truenames, spelled out phonetically, look like you went to sleep on a keyboard for a few minutes, with a whole bunch of apostrophes thrown in for good measure. You can research truenames, in any kind of library or a hall of records or lore. Now, truenames can be tough to find, and generally the more famous or renowned (or old) someone is, the easier it’ll be to find their truename. Finding a truename requires a Knowledge check appropriate to the target’s creature type (see the Knowledge skill in the Player’s Handbook for more information on creature types and the Knowledge skill), a Truespeak check, and about an hour of solid research. You also need the given name (see above) of a creature before you can find its truename. The base DC of both checks required to uncover a truename is 25, but this can be adjusted based the notoriety and the age of the target. This modifier should be determined by the DM based on the specific circumstances, and shouldn’t be any higher than +10 or any lower than -10.

Truespeak (Int; Trained-Only)

Truespeak is an Intelligence-based skill primarily used in conjunction with truespeak effects (utterances, incantations, and recitations). However, it follows several special rules.

• A natural 20 on a Truespeak check is always a success (except for opposed Truespeak checks).
• A natural 1 on a Truespeak check is always a failure (except for opposed Truespeak checks).
• Truespeak cannot be improved with magic items, spells, item familiars, or masterwork tools.
• You can never take 10 or 20 on a Truespeak check.

Now here’s the dirty little secret. Nobody actually speaks truespeech. It’s impossible. Instead, people try to replicate the lost language with existing languages. When someone has ranks in Truespeak, it means they’ve practiced dissecting other languages and studying linguistic roots to break apart other tongues in search of some parts of the original language.

The only synergy bonus gained for Truespeak is a +1 synergy bonus for every two additional languages beyond their racial languages that someone knows (as in, actually knows knows, not by dint of magic. No, not even with permanency. The insight comes from the study, not the simple knowledge of how to speak it). The maximum bonus you can get in this way is +5, or 10 additional languages that you’ve learned by purchasing them with skill ranks (see the Speak Language skill in the Player’s Hanbook for more information on learning languages).

Defending Against Truespeak

Like anything, truespeak can be defended against. It’s extraordinary in nature, and not vulnerable to spell resistance, so conventional magical defences aren’t exceedingly helpful. However, there are methods that can be used to protect yourself.

• Detecting Truespeak: When a truespeak effect is used within line of sight of someone, they can make a Knowledge (arcana) check against a DC of 10 + the speaker’s truenamer level to detect it as a truespeak effect.

• Counterspeaking: A truenamer (or anyone with ranks in Truespeak) can attempt to counter a truespeak effect as an immediate action. This can only be attempted when they are affected by a truespeak effect, and detect it for what it is (see above). The counterspeaker must make a Truespeak check against the check made to activate the truespeak effect. Whoever loses the opposed check is dazed for one round. If the truenamer loses, the truespeak effect fails to occur, exactly as if he had failed the Truespeak check to deliver it.

• Name Resistance (Ex): If a creature has name resistance, its name is exceptionally difficult to speak in the language of Truespeech. The DC to target such a creature with a truespeak effect increases by the amount specified in its name resistance ability entry.

• Namelessness (Ex): If a creature has namelessness, it is completely immune to utterances.

Kellus
2008-09-13, 11:53 PM
The Truenamer

Alignment: Any.
Hit Die: d6.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Cha modifier.

Class Skills: The truenamer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all) (Int), Perform (oratory) (Cha), Speak Language (n/a), and Truespeak (Int).

Table 1.2: The Truenamer
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Utterances|
Incantations|
Recitations

1st|+0|+0|+0|+2|Known personal truename, truenaming|
2|
2|
0

2nd|+1|+0|+0|+3|Recitation of the Unclouded Eye|
3|
2|
0

3rd|+1|+1|+1|+3|–|
4|
3|
1

4th|+2|+1|+1|+4|2nd level truenaming|
5|
3|
1

5th|+2|+1|+1|+4|Bonus feat|
6|
4|
1

6th|+3|+2|+2|+5|–|
7|
4|
2

7th|+3|+2|+2|+5|3rd level truenaming|
8|
5|
2

8th|+4|+2|+2|+6|–|
9|
5|
2

9th|+4|+3|+3|+6|–|
10|
6|
3

10th|+5|+3|+3|+7|Bonus feat, 4th level truenaming|
11|
6|
3

11th|+5|+3|+3|+7|–|
12|
7|
3

12th|+6/+1|+4|+4|+8|–|
13|
7|
4

13th|+6/+1|+4|+4|+8|5th level truenaming|
14|
8|
4

14th|+7/+2|+4|+4|+9|–|
15|
8|
4

15th|+7/+2|+5|+5|+9|Bonus feat|
16|
9|
5

16th|+8/+3|+5|+5|+10|6th level truenaming|
17|
9|
5

17th|+8/+3|+5|+5|+10|–|
18|
10|
5

18th|+9/+4|+6|+6|+11|–|
19|
10|
6

19th|+9/+4|+6|+6|+11|–|
20|
11|
6

20th|+10/+5|+6|+6|+12|Bonus feat, perfect dialect|
21|
11|
6

[/table]

Class Features

All of the following are class features of the truenamer class

Weapon and Armour Proficiencies: A truenamer is proficient with all simple weapons, light armour, and medium armour. A truenamer is not proficient with any kind of shield.

Known Personal Truename (Ex): You know your truename. As such, you have a +4 bonus on Truespeak checks made to use truename effects on yourself, as shown in Table 1.1: Name Modifiers to Truespeak DCs.

Truenaming: You can use truenaming. At every class level, you learn additional truename effects, as shown on Table 1.2: The Truenamer. Your truenamer level for your truename effects is equal to your class level.

To begin with, you may only select 1st level truename effects. At your 4th, 7th, 10th, 13th, and 16th class levels, you may begin to select from the next level of truename effects.

Once you learn a truename effect, you know it. You cannot unlearn it or replace it at any time.

Recitation of the Unclouded Eye: At 2nd level, you learn the Recitation of the Unclouded Eye as a bonus recitation.

Bonus Feats: At 5th level, and again at 10th, 15th, and 20th level, you may select a bonus truespeak feat you meet the requirements for.

Perfect Dialect (Ex): At 20th level, you may take 10 on Truespeak checks. This is an exception to the rule that you can never take 10 on Truespeak checks, and does not mean that other classes can learn to take 10 on Truespeak checks through other class features such as Skill Mastery.

The Lexeme

The lexeme takes a different approach to truenaming than a conventional truenamer. Instead of even trying to grasp the subtleties and underpinnings of the true language, she is only interested in what words she needs to say to make something happen. A lexeme develops a near-photographic mind as she commits enormous passages of truespeak, along with other trivia, facts, and figures to memory. As such, while a lexeme’s vocabulary is much more focused than a truenamer’s, it’s also more variable and potent.

Lexemes record vocalizations in a glossary, a book they carry around that they must study before being able to recite passages of truespeech. In many ways, lexemes and truenamers are as wizards and sorcerers. They both tap into the same source of power, but do so in an entirely different way.

Alignment: Any.
Hit Die: d4.
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Int modifier.

Class Skills: The lexeme's class skills (and the key ability for each skill) are Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge (all) (Int), Perform (oratory) (Cha), Speak Language (n/a), and Truespeak (Int).

Table 1.3 : The Lexeme
{table="head"]Level|BAB|Fort|Ref|Will|Special|
Unique Utterances<br />per Day|
Unique Incantations<br />per Day

1st|+0|+0|+0|+2|Glossary, truenaming|
2|
2

2nd|+1|+0|+0|+3|Confident speaker|
2|
2

3rd|+1|+1|+1|+3|Encyclopedic knowledge|
3|
2

4th|+2|+1|+1|+4|2nd level truenaming|
3|
3

5th|+2|+1|+1|+4|Facts and figures|
4|
3

6th|+3|+2|+2|+5|+1 truenamer level|
4|
3

7th|+3|+2|+2|+5|3rd level truenaming|
5|
4

8th|+4|+2|+2|+6|Fast research|
5|
4

9th|+4|+3|+3|+6|Intrinsic almanac|
6|
4

10th|+5|+3|+3|+7|4th level truenaming|
6|
5

11th|+5|+3|+3|+7|–|
7|
5

12th|+6/+1|+4|+4|+8|+1 truenamer level|
7|
5

13th|+6/+1|+4|+4|+8|5th level truenaming|
8|
6

14th|+7/+2|+4|+4|+9|Self-sufficient study|
8|
6

15th|+7/+2|+5|+5|+9|Immediate insight|
9|
6

16th|+8/+3|+5|+5|+10|6th level truenaming|
9|
7

17th|+8/+3|+5|+5|+10|–|
10|
7

18th|+9/+4|+6|+6|+11|+1 truenamer level|
10|
7

19th|+9/+4|+6|+6|+11|–|
11|
8

20th|+10/+5|+6|+6|+12|The library that lives|
11|
8

[/table]

Class Features

All of the following are class features of the lexeme.

Weapon and Armour Proficiencies: A lexeme is proficient with all simple weapons and light armour. A lexeme is not proficient with any kind of shield.

Glossary: Unlike a traditional truenamer, a lexeme keeps a special kind of journal, called a glossary. Her glossary contains all of the truespeak research she has undertaken.

A lexeme does not automatically learn new vocalizations every time she levels up. Instead, she must find a library, hall of records, or other similar location where she can research truespeech. After a full day of studying in such a location, she may add a vocalization she is qualified for to her glossary. There is no limit to the number of vocalizations a lexeme may have in her glossary at any one time. A 1st level lexeme begins play with three 1st level utterances and three 1st level incantations in her glossary.

Every day, a lexeme must select a number of vocalizations to familiarize herself with for that day. This requires a full hour of reading her glossary. She must get a full rest (usually eight hours) before she may study her glossary. Once she has studied it, she may select a number of unique utterances and vocalizations for the day as shown on Table 1.3: The Lexeme.

A lexeme must select at least one utterance and one incantation from each vocalization level available to her. If she does not have any vocalizations of a particular level recorded in her glossary, the number of unique vocalizations of that type (utterances or incantations) that the lexeme may study for that day is reduced by 1. For example, if a 10th level lexeme does not have any 3rd level utterances recorded in her glossary, she can only study 5 utterances for the day instead of the usual 6. Likewise, if a 20th level lexeme only has 6th level incantations recorded in her glossary, and none from 1st to 5th level, she may only study 3 incantations for the day instead of the usual 8 (she loses 1 for each level she has no incantations recorded from)

To use a vocalization, the lexeme must succeed on a Truespeak check to speak it correctly, just like a truenamer. Until she studies her glossary again after a full rest, she has access to the vocalizations selected, and may use them as much or as little as she likes.

If a lexeme ever loses her glossary, she may not change the vocalizations she currently has studied, but neither does she lose access to them. She may rewrite her entire glossary with a full week’s work and a library, hall of records, or other similar location. This produces a glossary which contains every vocalization that was in her glossary when it was lost or stolen.

A lexeme can copy a vocalization from another lexeme’s glossary. This requires only an hour of work, and a Decipher Script check equal to 15 + twice the vocalization level.

Truenaming: A lexeme can use truenaming. At most class levels, she gains additional unique vocalizations per day, as shown on Table 1.3: The Lexeme. A lexeme’s truenamer level for the purposes of her vocalizations is for all intents and purposes her lexeme level. However, she may take longer to speak a memorized phrase with more confidence.

If a lexeme takes a standard action (instead of a move actions) to speak a vocalization, she gains a +1 bonus to her effective truenamer level for this one vocalization.

If a lexeme instead takes a full-round action to speak a vocalization, she gains a +2 bonus to her effective truenamer level for this one vocalization.

To begin with, a lexeme may only learn 1st level truename effects. At her 4th, 7th, 10th, 13th, and 16th class levels, she may begin to select from the next level of truename effects.

A lexeme only ever learns utterances and incantations. Although she is masterful at reciting memorized passages of truespeak, using a recitation requires modulations and inflections of the voice that can only be grasped through the extensive study of the truenamer.

Confident Speaker (Ex): Because a lexeme learns vocalizations through rote memorization instead of studying the roots of the language itself, her vocalizations are much more reliable than a truenamer’s when she takes the time to say them properly.

Beginning at 2nd level, whenever a lexeme uses a standard or full-round action to speak a vocalization, she gains a competence bonus on her Truespeak checks equal to 1/2 her class level. This bonus applies only to vocalizations learned through this class. She adds this same bonus to her absolute limit.

Encyclopedic Knowledge (Ex): Beginning at 3rd level, a lexeme may make any kind of Knowledge check, even if she has 0 ranks in the skill.

Facts and Figures (Ex): Beginning at 5th level, a lexeme may make a special facts and figures knowledge check with a bonus equal to her lexeme level + her Intelligence modifier to see whether she knows some relevant information about statistics, birth names, dates, or places. This check follows all the same rules and Difficulty Classes as a regular Knowledge skill check, and all of the lexeme’s class features which improve Knowledge skills also apply to this ability. Facts and Figures may be used in place of bardic knowledge, lore, or a similar ability to qualify for a prestige class, feat, or other relevant venue.

Truenamer Level Bonus: At 6th, 12th, and 18th levels, a lexeme gains a +1 bonus to her effective truenamer level all the time.

Fast Research (Ex): Beginning at 8th level, a lexeme begins to house a vast repository of facts, names, dates, and places in her head. She may make a truename research check in half the normal time (30 minutes).

Intrinsic Almanac (Ex): Beginning at 9th level, a lexeme gains a competence bonus on all her Knowledge checks equal to 1/2 her class level. In addition, she doubles all synergy bonuses granted by having ranks in Knowledge skills.

Self-Sufficient Study (Ex): At 14th level, the lexeme no longer requires a library, hall of records, or similar location to research truenames.

Immediate Insight (Ex): Beginning at 15th level, a lexeme reduces the time neccessary to make any kind of Knowledge check by half. This includes her truename research checks, and stacks with her Fast Research class feature, meaning that such checks now take one quarter their original time (15 minutes).

The Library That Lives (Ex): At 20th level, a lexeme has an incredible store of knowledge in her mind. She may always choose to take 20 on any kind of Knowledge check without increasing the time required for the skill check.

The Necronomist

Necronomists collect the names of the dead in order to raise their shades. Many are generals that lead armies of dead soldiers against their enemies. These twisted truenamers delve into the world beyond to steal back some small fragment of power.

Alignment: Any. While necronomists consort with the dead, most of them believe that the dead are not inherently evil, simply misplaced. There are certainly many terrible necronomists, but there are also some who call up the shades of mighty heroes to fight evil.
Hit Die: d8.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Absolute Limit Increase at Each Additional Level: 2 + Cha modifier.

Class Skills: The necronomist's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (local, history, nature, religion, the Planes) (Int), Perform (oratory) (Cha), Speak Language (n/a), and Truespeak (Int).

{table="head"]Level|BAB|Fort|Ref|Will|Special|Recitations|Anima

1st|+0|+0|+2|+2|Known personal truename, necronomy, truenaming|1|3

2nd|+1|+0|+3|+3|Memento mori, warnaming (the dead)|2|4

3rd|+2|+1|+3|+3|Necronomy (ghouls)|2|6

4th|+3|+1|+4|+4|2nd level truenaming, deathly boon|3|7

5th|+3|+1|+4|+4|Necronomy (shadows)|4|9

6th|+4|+2|+5|+5|Warnaming (the living)|4|10

7th|+5|+2|+5|+5|3rd level truenaming, necronomy (wights)|5|12

8th|+6/+1|+2|+6|+6|Deathly boon|6|13

9th|+6/+1|+3|+6|+6|Necronomy (mummies)|6|15

10th|+7/+2|+3|+7|+7|4th level truenaming, warnaming (double)|7|16

11th|+8/+3|+3|+7|+7|Necronomy (mohrgs)|8|18

12th|+9/+4|+4|+8|+8|Deathly boon|8|19

13th|+9/+4|+4|+8|+8|5th level truenaming, necronomy (dread wraiths)|9|21

14th|+10/+5|+4|+9|+9|Warnaming (sightless)|10|22

15th|+11/+6/+1|+5|+9|+9|Necronomy (nightwings)|10|24

16th|+12/+7/+2|+5|+10|+10|6th level truenaming, deathly boon|11|25

17th|+12/+7/+2|+5|+10|+10|Necronomy (nightwalkers)|12|27

18th|+13/+8/+3|+6|+11|+11|Warnaming (rote)|12|28

19th|+14/+9/+4|+6|+11|+11|Necronomy (nightcrawlers)|13|30

20th|+15/+10/+5|+6|+12|+12|Deathly boon, necrodeinomy|14|40[/table]

All of the following are class features of the necronomist.

Weapon and Armour Proficiencies: The necronomist is proficient with all simple weapons, light armour and medium armour. In addition, a necronomist may select any one martial or exotic weapon to be proficient with, as well as the scythe. A necronomist is proficient with all shields except for tower shields.

Known Personal Truename (Ex): As a necronomist, you are privy to certain secrets not meant for mortals. As such, you are granted knowledge of your own truename, which gives you a +4 bonus on Truespeak checks against yourself, such as with recitations. In addition, a necronomist can always use Knowledge (religion) to research a dead creature's truename, although if it is not the appropriate type of creature she takes a -5 penalty on the research check.

Necronomy (Su): By speaking the names of the dead, a necronomist can cause them to rise from the earth and do her bidding. At 1st level, the necronomist gains the ability to keep a special book, known as a necronomicon. In this book, she can record the truenames of dead. In order to record this name she first needs to research it or discover it exactly like a truename of a living being. There are, however, certain limits on this. She cannot record a being's truename in her necronomicon if they had more than twice the HD at the time of their death than the necronomist has class levels. When a necronomist first records the truename, she must decide what form of undead the name will command. A necronomist begins play with up to four names in her necronomicon. Her necronomicon can hold up to 5 names per class level, and scribing a new name or destroying an old name requires an hour of work.

A necronomist doesn't need to record a humanoid name or even an intelligent being's truename to make an undead. If she can research the truename of any dead creature she can coerce it into an undead form she knows.

Speaking a name out of the necronomicon is a move action like any other vocalization. It requires a Truespeak check against a DC of 15 + the difficulty modifier of the undead form. If successful, the creature becomes manifest at any point inside of 30 feet/class level, within line of sight of the necronomist. After having named one or more dead creatures, the necronomist must spend a swift action every round to maintain the chant. This chant keeps all of her currently named creatures animated. If she lapses in the chant, the creatures are destroyed. This chant does not interfere with recitations or with naming additional creatures. If a necronomist has a recitation active, she can maintain both the recitation and this chant with the same swift action. This chant allows her to direct the undead pretty much perfectly for the round.

Every named soul requires anima to be invested in it. The necronomist begins with 3 points of anima, and gains additional anima every time she levels up. Skeletons and zombies both only require 1 point of anima.

Named souls become manifest at full hit points, no matter their condition the last time they were destroyed. If a named soul is destroyed while animated (including simply by lapsing the chant), the necronomist must make a Concentration check against the same DC as her original Truespeak check for the soul or lose focus on her chant on all her named souls currently animated (potentially destroying all active undead).

In addition, whether she makes the Concentration check or not, she temporarily loses the anima that was invested in the destroyed soul for 1 hour as it finds its way through the labyrinth of the underworld back to her book. For this hour, she cannot use that particular name, nor can she use the anima that was invested in it. Anima does not return unless the creature it is invested in is destroyed.

When a name is recorded into the necronomicon, the creature's soul is intrinsically tied to the book. It cannot be brought back to life unless the book is burnt and the ashes are doused with holy water or mixed with salt. Even a wish spell or similar effect cannot break this bond.

If a necronomist gains levels in a prestige class that advances truenaming at a given level, it also advances her rate of anima advancement, the HD limit on her necronomicon, and the name limit in the book. It does not grant her additional undead forms.

At 1st level, the necronomist only has access to skeletons and zombies. However, at 3rd level, 5th level, and every 2nd level thereafter, she gains an extra form of undead as described in the list below. More powerful forms of undead require more anima to maintain, and are harder to name. When she records their truename, the target keeps their HD and ability score if the undead is a template, but lose class features and racial traits as they are transformed into undead. If the undead form is not a template, they instead keep only their HD. If they have more HD than the monster entry listed, it is advanced to their level when they are summoned. Named undead cannot create spawn.

For example, if a necronomist of 4th level records the truename of a 7 HD creature, she could choose to turn it into a ghoul. She then needs to write down the statistics of a ghoul and advance it to 7 HD for use. If the player of a necronomist does not have the statistics of one of her undead immediately ready for play when she wants to name them, she cannot use it.

{table=head]Undead Form|Class Level|Anima Investiture|Truespeak DC Adjustment
Skeleton|1|1|+0
Zombie|1|1|+0
Ghoul|3|3|+4
Shadow|5|5|+8
Wight|7|7|+11
Mummy|9|7|+11
Mohrg|11|8|+12
Dread Wraith|13|11|+16
Nightwing|15|15|+22
Nightwalker|17|18|+27
Nightcrawler|19|22|+33[/table]

Truenaming: A necronomist can use truenaming. As she levels up she learns additional recitations, although she never learns utterances or incantations. At 1st level she can only learn 1st level recitations, although at levels 4, 7, 10, 13, and 16 she gains access to additional levels of recitations.

Once a necronomist learns a recitation, she knows it. She cannot unlearn it or replace it at any time.

Memento Mori (Su): A necronomist is unusually close to the curtain between the living and dead. Sometimes this line blurs entirely. Beginning at 2nd level, she can choose to be treated as either living or undead depending on whatever is most beneficial to her at the time.

Warnaming (Ex): Beginning at 2nd level, a necronomist can choose to have her recitations effect all of her named souls as well as herself.

At 6th level, this ability improves. She can now choose to have any number of living allies within line of sight benefit from her recitations as long as she knows their truenames.

At 10th level, this ability improves again. She can have two recitations active at a time, and maintain both (as well as her chant of names) with the same swift action.

At 14th level, this ability improves again. She does not need to maintain line of sight to her allies to grant them the benefit of her recitations, although they must be within 30 feet/class level if she cannot see them.

At 18th level, this ability improves again. She has become so good at this that she doesn't even need to think about it anymore. She gains a second swift action every turn which can only be used for recitations and necronomy.

Deathly Boon (Su): At 4th level, 8th level, and every four levels thereafter, the necronomist gains special gifts from beyond the pale. She gains a special ability from the following list. All deathly boons require a Truespeak check to activate and last for five minutes. The DC is equal to 30, although she gains a +4 bonus on the Truespeak check since it is to speak her own name. Each boon can only be successfully activated once per day.

Bloodless Body: The necronomist's heart stops beating as she takes on many characteristics of the undead. She gain immunity to death effects, poisons and diseases. All bleeding damage stops.

Forbidden Feast: As she chants the name of a ghoul, the necronomist is possessed by the insatiable hunger all ghouls know. If she eats a dead creature's flesh while under the effects of this boon, she can immediately make a Knowledge check to learn its truename as if she were researching it with a library. In addition, if the dead creature knew recitations she can switch one of her known recitations with one that the creature knew of equal level. Finally, she regains hp equal to the creature's HD at the time of death. She can only partake of a creature's flesh once with this effect.

Mummy's Touch: By chanting the name of an ancient tomb guardian, the necronomist can lay its curse upon her enemies. Her touch attacks now carries mummy rot, and her targets must make Fortitude saves against a DC of 10 + 1/2 her class level + her Charisma modifier or contract it.

New Orders: The necronomist knows secret arts to overrule the commands placed on the dead. While under this effect she can 'reprogram' controlled undead with a successful touch attack. The being commanding the undead must make a Will save (DC 10 + 1/2 her class level + her Charisma modifier) in order to rebuff this ability. If the save fails, the necronomist can give new orders to the undead which it must follow until this effect ends.

Restless Bones: As she chants the names of the dead, the necronomist's bones harden as she becomes something like the skeletons she summons. She gains damage reduction x/bludgeoning equal to her class level.

Whispers Beyond Death: The necronomist can murmur her name into a receptacle of Diminutive size or larger, which then echoes with the name for the duration of the effect (Listen DC 15 to identify). If she dies while the effect lasts, her mind is transferred into the receptacle as if by the magic jar spell, and her body begins to regrow like that of a lich. It takes seven days to completely regrow her body. A necronomist must be at least 16th level to select this ability.

Shadow Walk: As the necronomist delves deeper into the dead, she learns how to remove herself from the prying eyes of others. As a move action while this effect is active, she can turn invisible as if by the invisibility spell.

Shapeshifter's Lament: The necronomist learns to see beyond the corporeal into the world beyond. She can see things as if under the benefits of true seeing, and with a successful touch attack she can force a shapeshifter to make a Will save (DC 10 + 1/2 her class level + her Charisma modifier) or return to their natural shape. A necronomist must be at least 8th level to select this ability.

Wraithstep: The necronomist becomes incorporeal, losing her Strength score entirely for the duration of the effect. She gains the incorporeal subtype. A necronomist must be at least 12th level to select this ability.

Necrodeinomy (Su): At 20th level the necronomist reaches the pinnacle of her deathnaming prowess. She can now speak the names of dead gods. Discovering the truename of a dead god is beyond the scope of this class feature, but it does grant her the ability to speak it and make manifest the god once more. The DC to speak the name of a dead god is equal to 60 + 10 times the divine rank of the god. Bringing a god back into existence requires an investment of 40 anima while it walks the earth once more. The god only gains power while the necronomist maintains the chant of its name which in this case requires a full-round action each round. Although the god has all of its powers and divine abilities, it is bound under certain conditions. It cannot harm the necronomist, and it must follow the necronomist's direct orders.

Necronomists and Advancement: The study of dead names is insidious in nature, and takes hold of the unwary. By forfeiting advancement in arcane spellcasting, divine spellcasting, invocations, or truenaming in a prestige class the necronomist pursues, they can instead advance their dark study. They advance their truenaming abilities, their necronomy class feature, and their anima progression at any level they would instead advance the sacrificed feature. This does not give them any special ability to qualify for prestige classes, feats, or other such venues which require spellcasting of any kind. They must make this choice when entering into a prestige class, and cannot change the progression later on. They can only make this sacrifice once for any given prestige class (for example, a mystic theurge cannot double down on necronomy by sacrificing all spellcasting).

Kellus
2008-09-13, 11:54 PM
Utterances

Utterance Augmentation: I said it before, but just in case you’re skimming or something, here it is again. All utterances have their own special augment, but all utterances can use the following augment:

• For every +1 modifier applied to the DC in this way, the absolute limit for this one utterance is increased by 1.

And verily, it bears mentioning again that even if you use an utterance’s special augment and this universal augment together, you cannot increase the DC by more than your truenamer level.

Now, on to the utterances!

Level 1

• Phrase of Speed
• Phrase of Vigor
• Syllable of Entropy
• Syllable of Pain
• Word of Battle
• Word of Defence

Level 2

• Phrase of Balance
• Phrase of Fear
• Syllable of Affliction
• Syllable of Lightning
• Word of Combustion
• Word of Drowning

Level 3

• Phrase of Perfection
• Phrase of Wrestling
• Syllable of Confusion
• Syllable of Swiftness
• Word of Dragons
• Word of Stone

Level 4

• Phrase of Flight
• Phrase of Teleportation
• Syllable of Cleansing
• Syllable of the Minotaur
• Word of Precision
• Word of Temporal Acuity

Level 5

• Phrase of Bombardment
• Phrase of Spirits
• Syllable of Temporal Displacement
• Syllable of Tesseract
• Word of Mental Fatigue
• Word of Wizardly Woe

Level 6

• Phrase of Domination
• Phrase of Temporal Acceleration
• Syllable of Death
• Syllable of Soul Entrapment
• Word of Conjunctive Action
• Word of the Two Fates

The Utterances

Phrase of Balance
Utterance 2
Base DC: 18
Duration: 5 rounds
Normal: The target receives a +4 truespeak bonus to avoid being bull rushed or tripped whle standing on the ground.
Reverse: The target takes a -4 truespeak penalty to avoid being bull rushed or tripped while standing on the ground.
Augmentation (normal): By increasing the DC by 10, the target can immediately stand up from a prone position without using an action. The target still receives the normal bonus from this utterance.
Augmentation (reverse): By increasing the DC by 10, the target falls prone. The target still receives the normal penalty from this utterance.

Phrase of Bombardment
Utterance 5
Base DC: 34
Duration: 5 rounds
Normal: The target takes 10 damage each round of a random energy type, as shown on the following chart (rolled randomly each round):

{table=head]d6 Roll|Energy Type
1|Fire
2|Cold
3|Acid
4|Electricity
5|Sonic
6|Target takes 1.5x as much damage from the attack this round; roll again to determine energy type, ignoring further 6s.[/table]

Reverse: The target gains resistance 5 against one of the following energy types: fire, cold, acid, electricity, or sonic.
Augmentation (normal): For every +6 modifier applied to the DC, the damage each round increases by 5.
Augmentation (reverse): For every +4 modifier applied to the DC, the energy resistance granted increases by 5. Alternatively, by increasing the DC by 20, the target gains immunity to the specified energy types.

Phrase of Domination
Utterance 6
Base DC: 42
Duration: 5 rounds
Normal: The target must succeed on an opposed Will save against you each round. If you succeed, you may choose the target’s actions for that round.
Reverse: The target is freed from any kind of mental domination or influence for the duration of this effect.
Augmentation (normal): For every +5 modifier applied to the DC, the duration of this effect is increased by 1 round.
Augmentation (reverse): For every +5 modifier applied to the DC, the duration of this effect is increased by 1 round.
Special: You may only have one target at a time under the influence of the normal version of this utterance.

Phrase of Fear
Utterance 2
Base DC: 22
Duration: 5 rounds
Normal: The fear of the target improves by one step (normal to shaken, shaken to frightened, frightened to panicked).
Reverse: The fear of the target is reduced by one steap (panicked to frightened, frightened to shaken, shaken to normal).
Augmentation (normal): By increasing the DC by 13, you may increase the fear of the target by 2 steps.
Augmentation (reverse): By increasing the DC by 13, you may decrease the fear of the target by 2 steps.
Note: A creature cannot be under the influence of this utterance multiple times at once. Any new use of the utterance replaces the effects of the previous vocalization.

Phrase of Flight
Utterance 4
Base DC: 31
Duration: 5 rounds
Normal: The target gains a fly speed equal to their land speed (average).
Reverse: The target loses any method of flight, whatever the source. The effect is not dispelled or removed, merely suppressed for the duration of the utterance. The target immediately begins to fall if in the air.
Augmentation (normal): For every +4 modifier applied to the DC, the duration of this utterance improves by 1 round. Alternatively, for every +5 modifier to the DC, you can increase the fly speed granted by 1/2 the target's base land speed (rounded down to the nearest 5ft. increment). Finally, for every +2 modifier applied to the DC, you can alternatively choose to increase the maneuverability granted by 1 stage up to a maximum of perfect.
Augmentation (reverse): For every +4 modifier applied to the DC, the duration of this utterance improves by 1 round. Alternatively, by increasing the DC by 10, you can negate any effects which would slow the creature while falling such as the slow fall class feature or the feather fall spell.

Phrase of Perfection
Utterance 3
Base DC: 24
Duration: 5 rounds
Normal: The target gains a +2 truespeak bonus to one ability score of your choice.
Reverse: The takes a -2 truespeak penalty to one ability score your choice.
Augmentation (normal): For every +3 modifier applied to the DC, you may increase the bonus granted by this effect by +1.
Augmentation (reverse): For every +3 modifier applied to the DC, you may increase the penalty applied by this effect by -1.
Special: A target may only benefit from one use of this utterance at a time, even if you target a different ability score.

Phrase of Speed
Utterance 1
Base DC: 14
Duration: 5 rounds
Normal: The target receives a +10ft. truespeak bonus to all forms of movement.
Reverse: The target takes a -10ft. truespeak penalty to all forms of movement, to a minimum of 5ft.
Augmentation (normal): For every +4 modifier applied to the DC, the speed increase granted by this utterance improves by 5ft.
Augmentation (reverse): For every +4 modifier applied to the DC, the speed penalty applied by this utterance improves by 5ft.

Phrase of Spirits
Utterance 5
Base DC: 40
Duration: 5 rounds
Normal: The becomes incorporeal and gains a fly speed equal to half their land speed (perfect maneuverability) (minimum 5ft.).
Reverse: The target loses incorporeality and any supernatural fly speed derived from said incorporeality.
Augmentation (normal): For every +5 modifier applied to the DC, the fly speed granted by this utterance improves by 5ft.
Augmentation (reverse): For every +8 modifier applied to the DC, the duration of this utterance improves by 1 round.

Phrase of Teleportation
Utterance 4
Base DC: 32
Duration: 5 rounds
Normal: The target may use a swift action for each round of the duration to teleport up to 15ft (as the dimension door spell).
Reverse: The target cannot use conventional teleportation of any kind.
Augmentation (normal): For every +5 modifier applied to the DC, the distance the target can teleport each round increases by 5ft.
Augmentation (reverse): By increasing the DC by 15, the target cannot use planar travel, either.

Phrase of Temporal Acceleration
Utterance 6
Base DC: 48
Duration: 5 rounds
Normal: The target gains 1 extra standard action to use in each round of the duration of this effect.
Reverse: The target loses its standard action in each round of the duration of this effect.
Augmentation (normal): By increasing the DC by 20, the target instead gets two full complements of actions (ie. an additional swift, move, and standard action) each round of the duration of this effect.
Augmentation (reverse): By increasing the DC by 20, the target cannot make use of any time-based effect for the duration of the effect, including (but not limited to) precognition, time stop, time hop, or similar effects based on the DM’s judgement.
Special: A specific target can only be affected by this utterance once a day.

Phrase of Vigor
Utterance 1
Base DC: 12
Duration: 5 rounds
Normal: The target automatically succeeds on stabilization checks, and doesn’t take damage from bleeding wounds.
Reverse: All wounds dealt to the target before the duration expires deal 1 additional damage for the duration of the utterance as the wound bleeds. Multiple wounds stack for this effect, up to a maximum of 5 bleeding wounds.
Augmentation (normal): By increasing the DC by 5, the target also receives the benefit of a Heal check (result equal to your Truespeak check to use this utterance).
Augmentation (reverse): For every +4 modifier applied to the DC, the maximum number of bleeding wounds improves by 1, and the duration improves by 1 round.

Phrase of Wrestling
Utterance 3
Base DC: 26
Duration: 5 rounds
Normal: The target gains a +2 truespeak bonus to grapple checks, and gains the improved grab ability.
Reverse: The target takes a -2 truespeak penalty to grapple checks, and cannot initiate grapples for the duration of this utterance.
Augmentation (normal): For every +3 modifier applied to the DC, the bonus granted by this utterance improves by +1.
Augmentation (reverse): For every +3 modifier applied to the DC, the penalty applied by this utterance improves by -1.

Syllable of Affliction
Utterance 2
Base DC: 20
Duration: Instantaneous
Normal: The target is either dazzled or fatigued for 1 minute or until the condition is removed by other means. Multiple uses of this utterance don’t stack on the same creature, even if they apply a different condition.
Reverse: The target is healed of a dazzled or fatigued condition.
Augmentation (normal): By increasing the DC of this utterance, you can apply more powerful conditions, as shown on the following chart.

{table=head]DC increase|Condition
+2|Entangled
+6|Sickened
+10|Exhausted
+12|Nauseated
+14|Deafened
+16|Blinded
+20|Paralyzed[/table]

Augmentation (reverse): By increasing the DC of this utterance, you can remove more powerful conditions, as shown on the above chart.

Syllable of Cleansing
Utterance 4
Base DC: 30
Duration: Instantaneous
Normal: The target may immediately make a saving throw against a poison or disease in their body, as if enough time had elapsed to allow them to make a new save against it. If they succeed, the poison or disease (generally) ends, as normal for the poison or disease.
Reverse: The target takes a -10 truespeak penalty on their next saving throw against poison or disease.
Augmentation (normal): For every +3 modifier applied to the DC, the saving throw the character makes gains a cumulative +1 truespeak bonus.
Augmentation (reverse): For every +3 modifier applied to the DC, the save penalty applied by this utterance improves by -1.

Syllable of Confusion
Utterance 3
Base DC: 28
Duration: Instantaneous
Normal: The target becomes confused until it acts normally (rolling 11-20 to determine its actions).
Reverse: The target becomes clear-headed, ending rage, frenzy, or confusion.
Augmentation (normal): If you increase the DC by 15, the target must roll twice each round while confused, and you may select which roll applies.
Augmentation (reverse): If you increase the DC by 9, all morale bonuses and penalties currently affecting the target are removed. If the morale effect comes froma continual source, the bonus or penalty is merely suppressed on the target for 1 minute. This does not stop the target from providing a morale bonus or penalty to someone else.

Syllable of Death
Utterance 6
Base DC: 65
Duration: Instantaneous
Normal: The target dies. If you fail the Truespeak check to deliver this utterance, you die.
Reverse: The target is restored to life at full hp, with no adverse effects. This version of the effect requires a body to target. If you fail the Truespeak check to deliver this utterance, you die.
Augmentation (normal): This utterance cannot be augmented in any way.
Augmentation (reverse): This utterance cannot be augmented in any way.

Syllable of Entropy
Utterance 1
Base DC: 15
Duration: Instantaneous
Normal: The target takes 1d4 negative energy damage. If undead, they instead gain 1d4 temporary hit point.
Reverse: The target gains 1d4 temporary hit points. If undead, they instead take 1d4 positive energy damage.
Augmentation (normal): For every +1 modifier applied to the DC, effect grants 1 additional temporary hit point to an undead. For every +2 modifier applied to the DC in this way, the target takes 1d4 additional negative energy damage.
Augmentation (reverse): For every +1 modifier applied to the DC, effect grants 1 additional temporary hit point to a living being. For every +2 modifier applied to the DC in this way, an undead takes 1d4 additional positive energy damage.
Special: Temporary hit points granted by this utterance last for up to 1 hour or until lost. They do not stack with temporary hit points from any other source.

Syllable of Lightning
Utterance 2
Base DC: 19
Duration: Instantaneous
Normal: The target takes 1d4 electricity damage. In addition, the target takes a penalty against the next electricity effect, if any, that targets it within 1 minute: it loses electricity immunity against this effect, and its electricity resistance is reduced by 5 for the purposes of this one effect.
Reverse: The target gains electricity resistance 5 against the next electricity effect to target it within 1 minute.
Augmentation (normal): For every +2 modifier applied to the DC, the electricity damage dealt by this effect improves by 1d4. Alternatively, for every +4 modifier applied to the DC, you may improve the vulnerability effect duration by 1 minute. It still only applies against one effect within the duration (the first one to damage the target).
Augmentation (reverse): For every +3 modifier applied to the DC, the electricity resistance provided by this utterance improves by 5. Alternatively, for every +4 modifier applied to the DC, you may improve the resistance effect duration by 1 minute. It still only applies against one effect within the duration (the first one to damage the target).

Syllable of the Minotaur
Utterance 4
Base DC: 31
Duration: Instantaneous
Normal: The target is trapped in a mental maze. Each round, they must attempt a Survival check as a move action against a DC of 15 (the DC to avoid getting lost in the wilderness). Success indicated that they can otherwise act normally that turn. Failure indicates they cannot take any other actions that turn. A target must succeed on their Survival check three times before this effect ends. This is a maze-based effect, and minotaurs and the like are immune to it.
Reverse: The target gains the Natural Cunning ability; they become immune to maze spells (as well as the offensive application of this utterance), prevents them from becoming lost, allows them to follow tracks, and prevents them from being caught flat-footed. To maintain this effect, the target must succeed on a Survival check every round as a free action. The DC for this effect begins at 15, and increases by +2 every time they succeed on the check.
Augmentation (normal): For every +10 modifier applied to the DC, the target must succeed on one additional Survival check before the effect ends.
Augmentation (reverse): For every +4 modifier applied to the DC, the target receives a +2 bonus on the Survival check made to maintain this effect.

Syllable of Pain
Utterance 1
Base DC: 13
Duration: Instantaneous
Normal: The target takes 1d6 nonlethal damage.
Reverse: The target heals 1d6 nonlethal damage.
Augmentation (normal): For every +2 modifier applied to the DC, the nonlethal damage dealt by this utterance improves by 1d6.
Augmentation (reverse): For every +2 modifier applied to the DC, the nonlethal damage healed by this utterance improves by 1d6.

Syllable of Shouting
Utterance 2
Base DC: 18
Duration: Instantaneous; see text
Normal: The target is struck with loud, painful vibrations as you scream at the top of your lungs. They take 1d6 sonic damage, and are deafened for 1 round.
Reverse: The reverse of this utterance internalizes the vibrations created in your target rather than striking them from without. The target becomes exceptionally sensitive to sounds and vibrations. They gain a +2 truespeak bonus on Listen checks, and their blindsense or blindsight, if any, increases by 5ft. However, they also take half again as much damage from the next sonic effect that hits them, which then ends this effect. Left to its own devices, the bonus lasts for 1 round/vocalizer level.
Augmentation (normal): For every +4 modifier applied to the DC, the sonic damage increases by 1d6, and they are deafened for 1 additional round.
Augmentation (reverse): For every +4 modifier applied to the DC, the Listen bonus increases by +1, and the blindsight/blindsense extension improves by 5ft.

Syllable of Soul Entrapment
Utterance 6
Base DC: 45
Duration: Instantaneous
Normal: This utterance must be used in the round following the target’s death. The target’s soul is imprisoned in some object on your person. This prevents any kind of attempt to restore it to life, unless the caster posesses the object specified by you.
Reverse: This utterance summons the soul of the target to be restored to life, even if it is trapped by the normal version of this utterance or a similar effect or has been destroyed completely. This does not actually restore life to someone, but it provides the soul so that such an attempt can take place without resorting to wish, miracle, reality revision, or similar.
Augmentation (normal): For every +5 modifier applied to the DC, you can use this utterance 1 additional round after the death of the target.
Augmentation (reverse): If you increase the DC of the utterance by 16, neither the target nor the caster of the resurrection effect aided by this utterance lose any XP in the use of the resurrection magic, even if the spell, power, or similar effect would normally consume XP.

Syllable of Swiftness
Utterance 3
Base DC: 24
Duration: Instantaneous
Normal: The target may immediately make a single melee attack. To benefit from this, the target must have at least one attack of opportunity remaining this round (this consumes its attack of opportunity).
Reverse: The target cannot make an attack of opportunity against the next opportunity presented to it, if any, within the next minute.
Augmentation (normal): For every +8 modifier applied to the DC, the target may immediately take one additional attack if it has enough attacks of opportunity remaining this round.
Augmentation (reverse): For every +8 modifier applied to the DC, the target cannot make one additional attack of opportunity within the next minute.

Syllable of Temporal Displacement
Utterance 5
Base DC: 34
Duration: Instantaneous
Normal: The target creature is shunted forward through time, as if by the time hop psionic power, for 1d6 rounds.
Reverse: The target creature is replaced by an earlier version of itself. The duration of any timed effects currently affecting it are increased by 1d6 rounds, to a maximum length of their original duration.
Augmentation (normal): For every +10 modifier applied to the DC, the time-shunting effect extends an additional 1d6 rounds.
Augmentation (reverse): For every +10 modifier applied to the DC, the duration of effects currently affecting the target improve by an additional 1d6 rounds, to a maximum length of their original duration.
Special: A target creature can only be affected by the reversed effect of this power once every hour.

Syllable of Tesseract
Utterance 5
Base DC: 40
Duration: Instantaneous
Normal: You teleport to an unoccupied square you can see.
Reverse: You can teleport part of the target to another unoccupied square within 60ft. of it. The target’s current hp is halved, and it appears randomly in one of the two squares (roll a d2). The target may make a Reflex save against a DC of 20 to choose which square to appear in.
Augmentation (normal): If you increase the DC by 18, you can attempt to teleport to a square you can’t see. You can describe its location in whatever terms you like, but you may not speak generally about it (ie. you could say “the square 20ft. in front of me”, but not “the closest unoccupied square on the other side of this door”). If the square is occupied by a living creature, you are considered grappled by it. If the square is occupied by an inanimate object, you are shunted to the closest space, and take 10d6 damage. If the square is fully occupied by something akin to a wall or other obstacle larger than you, you instead are embedded in it and take whatever effect is appropriate for the substance (ie. for a stone wall you would start to suffocate, for a gelatinous cube you would be engulfed, etc.). The penalty for a bad teleport in this scenario requires a fair bit of DM adjudication to determine the consequences.
Augmentation (reverse): If you increase the DC by 18, this effect instead teleport parts of the target into two additional unoccupied squares, each of which is within 60ft. of the target. The target’s hp is instead reduced to one third of its current value, and the target randomly appears in one of the three squares. The target may make a DC 25 Reflex save to choose which square to appear in.

Word of Battle
Utterance 1
Base DC: 13
Duration: 1 round
Normal: The target gains a +1 truespeak bonus on attack and damage rolls with melee weapons.
Reverse: The target takes a -1 truespeak penalty on attack and damage rolls with melee weapons.
Augmentation (normal): For every +2 modifier applied to the DC, you may extend the effect by 1 round, or improve the bonus granted by this utterance by +1.
Augmentation (reverse): For every +2 modifier applied to the DC, you may extend the effect by 1 round, or improve the penalty applied by this utterance by -1.

Word of Causticity
Utterance 2
Base DC: 19
Duration: 1 round
Normal: The target is splattered with hideous painful and extraordinarily pungent acid. They take 1d4 acid damage, and their armor bonus to AC, if any, is reduced by up to 2 against the next attack made against them within the following round. If no attack is made against them, this effect is lost.
Reverse: The target’s body becomes exceptionally stiff and unyielding. They gain acid resistance 5, as well as damage reduction 1/–. This stacks with other, similar damage reduction.
Augmentation (normal): For every +2 modifier applied to the DC, the damage increases by 1d4; also, the armor penalty against the next attack improves by 1. Alternatively, for every +6 modifier applied to the DC, the armor penalty applies against one additional attack made within the following round.
Augmentation (reverse): For every +4 modifier applied to the DC, the acid resistance increases by 5, and the damage reduction improves by 1/–.

Word of Combustion
Utterance 2
Base DC: 21
Duration: 1 round
Normal: The target takes 1d6 fire damage, and immediately catches on fire for 1 round. Unlike conventional fires, no Reflex saving throws are provided against this effect, but the flames extinguish themselves after the duration.
Reverse: If the target is on fire, the flames immediately extinguish. In addition, the target gains fire resistance 5.
Augmentation (normal): For every +3 modifier applied to the DC, the fire damage dealt by this utterance improves by 1d6, and the duration increases by 1 round.
Augmentation (reverse): For every +3 modifier applied to the DC, the fire resistance granted by this utterance improves by 5, and the duration increases by 1 round.

Word of Conjunctive Action
Utterance 6
Base DC: 52
Duration: 1 round
Normal: The target may attempt two different courses of action during the following round. After he has seen how each course of action would go, he may select whichever he prefers to have actually occured.
Reverse: The target cannot take any actions during the duration of this effect.
Augmentation (normal): For every +10 modifier applied to the DC, the duration of this effect is increased by 1. The target must treat each round individually, however; he may not reverse multiple rounds’ worth of actions at once.
Augmentation (reverse): For every +10 modifier applied to the DC, the duration of this effect increases by 1.
Special: A target can only be affected by this utterance once per day.

Word of Defence
Utterance 1
Base DC: 12
Duration: 1 round
Normal: The target receives a +1 truespeak bonus to AC.
Reverse: The target takes a -1 truespeak penalty to AC.
Augmentation (normal): For every +2 modifier applied to the DC, you may extend the effect by 1 round, or improve the bonus granted by this utterance by +1.
Augmentation (reverse): For every +2 modifier applied to the DC, you may extend the effect by 1 round, or improve the penalty applied by this utterance by -1.

Word of Dragons
Utterance 3
Base DC: 26
Duration: 1 round
Normal: The target gains a fly speed equal to twice its land speed (clumsy). In addition, it gains a breath weapon that can be used once in the duration of the effect as a standard action. This breath weapon is a 30ft. cone or 60ft. line, at the target’s discretion, and deals 3d6 fire damage. Targets of this breath weapon may attempt a Reflex saving throw (DC 10 + 1/2 breather’s HD + breather’s Con modifier) for half damage.
Reverse: The target loses the extraordinary ability to fly, and begins to fall. In addition, if it posesses a breath weapon, it cannot use it for the duration of the effect.
Augmentation (normal): For every +4 modifier applied to the DC, the duration increases by 1 round, and the damage dealt by the breath weapon increases by 1d6.
Augmentation (reverse): For every +4 modifier applied to the DC, the duration increases by 1 round.

Word of Drowning
Utterance 2
Base DC: 18
Duration: 1 round
Normal: The target loses the extraordinary ability to breathe water, any racial swim speed, any racial Swim bonus, and the ability to take 10 on Swim checks.
Reverse: The target gains a swim speed equal to its land speed, a +8 racial bonus on Swim checks, and the ability to take 10 on Swim checks to avoid some special hazard, even if stress or distraction would normally prevent him from doing so. In addition, he gains the ability to breathe water as well as air for the duration of the effect.
Augmentation (normal): For every +4 modifier applied to the DC, the duration of the utterance improves by 1 round.
Augmentation (reverse): For every +4 modifier applied to the DC, the duration of the utterance improves by 1 round.

Word of Hoarfrost
Utterance 1
Base DC: 15
Duration: 1 round; see text
Normal: The target is coated in a freezing layer of rime icing. They take 1d4 cold damage, and take the same amount of damage at the beginning of your next turn. In addition, all of the movement speeds are halved until they take the second damage.
Reverse: The target gains cold resistance 5 and seems to pulse with an inner fire. They become feverish and energized, granting them a +5ft. truespeak bonus to all of their movement speeds.
Augmentation (normal): For every +2 modifier applied to the DC, the initial and secondary damage increases by 1d4. Alternatively, for every +7 modifier applied to the DC, the effect lasts one additional round.
Augmentation (reverse): For every +4 modifier applied to the DC, the cold resistance increases by 5, and the bonus to speed increases by 5ft.

Word of Mental Fatigue
Utterance 5
Base DC: 35
Duration: 1 round
Normal: The target’s manifester level takes a -2 truespeak penalty, and it loses 5 of its power points for the day. After the effect ends, its manifester level is restored to normal, but it does not regain the power points.
Reverse: The target gains a temporary +2 truespeak bonus to its manifester level, and gains 5 temporary power points to use during the duration of the effect.
Augmentation (normal): For every +6 modifier applied to the DC, the target loses 5 additional power points.
Augmentation (reverse): For every +6 modifier applied to the DC, the target receives 5 additional temporary power points to use during the duration of the effect.

Word of Precision
Utterance 4
Base DC: 30
Duration: 1 round
Normal: The target becomes vulnerable to precision-based damage and critical hits.
Reverse: The target loses the ability to deal precision damage or strike critical hits.
Augmentation (normal): For every +6 modifier applied to the DC, you may extend the effect by 1 round.
Augmentation (reverse): For every +6 modifier applied to the DC, you may extend the effect by 1 round.

Word of Stone
Utterance 3
Base DC: 25
Duration: 1 round
Normal: The target is petrified.
Reverse: If the target is petrified, the effect is suppressed.
Augmentation (normal): If you increase the DC by 12, the effect is permanent.
Augmentation (reverse): If you increase the DC by 8, the petrification effect is permanently removed.

Word of Temporal Acuity
Utterance 4
Base DC: 30
Duration: 1 round
Normal: The target gains a +15 truespeak bonus to initiative for the duration of this effect (their initiative drops down to its original value afterwards).
Reverse: The target takes a -15 truespeak penalty to initiative for the duration this effect (their initiative rises to its original value afterwards).
Augmentation (normal): For every +2 modifier applied to the DC, the initiative bonus granted increases by +1. Alternatively, for every +10 modifier applied the the DC, the duration of this effect increases by 1 round.
Augmentation (reverse): For every +2 modifier applied to the DC, the initiative penalty applied improves by -1. Alternatively, for every +10 modifier applied the the DC, the duration of this effect increases by 1 round.

Word of the Two Fates
Utterance 6
Base DC: 46
Duration: 1 round
Normal: The target may roll two dice for every die they would normally roll during the duration of this effect, and select whichever result they prefer.
Reverse: The target must roll two dice for every die they would normally roll during the duration of this effect, and you may select whichever result you prefer.
Augmentation (normal): For every +10 modifier applied to the DC, the duration of this effect improves by 1 round.
Augmentation (reverse): For every +10 modifier applied to the DC, the duration of this effect improves by 1 round.

Word of Wizardly Woe
Utterance 5
Base DC: 35
Duration: 1 round
Normal: The target’s caster level takes a -2 truespeak penalty, and it must make a Concentration check against the result of your Truespeak check used to activate this utterance in order to cast a spell while this effect persists.
Reverse: The target gains a temporary +2 truespeak bonus to its caster level, and doesn’t need to make a Concentration check to cast spells while this effect persists.
Augmentation (normal): For every +6 modifier applied to the DC, the duration of this effect improves by 1 round.
Augmentation (reverse): For every +6 modifier applied to the DC, the duration of this effect improves by 1 round.

Kellus
2008-09-13, 11:55 PM
Incantations

Incantions act very much like utterances, but don’t target creatures. Instead they target items, the environment, or otherwise indirectly affect combat.

It’s also worth noting here again that you can’t increase the DC of any truespeak effect by more than your truenamer level.

Level 1

• Harden the Metal
• Move the Arrow
• Purify the Food
• Slick the Surface

Level 2

• Heat the Metal
• Sharpen the Blade
• Sully the Unseen
• Swallow the Light

Level 3

• Break the Sword
• Open the Way
• Shroud the Earth
• View the Secret

Level 4

• Dissolve the Bonds
• Move the Token
• Seize the Item
• Transmute the Iron

Level 5

• Empower the Potion
• Flip the Ground
• Foil the Senses
• Stiffen the Air

Level 6

• Call the Wind
• Rebuild the Dweomer
• Rewrite the World
• Unhinge the Earth

The Incantations

Break the Sword
Incantation 3
Base DC: 22
Duration: Instantaneous
Normal: This incantation breaks a nonmagical weapon of a hardness of 10 or less as if it had been sundered.
Reverse: This incantation repairs a weapon of a hardness of 10 or less that has been sundered. All of the pieces must be present to remake the weapon. This ability works on magical weapons as well, but does not replenish any used magical abilities the weapon may possess.
Augmentation (normal): For every +1 modifier applied to the DC, the maximum hardness of a weapon targetted by this effect improves by 1. Alternatively, if you increase the DC by 10, you may attempt to sunder a magical weapon by succeeding on a truenamer level check against its caster level.
Augmentation (reverse): For every +1 modifier applied to the DC, the maximum hardness of a weapon targetted by this effect improves by 1.

Call the Wind
Incantation 6
Base DC: 40
Duration: 1 round
Normal: This incantation causes an enormous blast of wind to strike in an area 100ft. in radius centered around you. You may choose the direction the wind comes from. The wind is travelling at 50 mph and thus is classed as severe (http://www.d20srd.org/srd/weather.htm#severeWind). If there is existing wind, it combines additively with your windstorm’s speed as long as you use the same direction. Otherwise, its speed is subtracted from the speed of your wind. You are immune to the effects of your own wind.
Reverse: When reversed, this incantation slows all wind in an area 100ft. in radius centered around you by 10 mph.
Augmentation (normal): For every +1 modifier applied to the DC, the speed of your wind increases by 10 mph.
Augmentation (reverse): For every +1 modifier applied to the DC, the speed of the wind in the area decreases by an additional 10 mph.

Dissolve the Bonds
Incantation 4
Base DC: 26
Duration: Instantaneous
Normal: This incantation removes bonds, whether natural or magical in nature. If physical, they simply slide off the target, while they simply dissolve if they are magical. Any restraining effect subject to freedom of movement is applicable to this incantation. While this removes the bonds on the target, it does not remove the spell itself. For example, it removes the restrictions of an entangle spell on the target, but it does not end the spell or prevent the target from being caught by the vines again.
Reverse: This incantation conjures conventional ropes which are used to bind the target. You may substitute your Truespeak check made to use this incantation as the Use Rope check made to tie the knots. If the bonds are removed, the ropes vanish. This is a finnicky application of the utterance, and the target cannot be moving for it to work. Thus, it is useless against most targets in combat, although is still effective against a pinned creature.
Augmentation (normal): For every +4 modifier applied to the DC, this effect can target 1 additional being.
Augmentation (reverse): For every +2 modifier applied to the DC, you gain a +1 competence bonus on the equivalent Use Rope check made to tie the ropes.

Empower the Potion
Incantation 5
Base DC: 30
Duration: 1 round
Normal: The name of this incantation is misleading; it can target any magical item with a spell stored in it, including potions, wands, scrolls, and similar items. You may apply any metamagic effect with a +1 spell adjustment level to the spell stored within it. If the item is used during the duration of this effect, the spell is modified by your metamagic effect.
Reverse: This incantation depletes the power of a magic item. It targets a charged item such as a wand or staff, and destroys 1d6 charges stored in it.
Augmentation (normal): For every +7 modifier applied to the DC, this level of spell adjustment you can apply with metamagic increases by 1. You can apply multiple metamagic effects, so long as the combined spell level adjustment does not exceed the total provided by this effect.
Augmentation (reverse): For every +5 modifier applied to the DC, you destroy an additional 1d6 charges.

Flip the Ground
Incantation 5
Base DC: 32
Duration: 5 rounds
Normal: This incantation causes gravity to reverse in a cylinder 5ft. in radius and 20ft. in height centered around a point of your choice. Everything in the area is affected as if by reverse gravity.
Reverse: When reversed, this incantation doubles the weight of all items and beings in a cylinder 10ft. in radius and 10ft. in height centered around a point of your choice. They return to their normal weight if they leave the area before the duration ends.
Augmentation (normal): For every +6 modifier applied to the DC, you can increase the radius of the cylinder by 5ft. Alternatively, for every +3 modifier applied to the DC, you can increase the height of the cylinder by 5ft. Finally, for every +4 modifier applied to the DC, the duration of the effect increases by 1 round.
Augmentation (reverse): For every +5 modifier applied to the DC, you can increase the radius of the cylinder by 5ft. Alternatively, for every +2 modifier applied to the DC, you can increase the height of the cylinder by 5ft. Finally, for every +4 modifier applied to the DC, the duration of the effect increases by 1 round.

Foil the Senses
Incantation 5
Base DC: 28
Duration: 5 rounds
Normal: The environment becomes blurry and hard to focus on. Anybody within 50ft. of you gains a +5 truespeak bonus to Hide and Move Silently skill checks as the environment becomes easier to sneak around in. This is a very subtle change, and requires a Spot check against your Truespeak check to notice the difference in the environment.
Reverse: The environment stands out in sharp relief to anyone trying to hide. Anybody within 50ft. of you takes a -5 truespeak penalty to Hide and Move Silently skill checks. In addition, nobody in this area can gain concealment from a terrain feature so long as this effect persists. This is a very subtle change, and requires a Spot check against your Truespeak check to notice the difference in the environment.
Augmentation (normal): For every +2 modifier applied to the DC, the bonus granted by this effect improves by +1.
Augmentation (reverse): For every +2 modifier applied to the DC, the penalty applied by this effect improves by +1.

Harden the Metal
Incantation 1
Base DC: 14
Duration: 5 rounds
Normal: This incantation improves the hardness of one piece of equipment by 5.
Reverse: This incantation reduces the hardness of one piece of equipment by 5.
Augmentation (normal): For every +6 modifier applied to the DC, the increase in hardness improves by 5.
Augmentation (reverse): For every +6 modifier applied to the DC, the reduction in hardness improves by 5.

Heat the Metal
Incantation 2
Base DC: 19
Duration: 7 rounds
Normal: This incantation acts as the heat metal spell, albeit with truespeak characteristics (ie. no range restriction, no saving throw, etc.)
Reverse: This incantation acts as the chill metal spell, albeit with truespeak characteristics (ie. no range restriction, no saving throw, etc.)
Augmentation (normal): For every +2 modifier applied to the DC, the fire damage inflicted by the effect improves by 1d4.
Augmentation (reverse): For every +2 modifier applied to the DC, the cold damage inflicted by the effect improves by 1d4.

Move the Arrow
Incantation 1
Base DC: 13
Duration: 1 round
Normal: While this effect lasts, you may use an immediate action to add a +2 competence bonus to a ranged weapon attack roll.
Reverse: You gain a +2 deflection bonus to AC against ranged weapons.
Augmentation (normal): For every +2 modifier applied to the DC, the competence bonus granted by this effect improves by +1. Alternatively, for every +4 modifier applied to the DC, the duration of the effect improves by 1 round.
Augmentation (reverse): For every +2 modifier applied to the DC, the bonus to AC granted by this effect improves by +1. Alternatively, for every +4 modifier applied to the DC, the duration of the effect improves by 1 round.

Move the Token
Incantation 4
Base DC: 27
Duration: Instantaneous or 5 rounds (reverse)
Normal: This incantation teleports an unattended nonmagical object weighing up to 10 lb up to 10ft. in a direction of your choice. You may not imbed the object in living matter, although if you choose to place it in a solid object, it is shunted to the nearest available space and takes 1d6 points of damage (penetrating hardness) per 5ft. shunted.
Reverse: When reversed, this incantation stops teleportation effects in an area around you with a radius of 10ft. Anybody attempting a teleportation effect from within that area must make a caster level check against a DC of 10 + your truenamer level or the effect fails.
Augmentation (normal): For every +1 modifier applied to the DC, the maximum weight of the object increases by 5 lb. Alternatively, for every +1 modifier applied to the DC, the maximum distance you can teleport it increases by 10ft.
Augmentation (reverse): For every +3 modifier applied to the DC, you can increase the radius of the effect by 5ft. Alternatively, for every +1 modifier applied to the DC, the DC to resist the effect increases by 1.

Open the Way
Incantation 3
Base DC: 23
Duration: 5 rounds
Normal: This incantation creates a passageway through a solid object that is no more than 5ft. thick. The passageway is large enough for a single Medium-sized person at a time to move through it.
Reverse: This incantation removes a single passageway by filling it in with material similar to the area around it. For example, if it is a doorway through a stone wall, the doorway is filled with stone of the same thickness as the wall around it.
Augmentation (normal): For every +6 modifier applied to the DC, this effect can target an object 5ft. thicker than normal.
Augmentation (reverse): For every +4 modifier applied to the DC, the duration of this effect improves by 1 round.

Purify the Food
Incantation 1
Base DC: 11
Duration: Instantaneous
Normal: This incantation removes poison from a specified food. It can target one normal portion sufficient for a single person with each use. It can only remove the poison if the Fortitude save DC of the poison is less than the Truespeak check made to speak this incantation. This incantation cannot remove magical poisons. It also renders the food almost entirely flavourless.
Reverse: When reversed, this incantation makes a portion of food taste delicious, enhancing its normal flavour. This also helps mask any poison that might be in it, and forces anybody eating it to take a -2 circumstance penalty to any Fortitude save made against poison in the food.
Augmentation (normal): For every +2 modifier applied to the DC, one additional portion of food can be targetted.
Augmentation (reverse): For every +2 modifier applied to the DC, one additional portion of food can be targetted.

Rebuild the Dweomer
Incantation 6
Base DC: 33
Duration: Instantaneous
Normal: This incantation restores a magic item to the same state it was in in the previous round. For example, a wand targetted by this effect would regain a charge, while a scroll targetted would regain the spell stored in it. This incantation will work on any item short of an artifact, although a single magic item can only be affected once in any given 24-hour period.
Reverse: This incantation targets a magic item with a spell stored in it, such as a potion, wand or scroll. Staffs are not valid targets, as they don't actually store a spell in them. The item is subsumed as if the spell stored in it had been cast. If it has charges, it loses 1d10 charges. This incantation will work on any item short of an artifact, although a single magic item can only be affected once in any given 24-hour period.
Augmentation (normal): This incantation cannot be augmented.
Augmentation (reverse): This incantation cannot be augmented.

Rewrite the World
Incantation 6
Base DC: 60
Duration: Instantaneous
Normal: One of the most powerful truname effects, this incantation rewrites the world to include a revision introduced by you. You can change virtually anything you can imagine, but the world will always take the simplest method possible to introduce your change. The actual mechanics of this effect are left up to the DM to adjudicate, but this effect can provide any benefit a wish spell or similar effect can manage. The truenamer using this incantation takes a -5 penalty to Truespeak checks for 24 hours after using this incantation. This penalty stacks with itself.
Reverse: This potent version of the incantation can reverse a wish, miracle, reality revision, rewrite the world, or similar effect which occured within the previous round. All consequences caused by this effect are removed or otherwise undone. The truenamer using this incantation takes a -5 penalty to Truespeak checks for 24 hours after using this incantation. This penalty stacks with itself.
Augmentation (normal): This incantation cannot be augmented.
Augmentation (reverse): This incantation cannot be augmented.

Seize the Item
Incantation 4
Base DC: 26
Duration: Instantaneous
Normal: This incantation causes a single unattended object weighing no more than 5 lb to fly into your hand. The item can be no more than 30ft. away.
Reverse: This incantation is a disarm attempt against the target. You may substitute a truenamer level check as your disarm check. The target cannot attempt to disarm you if the attempt fails. This is still a disarm check, and you can thus benefit from bonuses such as the Improved Disarm feat.
Augmentation (normal): For every +2 modifier applied to the DC, the maximum weight of the object increases by 5 lb. Alternatively, for every +2 modifier applied to the DC, the maximum range of this incantation increases by 10ft.
Augmentation (reverse): For every +2 modifier applied to the DC, you gain a +1 bonus on the disarm check.

Sharpen the Blade
Incantation 2
Base DC: 21
Duration: 5 rounds
Normal: This incantation targets a weapon that deals slashing damage. Its critical threat range is improved by 1. This effect stacks with effects such as keen weapon.
Reverse: This incantation targets a weapon that deals slashing damage. Its critical threat range is modified to 20/x2.
Augmentation (normal): For every +4 modifier applied to the DC, the duration of this effect improves by 1 round.
Augmentation (reverse): For every +4 modifier applied to the DC, the duration of this effect improves by 1 round.

Shroud the Earth
Incantation 3
Base DC: 23
Duration: 10 rounds
Normal: This incantation causes light snow (http://www.d20srd.org/srd/weather.htm#snow) to fall in a 10ft. radius circle centered around a point of your choice. It takes 1 round for effects of the snow to take effect as it starts to pile up. After the duration has expired, the snow stops falling and the snow either melts or remains as determined by the environment.
Reverse: When reversed, this incantation causes all snow in a 10ft. radius circle centered around a point of your choice to instantly sublimate, leaving barren ground beneath.
Augmentation (normal): For every +3 modifier applied to the DC, the radius of the circle increases by 5ft. Alternatively, by increasing the DC by 15, you can cause heavy snow (http://www.d20srd.org/srd/weather.htm#heavySnow) to fall instead. It is treated as light snow the first round, and heavy snow for the remaining duration.
Augmentation (reverse): For every +3 modifier applied to the DC, the radius of the circle increases by 5ft.

Slick the Surface
Incantation 1
Base DC: 15
Duration: 5 rounds
Normal: A 10ft. by 10ft. space becomes covered with a slippery substance. Anybody who moves through the square must make a DC 10 Balance check or fall prone. Standing up requires another Balance check against the same DC.
Reverse: A 10ft. by 10ft. space becomes exceptionally sticky. Moving through this space consumes 10ft. of a creature’s speed for every 5ft. traversed. In addition, if a creature ends their turn on the surface, they must make a DC 10 Strength check or be unable to move off the space for 1 turn.
Augmentation (normal): For every +4 modifier applied to the DC, another 5ft. by 5ft. square adjacent to the original area is affected. Alternatively, for every +5 modifier applied to the DC, the duration improves by 1 round.
Augmentation (reverse): For every +4 modifier applied to the DC, another 5ft. by 5ft. square adjacent to the original area is affected. Alternatively, for every +5 modifier applied to the DC, the duration improves by 1 round.

Stiffen the Air
Incantation 5
Base DC: 28
Duration: 5 rounds
Normal: This incantation hardens air into a rigid material. It allows you to create four seperate 5ft. by 5ft. square platforms out of air. These can be at any elevation you like, but they cannot move after you have used the incantation.
Reverse: This incantation quells any air effects in the area. It targets a wind wall, gust of wind, or similar effect, and suppresses the effect for the duration of the incantation.
Augmentation (normal): For every +6 modifier applied to the DC, you can create one additional platform.
Augmentation (reverse): For every +4 modifier applied to the DC, the duration of this effect increases by 1 round.

Sully the Unseen
Incantation 2
Base DC: 20
Duration: 1 round
Normal: While this effect lasts, invisibility is impossible in a 50ft. burst around you as dirt and other particulate attaches itself to every being in the area.
Reverse: This incantation targets one person. All dirt and other substances fly off the target, leaving them exceptionally clean, as if they had just taken a bath.
Augmentation (normal): For every +3 modifier applied to the DC, the range of the burst increases by 10ft.
Augmentation (reverse): For every +1 modifier applied to the DC, this effect targets 1 additional being.

Swallow the Light
Incantation 2
Base DC: 17
Duration: 5 rounds
Normal: This incantation causes magical darkness to permeate an area 10ft. in radius, centered around a point of your choice.
Reverse: When reversed, this incantation dispels any magical darkness in an area 10ft. in radius, centered around a point of your choice. You must make a truenamer level check against a DC of 10 + the caster level of the effect to dispel the darkness.
Augmentation (normal): For every +2 modifier applied to the DC, the radius of the area effected increases by 5ft. Alternatively, by increasing the DC by 10, you can make the darkness so deep that darkvision cannot penetrate it. At this point, only devils and others with the See in Darkness ability can see through it.
Augmentation (reverse): For every +2 modifier applied to the DC, the radius of the area effected increases by 5ft. Alternatively, for every +1 modifier applied to the DC, you gain a +1 bonus on the opposed level check.

Transmute the Iron
Incantation 4
Base DC: 25
Duration: 5 rounds
Normal: This incantation alters the composition of one iron weapon so that it is made of a different metal, such as cold iron, silver, or adamantine. Although this is chiefly for the purposes of overcoming damage reduction, the weapon still gains any other properties associated with the material, such as the -1 penalty to damage rolls for being made of silver.
Reverse: This incantation alters the composition of one weapon so that it is made of conventional iron.
Augmentation (normal): For every +5 modifier applied to the DC, you can target an additional weapon. You do not need to make all the targets into the same kind of metal.
Augmentation (reverse): For every +5 modifier applied to the DC, you can target an additional weapon.

Unhinge the Earth
Incantation 6
Base DC: 31
Duration: Instantaneous
Normal: This incantation transforms the area in 100ft. around you into difficult terrain (see the Player’s Handbook, page 148). In addition, all beings standing on the ground in the area aside from you are blown away. They are knocked 1d4 x 10ft. away from you, and fall prone. Only targets of your size or smaller are affected by this.
Reverse: This incantation removes all terrain features that provide cover in an area of 100ft. around you as the earth swallows any aberrational feature to smooth out at your command. If in an urban setting, buildings are not affected by this. Rubble, trees, bushes, and the like are removed from the area.
Augmentation (normal): For every +5 modifier applied to the DC, beings in the area are knocked an additional 1d4 x 10ft. away from you.
Augmentation (reverse): This incantation cannot be augmented.

View the Secret
Incantation 3
Base DC: 23
Duration: 5 rounds
Normal: This incantation allows you to view a location you have previously visited. For the duration of the effect, you can see and hear the location as if you were actually there. Your body is treated as helpless for the duration of the effect.
Reverse: This incantation prevents you from being scryed or otherwise viewed remotely. If an area is being viewed, you simply fail to appear in it. If you personally are being viewed, the effect fails.
Augmentation (normal): For every +4 modifier applied to the DC, the duration of this effect improves by 1 round.
Augmentation (reverse): For every +4 modifier applied to the DC, the duration of this effect improves by 1 round.

Kellus
2008-09-13, 11:56 PM
Recitations

Just to recap, here are the properties of recitations:

• Move action to activate (just like all truename effects)
• Swift action each round to sustain the effect
• Cannot use other truename effects while active
• Not reversible (no opposed effect)
• Not subject to your absolute limit
• No set duration
• Only targets you

And just to be clear, you cannot increase the DC of a truename effect by more than your truenamer level. :smallwink:


Level 1

• Recitation of the Cunning Step
• Recitation of the Harried Step
• Recitation of the Unclouded Eye
• Recitation of the Wise Man

Level 2

• Recitation of the Ardent Arcanist
• Recitation of the Sanguine State
• Recitation of the Puma's Grace
• Recitation of the Unheard Voice
• Recitation of the Unimpeachable Soul

Level 3

• Recitation of the Barricaded Mind
• Recitation of the Eclipsed Sun
• Recitation of the Heart's Cage
• Recitation of the Fortified Body
• Recitation of the Imposed Pull
• Recitation of the Vital Heart

Level 4

• Recitation of the Shooting Star
• Recitation of the Untouched Snow
• Recitation of the Warrior’s Arm

Level 5

• Recitation of the Broken Spell
• Recitation of the Hydra's Bane
• Recitation of the Shattered Mind
• Recitation of the Unscribed Name

Level 6

• Recitation of the Ethical Bent
• Recitation of the Reaper’s Foil
• Recitation of the Rejuvenated Self

The Recitations

Recitation of the Ardent Arcanist
Recitation 2
Base DC: 19
Duration: Recitation
Effect: You gain a +2 truespeak bonus to your arcane caster level. In addition, if you can use invocations you can use an invocation with a casting time of 1 standard action as a move action if you succeed on a Truespeak check when you use it (DC 15 + 2x the effective spell level of the invocation). Finally, you do not provoke attacks of opportunity for casting arcane spells or using spell-like abilities.
Augmentation: For every +4 modifier applied to the DC, the bonus to your caster level increases by +1.

Recitation of the Barricaded Mind
Recitation 3
Base DC: 23
Duration: Recitation
Effect: You gain a +2 truespeak bonus to Will saving throws.
Augmentation: For every +3 modifier applied to the DC, the bonus to your Will saving throws increases by +1. Alternatively, if you increase the DC of the Truespeak check by 14, you gain the mettle of mind ability. Whenever you succeed on the saving throw against an effect that offers a Will save for half damage or partial effect, you instead take no damage or are otherwise unaffected.

Recitation of the Broken Spell
Recitation 5
Base DC: 28
Duration: Recitation
Effect: You gain spell resistance 10.
Augmentation: For every +1 modifier applied to the DC, your spell resistance increases by 1.

Recitation of the Careful Drop
Recitation 1
Base DC: 12
Duration: Recitation
Effect: You are treated as if under the effects of a feather fall ability. In addition, you gain a +2 truespeak bonus on Balance checks.
Augmentation: For every +2 modifier applied to the DC, the bonus to your Balance checks improves by +1.

Recitation of the Cunning Step
Recitation 1
Base DC: 14
Duration: Recitation
Effect: You gain an uncanny ability to watch out for danger. You gain the trapfinding ability, which means you can use the Search skill to locate traps with a DC over 20. See the rogue class feature of the same name. In addition, you gain trap sense +1. You apply this bonus to your saving throws against traps.
Augmentation: For every +4 modifier applied to the DC, your trap sense increases by +1.

Recitation of the Eclipsed Sun
Recitation 3
Base DC: 21
Duration: Recitation
Effect: You gain a +2 truespeak bonus to your caster level for mysteries. In addition, you may use all of your mysteries as if they were one grade easier to cast (arcane spell mysteries become spell-like mysteries, spell-like mysteries become supernatural mysteries).
Augmentation: For every +4 modifier applied to the DC, the bonus to your caster level improves by +1.

Recitation of the Ethical Bent
Recitation 6
Base DC: 34
Duration: Recitation
Effect: You gain an alignment subtype. You must have the alignment aspect desired in your alignment. Your attacks automatically overcome damage reduction as if they were aligned to the alignment you choose. In addition, you gain damage reduction 5, penetrated only by the opposed alignment to the alignment you choose.
Augmentation: For every +2 modifier applied to the DC, the damage reduction provided improves by 1.

Recitation of the Fortified Body
Recitation 3
Base DC: 22
Duration: Recitation
Effect: You gain a +4 truespeak bonus to AC and damage reduction 2/–.
Augmentation: For every +4 modifier applied to the DC, the bonus to your AC increases by +1 and your damage reduction improves by 1/–.

Recitation of the Harried Step
Recitation 1
Base DC: 16
Duration: Recitation
Effect: Your land speed increases by 10ft. and you gain a +1 deflection bonus to AC.
Augmentation: For every +3 modifier applied to the DC, your land speed increases by an additional 10ft., and you gain an additional +1 deflection bonus to AC.

Recitation of the Heart’s Cage
Recitation 3
Base DC: 32
Duration: Recitation
Effect: You gain a +4 truespeak bonus on binding checks. In addition, you only need to wait 4 turns to use any vestige’s ability which requires you to normally wait 5 turns before it can be used again.
Augmentation: For every +3 modifier applied to the DC, the bonus to your binding checks improves by +1.

Recitation of the Hydra’s Bane
Recitation 5
Base DC: 29
Duration: Recitation
Effect: Your melee attacks deal either entirely fire or entirely acid damage, at your choice. This includes extra damage from critical hits and abilities such as sneak attack. Weapon special enhancements, such as a frost enhancement, are not altered. You must decide to use either fire or acid damage when you first activate this recitation. In addition, you gain a +2 bonus on sunder checks and sunder damage rolls.
Augmentation: For every +2 modifier applied to the DC, the bonus to your sunder checks and sunder damage improves by +1.

Recitation of the Imposed Pull
Recitation 3
Base DC: 24
Duration: Recitation
Effect: You gain the ability to treat the world as if it had subjective gravity. You gain the benefit of a spider climb effect.
Augmentation: If you increase the DC of the Truespeak check by 9, you gain a fly speed equal to your land speed with good maneuverability.

Recitation of the Puma’s Grace
Recitation 2
Base DC: 17
Duration: Recitation
Effect: You gain a +2 truespeak bonus to Reflex saving throws.
Augmentation: For every +3 modifier applied to the DC, the bonus to your Reflex saving throws increases by +1. Alternatively, if you increase the DC of the Truespeak check by 10, you gain the evasion ability. Whenever you succeed on the saving throw against an effect that offers a Reflex save for half damage, you instead take no damage or are otherwise unaffected.

Recitation of the Reaper’s Foil
Recitation 6
Base DC: 31
Duration: Recitation
Effect: You become immune to critical hits and precision-based damage, as well as death from massive damage. If you fall below -10 hp, you automatically heal half your normal hp and this recitation ends. Once it has ended in this way, you cannot reenter this recitation for 1 minute.
Augmentation: If you increase the DC of this recitation by 15, you are healed fully when your hp drops below 0, and you also become immune for the duration of the recitation to any death effect.

Recitation of the Rejuvenated Self
Recitation 6
Base DC: 31
Duration: Recitation
Effect: You gain fast healing 5.
Augmentation: For every +4 modifier applied to the DC, your fast healing increases by 1.

Recitation of the Sanguine State
Recitation 2
Base DC: 19
Duration: Recitation
Effect: You gain immunity to poison. If you are currently poisoned, the poison is purged from you. If undead, you gain immunity to ravages (see the Book of Exalted Deeds for more information on ravages).
Augmentation: This recitation cannot be augmented.

Recitation of the Shattered Mind
Recitation 5
Base DC: 28
Duration: Recitation
Effect: You gain power resistance 10.
Augmentation: For every +1 modifier applied to the DC, your power resistance improves by 1.

Recitation of the Shooting Star
Recitation 4
Base DC: 25
Duration: Recitation
Effect: You gain a truespeak bonus equal to your Intelligence modifier on ranged attack rolls and damage rolls. In addition, you don’t provoke attacks of opportunity for using a ranged weapon.
Augmentation: For every +3 modifier applied to the DC, the bonus on attack and damage rolls increases by +1.

Recitation of the Unclouded Eye
Recitation 1
Base DC: 10
Duration: Recitation
Effect: You can see whether any being can be affected by an utterance or not (ie. whether their current hp is at or below your absolute limit). Targets that can currently be affected by an utterance are cast in a blue light, while targets whose hp is currently too high are shown as normal.
Augmentation: If you increase the DC of this recitation by 1, you can use other vocalizations while in this state, although you cannot activate a second recitation without first lapsing this one. Alternatively, if you increase the DC of this recitation by 10, you automatically learn the current hp of any enemy you can see.

Recitation of the Unheard Voice
Recitation 2
Base DC: 21
Duration: Recitation
Effect: You create an area of silence. This area has no significant radius, and applies only to the square you are in. You may continue this recitation despite the silenced area. This is an exception to the rule that you cannot Truespeak in an area of silence.
Augmentation: For every +8 modifier applied to the DC, you may increase the radius of the effect by 5 ft.

Recitation of the Unscribed Name
Recitation 5
Base DC: 28
Duration: Recitation
Effect: You gain name resistance 5.
Augmentation: For every +3 modifier applied to the DC, your name resistance improves by 1.

Recitation of the Unimpeachable Soul
Recitation 2
Base DC: 19
Duration: Recitation
Effect: You gain a +2 truespeak bonus to Fortitude saving throws.
Augmentation: For every +3 modifier applied to the DC, the bonus to your Fortitude saving throws increases by +1. Alternatively, if you increase the DC of the Truespeak check by 12, you gain the mettle of body ability. Whenever you succeed on the saving throw against an effect that offers a Fortitude save for half damage or partial effect, you instead take no damage or are otherwise unaffected.

Recitation of the Untouched Snow
Recitation 4
Base DC: 25
Duration: Recitation
Effect: You become invisible. This effect ends if you attack anyone or otherwise take a hostile action.
Augmentation: If you increase the DC of the Truespeak check by 16, your invisibility does not end because of attacking or otherwise taking a hostile action.

Recitation of the Vital Heart
Recitation 3
Base DC: 22
Duration: Recitation
Effect: You gain immunity to nonmagical diseases. If you are currently infected with a disease, it is purged from you.
Augmentation: If you increase the DC of this recitation by 10, you become immune to magical diseases as well, such as mummy rot or lycanthropy.

Recitation of the Warrior’s Arm
Recitation 4
Base DC: 25
Duration: Recitation
Effect: You gain a truespeak bonus equal to your Intelligence modifier on melee attack rolls and damage rolls. In addition, you can make one additional attack in a full attack pattern at your highest base attack bonus, but all the attacks made in that pattern take a -2 penalty.
Augmentation: For every +3 modifier applied to the DC, the bonus on attack and damage rolls increases by +1.

Recitation of the Wise Man
Recitation 1
Base DC: 16
Duration: Recitation
Effect: You gain a truespeak bonus on unarmed attack rolls equal to your Intelligence modifier. In addition, you gain a +4 truespeak bonus to your Wisdom score. Finally, you unarmed damage increases to equal the unarmed damage of a monk of your character level.
Augmentation: For every +3 modifier applied to the DC, the bonus on attack and damage rolls increases by +1. Alternatively, for every +5 bonus applied, the bonus to your Wisdom score improves by +1.

Kellus
2008-09-13, 11:57 PM
Feats

Ardent Truenamer [Truename]
Even while you pursue other interests, you continue to practice your truenaming.
Requirements: Truespeak 4 ranks, ability to speak utterances
Benefit: You add a value to your absolute limit equal to the number of class levels you have which do not normally contribute to it. If in the future you gain a level in a class which does not add to your absolute limit, you still add 1 to it.

Devoted Truenamer [Truename]
You have spent long hours studying the roots of the true language, and the results are starting to show as you surpass your peers.
Requirements: Truespeak 4 ranks
Benefit: You gain a +1 bonus to Truespeak checks.
Special: You can take this feat multiple times. Its effects stack.

Empower Utterance [Truename]
Your utterances have a bit more punch to them.
Requirements: Truespeak 9 ranks, 1 previous truename feat
Benefit: You can apply a special augment to any utterance. By increasing the DC to speak the utterance by 5, all variable, numeric effects are increased by 50%.

Extend Truespeech [Truename]
Your truespeak effects linger long after your words have faded.
Requirements: Truespeak 6 ranks, 1 previous truename feat
Benefit: You can apply a special augment to any utterance or incantation with a duration of 5 rounds. By increasing the DC to speak the utterance by 5, the original duration of the effect is doubled.

Extra Utterance [Truename]
You managed to squeeze one more lesson into your schedule.
Requirements: Truespeak 8 ranks, ability to speak utterances
Benefit: If you learn vocalizations like a truenamer, you learn one utterance of a level you can already speak. If you memorize vocalizations like a lexeme, you instead can memorize one additional utterance each day, but not of the highest level you can choose from. If you have levels in classes that allow you to prepare utterances in both ways, you have clearly made some very bad decisions multiclassing, but nonetheless gain both benefits of this feat.

Eye of Ethics [Truename]
Many truths open themselves before your unclouded eyes.
Requirements: Ability to speak recitations, must be able to speak the recitation of the unclouded eye, Truespeak 8 ranks
Benefit: While you are in the recitation of the unclouded eye, you can see the alignment of all beings you lay eyes on. This does not penetrate effects such as undetectable alignment.

Eye of Nomenclature [Truename]
Many truths open themselves before your unclouded eyes.
Requirements: Ability to speak recitations, must be able to speak the recitation of the unclouded eye, Truespeak 15 ranks
Benefit: While you are in the recitation of the unclouded eye, you perceive the given name of all beings you lay eyes on. This ability does not work if the being has name resistance or the namelessness special quality.

Eye of Vitality [Truename]
Many truths open themselves before your unclouded eyes.
Requirements: Ability to speak recitations, must be able to speak the recitation of the unclouded eye, Truespeak 5 ranks
Benefit: While you are in the recitation of the unclouded eye, you can glean the exact hp value of all beings you lay eyes on. This ability does not work if the being has name resistance or the namelessness special quality.

Maximize Utterance [Truename]
Your utterances are irresistable.
Requirements: Truespeak 13 ranks, 2 previous truename feats
Benefit: You can apply a special augment to any utterance. By increasing the DC to speak the utterance by 10, all variable, numeric effects are maximized, as if they had rolled for their maximum potential result.

Mental Lexicon [Truename]
With a memory like yours, who needs books?
Requirements: Int 19, Glossary class feature
Benefit: You have comitted vast tracts of your glossary to memory. If lost, stolen, or destroyed, you can rewrite your glossary with a single day’s work and do not need access to any external resources.
Normal: Normally if you lose your glossary, it takes a week’s time to rewrite it with reference to a library, hall of records, or similar institute.

Obscure Truename [Truename]
You have gone to great pains to obscure your name in the universe.
Requirements: –
Benefit: You gain name resistance 2. This stacks with name resistance you get from any other source.
Special: You can take this feat multiple times. Its effects stack.

Penetrating Truespeech [Truename]
Your truespeak effects penetrate through your foe’s attempts to obscure their name.
Requirements: Truespeak 12 ranks
Benefit: You gain a +3 bonus on Truespeak checks made to use a truespeak effect against a target with name resistance.

Practiced Truenamer [Truename]
Although you’ve broadened your studies, you’ve kept up on your truename training.
Requirements: Truespeak 5 ranks
Benefit: Your truenamer level increases by 4. Your truenamer level cannot exceed your character level.

Scourged Name [Truename]
You have hunted down and destroyed all the references to your truename that you can find.
Requirements: Obscure Truename
Benefit: The DC for any Knowledge check made to uncover your truename increases by 5.

Too Many Eyes [Truename]
You’ve got enough eyes to sink a fleet.
Requirements: Ability to speak recitations, Eye of Ethics, Eye of Nomenclature, Eye of Vitality, must be able to speak the recitation of the unclouded eye,
Benefit: While you are in the recitation of the unclouded eye, you cannot be flanked.

Truename Rebuttal [Truename]
You’re accomplished at foiling enemy truenamers.
Requirements: Truespeak 7 ranks
Benefit: You gain a +3 bonus on Truespeak checks made to counterspeak against another truenamer.

Truename Research [Truename]
You’re a true sleuth when it comes to discovering truenames.
Requirements: Int 17, Truespeak 10 ranks
Benefit: You can make any kind of Knowledge check to uncover a personal truename, even if you have no skill ranks in the neccessary Knowledge skill. In addition, you gain a +4 bonus on Knowledge checks to uncover personal truenames.

Truename Training [Truename]
You’ve expanded your studies to include languages and ancient words.
Requirements: Int 15
Benefit: Truespeak and Speak Language are always class skills for you.

Kellus
2008-09-13, 11:58 PM
The Word Warrior

Word warriors blend truenaming and martial lore into one deadly fighting style.

Requirements: To become a word warrior, you must fulfill all of the following requirements.
Base Attack Bonus: +4
Skills: Truespeak 8 ranks
Truenaming: Able to speak 2nd level truename effects
Weapon and Armour Proficiencies: Proficiency with all martial weapons

Hit Die: d8.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 3 + Str modifier.

Class Skills: The word warrior’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all) (Int), Ride (Dex), Speak Language (n/a), Swim (Str), and Truespeak (Int).

Table: The Word Warrior
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Truenaming

1st|+1|+2|+0|+2|Verbose strike|


2nd|+2|+3|+0|+3|–|
+1 level of existing truenaming class

3rd|+3|+3|+1|+3|Bonus feat|
+1 level of existing truenaming class

4th|+4|+4|+1|+4|Battle cadence|
+1 level of existing truenaming class

5th|+5|+4|+1|+4|–|
+1 level of existing truenaming class

6th|+6|+5|+2|+5|Bonus feat|
+1 level of existing truenaming class

7th|+7|+5|+2|+5|Personal truename +2|
+1 level of existing truenaming class

8th|+8|+6|+2|+6|–|
+1 level of existing truenaming class

9th|+9|+6|+3|+6|Bonus feat|
+1 level of existing truenaming class

10th|+10|+7|+3|+7|Martial truenamer|
–[/table]

Class Features

All of the following are class features of the word warrior prestige class.

Weapon and Armour Proficiencies: A word warrior does not gain any additional weapon or armour proficiencies.

Verbose Strike (Ex): Beginning at 1st level, whenever you make a full attack you may use a swift action (instead of a move action) to use an utterance that targets an enemy you strike with one of the attacks in your full attack pattern.

Truenaming: At every level except 1st and 10th, you learn additional vocalizations as if you had gained a level in any one truenaming class you have previously gained levels in. These levels stack with your previous levels to determine your truenamer level.

Bonus Feats: At 3rd level, and again at 6th and 9th level, you gain a bonus fighter feat or truespeak feat you meet the requirements for.

Battle Cadence (Ex): Beginning at 4th level, you may begin or change a recitation as a swift action by increasing the DC to speak it by 2.

Personal Truename Bonus (Ex): A word warrior specializes in placing beneficial truespeak effects on himself to help in battle. At 7th level, you gain a +2 bonus on Truespeak checks to target yourself with a truespeak effect.

Martial Truenamer (Ex): At 10th level you can make a single strike as a standard action. If this strike succeeds, you may immediately use an utterance you know, with a +10 bonus on the Truespeak check involved to speak it.

The True Scribe

Some truenamers spend some time studying magical lore to uncover a way to scribe utterances and incantations onto scrolls.

Requirements: To become a true scribe, you must fulfill all of the following requirements.
Feats: Scribe Scroll
Skills: Spellcraft 4 ranks, Truespeak 6 ranks
Truenaming: Able to speak 2nd level vocalizations

Hit Die: d4.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Cha modifier.

Class Skills: The true scribe’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all) (Int), Perform (oratory) (Cha), Speak Language (n/a), Spellcraft (Int), and Truespeak (Int).

Table: The True Scribe
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Truenaming

1st|+0|+0|+0|+2|Scribe truescroll (1st)|
+1 level of existing truenaming class

2nd|+1|+0|+0|+3|Scribe truescroll (2nd)|
+1 level of existing truenaming class

3rd|+1|+1|+1|+3|Scribe truescroll (3rd)|
+1 level of existing truenaming class

4th|+2|+1|+1|+4|Scribe truescroll (4th)|
+1 level of existing truenaming class

5th|+2|+1|+1|+4|Scribe truescroll (5th)|
+1 level of existing truenaming class

[/table]

All of the following are class features of the true scribe.

Weapon and Armour Proficiencies: A true scribe gains no additional weapon or armour proficiencies.

Scribe Truescroll (Ex): A true scribe learns how to create powerful scrolls written in the true language. Scribing a truescroll requires certain conditions:

• You must know the utterance or incantation you wish to scribe (recitations cannot be scribed, as they must be continually repeated to maintain their effect).
• You must posess specially prepared inks worth at least 25 gp per vocalization level.
• You must posess a normal sheet of paper.

By spending 10 minutes per vocalization level and by using the prepared inks, you can attempt to create the truescroll. This requires a Spellcraft check of 20 + twice the vocalization level.

When scribing a truescroll, you decide all augmentations on the vocalization as if you were speaking it yourself. After succeeding on the Spellcraft check to scribe the scroll, you must utter the vocalization, imbuing the scroll with the vocalization. You make a Truespeak check as normal, but with no name modifier to your check. You gain a competence bonus on this check equal to your class level, since you can take additional time to make sure the words are formed correctly.

Once you have made your Truespeak check, the scroll is ready to be used. It can be used as a standard action by anybody with at least enough ranks in Truespeak as the vocalization level of the effect stored within. Otherwise, using a truescroll follows all the same rules as reading a normal scroll.

After a truescroll has been used, the vocalization takes effect. The Truespeak check made to use the utterance or incantation is the Truespeak check you used to create the truescroll. Otherwise, the person reading the truescroll makes all pertinent decisions, such as the target of the utterance or incantation.

Once a truescroll has been read, the ink fades off of it, leaving a normal sheet of paper once more.

At 1st level, you can only scribe 1st level vocalizations onto a truescroll. At each class level, you gain the ability to scribe an additional level of vocalizations, even if you don’t yet know any vocalizations of that level.

Truenaming: At every level you learn additional vocalizations as if you had gained a level in any one truenaming class you have previously gained levels in. These levels stack with your previous levels to determine your truenamer level.

The Sinspeaker

Sinspeakers combine the wretched words of the Dark Speech with the perfect lexicon of Truespeech to achieve dread power over the physical manifestation of language.

Requirements: To become a sinspeaker, you must fulfill all of the following requirements.
Alignment: Any evil
Feats: Dark Speech (BoVD 48)
Languages: Must speak Abyssal or Infernal
Skills: Knowledge (religion) 4 ranks, Perform (oratory) 4 ranks
Truenaming: Able to speak 3rd level utterances

Hit Die: d6.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Cha modifier.

Class Skills: The sinspeaker’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (all) (Int), Perform (oratory) (Cha), Speak Language (n/a), and Truespeak (Int).

Table: The Sinspeaker
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Truenaming

1st|+0|+0|+0|+2|Deadly tongue, empowered speech|


2nd|+1|+0|+0|+3|Profane speech +1|
+1 level of existing truenaming class

3rd|+1|+1|+1|+3|Lure of evil|
+1 level of existing truenaming class

4th|+2|+1|+1|+4|Profane speech +2|
+1 level of existing truenaming class

5th|+2|+1|+1|+4|Deep corruption|
+1 level of existing truenaming class

6th|+3|+2|+2|+5|Profane speech +3|
+1 level of existing truenaming class

7th|+3|+2|+2|+5|Irresistable dread|
+1 level of existing truenaming class

8th|+4|+2|+2|+6|Profane speech +4|
+1 level of existing truenaming class

9th|+4|+3|+3|+6|Insidious power|
+1 level of existing truenaming class

10th|+5|+3|+3|+7|Master of the darkness, profane speech +5|
+1 level of existing truenaming class

[/table]

All of the following are class features of the sinspeaker.

Weapon and Armour Proficiencies: A sinspeaker gains no additional weapon or armour proficiencies.

Deadly Tongue (Ex): After long practice, ruinous words come easily to your tongue. You may activate any of your Dark Speech effects as a move action instead of a standard action.

Empowered Speech (Ex): Whenever you use a facet of the Dark Speech that would deal you Charisma or Constitution damage, you may attempt a Truespeak check to avoid the damage. The DC of the check is equal to 20 + twice the amount of ability damage that would normally be dealt to you by using the Dark Speech.

Profane Speech (Ex): Beginning at 2nd level, the intricacies of the Dark Language strengthen the words of power of the true language. Whenever you speak a vocalization in the same round that you use a facet of the Dark Speech, you gain a +1 profane bonus on your Truespeak check made to use the vocalization. This bonus increases by +1 every two levels after 2nd.

Truenaming: At every level except 1st, you learn additional vocalizations as if you had gained a level in any one truenaming class you have previously gained levels in. These levels stack with your previous levels to determine your truenamer level.

Lure of Evil (Ex): Beginning at 3rd level, your dark power infects your honest truenaming. Whenever you use an utterance against a good-aligned being, you add your class level to your absolute limit.

Deep Corruption (Ex): Beginning at 5th level, whenever you use the corruption facet of your Dark Speech, you can combine it with the reversed version of the harden the metal incantation. You must know the harden the metal incantation to use this ability. By combining the two into a single vocalization, you reduce the hardness of the object chosen by 3/4. To gain this benefit you must augment the DC of harden the metal as much as you can, although you do not gain the normal benefit of it. You must succeed on the Truespeak check to use harden the metal for this ability to work. Otherwise, this ability works exactly like the corruption facet of your Dark Speech, except for the increased reduction in hardness.

Irresistable Dread (Ex): Beginning at 7th level, you can speak words of darkness that worm their way into the most resistant of hearts. You add your Profane Speech bonus as a profane bonus to the DC to resist the dread facet of your Dark Speech. The DC of the Truespeak check made to use your Empowered Speech class feature for this use of your Dark Speech is increased by twice the bonus you apply to this ability.

Insidious Power (Ex): Beginning at 9th level, you may use the power facet of your Dark Speech as a move action immediately before you use a vocalization to gain an additional effect. You apply the caster level bonus as a +2 bonus to your truenamer level instead. The main benefit of this is that it allows you to augment the DC of the vocalization by 2 additional points than you would normally be able to augment it by. This is a unique ability, and does not confer the ability to increase the DC of your vocalizations beyond the normal limit at ANY other time. If you use this ability, you do not gain any benefit from the use of the power facet of your Dark Speech made in the first move action.

Master of the Darkness (Ex): At 10th level, your irresistable words command the loyalty of the minions of evil. Whenever you use the dark unity facet of your Dark Speech, you treat the Hivemind created as if it were dominated by you instead of under the effect of a suggestion. This effect lasts for a number of rounds equal to a Truespeak check made by you, at which point the Hivemind disbands. You may only have one Hivemind dominated in this fashion at a time.

The Hidden Word

Hidden words specialize in staying unnoticed while using thier vocalizations and combining some vocalizations for effective attacks. They utilize truenaming to enhance their natural stealth and guile. Hidden words are commonly found as well-learned assassins.

Requirements: To become a hidden word, you must fulfill all of the following requirements.
Base Attack Bonus: +3
Feats: Weapon Finesse
Skills: Truespeak 8 ranks, Hide 4 ranks, Move Silently 4 ranks
Truenaming: Must be able to speak 2nd level vocalizations
Special: Sneak attack +2d6 or skirmish +1d6/+1 AC

Hit Die: d6.
Skill Points at Each Additional Level: 4 + Int modifier.
Absolute Limit Increase at Each Level: 3 + Dex modifier.

Class Skills: The hidden word’s class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Forgery (Int), Hide (Dex), Knowledge (all) (Int), Move Silently (Dex), Sense Motive (Wis), Speak Language (n/a), Truespeak (Int), and Tumble (Dex).

Table: The Hidden Word
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Truenaming

1st|+0|+0|+2|+2|Subvocalization|


2nd|+1|+0|+3|+3|–|
+1 level of existing truenaming class

3rd|+2|+1|+3|+3|Sneak attack +1d6|
+1 level of existing truenaming class

4th|+3|+1|+4|+4|Irresistible strike +2|
+1 level of existing truenaming class

5th|+3|+1|+4|+4|Recitation of silence|
+1 level of existing truenaming class

6th|+4|+2|+5|+5|Sneak attack +2d6|
+1 level of existing truenaming class

7th|+5|+2|+5|+5|Fade into silence|
+1 level of existing truenaming class

8th|+6|+2|+6|+6|Irresistible strike +4|
+1 level of existing truenaming class

9th|+6|+3|+6|+6|Sneak attack +3d6|
+1 level of existing truenaming class

10th|+7|+3|+7|+7|Subvocalization (complete)|
–[/table]

Class Features

All of the following are class features of the hidden word prestige class.

Weapon and Armour Proficiencies: The hidden word gains no additional weapon or armour proficiencies.

Subvocalization: When using truespeech, you have learned how subvocalize the words. While your mouth can be seen moving, anyone more than 10ft. away from you must succeed on a DC 20 Listen check to hear you.

Beginning at level 10, you no longer make any noise at all when truespeaking, and can thus speak even in an area of silence.

Truenaming: At every level except 1st and 10th, you learn additional vocalizations as if you had gained a level in any one truenaming class you have previously gained levels in. These levels stack with your previous levels to determine your truenamer level.

Sneak Attack: At 3rd, 6th, and 9th levels, your sneak attack damage increases by 1d6.

Alternatively, if you used skirmish to qualify for this prestige class, you instead enhance that ability instad of sneak attack. If taking this option, your skirmish continues to improve. At levels 3, 6, and 9, you gain an additional boost to your skirmish, alternating between +1d6 to damage and +1 to AC.

Irresistible Strike (Ex): Beginning at level 4, whenever you do precision damage to an enemy, you also tear a small hole in their True Form, rendering them more easily affected by Truespeech. You gain a +2 bonus to Truespeak checks to target that foe with a vocalization. The bonus to Truespeak checks increases to +4 at level 8. You may not gain this bonus against the same foe more than once. This bonus lasts for 1 hour, or until the damage you dealt is healed, whichever comes first.

Recitation of Silence: At 5th level, you learn The Recitation of Silence as a bonus recitation. If you already know this recitation, you may select another one of an appropriate level for you.

If you cannot use recitations, you gain no benefit from this ability.

Fade into Silence (Ex): At 7th level, you may make a Hide check in any silence effect, even while observed.

The Truesinger

Many an adventurer has claimed to be a master of music, but few of these so-called “bards” realize what it is that they manipulate when they play their magical songs. In reality, these performers tap unknowingly into the most ancient and powerful source of power in the cosmos: the original language, the language of truespeach. By channeling a fraction of the power of truespeach into their music, bards achieve powerful results. Some, however, master the art of music and also delve into the secrets of truenaming. These self-styled truesingers combine the lyrical medium of music with the words of power and syllables of devastation that make up the one true language.

Requirements
Utterances: Able to speak 2nd level vocalizations
Special: Bardic music class feature
Skills: Truespeak 6 ranks, Perform (sing) 5 ranks

Hit Die: d6.
Skill Points at Each Additional Level: 6 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Cha modifier

Class Skills: The truesinger’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Knowledge (all skills, taken indivually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Speak Language (n/a), Spellcraft (Int), Truespeak (Int), and Use Magic Device (Cha).

Table 1.7: The Truesinger
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|
Truenaming

1st|
+0|
+0|
+2|
+2|Bardic music, fluid tongue|+1 level of existing truenaming class

2nd|
+1|
+0|
+3|
+3|Irresistable incantation +1|+1 level of existing truenaming class

3rd|
+2|
+1|
+3|
+3|Truesing 2/day|+1 level of existing truenaming class

4th|
+3|
+1|
+4|
+4|Bonus recitation feat|+1 level of existing truenaming class

5th|
+3|
+1|
+4|
+4|Lingering lyrics|


6th|
+4|
+2|
+5|
+5|Irresistable incantation +2|+1 level of existing truenaming class

7th|
+5|
+2|
+5|
+5|–|+1 level of existing truenaming class

8th|
+6/+1|
+2|
+6|
+6|Shared recitation|+1 level of existing truenaming class

9th|
+6/+1|
+3|
+6|
+6|Truesing 4/day|+1 level of existing truenaming class

10th|
+7/+2|
+3|
+7|
+7|Irresistable incantation +3|+1 level of existing truenaming class

11th|
+8/+3|
+3|
+7|
+7|Garbling melody|+1 level of existing truenaming class

12th|
+9/+4|
+4|
+8|
+8|Bonus recitation feat|+1 level of existing truenaming class

13th|
+9/+4|
+4|
+8|
+8|Deafening speech|+1 level of existing truenaming class

14th|
+10/+5|
+4|
+9|
+9|Irresistable incantation +4|+1 level of existing truenaming class

15th|
+11/+6/+1|
+5|
+9|
+9|Truesing 6/day, voice of the world|


[/table]

Class Features

All of the following are class features of the truesinger.

Weapon and Armour Proficiencies: The truesinger does not gain any additional weapon or armour proficiencies.

Truenaming: At every level except 5th and 15th, you learn additional vocalizations as if you had gained a level in any one truenaming class you have previously gained levels in. These levels stack with your previous levels to determine your truenamer level.

Bardic Music: A truesinger continues to practice his magical melodies. His truesinger levels stack with his bard levels to determine how many times per day he may use his bardic music abilities. These levels also stack to determine save DCs of his bardic music where applicable. He does not gain new bardic music abilities that he would gain from the bard base class.

Fluid Tongue (Su): Truesingers combine the fluidity of music with the powerful language of truespeak. While using his bardic music, a truesinger may still use vocalizations as normal, even if it normally requires concentration. This does not allow him to maintain concentration on more than one effect at the same time unless he already possesses such ability, but it does allow him to use vocalizations that do not require concentration while concentrating on a bardin music effect.

Irresistable Incantation (Su): By combining melody with language, the truesinger can create an irresistable incantation that draws in even the most stalwart foes. This bardic music ability makes his truenaming easier.

By expending a use of bardic music as a move action, the truesinger may create an ongoing effect that he must maintain with concentration. While under this effect, his absolute limit increases by 2, and the Truespeak DC to use all of his vocalizations is reduced by 1. Otherwise, this ability follows all the normal rules for bardic music. This does not allow him to augment a vocalization beyond what it could normally be augmented to.

As the truesinger advances, this ability improves. Every 4 levels after 2nd, his absolute limit increases by an additional 2 points and his Truespeak DCs are reduced by 1 again.

Truesing (Su): At 3rd level, the truesinger learns the bread and butter of his trade, combining music and melody with his implacable lexicon. Twice per day, he may apply his Charisma modifier to a Truespeak check. Alternatively, he may make a Perform (sing) check in place of a Truespeak check, and add his Intelligence modifier to the roll. He may use this ability 4 times per day at 9th level, and 6 times per day at 15th level.

This does indeed mean that he can use a regular skill (Perform) to cause the same effects that a Truespeak check would normally have. This also means that the Perform check can be augmented in many ways that a Truespeak check cannot be, as described at the beginning of this document.

Bonus Feat: At 4th level, and again at 12th level, the truesinger may select any Truename feat for which he qualifies.

Lingering Lyrics (Su): At 5th level, the truesinger can leave his magical lyrics enduring in the air. This bardic music ability lengthens his utterances.

To use this ability, the truesinger must expend as use of bardic music as part of speaking an utterance with an original duration of 5 rounds. The duration of the utterance changes to a duration of concentration. So long as the truesinger maintains concentration, his syllables of power endure as well. To use this ability, the truesinger must have as least 13 ranks in Perform (sing). Otherwise, this ability follows all of the rules that a normal bardic music ability does.

Shared Recitation (Su): At 8th level, the truesinger can use his musical prowess to share his personal recitations with his allies. By expending a use of bardic music as a move action, he may grant all willing allies within 60 feet who can hear him the benefit of a recitation that he uses in the same round. This shared recitation lasts for up to 1 round/truenamer level, but requires concentration to maintain in addition to maintaining the recitation for himself.

Garbling Melody (Su): At 11th level, the truesinger can leave his foes in utter confusion as they try to use language against him. While maintaining any bardic music effect, he may use an immediate action and a use of bardic music to cause an utterance or incantation used within 60 feet of him to be reversed, if applicable, without changing the target.

The DC of this utterance or incantation remains augmented to the same level that was originally augmented to. The truesinger may decide how to divvy up the augmentation to the utterance or incantation if there are multiple augmentation options.

Deafening Speech (Su): At 13th level, the truesinger can combine his utterances with devastating sonic power. By expending a use of bardic music as a swift action as he delivers an utterance, the truesinger may deal 10d6 sonic damage to the target. The target receives no save to avoid the damage, but the Truespeak DC to deliver the utterance is augmented by 2. This counts against the augmentations the truesinger can apply to the utterance.

Voice of the World (Ex): At 15th level, the truesinger has finally broken away from the arcana associated with his universal music. His bardic music becomes extraordinary in nature as it taps into the fundamental language of truespeech.

The Gospelblade

The forces of utmost good in the cosmos will always have a need for champions to fight back the hordes of darkness. Where truenaming is concerned, this is no different. Gospelblades are an elite force of paladins charged with protecting the knowledge of the true language from falling into evil hands.

Requirements: To become a gospelblade, you must fulfill all of the following requirements.
Alignment: Lawful Good
Base Attack Bonus: +5
Skills: Knowledge (religion) 8 ranks, Truespeak 4 ranks
Special: Smite Evil 2/day and Turn Undead class features

Hit Die: d10.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 1 + Wis + Cha modifier.

Class Skills: The gospelblade’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), and Truespeak (Int).

Table: The Gospelblade
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Utterances|
Incantations|
Recitations

1st|+1|+2|+0|+2|Righteous speaker, truenaming|
1|
1|
1

2nd|+2|+3|+0|+3|Profane research, smite evil +1/day|
2|
1|
1

3rd|+3|+3|+1|+3|Known personal truename|
3|
2|
1

4th|+4|+4|+1|+4|2nd level truenaming|
4|
2|
2

5th|+5|+4|+1|+4|Verbose smite|
5|
3|
2

6th|+6|+5|+2|+5|Smite evil +2/day|
6|
3|
2

7th|+7|+5|+2|+5|3rd level truenaming|
7|
4|
3

8th|+8|+6|+2|+6|Divine cadence|
8|
4|
3

9th|+9|+6|+3|+6|Battle cadence|
9|
5|
3

10th|+10|+7|+3|+7|4th level truenaming, smite evil +3/day|
10|
5|
4

[/table]

All of the following are class features of the gospelblade prestige class.

Weapon and Armour Proficiencies: The gospelblade gains no additional weapon or armour proficiencies.

Righteous Speaker: You add your gospelblade and paladin levels to determine your effective truenamer level for the vocalizations gained through this class, as well as the damage your Smite Evil attacks deal. A paladin may multiclass freely between his base class and this prestige class, although he may be subject to XP penalties, as normal.

Truenaming: You can use truenaming. At every class level, you learn additional truename effects, as shown on Table: The Gospelblade. Your truenamer level for your truename effects is equal to your class level.

To begin with, you may only select 1st level truename effects. At your 4th, 7th, and 10th class levels, you may begin to select from the next level of truename effects.

Profane Research (Su): Your truename efforts are aided by the Lawful Good Powers That Be. Beginning at 2nd level, you may use Knowledge (religion) to research the truename of any evil being, instead of using the appropriate Knowledge skill for their creature type. In addition, you gain a divine bonus on these research checks equal to 1/2 your class level.

Smite Evil: At 2nd level, you gain an additional daily use of your Smite Evil attack. You gain another daily use at your 6th and 10th class levels.

Known Personal Truename (Ex): At 3rd level, you learn your truename through divine insight. As such, you have a +4 bonus on Truespeak checks made to use truename effects on yourself, as shown in Table 1.1: Name Modifiers to Truespeak DCs.

Verbose Smite (Su): Beginning at 5th level, whenever you succeed on a Smite Evil attack against an evil creature, you may use one utterance as a swift action against the same target. You gain a Truespeak bonus on the Truespeak check required to use this utterance equal to 1/2 your class level, and your absolute limit for this one utterance is increased by an amount equal to your class level.

Divine Cadence (Su): Beginning at 8th level, you can expend a use of your Turn Undead ability as a free action to grant yourself a divine bonus to a single Truespeak check equal to your class level.

Battle Cadence (Ex): Beginning at 9th level, you may begin or change a recitation as a swift action by increasing the DC to speak it by 2.

Ex-Gospelblades: A gospelblade follows the same code of conduct as a paladin. If he performs any action that would cause a paladin to lose their supernatural abilities, he loses access to his supernatural and truenaming class features as well. He may atone for this in the same manner as he would to regain his paladin abilities.

Illumian Truenamer

As a physical embodiment of language, illumians who turn to the original language of Truespeak become its greatest champions.

Hit Die: d6.

Requirements: To take an illumian truenamer substitution level, a character must be an illumian about to take her 5th, 10th, or 15th level of truenamer.

Hit Die: d6.
Absolute Limit Increase at Each Level: 2 + Cha modifier.
Skill Points at Each Level: 4 + Int modifier.
Class Skills: Illumian Truenamer substitution levels have the class skills of the standard truenamer class.

Table: The Illumian Truenamer
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Utterances|
Incantations|
Recitations

5th|+2|+1|+1|+4|True sigils|
6|
4|
1

10th|+5|+3|+3|+7|Natural linguist, 4th level truenaming|
11|
6|
3

15th|+7/+2|+5|+5|+9|The last word|
16|
9|
5

[/table]

Class Features

All of the following are class features of the illumian truenamer’s racial substitution levels.

True Sigils (Ex): An illumian truenamer of 5th level can transform the sigils that surround her into Truespeak. Once per day per sigil, she may speak aloud the name of the sigil in Truespeak as a move action and cause a special effect based on the sigil. The DC to speak a sigil is equal to 10 + the illumian truenamer’s character level. If the Truespeak check fails, the use for the day is not expended, but the illumian truenamer loses the move action she used to activate it. She may attempt the vocalization again as another move action. The benefit of the sigils are as follows:

Aesh: Any ally who can hear the illumian truenamer gains a +2 racial bonus to Strength for 5 rounds.
Hoon: Any ally who can hear the illumian truenamer gains regeneration 1 for 5 rounds. No type of damage deals lethal damage to a being under this effect. An ally who holds a severed body part to the stump during this entire period has it reattach at the end of the effect.
Krau: The illumian may apply any metamagic effect with a +2 or lower spell adjustment level to any one spell cast by a being she can see within the next 5 rounds as an immediate action. This does not increase the actual spell level.
Naen: All allies who can hear the illumian truenamer can make use of each others’ skill ranks in any skill that has Intelligence as the key ability for 5 rounds as if they had invested those ranks themselves. That is, each ally is treated as having as many ranks in any Intelligence-based skill as the ally that has the most. This effect does not allow the allies to qualify for any kind of feat, prestige class, or similar objective.
Uur: Any ally who can hear the illumian truenamer is treated as if they were under a freedom of movement effect for 5 rounds.
Vaul: All morale bonuses affecting allies that can hear the illumian truenamer are increased by +1 for 5 rounds.

This ability replaces the standard feat gained at 5th level.

Natural Linguist (Ex): At 10th level, an illumian truenamer has become a manifestation of the language of Truespeak. She gains a +2 racial bonus to Truespeak checks.

This ability replaces the standard feat gained at 10th level.

The Last Word (Ex): At 15th level, an illumian truenamer lives on in her Final Utterance racial ability. So long as she is not in a silence effect, an illumian truenamer may speak a single vocalization every round after she dies for 1 round per Hit Die. She may not target herself with any vocalization, nor can her voice move from where she died. For this purpose, she is treated as having the same senses (for line of sight) in death that she had in life. After this effect ends, the illumian truenamer truly dies. Because the ultimate price has already been paid, an illumian truenamer may not make use of the Syllable of Death utterance while in this state.

This ability replaces the standard feat gained at 15th level.

Kellus
2008-09-13, 11:59 PM
The Astral Namemaker

Any psionic shaper can throw ectoplasm together to make a construct. But only the most skilled in truespeech learn how to create a new truename out of nothing. Astral namemakers create truenames for their astral constructs as they make them, giving them an identity and infusing them with the power of truespeech. Named constructs are often much more “real” than normal astral constructs in the way they act and behave, due to their inclusion within the language of the universe.

Requirements: To become an astral namemaker, a character must fulfill all of the following requirements.
Feat: Boost Constuct
Manifesting: Must be able to manifest the astral construct power.
Skills: Truespeak 8 ranks, Knowledge (psionics) 6 ranks
Truenaming: Must be able to speak 1st level recitations.

Hit Die: d4.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Int modifier.

Class Skills: The astral namemaker’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Knowledge (all) (Int), Profession (Wis), Psicraft (Int), Speak Language (n/a), Truespeak (Int), and Use Psionic Device (Cha).

Table 1.11: The Astral Namemaker
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Truenaming

1st|+0|+0|+0|+2|Font of power, name construct (self-sustaining)|
+1 level of existing truenaming class

2nd|+1|+0|+0|+3|Name construct (durable)|
+1 level of existing truenaming class

3rd|+1|+1|+1|+3|–|
+1 level of existing truenaming class

4th|+2|+1|+1|+4|Name construct (boost)|


5th|+2|+1|+1|+4|Name construct (recitation)|
+1 level of existing truenaming class

6th|+3|+2|+2|+5|–|
+1 level of existing truenaming class

7th|+3|+2|+2|+5|Name construct (extended)|
+1 level of existing truenaming class

8th|+4|+2|+2|+6|Name construct (improved boost)|


9th|+4|+3|+3|+6|–|
+1 level of existing truenaming class

10th|+5|+3|+3|+7|Name construct (legion)|
+1 level of existing truenaming class

[/table]

All of the following are class features of the astral namemaker prestige class.

Weapon and Armour Proficiencies: An astral namemaker gains no additional weapon or armour proficiencies.

Font of Power: Astral namemaker levels stack with any one psionic class the character has levels in to determine the number of power points per day they receive. In addition, the character may use her character level as her effective manifester level when determining how many power points she may spend to augment the astral construct power.

Name Construct (Ex): At 1st level, the astral namemaker learns how to use Truespeak to create an entirely new being. Whenever she manifests the astral construct power, the astral namemaker may make a Truespeak check in order to give a truename to the construct created. An astral namemaker gains a +6 modifier on any Truespeak checks to target an astral construct she has named with a vocalization. This bonus replaces the normal bonus for knowing a creature’s truename, as described on Table 1.1: Name Modifiers to Truespeak Checks.

The DC for the Truespeak check required to use this ability is equal to 15 + the level of the astral construct. In addition, she may choose to add additional benefits to it by increasing the DC of the check. The astral namemaker adds no name modifier to this check, since her targets do not yet have names. As the astral namemaker advances, she gains additional options to augment her constructs when giving them a name, as described here. There is no limit on the DC the astral namemaker can use for this ability, meaning she can add as many of these benefits as she likes so long as she can make the skill check.

If the astral namemaker fails the Truespeak check when manifesting the power, the entire power fails and the power points are wasted.

Self-Sustaining: Beginning at 1st level, by increasing the Truespeak DC by 2, the astral construct does not count against the astral namemaker’s limit of one astral construct in creation at any one time (as described in Complete Psionic).

Durable: Beginning at 2nd level, by increasing the Truespeak DC by 4, the astral construct becomes more durable. They receive a +3 truespeak bonus on any manifester level checks made to protect them against dispel psionics or a similar effect, and a +3 truespeak bonus on saving throws to resist dismiss ectoplasm. These bonuses stack with those of the ecto protection power (see Expanded Psionics Handbook, page 97).

Boost: Beginning at 4th level, by increasing the Truespeak DC by 6, the astral construct gains one additional special ability from Menu A or Menua B (Expanded Psionics Handbook page 186). This benefit stacks with the Boost Construct feat.

Recitation: Beginning at 5th level, by increasing the Truespeak DC by 7, the astral construct may enter play under the benefit of one recitation you know. You must spend a swift action every round to maintain a construct’s recitation, just like if it were your own. If you have multiple constructs in play at once, you can maintain all of their recitations with a single swift action every round. If you manifest more than one astral construct with the same Truespeak check, you may select a different recitation for each of them if you so desire.

Extended: Beginning at 7th level, by increasing the Truespeak DC by 9, the astral construct’s duration becomes 1 minute/level instead of 1 round/level.

Improved Boost: Beginning at 8th level, by increasing the Truespeak DC by 10, the astral construct gains one additional special ability from Menu C (Expanded Psionics Handbook page 186). This benefit stacks with the Boost Construct feat as well as with the earlier Boost benefit of Name Construct.

Legion: Beginning at 10th level, by increasing the Truespeak DC by 15, whenever the astral namemaker manifests the astral construct power, she may create two identical constructs instead of one. The constructs created may have the same menu abilities or different ones, at her option. However, since the same Truespeak check is used to create both of them, if she wants to use any other Name Construct benefits, she applies the same benefit to each of them.

Truenaming: At every level except 4th and 8th, you learn additional vocalizations as if you had gained a level in any one truenaming class you have previously gained levels in that can use recitations. These levels stack with your previous levels to determine your truenamer level.

The Fiendbinder

Fiendbinders use truenames to enslave outsiders and elementals, binding them to their will to create intelligent servants. Although their techniques seem arcane at first glance, they rely on the true language to create wardings and esoteric effects that can impose many different restrictions on their victims.

Requirements: To become a fiendbinder, you must fulfill all of the following requirements.
Alignment: Any nonchaotic
Skills: Knowledge (nature) 4 ranks, Knowledge (the Planes) 8 ranks, Speak Language (any three of: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, Terran)
Truenaming: Able to speak 2nd level vocalizations

Hit Die: d4.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Additional Level: 2 + Int modifier.

Class Skills: The fiendbinder’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all) (Int), Speak Language (n/a), and Truespeak (Int).

Table 1.12: The Fiendbinder
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Truenaming

1st|+0|+0|+0|+2|Truebinding (least), word wardings|


2nd|+1|+0|+0|+3|Dimensional brackets|
+1 level of existing truenaming class

3rd|+1|+1|+1|+3|Unorthodox bindings|
+1 level of existing truenaming class

4th|+2|+1|+1|+4|Truebinding (lesser)|
+1 level of existing truenaming class

5th|+2|+1|+1|+4|Overly ambitous techniques (+1)|
+1 level of existing truenaming class

6th|+3|+2|+2|+5|Imposing visage|


7th|+3|+2|+2|+5|Truebinding (standard)|
+1 level of existing truenaming class

8th|+4|+2|+2|+6|Enhanced pentacle|
+1 level of existing truenaming class

9th|+4|+3|+3|+6|Overly ambitous techniques (+2)|
+1 level of existing truenaming class

10th|+5|+3|+3|+7|Truebinding (greater)|
+1 level of existing truenaming class

[/table]

All of the following are class features of the fiendbinder.

Weapon and Armour Proficiency: The fiendbinder gains no additional weapon or armour proficiencies.

Truebinding (Ex): This ability works like the planar binding spell, except as noted here. In order to use the ability, you must know the truename of the being you wish to summon. The DC for the saving throw against this effect is equal to 10 + 1/2 your character level + your Charisma modifier. Your caster level for this effect is equal to your effective truenamer level. You may use this ability as much as you want, but you can only ever have a number of HD of creatures bound to you through it equal to twice your effective truenamer level.

At 1st level, you may summon outsiders or elementals of up to 3 HD.

At 4th level, you may summon outsiders or elementals of up to 6 HD.

At 7th level, you may summon outsiders or elementals of up to 12 HD.

At 10th level, you may summon outsiders or elementals of up to 18 HD.

A bound creature may use any of the normal techniques to escape, but they also have another avenue available to them. If a bound creature manages to discover your truename, they are no longer bound by the strictures of the summoning. They may depart (with their payment) or stick around to cause mayhem as they see fit.

Word Wardings (Ex): You may cause an effect similar to a magic circle spell at will, but only focused inward and in conjunction with your truebinding class feature.

By succeeding on a DC 20 Truespeak check, you may also choose to add a calling diagram, as described in the magic circle against evil spell. Your word warding is equally effective against creatures of any alignment. Your caster level for this effect is equal to your effective truenamer level. If you fail on the Truespeak check to create the calling diagram, the entire truebinding fails, and you may not attempt to perform another truebinding for 10 minutes per HD of the creature you attempted to conjure.

Dimensional Brackets (Ex): Beginning at 2nd level, your calling diagram also guards against dimensional travel as if a dimensional anchor spell had been incorporated into the creation. In order to activate this effect, you must create a calling diagram with your word warding class feature, and increase the DC of the Truespeak check to create it by 2.

Truenaming: At every level except 1st and 6th, you learn additional vocalizations as if you had gained a level in any one truenaming class you have previously gained levels in. These levels stack with your previous levels to determine your truenamer level.

Unorthodox Bindings (Ex): Beginning at 3rd level, your calling diagrams become less traditional in structure as you learn to construct them through truespeach rather than arcane power. As such, you gain a +5 truespeak bonus on your “caster level” check against a being attempting to escape a truebinding through spell resistance. In order to activate this effect, you must create a calling diagram with your word warding class feature, and increase the DC of the Truespeak check to create it by 3.

Overly Ambitous Techniques (Ex): At 5th level, you gain the ability to attempt to summon a being with 1 HD more than your normal maximum with your truebinding class feature. If you choose to do this, however, you must add 4 to the DC of the Truespeak check to create a calling diagram, if indeed you attempt to create one.

At 9th level, you may instead summon a being with 2 HD more than your normal maximum, but you instead must add 10 to the DC of the Truespeak check.

Imposing Visage (Ex): Beginning at 6th level, your calling diagram allows you to appear much more intimidating and threatening to a creature conjured with your truebinding ability. You gain a +5 truespeak bonus on the opposed Charisma check inherent in the binding. In order to activate this effect, you must create a calling diagram with your word warding class feature, and increase the DC of the Truespeak check to create it by 6.

Enhanced Pentacle (Ex): Beginning at 8th level, you may create a calling diagram that allows you to impose two tasks on a conjured creature. Whatever your first offer is, if it is accepted by the creature you may immediately impose a second task of equal difficulty on it. The two tasks cannot contradict each other, but the creature must complete both of them before it is released from your service. In order to activate this effect, you must create a calling diagram with your word warding class feature, and increase the DC of the Truespeak check to create it by 8.

The Rhyme Witch

Rhyme witches interlace arcane words of power with truenaming to create deadly verses of arcane might.

Requirements: To become a rhyme witch, you must fulfill all of the following requirements.

Skills: Knowedge (arcana) 13 ranks, Perform (oratory) 8 ranks, Truespeak 8 ranks
Feats: Improved Counterspelling
Spellcasting: Able to prepare and cast at least one power word spell
Special: Confident Speaker class feature

Hit Die: d4.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 3 + Int modifier.

Class Skills: The rhyme witch's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Gather Information (Cha), Knowledge (all) (Int), Perform (oratory), Speak Language (n/a), Spellcraft (Int), and Truespeak (Int).

Table 1.14: The Rhyme Witch
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Truenaming|Spellcasting

1st|
+0|
+0|
+0|
+2|Arcane verse|+1 level of existing truenaming class|+1 level of existing arcane spellcasting class

2nd|
+1|
+0|
+0|
+3|Counter rhyming|–|+1 level of existing arcane spellcasting class

3rd|
+1|
+1|
+1|
+3|Honeyed words 2/day|+1 level of existing truenaming class|+1 level of existing arcane spellcasting class

4th|
+2|
+1|
+1|
+4|Couplet|–|+1 level of existing arcane spellcasting class

5th|
+2|
+1|
+1|
+4|Eldritch voice|+1 level of existing truenaming class|–

6th|
+3|
+2|
+2|
+5|Honeyed words 4/day|–|+1 level of existing arcane spellcasting class

7th|
+3|
+2|
+2|
+5|Rhymes of power|+1 level of existing truenaming class|+1 level of existing arcane spellcasting class

8th|
+4|
+2|
+2|
+6|Triplet|–|+1 level of existing arcane spellcasting class

9th|
+4|
+3|
+3|
+6|Honeyed words 6/day|+1 level of existing truenaming class|+1 level of existing arcane spellcasting class

10th|
+5|
+3|
+3|
+7|Absolute power|–|– [/table]

All of the following are class features of the rhyme witch.

Weapon and Armour Proficiencies: The rhyme witch gains no additional weapon or armour proficiencies.

Arcane Verse (Ex): A rhyme witch blends arcane words of power with truenaming to unlock the power contained in rhymes. She adds her truenamer level to her caster level for any one arcane spellcasting class, and conversely her highest arcane caster level to her truenamer level. Her effective truenamer level can never exceed her character level in this way.

Furthermore, the rhyme witch may combine her glossary and spell book. If this combined book is ever lost or stolen, the rhyme witch may reproduce it exactly as a lexeme reproduces her glossary.

Spellcasting: At every new rhyme witch level except 5th and 10th, you gain new spells per day as if you had also gained a level in an arcane spellcasting class you belonged to before adding the prestige class. You do not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If you had more than one arcane spellcasting class before becoming a rhyme witch, you must decide to which class you add the new level for purposes of determining spells per day.

Truenaming: At 1st level and every two levels thereafter, you learn additional vocalizations as if you had gained a level in any one truenaming class you have previously gained levels in. These levels stack with your previous levels to determine your truenamer level.

Counter Rhyme (Ex): At 2nd level, the rhyme witch masters the disruptive power of arcane rhymes. When she readies an action to counter another caster's spell, she may substitute a Truespeak check for the Spellcraft check she would normally make. Unlike counterspelling, speaking a counter rhyme does not require casting a spell, only making a successful truespeak check. She may use this ability a number of times per day equal to her Intelligence modifier.

Honeyed Words (Ex): Beginning at 3rd level, the rhyme witch unlocks a further understanding of how the sounds of words affect others. Twice per day she may make a Truespeak check in place of a Bluff, Diplomacy, or Intimidate skill check. She may use this ability four times per day at 6th level and six times per day at 9th level.

Couplet (Ex): As she grows in power, the rhyme witch learns how to couple words of power together with truespeach to weave poems of death. Beginning at 4th level, when she uses her confident speaker ability and spends a full round action to speak a vocalization, she may simultaneously cast any power word spell she has prepared as a swift action (as if it had been modified by the Quicken Spell metamagic feat, but without an increase in the spell level).

Eldritch Voice (Ex): Beginning at 5th level, whenever a rhyme witch casts a power word spell she has prepared, the range of it is doubled as if by the Enlarge Spell metamagic feat, but without an increase in the spell level.

Rhymes of Power (Ex): At 7th level, the rhyme witch learns a new way to amplify her truespeach through arcane rhyming. A number of times per day equal to her Intelligence modifier, she may sacrifice a memorized arcane spell as a swift action to give herself a bonus on a single Truespeak check equal to the sacrificed spell's spell level.

Triplet (Ex): At 8th level, the blending of arcane power and truespeach becomes even stronger. When the rhyme witch uses her confident speaker ability and spends a standard action on a truespeak attempt, she may simultaneously cast any power word spell she has prepared as a swift action (as if it had been modified by the Quicken Spell metamagic feat, but without an increase in the spell level).

Absolute Power (Ex): At 10th level, the rhyme witch unlocks the ultimate connection between truespeak and words of power. She may add her absolute limit to the hp limit of all of her power word spells, increasing all hp thresholds accordingly.

The Cosmos Translator

Vestiges go by many names and titles. Their true names, however, are the most complex of any short of the names of the gods themselves. These names describe vestiges for exactly what they are. Since they are unfathomable mysteries, these names are understandably hard to comprehend. Any binder that can learn these names, however, can harness them to create a variety of powerful truenaming and binding effects never seen before in the cosmos. A cosmos translator studies vestiges and translates their strange and fearsome names into the true language.

Requirements: To becomes a cosmos translator, you must fulfill all of the following requirements.
Skills: Knowledge (the Planes) 8 ranks, Truespeak 8 ranks
Special: Ability to bind a 2nd-level vestige
Vocalizations: Able to speak 1st level vocalizations

Hit Die: d6.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Additional Level: 3 + Int modifier.

Class Skills: The cosmos translator’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Knowledge (all) (Int), Profession (Wis, Speak Language (n/a), and Truespeak (Int).

Table: The Cosmos Translator
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Truenaming

1st|+0|+0|+0|+2|Cosmos pact, soul binding +1, translate vestige|


2nd|+1|+0|+0|+3|Soul binding +2, vestige familiarity|
+1 level of existing truenaming level

3rd|+1|+1|+1|+3|Bonus feat, soul binding +3|
+1 level of existing truenaming level

4th|+2|+1|+1|+4|Soul binding +4, vestigial shuffle|
+1 level of existing truenaming level

5th|+2|+1|+1|+4|Soul binding +5|
+1 level of existing truenaming level

6th|+3|+2|+2|+5|Harness vestige, soul binding +6|
+1 level of existing truenaming level

7th|+3|+2|+2|+5|Bonus feat, soul binding +7|
+1 level of existing truenaming level

8th|+4|+2|+2|+6|Soul binding +8, soul speaker|
+1 level of existing truenaming level

9th|+4|+3|+3|+6|Soul binding +9|
+1 level of existing truenaming level

10th|+5|+3|+3|+7|Cosmos utterance, soul binding +10|
+1 level of existing truenaming level

[/table]

All of the following are class features of the cosmos translator prestige class.

Weapon and Armour Proficiencies: The cosmos translator gains no additional weapon or armour proficiencies.

Cosmos Pact (Ex): As a cosmos translator, you may bind any vestige you have translated (see below) with a move action by successfully speaking its truename. Otherwise, this follows all the normal rules for a vocalization. Normally, binding a vestige requires a minute of effort. You must still fulfill any special requirements and make the binding check as normal. If you fail the Truespeak check to speak the vestige’s truename, you take 1d4 points of nonlethal damage per effective binder level as cosmological feedback, and the binding fails.

Soul Binding Bonus: At each cosmos translator level, your soul binding ability improves as if you had also gained a level in the binder class. Your cosmos translator levels and binder levels stack for determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher-level vestiges, and the number of vestiges you can bind. You do not, however, gain any other benefit a binder would have gained.

Translate Vestige (Ex): A cosmos translator has the talent to uncover the true name of vestiges themselves, translating them from supernatural enigmas into the realm of the natural world. Upon entering this prestige class, you must select one vestige you may currently bind. You automatically learn the truename of that vestige. From now on, whenever you gain skill points at a new character level (not including this first class level), you may choose to spend 2 skill points to learn a new vestige’s truename. In order to learn a vestige’s truename, you must have bound that vestige in the past before gaining your new character level. If you gain less than 2 skill points at any given level, you cannot learn a new vestige’s truename at that level. Even if you miss a level, you can never learn more than one vestige’s truename at any given new level.

Once you have learned a vestige’s truename, that vestige is considered translated for the purposes of your other class features.

Speaking a vestige’s truename requires a Truspeak check against the vestige’s binding DC.

Truenaming: At every level except 1st, you learn additional vocalizations as if you had gained a level in any one truenaming class you have previously gained levels in. These levels stack with your previous levels to determine your truenamer level.

Vestige Familiarity (Ex): Beginning at 2nd level, you begin to develop an intimate understanding of the vestige truenames you have uncovered. Whenever you successfully use your cosmos pact class feature, you gain a +1 insight bonus per class level on the binding check. The Truespeak DC to bind the vestige increases by 4.

Bonus Feat: At 3rd level and again at 7th level, you gain a bonus feat which either has the Truename descriptor or is drawn from the feats described on pages 72-75 of the Tome of Magic.

Vestigial Shuffle (Ex): Beginning at 4th level, you may use your cosmos pact class feature to replace a vestige you currently have bound with a vestige you have translated but do not have bound. The Truespeak DC to bind the new vestige increases by 6. You may use this ability to bind each of your translated vestiges once per day. Any ongoing effects based off of the vestige that is leaving end as if their duration had expired. If the Truespeak check fails, the old vestige is not expelled, but you may not attempt to shuffle in the same vestige for the next 5 rounds. However, in such an event, the use of this ability for the day with that vestige is not wasted.

Harness Vestige (Ex): Beginning at 6th level, you can harness the power of a vestige’s truename to augment your truenaming. Whenever you use your cosmos pact class feature, you may choose to forgo one granted ability of the translated vestige and instead increase your absolute limit while the vestige is bound to you by the vestige’s level. Choosing to use this ability increases the Truespeak DC of the check by 7. You may use this ability with multiple bound vestiges simultaneously; its effects stack.

Soul Speaker (Ex): Beginning at 8th level, the vestiges you bind guard their time with you jealously. As a move action, you may relinquish any ongoing recitation to a translated vestige you have bound. The vestige maintains the recitation until you choose to have it stop as a free action. While it maintains the effect, however, you lose access to all of its granted abilities with a recharge time of 5 rounds, but this frees you to speak other vocalizations. You may only have one vestige maintain a recitation at a time. Only certain translated vestiges can maintain recitations. If you want a vestige to be able to maintain recitations for you, you must bind it with the cosmos pact class feature, and increase the Truespeak DC by 8.

Cosmos Utterance (Su): At 10th level, once per day, you may recite the entire truename of any translated vestige as a full-round action. This utterance reveals truths about the universe that were never meant to be uncovered, and summons a fraction of the vestige’s being into existence in the minds of those around you. All beings within 1 mile per effective binder level of you with current hp below your absolute limit gain the invoked vestige’s sign and influence for 24 hours. In addition, any binding check made in this area (which does not move with you afterwards) in the next 24 hours that does not relate to the summoned vestige takes a -10 circumstance penalty. Finally, anybody that can actually hear you speak (except you yourself) must make a Will save (DC 10 + 1/2 your effective binder level + your Cha modifier) or become permanently confused. This is a mind-affecting ability.

Upon using this ability, you lose all of your bound vestiges except the one you invoked with this ability (if it was previously bound to you). You must be able to speak and must not be in a silence effect for this ability to work. Using this ability requires a Truespeak check against a DC of 25 + the vestige’s binding DC. If the check fails, you take 1d10 points of nonlethal damage per effective binder level as cosmological feedback, but may try again later that day.

The Alias

An alias knows and cares about only one truename: his own. By delving into the subtleties and nuances of what a truename actually is, an alias learns how to warp and shift his ownasnd can invent new truenames for himself. They are the ultimate spies, changing not just their faces and mannerisms but their entire identity. An alias operating under a cover identity could be anyone, anywhere. Although they don’t learn traditional truenaming, aliases are masters of a hundred skills, and learn how to speak recitations by varying the cadence of their own truename.

Requirements: To become an alias, a character must fulfill all of the following requirements.
Feat: Deceitful or Skill Focus (Bluff or Disguise)
Skills: Bluff 8 ranks, Diplomacy 4 ranks, Disguise 8 ranks, Forgery 4 ranks, Sense Motive 4 ranks, Truespeak 8 ranks
Special: Inspiration class feature, must know your own personal truename

Hit Die: d6
Skill Points at Each Level: 6 + Int modifier
Absolute Limit Increase at Each Level: 2 + Int modifier. Although an alias doesn’t progress normal truenaming, they still study the topic closely.

Class Skills: All. Like a factotum, an alias continues to study an enormous breadth of topics.

Table: The Alias
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Recitations Known

1st|+0|+0|+0|+2|Cunning tongue, jack of all trades, truenaming|
1

2nd|+1|+0|+0|+3|Cunning disguise|
2

3rd|+2|+1|+1|+3|Cunning disguise (quick change)|
2

4th|+3|+1|+1|+4|2nd level truenaming|
3

5th|+3|+1|+1|+4|Cunning disguise (illusory form)|
4

6th|+4|+2|+2|+5|Cunning disguise (surefire disguise)|
4

7th|+5|+2|+2|+5|3rd level truenaming|
5

8th|+6|+2|+2|+6|Cunning disguise (deep cover)|
6

9th|+6|+3|+3|+6|Cunning disguise (double talk)|
6

10th|+7|+3|+3|+7|Cunning disguise (true disguise), 4th level truenaming|
7

[/table]

All of the following are class features of the alias.

Weapon and Armour Proficiencies: You gain no additional weapon or armour proficiencies.

Cunning Tongue (Ex): You have studied quite a bit of truenaming. You can spend a single point of inspiration to gain a bonus equal to your class level on a single Truespeak check. You can spend a number of inspiration points on a single Truespeak check equal to your Intelligence modifier.

Jack of All Trades (Ex): Alias levels stack with factotum levels to determine your inspiration points per day, and for your effective factotum level when using class features such as Opportunistic Piety and Cunning Knowledge. These levels also stack to determine the number of spells you may prepare with your Arcane Dilettante class feature, and the highest level of spell you can access.

Truenaming: You can use truenaming. At every level indicated on Table: The Alias, you learn a new recitation. Because of your specializaed focus, you never learn other types of vocalizations. Your vocalizer level for recitations gained from this class is equal to the sum of your factotum and alias class levels. If you have vocalizations from another class, you may add your alias class levels to your vocalizer level for other vocalizations, but not your factotum level.

Cunning Disguise (Ex): Whenever you adopt a disguise with the Disguise skill, you can create a truename for the guise, making your deception run much more deeply than the surface. You may expend 1 point of inspiration and make a Truespeak check against a DC of 15 in order to gain special benefits of this disguise. If you fail at the Truespeak check, the inspiration point is still wasted.

The basic benefit of a cunning disguise is to interact with your recitations. Whenever you are operating in a cunning disguise, you gain a +6 modifier on Truespeak checks made to use recitations, because this is a name you created as opposed to one you simply know. This bonus replaces the normal name modifier to Truespeak checks. In addition, while in a cunning disguise, you gain immunity to any attempt to detect your alignment. You are treated as if you are under the effects of an undetectable alignment spell, except it is always active while in disguise.

In addition, as you advance in this class, you gain additional ways to benefit from the disguise.

Quick Change: Beginning at 3rd level, you can increase the DC of the Truespeak check by 4 and spend one additional point of inspiration in order to adopt the disguise in one-tenth of the normal time (1d3 minutes).

Illusory Form: Beginning at 5th level, you can increase the DC of the Truespeak check by 6 in order to gain the benefit of an alter self effect when adopting the disguise of a being of your creature type. This does confer the bonus to Disguise checks, but does not reduce the time required to create the disguise.

Surefire Disguise: Beginning at 6th level, you can increase the DC of the Truespeak check by 8 and spend one additional point of inspiration in order to see the result of your Disguise check. If you wish, afterwards you may alter this check to a 10, as if you had simply taken 10 on the check. You can use this ability even if stress or distraction would normally preclude taking 10 on the Disguise check.

Deep Cover: Beginning at 8th level, you can increase the DC of the Truespeak check by 13 in order to operate under a very deep cover. Your form so closely resembles that of your persona that divination spells detect only information to your cover identity; they reveal nothing relating to your alias persona.

Double Talk: Beginning at 9th level, you can increase the DC of the Truespeak check by 14 in order to create a name that can be said in two different ways at the same time. You can maintain two recitations at once while in your cunning disguise.

True Disguise: Beginning at 10th level, you can increase the DC of the Truespeak check by 15 in order to gain the benefit of a polymorph effect when adopting the disguise of a being of your creature type. This does not reduce the time required to create the disguise.

The Name Given

If you like playing with bloodlines, I have good news for you! Welknair has made an excellent bloodline for this material which can be found here (http://www.giantitp.com/forums/showthread.php?p=11398233)!

Kellus
2008-09-14, 12:00 AM
Echo Wing

“Kind words can be short & easy to speak, but their echoes are truly endless.”
-Mother Theresa

Echo Wing

http://i180.photobucket.com/albums/x103/animereyesfreak/Other%20Cool%20Stuff/blueflamingbird.jpg
An Echo Wing in flight, displaying a threatening pose just prior to an attack.

Tiny Magical Beast
Hit Dice: 2d10+4 (15HP)
Initiative: +6
Speed: 10’ (2 squares), Fly 60’ (12 squares, average maneuverability)
Armor Class: 18 (+2 size, +6 Dex); touch 18; flat-footed 12
Base Attack/Grapple: +2/-9
Attack: Talon +1 melee (1d3-3)
Full Attack: 2 Talons +1 melee (1d3-3)
Space/Reach: 2½’/0’
Special Attacks: Screech of Silence
Special Qualities: Echo, Magical Beast traits, Skills
Saves: Fort +5, Ref +9, Will +1
Abilities: Str 4 (-3), Dex 22 (+6), Con 15 (+2), Int 4 (-3), Wis 12 (+1), Cha 7 (-2)
Skills: Hide +9, Listen +6, Truespeak +4
Feats: Alertness
Environment: warm forests
Organization: solitary, pair, or flock (3-12)
Challenge Rating: 2
Treasure: N/A
Alignment: always Neutral
Advancement: 3HD (Tiny), 4-5HD (Small)
Level Adjustment: N/A

Seemingly from out of nowhere, a majestic bird appears, spreading its wings wide, as if in warding. Its plumage is an electric blue, with thick tail & a tall feathered crest. The avian creature takes a deep breath, as if to speak.

Dwelling deep in the wild jungles of the world, there is an avian creature that hunts with magical power. Waiting patiently for its prey, it perches silently. When its quarry is finally spotted (or more likely, heard), the bird lets out a piercing screech. The victim is deafened by the scream, & so it cannot hear the rush of wings closing in…

The bird in question is known as an Echo Wing, & it is said to possess some interesting properties. Stories tell of its ability to repeat vocalizations of Truespeech, reflecting their effects back at the speaker. No one knows for sure where such a bird came from or how it got its peculiar abilities, but scholars & researchers the world over are willing to pay dearly for a live specimen for their research into the nature & properties of Truespeech.

Echo Wings are usually about 1½’ long, with a wingspan of approximately 5’, & weigh around 4-7 pounds. They understand some Common, but they cannot speak a word unless trained to do so. They cannot understand Truespeech, despite their ability to repeat it.

Combat
Echo Wings are very territorial, & will defend its domain quite fiercely. While it will not often fight to the death (except to protect its young), Echo Wings are not shy of combat. They will often begin a battle by employing its Screech of Silence to deafen its foes, & then use its Initiative advantage to either attack with its talons or flee. They will also echo any Truespeech that it hears back at the speaker.

Screech of Silence (Su): Once per hour, an Echo Wing can emit an ear-splitting shriek; all creatures within 30’ must make a successful Fortitude save (DC13) or be deafened & rendered mute for 1 hour; the save DC is Constitution-based; creatures that are rendered mute are unable to speak; an Echo Wing is immune to Screech of Silence, whether from itself or other Echo Wings

Echo (Su): An Echo Wing can repeat any Truespeech uttered nearby, turning it back on the speaker; anytime an Echo Wing makes a successful Listen check to hear a vocalization of Truespeech, it can repeat the vocalization, targeting the original speaker; since an Echo Wing does not usually know the original speaker’s Truename or Given Name, it will use a Nickname instead, & thus any Truespeak check for an echoed utterance takes a -2 penalty; an Echo Wing will not echo any Truespeech from another Echo Wing.

Skills: An Echo Wing has a +4 racial bonus on Listen checks & Truespeak checks.

Monster Lore
Characters that have ranks in Knowledge (Arcana) can learn more about Echo Wings. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.

DC11: “There exists a rare bird that can stun its prey with a deafening scream.” A character making this check recalls all Magical Beast traits.
DC16: “This bird is called an Echo Wing, & it is so named because of its ability to repeat back anything that is spoken near it.” A character making this check knows the workings of the Screech of Silence ability.
DC21: “It’s echoing talents are especially troublesome to those who use Truespeech, as the bird can echo vocalizations, turning them back on the speaker.” A character making this check remembers the mechanics of the Echo ability.
DC26: “They often hunt by hiding in wait for victims, then ambushing them with its shriek, but they can be goaded into coming out into the open if its territory is invaded.”A character making this check is familiar with where to find living specimens in the wild.


Word Archon


http://www.wizards.com/dnd/images/dx0302iw_WordArchon.jpg

Word Archon
Medium Outsider (Archon, Extraplanar, Lawful, Good)
Hit Dice: 10d8+60 (110)
Speed: 60ft. (6 squares) (+30ft. truespeak), fly 80ft. (good)
Initiative: +1
Armor Class: 24; touch 14; flat-footed 26
(+1 Dex, +6 natural, +7 +2 breastplate, +3 deflection)
Base Attack/Grapple: +10/+16
Attack: +1 holy warhammer +17 melee (1d8+10/x3 plus 2d6 holy)
Full-Attack: +1 holy warhammer +17/+12 melee (1d8+10/x3 plus 2d6 holy)
Space: 5ft.; Reach: 5ft.
Special Attacks: Teleport, truenaming, word purge, verbose strike
Special Qualities: Aura of menace, damage reduction 10/evil, darkvision 60ft., immunity to electricity and petrification, magic circle against evil, spell resistance 18, name resistance 5, tongues
Saves: Fort +13 (+17 against poison) Ref +8 Will +10
Abilities: Str 22, Dex 13, Con 23, Int 22, Wis 16, Cha 17
Skills: Concentration +19, Diplomacy +18, Gather Information +5, Intimidate +16, Knowledge (arcana) +19, Knowledge (geography) +19, Knowledge (local) +19, Knowledge (nature) +19, Knowledge (the Planes) +19, Listen +16, Search +19, Sense Motive +16, Spellcraft +21, Spot +16, Survival +3, Truespeak +25
Feats: Devoted Truenamer (x2), Empower Utterance, Extend Utterance
Absolute Limit: 50
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary or patrol group (2-5)
Challenge Rating: 11
Treasure: Standard
Alignment: Always lawful good
Advancement: by class; Favored Class: Truenamer
Level Adjustment: +8

Guardians of the sanctity of language, word archons hunt down those who try to twist and pervert the true language.

Combat

Word archons always enter combat with their recitation of the harried step active, having taken the precaution of always maintaining it fully augmented. With this active, she is a bit more aggressive than normal, trusting to her augmented speed and AC to protect her. If she finds herself in trouble, a word archon will use one of her utterances in conjunction with her verbose strike ability, ending her recitation in order to do so. She’ll then retreat temporarily until she has one of her recitations active again before wading back into combat.

Morale

Word archons love to fight, as they are convinced they are purging the world of evil. They are particularly eager to fight evil truenamers, as they wish to “purify” the true language. They are not, however, suicidal and will retreat to fight another day if they might die.

Aura of Menace: Will DC 20 negates.

Truenaming: A word archon can use vocalizations as an 8th level truenamer. If a word archon takes levels in the truenamer class, she adds to her innate truenaming ability instead of the normal progression of truenaming.

Incantations Known – break the sword, harden the metal, move the arrow, slick the surface, sharpen the blade

Recitations Known – recitation of the harried step (active), recitation of the puma’s grace

Utterances Known – phrase of speed, phrase of vigor, syllable of affliction, syllable of lightning, word of battle, word of combustion, word of defence

Word Purge (Ex): If any evil being attempts to use a vocalization within the area of a word archon’s aura of menace (20ft.), they must immediately make a Will save against a DC of 18. If they fail, the vocalization has no effect, and furthermore the word archon may instantly teleport to their side as if by the dimension door spell and make an attack of oppurtunity against them (if they have one remaining).

Verbose Strike (Ex): Whenever a word archon makes a full attack she may use a swift action (instead of a move action) to use an utterance that targets an enemy she strikes with one of the attacks in her full attack pattern.

Word archons have a +4 racial bonus to Truespeak checks.

Ink Golem

Ink Golem
Small Construct
Hit Dice: 8d10+10 (49 hp)
Speed: 40ft., swim 80ft. (dilution)
Initiative: +5
Armor Class: 16; touch 16 flat-footed 11 (+5 Dex, +1 size)
Base Attack/Grapple: +6/+17
Attack: Tendril +10 melee (1d6+3)
Full-Attack: Two tendrils +10 melee (1d6+3)
Space: 5ft.; Reach: 5ft.
Special Attacks: Absorb knowledge, constrict 2d6 plus absorb knowledge, dilution, great grappler
Special Qualities: Body of knowledge, construct traits, immunity to truenaming
Saves: Fort +2 Ref +7 Will +2
Abilities: Str 16, Dex 20, Con –, Int –, Wis 11, Cha 1
Skills: –
Feats: –
Environment: Any
Organization: Solitary or shelf (5-8)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 9-10 HD (Small), 11-15 HD (Medium)

This golem is assembled from the ink of a multitude of books. Its creation destroys the tomes, leaving them empty, while the accumulated knowledge of them is contained in the golem. It is a moving repository of knowledge, and while it is not incredibly dangerous it is a valuable tool for anyone that values scholarly pursuits.

Combat

Ink golems aren't much for fighting, being more of a knowledge assistant than a true combattant, but they can defend themselves. They usually begin by insinuating themselves around weak opponents and draining their thoughts, using their fast movement to avoid attack. They often try to escape when defeat seems inevitable, and can use their dilution ability to disappear into a body of water. Although not sentient they act in clever ways, probably as a result of the knowledge stored in them.

Absorb Knowledge (Su): Ink golems possess the supernatural power to draw knowledge out of living creatures. Whenever it is deals constrict damage, the target takes 1 point of Int damage, and the ink golem restores 5 hit points. In addition, the creature becomes known to the golem, giving it intimate information about the subject.

Body of Knowledge (Ex): An ink golem is composed of a mass of writings, usually on virtually any subject. It contains within it by default 1 rank in every Knowledge skill. Since it is not sentient, it cannot actually make Knowledge checks, but anyone who commands the golem can make use of these knowledge ranks, either to make skill checks or to use the golem to assist them in making their own. Anyone using the golem like this doesn't need access to a library to make Knowledge checks. For every Hit Die of advancement, the ink golem gains a rank in a single random Knowledge skill. The master of an ink golem can commune with the creation as a ten-minute ritual, which allows it to make use of the Knowledge ranks as well as learn about any subjects the ink golem has absorbed knowledge from since they last communed. The master can similarly transfer knowledge into the ink golem so that it can later be retrieved or alter information currently contained in the golem. In this way an ink golem can also be used as a spellbook, glossary, or any similar spell preparation tool.

If so desired, the creator of an ink golem can choose to create a command word that will allow anyone, not just the master of the golem, to commune with it and use these abilities. This is typically the closest thing an ink golem has to a truename, and requires a DC 20 Truespeak check to say properly. It can be researched in the same way as a normal truename, and has the added benefit of pacifying a hostile ink golem.

Dilution (Ex): As an accumulated mass of liquid, an ink golem is capable of dissolving itself in water. Whenever it comes in contact with a body of water of Colossal size or larger, it is able to merge its form with the liquid. While diluted, it can move its attention 80ft. per round, and has a limited sense of what is occuring in the body of water within 80ft. of its center of attention. It can automatically locate and pinpoint anything touching the water within this radius. While diluted the ink golem can take no actions other than to move its center of attention throughout the body of water or to exit it. However, it cannot be harmed in any way unless the body of water itself is affected by a phase change. Evaporating the water automatically reassembles the golem, while freezing the water traps it in the ice unable to move its attention and also removing its sensory abilities. Joining with a body of water or reassembling itself is a free action, although it cannot be performed in the middle of a move action (for example, if an ink golem moves twenty feet to enter a lake and dilutes, that ends its current move action).

Immunity to Truenaming (Ex): An ink golem is immune to all utterances. It does not have a truename in the traditional sense, as it is composed of a multitude of other words and names.

Great Grappler (Ex): Ink golems have a malleable shape and can easily ensnare even larger opponents. They ignore all size modifiers in a grapple, and have a +8 racial bonus on grapple checks.

Construction

Ink golems must be assembled from at least 400 lb of books, usually covering a wide variety of subjects. More than one library has simply been converted into an ink golem for transport, especially since they can be deconstructed by the original creator as a four day process involving the original books. Creating an ink golem removes all the ink from the books, leaving them completely blank although word-based magical traps such as explosive runes or a sepia snake sigil remain untriggered in the books.

Assembling the body requires a DC 20 Truespeak check.

Craft Construct, truenaming class feature, limited wish, caster must have at least 11 ranks in Truespeak; Price 80,000 gp; Cost 40,000 gp + 3,200 XP

Absolute Limit for Racial Hit Dice

Monsters that use truenaming have an absolute limit for their vocalizations based on their hit dice and type. At every racial hit die, such monsters gain a bonus to their absolute limit as shown on the following chart (minimum +1).

Table: Absolute Limit and RHD
{table=head]Type|Absolute Limit
Aberration|2 + Cha modifier
Animal|Wis modifier
Animal (dinosaur)|3 + Wis modifier
Constuct|1 + Str modifier
Dragon|2 + Con modifier
Elemental|2 + Cha modifier
Fey|2 + Cha modifier
Giant|1 + Wis modifier
Humanoid|2 + Cha modifier
Magical Beast|2 + Wis modifier
Monsterous Humanoid|2 + Cha modifier
Ooze|1 + Cha modifier
Outsider|2 + Cha modifier
Plant|2 + Wis modifier
Undead|2 + Cha modifier
Vermin|1 + Wis modifier[/table]

Kellus
2008-09-14, 12:01 AM
Activating Truespeak Items

Magic items which interact with truenaming usually require their own truename to be spoken to activate. The DC for such a check is given in the item description, and is usually equal to 15 + the caster level of the item.

Wondrous Items

Parchment That Remembers

Price: 12,000 gp
Body Slot: – (held)
Caster Level: 7th
Aura: Moderate divination
Activation: Move (Truespeak DC 22)
Weight: –

This sheet of parchment is incredibly dry, and seems to leech moisture out of anything that touches it– water, skin, even blood...

Parchment that remembers is a valuable aid for a truenamer hoping to gain control over someone. Although it seems like a simple blank sheet, speaking the parchments truename causes the parchment to absorb any writing on it, emptying the page again. Stored writing can be recalled with a similar naming, and up to ten different sets of contents can be stored at once.

The true value, however, lies in its ability to discover truenames. By speaking the parchment's truename while someone has written their signature on the sheet, the parchment instead permanently uses up one of its interior sheets to translate the name into its truename which replaces it on the page.

Finally, if anyone should spill blood on the parchment, it quickly drinks the moisture up, and fills one of its interior sheets with the liquid, which can be released at a later time just like writing. Although this can be used merely as proof of a blood pact, it is also valuable for a truenamer who wants a bit more power. The parchment can then be used as a focus for utterances on the target, lowering their absolute limit by 5. The truenamer must be holding the parchment when vocalizing the utterance in order to gain this benefit.

Prerequisites: Craft Wondrous Item, locate creature, tongues.
Cost to Create: 6,000 gp, 480 XP, 12 days

To-Do List

Base Class

• Truename necromancer base class. It'll be sweet.

Prestige Classes

• Elemental Advocate [Truenamer that learns the true names of the four elements and argues them into doing his bidding]
• Midnight Namer [Shadowcaster/truenamer that discovers the shadow of the true language]
• Truepath [Psionic truenamer that merely thinks truenames]
•*Scrying + truenaming?

Monsters

• Logokron Devil
• Garbler
• Truename Inevitable

Racial Substitution Levels

• Spellscale
• Aasimar
• Tiefling

Feats

Rework them to be in general nicer and more appealing. Condense them some.

Miscellaneous

• Weapon special qualities
• Armour special qualities
• Magic items
• More utterances

Current Priority: Monsters and magic items, and chiselling away at a new base class.

Zeta Kai
2008-09-14, 12:35 AM
This is crazy. Amazingly crazy. I am continually impressed by the sheer depth you go to in your homebrews.

Great job!
No sarcasm, I swear. I know that just copied/pasted what you said in my thread, but I mean every word of it.

MisterSaturnine
2008-09-14, 12:43 AM
This is fantastic. I can't wait for the rest. And more PrC's, if you've got the inclination. :smallsmile:

Kellus
2008-09-14, 12:49 AM
This is crazy. Amazingly crazy. I am continually impressed by the sheer depth you go to in your homebrews.

Great job!
No sarcasm, I swear. I know that just copied/pasted what you said in my thread, but I mean every word of it.

You're funny. :smallwink:

As for the Prestige Classes, absolutely. The next on the slate is the Rhyme Witch, who rhymes Power Word arcane spells with truespeech. I've got a few planned, which should be interesting. Also of course some monsters, including updates of most of the stuff in the Tome of Magic for this system.

Icewalker
2008-09-14, 01:21 AM
Ok, I skipped the lists of utterances/incantations/recitations, as well as the PrC, so I just read the mechanics, base class, and feats. I'll read the rest tomorrow.

This is amazing work. I really need to go back to reading big projects in the homebrew section more often. I loved the truename idea, but the class wasn't really usable. I haven't gone through the actual truename...you need a word for utterances/incantations/recitations. The equivalent of 'Spells' or 'Maneuvers'.

Back on topic. I haven't gone through them yet, but the idea is fantastic, and looks really well laid out. I really like the split up of the...those. Target specific, self aura-esque, and influence stuff. Good separation.

A few comments:
If they are all activated as a move action, does that mean you can do two per round?

The feat Penetrating Truespeech should be modified slightly. Instead of giving a +3 against targets with name resistance, it should effectively reduce the target's name resistance against your truespeech abilities by 3, so that you don't get additional bonuses against people with only 1 or 2 resistance. Just a phrasing matter, really, although a slightly but distinctly exploitable one.



Also: this definitely needs some balance pbp tests, because I want to use it and something this big needs extensive balance testing. I would offer to make a dungeon that exemplifies the use of the classes, abilities, and monsters once you have them, except I'm REALLY busy right now. So, I'd love to play as one to help test, although I don't have the time to set up testing.

Kellus
2008-09-14, 01:32 AM
Ok, I skipped the lists of utterances/incantations/recitations, as well as the PrC, so I just read the mechanics, base class, and feats. I'll read the rest tomorrow.

This is amazing work. I really need to go back to reading big projects in the homebrew section more often. I loved the truename idea, but the class wasn't really usable. I haven't gone through the actual truename...you need a word for utterances/incantations/recitations. The equivalent of 'Spells' or 'Maneuvers'.

Back on topic. I haven't gone through them yet, but the idea is fantastic, and looks really well laid out. I really like the split up of the...those. Target specific, self aura-esque, and influence stuff. Good separation.

A few comments:
If they are all activated as a move action, does that mean you can do two per round?

The feat Penetrating Truespeech should be modified slightly. Instead of giving a +3 against targets with name resistance, it should effectively reduce the target's name resistance against your truespeech abilities by 3, so that you don't get additional bonuses against people with only 1 or 2 resistance. Just a phrasing matter, really, although a slightly but distinctly exploitable one.



Also: this definitely needs some balance pbp tests, because I want to use it and something this big needs extensive balance testing. I would offer to make a dungeon that exemplifies the use of the classes, abilities, and monsters once you have them, except I'm REALLY busy right now. So, I'd love to play as one to help test, although I don't have the time to set up testing.

Thanks for the feedback. I agree that it needs testing, and in fact I'm going to be setting up a series of encounters on the PbP forum to try in out in conjunction with a conventional group of adventurers.

As for the rest of your advice:

• There is a name for them as whole; I've been using alternately 'truename effects' and 'truespeak effects'. I kind of ran out of choices, since I used up 'utterances', 'incantations', 'recitations', and as subsets of utterances, 'phrases', 'syllables', and 'words'. I'm happy enough with the wording for now.

• Yes, one of the nice things about truenaming is that you can attempt two truespeak effects per round. This is partly to compensate for the much greater failure chance than spells, and party to emphasize that it's different. It's not making fancy hand gestures or subsuming material components. It's just talking in a different language, so I think it's appropriate that it takes less time.

• Penetrating Truespeech was done like that on purpose. It's a bit of an added incentive to take it, as a bit of a kick in the pants to people that have taken the Obscure Truename feat. I figured, if they're up against someone with name resistance 2, let's give them a bit of an advantage for having taken the feat. It's actually based on a feat I quite like from (I think) the Player's Hanbook II, called Water Splitting Stone.

Thanks for the comments!

Lady Tialait
2008-09-14, 01:38 AM
This get my Druidic Seal of Approval! I'm subscribing...so keep up the good work i'll be watching from the 'little fuzzy thing with big teeth over there'....

Kellus
2008-09-14, 01:44 AM
Oo! A druidic seal of approval™! Now it's official!

The PbP test recruitment is here (http://www.giantitp.com/forums/showthread.php?p=4915710). Anybody interested in helping me playtest it would be appreciated. :smallsmile:

Adumbration
2008-09-14, 03:28 AM
I don't really understand the absolute limit. Is it the hit dice plus charisma mod + con mod?

In any case, I feel that this may be a nerf of a kind that drops the Truenamer straight back to the level before you started modifying. There are just so many cr-equivalent creatures out there with too many hitpoints to be affected by Truespeak. Vermin, animals and undead, to mention a few. It is also what it says it is, an absolute limit. There are these creatures that I can affect, and these that I under any circumstances can't. Heck, even a wizard can resort to Magic Missile if something has too high an AC or too good saves.

And the Truenamer still weeps at night.

Owrtho
2008-09-14, 04:12 AM
So you’re probably thinking, “Kellus, you handsome devil! Utterances have an hp limit on what they can effect! Doesn’t this mean that I, a full caster, am useless against enemies with oodles of health?!”

The answer is no. Utterances are the most powerful weapons in your arsenal, but they’re not the only thing you got going for you. When an enemy is too strong (at the moment) to target with an utterance, you can use incantations to target him indirectly. This can include launching projectiles at him, altering the terrain to your advantage, or other such effects that don’t target your enemy directly.

As stated in first post only utterances are under the effect of the absolute limit. All other abilities still work.

Owrtho

Icewalker
2008-09-14, 04:18 AM
Absolute limit starts at (1+cha bonus) and every time you raise a level it goes up by (1+cha bonus). It doesn't change retroactively, con is not involved.

The limitation on absolute limit is supposed to be balanced out by recitations and incantations, because it only applies to utterances as Owrtho said, which are the only 'I do (blank) to you' type spells, as opposed to shifting oneself or the environment.


By the way, I forgot to mention: your layout and coloring was REALLY great, it actually made it a lot easier to understand. Very well organized, was a big help.

Zeta Kai
2008-09-14, 10:30 AM
There is a name for them as whole; I've been using alternately 'truename effects' and 'truespeak effects'. I kind of ran out of choices, since I used up 'utterances', 'incantations', 'recitations', and as subsets of utterances, 'phrases', 'syllables', and 'words'.

I propose that truename/truespeak effects be referred to by the term vocalizations. Its unique, technical, & relatively short. Just a thought.

This is a fabulous class fix, much better than the average fighter/monk/samurai fixes that grace this sub-forum. I nominate this for Class Fix of the Year™.

Question: I see an entry for monsters; are you going to create truespeech-based creatures? 'Cause that'd be wicked cool.

Guyr Adamantine
2008-09-14, 10:38 AM
I only read the basic rules before posting, so actual criticism is for latter.

This is great! I look forward to new PrCs, and I might (If you don't object) put a revised Bereft here.

Also: Namelessness just don't cut it. Why no call it Unnamable?

appending_doom
2008-09-14, 10:51 AM
I think this is a very interesting reworking, but I have to agree regarding concerns about the Absolute Limit.

I admit, the no-save, no-spell resistance requires a significant balancing effect. But an hp-based limit is significantly limiting, as hp scales much faster than CR. Let's take the stone golem, with a CR of 11 and 107 hp.

Assuming you started with 18 Charisma, you have an Absolute Limit of 59, meaning you can only bring out your big guns when the golem has hit 59 hit points, about two-thirds its hp.

The greater stone golem, however, at CR 16, has 271 hit points, when you have an Absolute Limit of 90, 1/3 the golem's hit points.

The major concern is that at these levels, warrior types may or may not be capable of dishing out that sort of damage in a single turn, meaning that when the truenamer pulls out his big guns, he's superfluous.

There are, of course, different interpretations. I'm not the best at evaluating relative class strength. I recognize that the truenamer does bring things to the table; it's possible that the truenamer meshes well with a party, as his semi-arcane might kicks in when the spellcaster starts losing steam, especially against high-resistance opponents.

Another major concern is of course how the Absolute Limit interacts with buffs the truenamer has available. In the same way that people complained about how difficult it was for the ToM truenamer to help his allies, this creates perverse incentives to keep hp low.

EDIT: One possible fix might have to do with truenames, if you're wedded to the absolute limit idea. If you know a target's truename, you might have a higher Absolute Limit, or disregard it entirely. (This has not been thought through thoroughly, as it is an offhand suggestion)

Kellus
2008-09-14, 11:56 AM
Thanks for the comments!

The design view I started out from is that people will be able to find a way to abuse the skill system. If you're going to make a skill-based casting system, there's just too much material already out there dealing with skills to even get a hope of balance. It's just too much material to try and take into account. The original truenamer unfortunately overreacted to this, and made the DCs practically unreachable unless you min/maxed the **** out of it.

This class' absolute limt (and vocalizations in general) is based off of power word spells, which all have an hp limit. I liked the idea, but decided that the limit should evolve with you.

But the system assumes that your utterances will be able to win the fight. They're your big guns. That's why I wasn't afraid to put powerful and cool effects as utterances, because the assumption going into it was that by the time an enemy has been worn down to your absolute limit, the rest of the party has had a chance to do their bit and it's okay for you to pull out the magical big guns to finish the job off.

Luckily, you also have incantations available that you'll generally be able to use as much as you want. The idea between these vs utterances was similar to the design of invocations vs arcane spells. Incantations you can use whenever you want, and they always give you something to do in the middle of battle. But you still have really powerful stuff kept in reserve for after the battle's gone on for a while.

This also puts a value on hp. Spellcasters and other creatures with low Hit Dice will be vulnerable to utterances much sooner than barbarians, undead, and other creatures with lots of hp. In this sense, the truenamer can pick off low hp targets with his powerful utterances while the rest of the party does their bit.

Finally, recitations help in a variety of circumstances. They're always available as well, and let the truenamer trade his vocalization versatility for a decent buff on himself. This is especially useful for multiclass truenamers, since many of the recitations mesh well with existing classes.

The one class feature I'm wavering on is the ability to let the truenamer know when creatures can be affected by his utterances. It seems like a good idea, but it also sort of seems like legalized metagaming, knowing when a creature is below x hp. Suggestions?

(In case you can't tell, I definitely like the name 'vocalization'. I'll track down alll the places I used 'truename effect' and 'truespeak effect' pretty soon and switch them out!) :smalltongue:

MythMage
2008-09-14, 03:07 PM
This pretty cool, and definitely looks like an improvement from Tome of Magic.

My concern with the Absolute Limit is this: it varies too widely. Hit point scaling can get away (usually) with applying Con multiple times because you've got so much of a base to work off of in the form of those big Hit Dice. However, you're using a base of 1 to add to. In order to keep things within a sane and more predictable range, an ability score really only be invoked once in a class ability's formula. In this case, I suggest you replace the wildly variable scaling rate with something more akin to the values for say incantations or utterances (except higher, of course).

Say, perhaps (just throwing numbers out there),

1st 1
2nd 5
3rd 9
4th 13
5th 18
6th 23
7th 29
8th 35
9th ...

and add the Charisma bonus (which should then be allowed to be inflated by any means, since it's only being applied once) to the static level-based value.

Kellus
2008-09-14, 03:17 PM
I suppose it's something to think about. I personally like the way it is right now for the following reasons:

• It's much more unique and natural. That is, most characters that enter the class, depending when and where they multiclass or increase their ability scores, will have different absolute limits. I don't like classes where everybody that enters it is essentially a cookie cutter mold of every other character of that class.

• It's got a mechanic already built into it to allow for future projects. That is, by tying the absolute limit to a class-specific feature akin to Hit Die or skill points per level, it's very easy to make exceptions for future classes or prestige classes. For example, the word warrior prestige class already presented is a martial truenamer, and since mental stats aren't as important to him, he gets to start adding his Strength bonus to his limit instead of his Charisma score. I can also adjust for forced multiclassing; the word warrior is forced to multiclass into some other base class for entry requirements, so I can add 2 + ability score to his limit every level instead of the truenamer's 1 + ability score without worrying about unbalancing the status quo. It's just much more flexible when it's built on a case-by-case basis.

• Finally, if it's a static score akin to hp, you're suggesting, I'm making it too easy to cheat. There are a plethora of ways to improve ability scores at higher levels. If the changes are all retroactive (that is, an ability score increase at 20th level changes the previous absolute limit adjustments, somewhat like hp is now), it would open up many more avenues for people to get around the system at higher levels and abuse it.

That's just my take on it, anyway. Thanks for the comment! :smallsmile:

Icewalker
2008-09-14, 06:25 PM
Further, a nice advantage could be a PrC Prereq requiring a specific absolute limit.

Baron Corm
2008-09-14, 07:29 PM
It's unbalancing to give a death-causing utterance. Those words should be reserved for the gods. An (Ex) ability causing death with no save should not be in a player's hands. An optimized Truenamer WILL be able to make that DC, and any truenamer that couldn't wouldn't attempt it, so there would be no point in having it. Maybe I missed something in the text which balances it.

Also, I think they should be (Su). Could you please explain how they are (Ex) a bit more?

Mmm 1 more thing: I think a change in Charisma should retroactively affect your Truespeak DC. "I'm really weak in power right now, but I was powerful when I "leveled up", as they say, so I am actually still in full force!"

Kellus
2008-09-14, 07:50 PM
It's unbalancing to give a death-causing utterance. Those words should be reserved for the gods. An (Ex) ability causing death with no save should not be in a player's hands. An optimized Truenamer WILL be able to make that DC, and any truenamer that couldn't wouldn't attempt it, so there would be no point in having it. Maybe I missed something in the text which balances it.

This is something I wavered back and forth on, and I'm still not sure about. On the one hand, I can't seriously find a way to get a +55 modifier to the Truespeak skill with the limitations I've imposed on it by level 20. On the other, it would indeed be potentially overpowering. I'll probably end up toning it down.


Also, I think they should be (Su). Could you please explain how they are (Ex) a bit more?

They're not a magical or pseudo-magical ability; vocalizations rewrite the universe as if it had always been that way. You'll find very little fluff in this document, mostly because there's tons of it in the Tome of Magic. I'm basically stealing their fluff, but completely changing the mechanics. I feel that truenaming is more of an extraordinary ability than overtly mystical in nature. For example, I don't see why truenaming wouldn't work in an anti-magic field. It wouldn't work in a silenced area, but anti-magic is fine. As long as the universe can hear you speak, you're set.


Mmm 1 more thing: I think a change in Charisma should retroactively affect your Truespeak DC. "I'm really weak in power right now, but I was powerful when I "leveled up", as they say, so I am actually still in full force!"

I don't quite understood your reasoning or your suggestion here. Your Charisma score never affects a Truespeak DC; the skill is Intelligence-based. Could you elaborate? :smallsmile:

Thanks for the comments!

...and back to the prestige class. :smallamused:

Khorebh
2008-09-14, 09:42 PM
I absolutely adore this- and will be hijacking for one of my games, to see how it plays, pending your permission, but might I put forth an equivalent for "Spells" or "Maneuvers" for this class? (I don't know if someone's beaten me to it)

How about 'lexeme' or 'lemma'?

They're both words for the most basic of linguistic concepts, and I thought it fit... :smallconfused:

Kellus
2008-09-14, 09:45 PM
The word is 'vocalizations'; I just haven't edited it yet. By all means, go ahead and steal it, though! I'd love to hear how it goes! :smallsmile:

Baron Corm
2008-09-14, 10:06 PM
I meant this. Absolute limit, not Truespeak DC, sorry.


Your absolute limit is added to every time you gain a level in a truenaming class or prestige class. For example, as a truenamer you add a value to it every level equal to 1 + your Charisma modifier. Your absolute limit does not change retroactively with ability increases. Temporary bonuses to an ability score do not change the increase of your absolute limit. Permanent increases, including inherent bonuses, do apply.

Owrtho
2008-09-14, 10:35 PM
I'd disagree with the idea of the absolute limit retroactively increasing. It seems to me that it would be like saying "I got a higher int modifier now, so I should get the skill points I would have gotten previous levels had it been this high." I myself usualy don't play w/ con retroactivly increasing hp either (though that was because I never saw the rule it did and it never occured to me that it should). Anyways, in this case I'd think its closer to intelegence where, just cuz your smarter now, doesn't mean you can make up for the stuff you didn't learn in the past.

Owrtho

Lady Tialait
2008-09-14, 11:20 PM
The absolute limit allows the existance of killing words that are not overpowered. *coughcoughcoughpowerwordkillcoughcoughcough*

I'm currently making one of these and a ToM Truenamer, and a Wizard..and a Monk level 15 to fight a caged match....Wish your guy luck. That is how I judge fixes...just FYI.

Adumbration
2008-09-14, 11:41 PM
The absolute limit allows the existance of killing words that are not overpowered. *coughcoughcoughpowerwordkillcoughcoughcough*

I'm currently making one of these and a ToM Truenamer, and a Wizard..and a Monk level 15 to fight a caged match....Wish your guy luck. That is how I judge fixes...just FYI.

Could you post a link? Also, would you happen to need players?

Oh, and DC 55 Truespeak check is surprisingly easy to reach, although it requires using an item that is often called broken...

Lady Tialait
2008-09-14, 11:44 PM
Sorry, Cage Match is happening with good ol' Paper Pencil and Mr. Lucky 20side

Kellus
2008-09-14, 11:45 PM
That match-up sounds awesome. My money's on the wizard. :smalltongue:

Really? How would you reach a +55 Truespeak check at level 20? (DC 65 for Syllable of Death, taking 10 on the check with the truenamer class feature)

Remember that you can't increase the Truespeak skill like you would other skills:


• Truespeak cannot be improved with magic items, spells, or masterwork tools.

Adumbration
2008-09-14, 11:49 PM
Item familiar, Unearthed Arcana. Invest skill ranks. +30 unnamed, stackable bonus to Truespeak at level 20, easy. And it's not technically even through magic, but through a feat.

Lady Tialait
2008-09-14, 11:53 PM
Let's see, First off, i'm a Spellscale, that will give me more points to put into my Int, because my Cha will be taken care of by that racial +2.

Int 18 First level, Cha 14.

20 levels worth of stat points = 5

That makes the Int 23, plus tome/wish inherit bonus +5. That makes my Int 28. Learning 10 languages won't be hard. So, there is +5 to the skill check. Max Ranks being 23 + 9 Int + 5 Synergy + 4 knowing stuff + 2 munchkin bonus (A.K.A. Circumstance bonus) = 42? Nope...i'm about 13 short. But, that is just me. If a headband of Int works, it's 45, but not 55.


EDIT: Also, I have to work with my absolute limit. So, I'll just go BUY a scroll of power word kill....

Edit: Calculation ERROR...Focus...skill focus that is.../Foghorn Leghorn impersonation.

Kellus
2008-09-15, 12:00 AM
A headband of intellect would be applicable, since that modifies your Intelligence score. An item familiar is... well, it's Unearthed Arcana. That book is full of potential rule exploits. I've heard of it before, primarily as one of the only ways to actually play a Tome of Magic truenamer. As far as I know it's one of a kind, so if I have to I'll make a note that item familiars cannot help with a Truespeak check either (although I'd say it falls into the realm of magic item or masterwork tool). But thanks for the help! The more exploits I can weed out at this point, the better! :smallsmile:

You're right, though, spellscale is a good choice for a truenamer.

Lady Tialait
2008-09-15, 12:03 AM
You're right, though, spellscale is a good choice for a truenamer.

Then you'll make Racial substitution levels?....*flutter eye lashes*

Kellus
2008-09-15, 12:08 AM
Then you'll make Racial substitution levels?....*flutter eye lashes*

Yeah, sure. Why not? I'd been planning on making a few of them anyway, and spellscale would be an interesting fit. I've also got ideas for an aasimar descended from a word archon and a tiefling descended from a logokron devil. :smallsmile:

EDIT: For anyone interested, I've now got a to-do list in my last reserved post on page 1, so you can get an idea of what's in the works. I'm going to be working on it at a steady pace, but this is obviously a long-term project. If you have anything you want included or cool ideas you'd like to see implemented, mention it to me and I'll see what I can do! ...eventually.

Frog Dragon
2008-09-15, 02:07 AM
Nice homebrew you got here. I haven't read the original rules, but I've noticed that a good homebrew usually beats the original rules hands down (starts printing)

appending_doom
2008-09-15, 10:02 AM
Is it also intended that buff utterances (eg fly, fire resistance, the minotaur thing) end up being only useful as the party gets close to death/have low hp naturally?

Draken
2008-09-15, 10:55 AM
It's as easy as adding the line "an utterance can be used on a willing target even if his total hit points are above the Truenamer's absolute limit".

Zeta Kai
2008-09-15, 12:29 PM
It's as easy as adding the line "an utterance can be used on a willing target even if his total hit points are above the Truenamer's absolute limit".

That sounds like a reasonable addition to the rules. It essentially allows a target to drop their resistance to a magical effect, as many potentially-beneficial magics do.

Kellus
2008-09-15, 01:00 PM
Great idea! I'll put it in right away. :smallsmile:

JoshuaZ
2008-09-15, 02:32 PM
They're not a magical or pseudo-magical ability; vocalizations rewrite the universe as if it had always been that way. You'll find very little fluff in this document, mostly because there's tons of it in the Tome of Magic. I'm basically stealing their fluff, but completely changing the mechanics. I feel that truenaming is more of an extraordinary ability than overtly mystical in nature. For example, I don't see why truenaming wouldn't work in an anti-magic field. It wouldn't work in a silenced area, but anti-magic is fine. As long as the universe can hear you speak, you're set.


Understandable but problematic from a mechanical perspective. If I got to put an anti-magic field in area I could then go to town with my truenaming and there would be almost no way to stop me.

Kellus
2008-09-15, 02:55 PM
Understandable but problematic from a mechanical perspective. If I got to put an anti-magic field in area I could then go to town with my truenaming and there would be almost no way to stop me.

You could always get another truenamer. :smallwink:

Heliomance
2008-09-15, 03:46 PM
Illumians from Races of Destiny would be another good choice for racial sub levels. Awesome concept btw.

MythMage
2008-09-15, 07:45 PM
• It's much more unique and natural. That is, most characters that enter the class, depending when and where they multiclass or increase their ability scores, will have different absolute limits. I don't like classes where everybody that enters it is essentially a cookie cutter mold of every other character of that class.
Unique is not an innately superior trait. As for natural, that's a matter of opinion which you are entitled to but which I disagree with.


• It's got a mechanic already built into it to allow for future projects. That is, by tying the absolute limit to a class-specific feature akin to Hit Die or skill points per level, it's very easy to make exceptions for future classes or prestige classes. For example, the word warrior prestige class already presented is a martial truenamer, and since mental stats aren't as important to him, he gets to start adding his Strength bonus to his limit instead of his Charisma score. I can also adjust for forced multiclassing; the word warrior is forced to multiclass into some other base class for entry requirements, so I can add 2 + ability score to his limit every level instead of the truenamer's 1 + ability score without worrying about unbalancing the status quo. It's just much more flexible when it's built on a case-by-case basis.
This is a non-issue, because the exact same thing can be said for a static progression. It can be augmented by classes, feats, or other mechanics just as easily as an ability-score-based one, and so is not any less flexible in terms of mechanical design freedom.


• Finally, if it's a static score akin to hp, you're suggesting, I'm making it too easy to cheat.
In part, but my greater concern is that you have no good way of knowing where the value is going to be for the average player versus the powergamer versus the goofball who doesn't pay attention to power level. People's Cha scores are going to vary a lot when looked at across many levels, and that's going to make your hp cap value vary a lot too. How do you tell what's a good absolute limit prereq for a PrC when the number varies so much?


I don't see why truenaming wouldn't work in an anti-magic field. It wouldn't work in a silenced area, but anti-magic is fine. As long as the universe can hear you speak, you're set.
ToM says the universe doesn't need sound to hear you; it's not like it has ears. I agree with the book's fluff in that regard.

Innis Cabal
2008-09-15, 08:08 PM
Kellus, very nice work, if you'd not be against a small number of us setting home brewers to steal your work, then consider it stolen and used

Arbitrarity
2008-09-15, 08:12 PM
It's unbalancing to give a death-causing utterance. Those words should be reserved for the gods. An (Ex) ability causing death with no save should not be in a player's hands. An optimized Truenamer WILL be able to make that DC, and any truenamer that couldn't wouldn't attempt it, so there would be no point in having it. Maybe I missed something in the text which balances it.

Also, I think they should be (Su). Could you please explain how they are (Ex) a bit more?

Truespeak fundamentally affects the universe. It is not magic, not psionic, not manipulation. It tugs at the underpinnings, the language of creation, of the world. It encompasses "antimagic" and similar effects, and is not disrupted by them.

Or something like that.

Now, the word of death. Remember the HP limit? So really, all it is is an effect dealing 20+20*CHA damage (not retroactive for increases) for a ridiculously high DC and chance of dying. At best, you get...
7*8+8*8 + 9*2+12*2 or so. Assuming a Tome of Leadership and Influence +5 at level 18, and a Old Mage-Blooded Spellscale as a character. That's 182 hp damage, with some major twinking. The amount of silliness in that race choice is similar to making an ubercharger, except it does less damage. Losing the +6 given by that choice decreases the maximum damage to 122, which is essentially power word kill, except (Ex) and with a crazy high DC. Oh, and a chance of dying. And a -4 on that skill check, most likely. However, also at will...

Then again, a modest ubercharger can beat that easily. So can a full attack, or many other effects, and they have cumulative effects.

Baron Corm
2008-09-15, 08:55 PM
Then again, a modest ubercharger can beat that easily. So can a full attack, or many other effects, and they have cumulative effects

Then again, attacks require you to make your attack roll. And uberchargers are severely optimized, while this is just a class feature.

Just thinking about power word: kill in relation to this utterance makes me think, wouldn't it make much more sense to have the absolute limit increase for more powerful utterances, instead of having the Truespeak DC increase? Not sure if I'm using the correct terminology there but... a more powerful utterance can only be used if the creature has less HP, and the skill checks are done away with. Changes your concept a bit but I think that any skill-based spellcasting falls into the same trap as the ToM truenamer... also makes more powerful utterances more balanced.

Kellus
2008-09-15, 10:06 PM
Lots of replies! Thanks for the interest! :smallsmile:

Heliomance: Good call. It's been ages since I read Races of Destiny, but it is indeed a good fit thematically. I'll add it to the list.

Mythmage: Your first two problems seem to be matters of opinions and aesthetics. I think there we can agree that your idea of truenaming doesn't match mine. As for your third point, I'm not too worried about people keeping up. Even if someone completely botches having a Charisma score, they'll still have a variety of defensive and team-helping utterances, since those don't have an absolute limit. It's just the offense they'd miss out on. As for qualifying for prestige classes with an absolute limit requirement, it's (as always) up the player to figure out a build that will meet the requirement. You don't change the requirement so that anyone can enter.

Innis Cabal: As always, feel free to steal anything you like.

Arbitrarity: Yes, something like that. Honestly, at this point I'm not especially concerned about Syllable of Death, because I honestly don't think it's possible to build up a +55 natural modifier to the Truespeak skill by level 20. And even if you do... so what? It's still not an instant win button, since there is (as always) the absolute limit to contend with.

Flyingpoo22: The entire idea behind Truenaming has always been as a skill-based casting system, and that's one thing I want to keep. As I said before, my design philosophy was that a player who wanted to would be able to find a way to get a high skill check, so I put a cap on how much that would help them. The system rewards having a high skill check, but it doesn't break from an obscenely high skill check. As for altering the absolute limit instead of the skill DC, it's not going to happen. First because hp is enough of an abstraction in the game world as it is, and secondly because there should always be risk involved. You can bump up the DC if you want for a more powerful effect, but that means that it's more likely to fail. The Tome of Magic did this with metautterance feats, and that's one of the few things I really liked about it. :smallsmile:

Fizban
2008-09-16, 06:02 AM
I'd like to see what non-magic skill boosting people can come up with myself, a hard maximum is good to know.

The "standard" max that I can see so far is: 23 ranks +9 ability+ 3 skill focus+ 5 languages+ 3 ability (after magic item [I believe Kellus said this indirect item bonus was legit])= 43. You could dip a level of exemplar for another +4 competence, but then you lose out on taking 10 by level 20, and you're a level behind on vocalizations. You might also allow a virtual +some for being able to try again in the same round.

The main cheese I'd be worried about is int bonus from magic int increase, assuming that was approved, since you can then cheese it out with different bonus types by doubling the base cost of the item, and there's probably some obscure spell that grants a massive bonus for a round or two. Shapechange doesn't grant int scores and Polymorph Any Object is quite right out, so those aren't a problem.

One thing I'd expect would be UMD use alongside the Truespeaking. I didn't read all the Utterances, but there are some effects missing from the other lists, and UMD prides itself on getting magic to fill in holes. Especially with that juicy charge/use restoring incantation.

Neon Knight
2008-09-16, 11:58 AM
Well, I'm awestruck. I haven't read it all, but what I read seemed solid. An excellent way to save an excellent idea.

Vadin
2008-09-16, 04:52 PM
Oh, come on Kellus, what the heck! I find a truenaming replacement for LoC that I think is pretty good, and then you go and make one that totally blows all other possibilities out of the water with its sheer awesomeness! Come on, man! This is way too cool!

Seriously, though, really cool. Also, this is totally getting used for LoC.

Innis Cabal
2008-09-16, 05:39 PM
I see that Vadin....but I agree 100%

Kellus
2008-09-16, 07:53 PM
A new prestige class is up, so you can see what happens when truenamers go bad. :smallsmile:

Kellus
2008-09-16, 08:36 PM
Illumian truenamer racial substitution levels are up too, since it was just such a great concept. :smallcool:

Zeta Kai
2008-09-16, 10:22 PM
The Illumian substitution levels are really cool, especially The Last Word. The concept & mechanics are short, but very sweet.

Lady Tialait
2008-09-16, 10:55 PM
Very good work, but something is bugging me. The prerequisite of Absolute Limit seems a bit off. It's like giving a PrC a prereq of HP..something that is unpredictable. So, I wouldn't do that. Other then that I like it.

Zeta Kai
2008-09-16, 11:12 PM
Very good work, but something is bugging me. The prerequisite of Absolute Limit seems a bit off. It's like giving a PrC a prereq of HP..something that is unpredictable. So, I wouldn't do that. Other then that I like it.

I agree, the prestige class is good, but the Absolute Limit requirement is unnecessary & unnecessarily restrictive. The other requirements are sufficient.

Kellus
2008-09-16, 11:14 PM
Fixed. Thanks for the advice. :smallsmile:

appending_doom
2008-09-17, 06:43 AM
For the One With No Name, the two different types of boxes he can make ought to have different names; calling them both "phylactery" really confuses what happens when the character dies after he gets the level 9 ability.

Heliomance
2008-09-17, 07:08 AM
The Ritual of Fire seems somewhat underwhelming. A 1:1 ratio between permanent ability score loss and extra hitpoints affectable seems somewhat pathetic, really. Not worth it at all.

Arbitrarity
2008-09-17, 07:25 AM
Then again, attacks require you to make your attack roll. And uberchargers are severely optimized, while this is just a class feature.



Then again, attacks utterances require you to make your attack roll skill check. And uberchargers people with +32 in assorted bonuses to truenaming are severely optimized, while this uberchargers just take Spirit Lion Totem Barbarian and Frenzied Berserker.

Now, it is perfectly possible to get that +32. Dip Marshal for Motivate Intelligence (+CHA), get some of those items that boost skills (Recommendation: Prevent those from ever, ever being made. Ever. Maybe nerf DC's, but if you prevent custom items, it's much easier), item familiar cheese, research truename (+4), 10 languages (+5)
Together, that can be a good +30, before we get into item familiar cheese.

I think the problem with syllable of death is that it is too absolute. You can either make it, or not, and that's based solely on how much optimization you're willing to pull, which was the fundamental issue with older truenaming.
Therefore, try to find a way to negate overuse of wierd combinations, somehow.
For example, truenaming checks, unlike most skill checks, can never apply the following types of bonuses: Morale, Competence, Enhancement, Profane, etc.
That would limit things a bit, and make it much easier to calculate what is reasonable.
Or prehaps all bonuses to truenaming only have 1/3 the effect, as in Devoted Truenamer compared to skill focus?

On the other hand, since you do not know how much health other creatures have, Syllable of Death is the same as before. A finishing damage spell. It is at will, as a move action, but it isn't likely to actually kill anything unless you know its HP.

NOW. Rewrite the World, as written, with the same optimization as Syllable of Death. That is broken.

You must prevent any effect of duration beyond a day, or so, or Rewrite is just massively overpowered. Wish 1/day, at the end of the day? Is broken.

Kellus
2008-09-17, 10:07 AM
Thanks for the comments! :smallsmile:

Appending_doom: I don't actually call them both 'pylactery' at the same time. You only have one true phylactery at a time, and until then I just call your reserve your 'container'. Once you die, your phylactery is destroyed and your spare container becomes your new phylactery.

Heliomance: I agree that's it's harsh, but any more than that and I think it could be abused. If you don't care about your personal well-being, you can bump it up quite a lot, assuming starting Str/Dex scores of 10+.

Arbitrarity: How are you going to abuse rewrite the world? It's really just a wish effect that cripples your truenaming for a day. Remember than I started out from the point of view that there would be no XP costs for truenaming, so I think that this is a fair trade-off. In any case, it's under the direct purview of the DM, so he won't be able to do anything too gamebreaking with it.

appending_doom
2008-09-17, 10:34 AM
Thanks for the comments! :smallsmile:

Appending_doom: I don't actually call them both 'pylactery' at the same time. You only have one true phylactery at a time, and until then I just call your reserve your 'container'. Once you die, your phylactery is destroyed and your spare container becomes your new phylactery.

I'd like to see if I understand this correctly. You have the phylactery, which is the focus for your truenaming. You also have a box that contains your eye in a safety deposit box.

If your phylactery is opened, or if you die, your phylactery is ruined, and your spirit goes into the box with your eye in it, and that becomes your phylactery, ie the focus for your truenaming.

Kellus
2008-09-17, 11:36 AM
I'd like to see if I understand this correctly. You have the phylactery, which is the focus for your truenaming. You also have a box that contains your eye in a safety deposit box.

If your phylactery is opened, or if you die, your phylactery is ruined, and your spirit goes into the box with your eye in it, and that becomes your phylactery, ie the focus for your truenaming.

Yep. Exactly. It's basically insurance against dying, so you don't have to go through the whole 'get a resurrection' process, and you don't have to lose XP for coming back to life. :smallwink:

Heliomance
2008-09-17, 12:11 PM
If you die and your phylactery resurrects you, do you have your eye back?

Kellus
2008-09-17, 12:37 PM
If you die and your phylactery resurrects you, do you have your eye back?

Yep, unless you have multiple phylacteries, in which case those ones are still missing.

Owrtho
2008-09-17, 03:33 PM
What about things that can make eyes at will? Also, it might just be me, but it seems like Obscure Truename should be a requirment for The One with no Name.

Owrtho

Frosty
2008-09-17, 03:53 PM
This is very, VERY awesome. Thank you very much.

Kellus
2008-09-17, 03:55 PM
What about things that can make eyes at will? Also, it might just be me, but it seems like Obscure Truename should be a requirment for The One with no Name.

Owrtho

...examples being? :smallconfused:

Frosty: you're very, VERY welcome. :smalltongue:

Owrtho
2008-09-17, 04:17 PM
shoggoth (http://en.wikipedia.org/wiki/Shoggoth), possibly some other ooze like things and Juiblex.

Owrtho

Kellus
2008-09-17, 04:24 PM
shoggoth (http://en.wikipedia.org/wiki/Shoggoth), possibly some other ooze like things and Juiblex.

Owrtho

...er, are there game stats for a Shoggoth? And when you're talking balance-wise, you don't generally consider a demon lord of the Abyss taking the class as a good representation of balance. I don't know of any oozes (or any other monster) that can grow eyes at will, I'm afraid.

Owrtho
2008-09-17, 04:40 PM
Don't remember where, but I know I've seen stats for a dnd shoggoth. Also, I seem to recall seeing some other simmilar monsters in dnd. As for Juiblex, I was more so thinking of avatars of him than the actual one (also, I'm uncertain if he can generate eyes or just move them around). Also, from Cthulhu mythos is Yog Shoggoth, but he's sorta like a deity again. Anyways, as soon as I read the thing bout the eyes a shoggoth came to mind.

Owrtho

Arbitrarity
2008-09-17, 04:57 PM
Arbitrarity: How are you going to abuse rewrite the world? It's really just a wish effect that cripples your truenaming for a day. Remember than I started out from the point of view that there would be no XP costs for truenaming, so I think that this is a fair trade-off. In any case, it's under the direct purview of the DM, so he won't be able to do anything too gamebreaking with it.

EXACTLY. Wish that cripples you for a day. No XP, just crippled truenaming. For permanent effects? Broken, unless your party has no time.
Good that it's 24 hours, rather than until you rest, but still easy to break. Give a truenamer a few weeks, and everyone has at least a +1 to all stats. If he can get items, then even worse. For every +5 to truenaming, you can add another +1 on to everyone's stats. XP free wishes are easy to break, unless you heavily limit them.

I'd say... no inherent bonuses to stats, no magic items, or magic items disintegrate after a day or two. Oh, and similar to magic items, conjured mundane items disintegrate after a day or two. Oh, and no spell effects of greater than one week or so.

Actually, those are the only major abuses I can easily come up with. Oh well. 25000 gp every spare day is broken, as are free magic items, and free long term buffs.

Kellus
2008-09-17, 10:17 PM
EXACTLY. Wish that cripples you for a day. No XP, just crippled truenaming. For permanent effects? Broken, unless your party has no time.
Good that it's 24 hours, rather than until you rest, but still easy to break. Give a truenamer a few weeks, and everyone has at least a +1 to all stats. If he can get items, then even worse. For every +5 to truenaming, you can add another +1 on to everyone's stats. XP free wishes are easy to break, unless you heavily limit them.

I'd say... no inherent bonuses to stats, no magic items, or magic items disintegrate after a day or two. Oh, and similar to magic items, conjured mundane items disintegrate after a day or two. Oh, and no spell effects of greater than one week or so.

Actually, those are the only major abuses I can easily come up with. Oh well. 25000 gp every spare day is broken, as are free magic items, and free long term buffs.

I suppose if the DM is willing to let them take a few weeks off from adventuring, sure. But in any case, the earliest he could get that incantation would be 17th level. Bear in mind it's a DC 60 check, however. Also, I think it's work mentioning that by that point other spellcasters can easily get lots of free wishes every day. And probably the most important point, by that point in the game, raw money doesn't really matter anymore. There are a lot of ways to look at this, but I personally subscribe to Frank and K's view of the wish-based economy as presented in their Dungeonomicon. But in any case, the point is moot. There are already plenty of ways within the rules to get free wishes by 17th level, so I don't see the huge difference that this will make. In any case, I definitely prefer this penalty to an XP cost. It makes the truenamer substantially subpar for the next 24 hours, but doesn't have a permanent penalty. As always, it's the DM's jurisdiction to make sure things don't get out of hand.

Adumbration
2008-09-18, 10:17 AM
There's one mistake in there, by the way. The table 1.1 says "Name Modifiers to Truespeak DCs", but the table claims that if you use a nickname, the DC of the Truespeak goes down by 4. The same for True name - +4 to DC.

It is also, in my opinion, a bit harsh to give a -4 to the Truespeak practically against every enemy. Let's say you're level 1. Int +3 + 3 ranks + 3 SF (Truespeak) = 9. Let's say there's a dire rat charging up against you, for argument's sake. You have no chance of knowing it's true name, or even given name. So the modifier is +5. You use Syllable of vitality, DC 15. (It's a weird name for a utterance that primarily damages with negative energy, by the way). You have 50% chance of succeeding. 75%, if you try to use it twice a round.

And this is to deal 1d4 damage. You've got a better chance of shooting with a crossbow. Let's compare it to a Warlock, for argument's sake. 1d6 damage, ranged touch attack, versus 1d4 damage, 50% chance.

I have two suggestions:
- Change the system with the name modifiers, maybe give a set Knowledge check DC to know a non-penalty name.
- Buff up the low-level utterances. Seriously, they suck, mechanically. Not to mention that a Truenamer is still stuck with them at level 3, when all the other casters start getting second level spells. It hurts.

Heliomance
2008-09-18, 11:35 AM
Actually, you have a 75% chance of succeeding with at least one attack if you use it twice, not a 25% chance.

Adumbration
2008-09-18, 11:44 AM
Actually, you have a 75% chance of succeeding with at least one attack if you use it twice, not a 25% chance.

Yes, that is correct. I somehow first thought in terms of succeeding, and then switched mental gears to failing. My bad. Still, the point remains.

DaTedinator
2008-09-18, 05:42 PM
In regards to the Wish issue, yeah, I really don't think it's broken. Certainly not underpowered, but by no means broken. I've seen perfectly core methods of getting unlimited free wishes by like, eighth level, but they require a lot of twisting with the system and bounding through loopholes that require serious forethought. At this point, if someone doesn't know how to get free wishes, they're behind.

It's sorta like DRM. Say there's a Generic Evil Gaming Company who sees people pirating their games. They have a new game coming out soon, and decide, "Hey! I've got an idea! Let's make it so in order to play the game you need an active internet connection that checks in with the server every three minutes to make sure you're not a pirate, and only let you install a game on one computer at a time!" But then what happens? The pirates come up with cracks and hacks and are torrenting the game three days before it's officially released, and average law-abiding Joe is stuck with all the restrictions.

At this point, the people who can abuse Wishes already have. It'd just be mean to hold the nice guys back.


As for the nickname penalty, yeah. I think it'd be better to go with Nickname +0, Name +2, Truename +4.

Kellus
2008-09-18, 06:37 PM
Hm... I'll drop the penalty on having no name to a -2, so it's a bit easier to swallow, but I'm keeping the name and truename modifiers at 0 and +4, respectively. I want to reward people that do manage to find out truenames, after all.

Thanks for the tip that my table doesn't match my text, I'll look into it.

As for early utterances being fairly weak, it's for a reason. You can use them as much as you want, and you can use two a round. All of the utterances will be a bit weaker than spells of their level, but that's because they've got a better delivery system.

Thanks for the comments! :smallsmile:

EDIT: I fixed the table screw-up and renamed the Syllable of Vitality as the Syllable of Entropy in honour of its regular function. :smalltongue:

Flickerdart
2008-09-18, 07:18 PM
1. By flavour reasons, the Power Words and Unname as abilities would serve quite nicely. I think those might already be in there, but I didn't read all of the list...
2. Why do they need line of sight for a truename check? If you know their True Name, it shouldn't matter where they are. The universe can hear you anywhere, which means it can also see them anywhere.

nhbdy
2008-09-19, 10:40 AM
this may have been said allready (i don't have time at the moment to read everything) but rewrite the world seems a bit much, a wish effect with no exp cost? sure you take a penalty, but it goes away in a day. just seems a bit much. other than that i just skimmed but it looks great!

EDIT: i realize that this has been brought up, ignore most of it.

appending_doom
2008-09-19, 11:32 AM
2. Why do they need line of sight for a truename check? If you know their True Name, it shouldn't matter where they are. The universe can hear you anywhere, which means it can also see them anywhere.

I would suggest that when you don't know their true name, your Truespeak check is equivalent to targeting "that guy standing over there", rather than the unique being "raath'kld'jfdferk". Even if you know their actual name, you still need to positively identify them, on the off chance that someone else shares the same name.

(the Death Note effect, essentially; you had to both write a person's name and visualize their face for the Note to kill them. Here, you'd need to know someone's name and be able to pinpoint where they are so that the universe doesn't accidentally target Joe Schmo the blacksmith instead of Joe Schmo the evil wizard)

Regarding when you know their actual truenames...consistency, probably.

You can easily handwave it, though. Truenaming is re-writing the "code" of the universe, and it prefers simple commands. Saying, "kill X, who I can't see", is equivalent to saying "search the entire multiverse for X, and then kill him", which is pretty information and time-intensive.

Zeta Kai
2008-09-19, 11:45 AM
I would suggest that when you don't know their true name, your Truespeak check is equivalent to targeting "that guy standing over there", rather than the unique being "raath'kld'jfdferk". Even if you know their actual name, you still need to positively identify them, on the off chance that someone else shares the same name.

My understanding of Truenaming is that every single entity, object, & energy nexus has its own unique name in the language of universal creation (Tolkien would just love this). So it wouldn't be possible to call out "Shal'khun^theraa-frekt%uss" & get the wrong guy. Therefore, it stands to reason that if you know a being's truename, you could affect them with your vocalizations anywhere on the same plane of existence (& possibly beyond). That's why truenames are secret, & closely guarded by those who understand the implications of truenaming abilities. I'd also say, for balance reasons, that it should be impossible to target a creature with a vocalization outside of line-of-sight if you don't know their specific truename. That's still quite potent, but it's probably still on this side of broken.

Heliomance
2008-09-19, 12:20 PM
How powerful is Rewrite The World actually supposed to be? The first part says any one change you can think of. The second limits it to what could be caused by a wish. Which is right? And if you go beyond the normal bounds of a wish using it, can it be corrupted?

Kellus
2008-09-19, 02:25 PM
Wow, thanks for the comments! Lots to think about!

Rewrite the World is essentially a wish. So you can of course try to go outside the normal bounds of a wish, but the DM is able to try and pervert the meaning of it, just like normal.

As for line of sight: I'm really liking the idea of removing the restriction for when you know their truename; it's a really good reason to go to the effort to learn it. I'm going to try and think if it can be exploited, but I'll probably change it. :smallsmile:

I've got a bit of time off tonight, so I'll try and do another PrC or set of racial substitution levels.

Zeta Kai
2008-09-19, 02:27 PM
I've got a bit of time off tonight, so I'll try and do another PrC or set of racial substitution levels.

I hear naught but sweet dulcet tones of Xanadu...

Vadin
2008-09-19, 02:46 PM
I can't remember...are there any rules for creating truenaming items? The truespeak equivalent of magic items, of course, not just items that enhance your truespeak check.

Draken
2008-09-19, 02:55 PM
Like writing truespeech runes/symbols/whatever over an object to endow it with the magic of the written word? That would be cool.

It's also what you are doing in LoC with those airships right Vadin? Doesn't sound like a complex system. Gold for all the special inks and stuff. Exp to empower the runes. And there is always the risk of a simple damage to the writings making the item worthless.

Edit:

Oh, prestige class idea! Make a Doomsayer mixing Truespeech with Dark Speech.

Zeta Kai
2008-09-19, 03:15 PM
Oh, prestige class idea! Make a Doomsayer mixing Truespeech with Dark Speech.

Now that would be made of pure 24-carat WIN.

Heliomance
2008-09-19, 03:18 PM
And a Speaker of Celestia mixing Truespeech with the Words of Creation.

Draken
2008-09-19, 03:24 PM
And a Speaker of Celestia mixing Truespeech with the Words of Creation.

Fun Fact. Words of creation is a prototipical, 3.0 Exalted-only version of truenaming.

Come on, there is even a "Truename" option there.

Interesting how dark speech got carried over to 3.5 but Words didn't uh? Instead they made the truenamer.

Human Paragon 3
2008-09-19, 03:53 PM
Kellus! You are the best ever. Kudos. This is almost as good as your binder/warlock homebrew.




The one class feature I'm wavering on is the ability to let the truenamer know when creatures can be affected by his utterances. It seems like a good idea, but it also sort of seems like legalized metagaming, knowing when a creature is below x hp. Suggestions?



Make a recitation that mimics deathwatch. That way, if you really want to know what enemy HPs are at, you can slip into the recitation to gain the shinigami eyes, then slip out next turn and unleash your utterances (if possible). You could augment it by, say, 15 or 20 to learn their given name, too. If there are multiple creatures, you'd need 1 round to learn the relevent info about each.

I'd also suggest a feat or PrC that runs with this idea and gives you a permant ability to see people's names, truenames, and other info about them by looking at them. Knowledge of truename could be a capstone.

Kellus
2008-09-19, 09:33 PM
Okay! Lots of responses! :smallsmile:

I have put up a new PrC. Not quite what I was expecting to do, but I kind of like it. Hopefully you will like it too! If not then that is too bad! :smallwink:

Gaurd Juris, that is probably the third best idea I have heard all day and have already implemented it. Of course every truenamer would always take that recitation first, so I gave it to them for free at 2nd level. The PrC is a good idea as well, but I do not have any immediate ideas for it, so it will go on the to-do list!

Combining Truespeak with Dark Speech is probably the second best idea I have heard all day, and I think I will go work on that right now!

As for you, Vadin, there are not currently rules for magic items mostly because I have not gotten around to it as of yet. Do not fear, I will soon think of something, although you might enjoy the new PrC as mentioned above.

Please excuse my strange wording, but I always seem to speak excessively formally after I have been working all day. I am weird that way. :smallsmile:

Before I go work on that other prestige class, I thought I would open up one other topic to discussion: EPIC TRUENAMING. My thoughts thus far have been that it is hard enough to try and balance a skill-based casting system in normal D&D, let alone in the ridiculous hodge-podge that is epic. Thus, I plan to have no rules for it because I do not think it would be possible to 'balance' (I say balance in the very loosest sense where epic play is concerned). Comments? Suggestions?

Kellus
2008-09-19, 10:27 PM
Sorry for the double post, but I just wanted to let you know that I finished the Sinspeaker prestige class and posted it. I do believe it's my favourite yet. :smallamused:

Draken
2008-09-19, 10:35 PM
It does look interesting.

For the Empowered Speech feature. You first roll the ability damage, then you add double of it to determine the truespeech DC right?

Kellus
2008-09-19, 10:40 PM
Yes, exactly. The abilities deal 1d4 ability damage, so the highest the DC will go will be 28.

EDIT: Not quite true. The highest DC would be for a 10th level sinspeaker using irresistable dread, for a max DC of 20 + (2x4) + (2x5), or 38.

Bandededed
2008-09-20, 12:43 AM
Ok, I really like this!!

I do have a few ?'s for you though..

1. Do you really feel that cha increases should not be applied to absolute limit retroactively? I can see a True Namer be having trouble effecting enemies and then having a sudden "click" in his head (mid fight level) and be able to strike more able opponents.

From a different perspective, since temporary bonus's don't apply (which includes cloak of charisma, I assume), how much can you're ability score really go up over the course of a campaign? 10 points (5 level + 5 tome/wish) - netting you 100 HP at level 20? Every little bit helps, of course, but I don't think it'd be too bad to have happen.

2. The Word Warrior's absolute limit per level increase. I was thinking on making a dex-based (int focused) swash/truename and going into WW, but with a low-str build, I'd be loosing out on a good deal of points (+3 per level, as opposed to +6). Could there be an alternative to the 2+str? Perhaps int sub or dex base?

Anyway, thanks for making me want to play a truenamer again - I tried once (as written) and failed. Badly.

streakster
2008-09-20, 01:04 AM
This...this is...

I want to play a truenamer now. That's how good this is.

Bravo, bravo. I cannot approve more. I am full of ideas, but all I can say now is praise.

appending_doom
2008-09-20, 08:32 AM
Whose absolute limit applies for truespeech scrolls? The scriber's? Is there some minimum absolute limit that always applies?

I would suggest to try and duplicate the rules for magic scrolls, which are:


Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.

A suggestion would be for the absolute limit to be equal to: Caster level * (1 + 1/2 minimum truenamer level at which utterance is available) + absolute limit augmentation.

Also, the text doesn't appear to indicate whether scrolls require name modifiers on the Truespeech check to activate them, which it logically ought to.

Kellus
2008-09-20, 01:59 PM
The absolute limit for a truescroll would be that of the truenamer at the time he scribed it.

As for name modifiers for scrolls... Yeah, probably. I'll put in a clause.

As for the Word Warrior, it happens to be a Strength-based class. I may make a Dexterity-based class in the future, but I haven't yet. If you want to make a homebrew for it, of course be my guest. I'd be glad to review it and put it up with the rest of the material. :smallsmile:

Bandededed
2008-09-20, 02:03 PM
As for the Word Warrior, it happens to be a Strength-based class. I may make a Dexterity-based class in the future, but I haven't yet. If you want to make a homebrew for it, of course be my guest. I'd be glad to review it and put it up with the rest of the material. :smallsmile:

Oh, thanks! I'll see if I can come up with anything worthy...

Anything on my first question though?

Bandededed
2008-09-20, 03:53 PM
Well, here's what I ended up with. I tried, but some of the abilities are my attempts at being creative, so I'm not too sure about the thing.

The Hidden Word

Hidden words specialize in staying unnoticed while using thier vocalizations and combining some vocalizations for effective attacks.

Requirements: To become a hidden word, you must fulfill all of the following requirements.
Skills: Truespeak 8 ranks, Hide 4 ranks, Move Silently 4 ranks
Special: (Sneak Attack, Sudden Strike, or Skirmish +1d6) OR (BAB +4 and weapon finesse)

Hit Die: d6.
Skill Points at Each Additional Level: 4 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Dex modifier.

Class Skills: The hidden word’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide (Dex), Knowledge (all) (Int), Move Silently (Dex), Speak Language (n/a), Truespeak (Int), and Tumble (Dex).

Table X: The Hidden Word
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Truenaming

1st|+0|+0|+2|+2|Subvocalization|


2nd|+1|+0|+3|+3|–|
+1 level of existing truenaming class

3rd|+2|+1|+3|+3|Sneak Attack +1d6|
+1 level of existing truenaming class

4th|+3|+1|+4|+4|Irresistible Strike|
+1 level of existing truenaming class

5th|+3|+1|+4|+4|Around the Edges|
-

6th|+4|+2|+5|+5|Sneak Attack +2d6|
+1 level of existing truenaming class

7th|+5|+2|+5|+5|Silent Speaker|
+1 level of existing truenaming class

8th|+6|+2|+6|+6|–|
+1 level of existing truenaming class

9th|+6|+3|+6|+6|Sneak Attack +3d6|
+1 level of existing truenaming class

10th|+7|+3|+7|+7|Recited Perfection|
–[/table]

Class Features

All of the following are class features of the hidden word prestige class.

Subvocalization/Silent Speaker: When truenaming, you can keep your voice quiet - very quiet. While your mouth can be seen moving, no one more than (10 feet - 1 foot per hidden word level) away can hear you. At level 7, you can no longer be heard and you can use vocalizations even while in an area of silence.

Truenaming: At every level except 1st, 5th, and 10th, you learn additional vocalizations as if you had gained a level in any one truenaming class you have previously gained levels in. These levels stack with your previous levels to determine your truenamer level.

Sneak Attack: At level 3, you gain sneak attack +1d6 as per the rogue ability. At levels 6 and 9, you gain an additional +1d6. This stacks with any other source of sneak attack damage.

Irresistable Strike: Beginning at level 4, whenever you do sneak attack damage to an enemy, you also tear a small hole in their True Form, rendering them more easily affected by your truenaming. You gain a +2 bonus per sneak attack die to truenaming checks to target that foe with a vocalization. In addition, your Absolute Limit for utterances targetting that opponent is increased by the amount of sneak attack damage you did. Both bonuses last for the duration of the encounter. You man not gain these bonuses more than once against any opponent.

Around the Edges: At level 5, you gain the ability to slip other syllables in around a recitation. By increasing the DC by 5 times vocalization level and preform time to a standard action, you may use a utterance or incantation while maintaning a recitation.

Double Recitation: At level 10, you master some aspects of speaking truespeach. Choose a recitation you know. For this recitation, you may begin it as a swift action and upkeep it as a free action.
If you use Around the Edges while maintaning this recitation, do not increase the preform time and increase the DC by only 3 times the vocalization level.
You may use Around the Edges to use a second recitation while using the choosen recitation, however, it takes a move action to upkeep both and follows the original Around the Edges rules for DC and preform increases.
Once selected, you may never change this recitation. Should you for some reason lose the ability to use the selected recitation, you lose this class ability until such time as you can use it again.

MeklorIlavator
2008-09-20, 04:21 PM
Just want a quick clarification here: does one get the synergy bonus for languages you earn by dint of a high Int? It seems that the first part suggests this(extra languages beyond racial ones), but the second part(only ones bought by skill points) seems to counter this.

Also, great job on this. I remember when I first saw the truenamer class, and I loved it(only read the fluff). Then I actually saw the mechanics behind it, and it made me cry inside. Can't wait to get a chance to use it!

Kellus
2008-09-22, 01:07 AM
I'm very sorry, but I'm not going to be able to continue working on this (or any other) project. The last couple days I remembered why I had to stop doing this, because I get too wound up in thinking about and working on D&D related stuff. I end up spending way too much time with it, and everything else suffers because of it. Anybody that is interested, please use this (and all of my other) material however you like, but unfortunately I won't be able to complete it.

Cheers,
Kellus

PS: Melkor Ilavator, languages known by dint of a high Int score are indeed supposed to count towards the synergy bonuses. The only ones that don't are your automatic languages. :smallsmile:

Zeta Kai
2008-09-22, 07:51 AM
I, for one, am sad to lose such a promising homebrewer. Your talent, good formatting, & intelligible English will truly be missed around these parts. :smallfrown:

I was waiting until this project was finalized & complete before yoinking it & using it in a future game, but now, I guess, is as good a time as any.

Good luck, Kellus, & we hope to see you again some day.

Vadin
2008-09-22, 06:49 PM
I, for one, am sad to lose such a promising homebrewer. Your talent, good formatting, & intelligible English will truly be missed around these parts. :smallfrown:

I was waiting until this project was finalized & complete before yoinking it & using it in a future game, but now, I guess, is as good a time as any.

Good luck, Kellus, & we hope to see you again some day.

I think we can all agree to that.

Good luck in the real world, Kellus.

Bandededed
2008-09-22, 07:26 PM
I'm very sorry, but I'm not going to be able to continue working on this (or any other) project. The last couple days I remembered why I had to stop doing this, because I get too wound up in thinking about and working on D&D related stuff. I end up spending way too much time with it, and everything else suffers because of it. Anybody that is interested, please use this (and all of my other) material however you like, but unfortunately I won't be able to complete it.

Cheers,
Kellus

Well, I'm not very cheerful, but I guess that won't help :smallfrown:. Ah well, you'll be missed, and, as has been said, the entire playground is feeling the loss.

And I'm not ready for this to be done yet. If you don't mind (and I hope you don't, since you're gone...) I will try to continue this in another thread starting tomorrow. This awesome cannot be lost! For great justice!!

Zeta Kai
2008-09-22, 09:28 PM
And I'm not ready for this to be done yet. If you don't mind (and I hope you don't, since you're gone...) I will try to continue this in another thread starting tomorrow. This awesome cannot be lost! For great justice!!

You have some high-quality shoes to fill. I hope, for your sake, that you're up to the task.

Bandededed
2008-09-22, 10:45 PM
You have some high-quality shoes to fill. I hope, for your sake, that you're up to the task.

But he's already done a lot of the work. And hopefully, the people who posted here will keep an eye on me. Can't have me ruin it :smallwink:

Human Paragon 3
2008-09-23, 12:08 PM
I'd be happy to lend a hand. I was thinking of a couple PrCs myself. One was a lot like the sneaky truenamer you posted, but it was more along the lines of the shadowbane stalker, using their truenmaing to boost their skills. The other would be a 5-level prestiege class revolving around improving your Recitation of the Unclouded Eye, giving you more and more information about the people you observe until you can automatically see their true name.

Bandededed
2008-09-23, 01:09 PM
I'd be happy to lend a hand. I was thinking of a couple PrCs myself. One was a lot like the sneaky truenamer you posted, but it was more along the lines of the shadowbane stalker, using their truenmaing to boost their skills. The other would be a 5-level prestiege class revolving around improving your Recitation of the Unclouded Eye, giving you more and more information about the people you observe until you can automatically see their true name.

By all means!

Here's the new thread: The Way Words Work (http://www.giantitp.com/forums/showthread.php?t=91807). Anyone interested, come lend a hand.

Kellus
2008-11-16, 01:53 PM
Hokay! So, sorry for the major threadomancy, but I'm starting to get back to work on this project now that I've sort of got stuff sorted out in my life. :smallsmile:

Big changes so far: I reviewed the Hidden Word created by Gaurd Juris and found it great. I changed it slightly and posted it. I'll get to the other two on that thread shortly. I also put up a (sort of) new prestige class of my own for bards purusing truespeech. :smallcool:

Zeta Kai
2008-11-16, 02:28 PM
Hokay! So, sorry for the major threadomancy, but I'm starting to get back to work on this project now that I've sort of got stuff sorted out in my life. :smallsmile:

Hooray! A great thread has been resurrected! Praise Yevon! :smallcool:

vegetalss4
2008-11-16, 02:53 PM
Hokay! So, sorry for the major threadomancy, but I'm starting to get back to work on this project now that I've sort of got stuff sorted out in my life. :smallsmile:

Big changes so far: I reviewed the Hidden Word created by Gaurd Juris and found it great. I changed it slightly and posted it. I'll get to the other two on that thread shortly. I also put up a (sort of) new prestige class of my own for bards purusing truespeech. :smallcool:

Horay!!!
and it returns

Ziegander
2008-11-16, 04:02 PM
I, like several others, LOVE THIS FIX, but have a large problem with the Absolute Limit mechanic as presented. The major reason has already been expressed (you can't use utterances until the foe is somewhere near 1/3 its hitpoints), and I don't find your defense of the mechanic to be satisfactory. Don't get wrong, this is the single greatest Truenaming fix in the history of the internets, hands down. I applaud your efforts. But Absolute Limit needs to be addressed in some way.

Why? Well, your defense is that, it's okay that you can't use utterances until the enemy is almost dead, you have your incantations to rely on until then. My rebuttal is that if you can be effective enough to contribute to an encounter without utterances for that long, why do you even have utterances? On the other hand, if you're not contributing to the encounter in a meaningful fashion for that long, you're underpowered, unfun, and wasting the rest of the party's time.

There are several ways to address the Absolute Limit problem: 1) You can simply increase the threshold. I'd prefer it wasn't tied to Charisma score honestly, because ability scores can vary so wildly between characters, even two characters that are equally dependent on the same score. 2) You can get rid of Absolute Limit, instead replacing it with Name Resistance for all creatures above 50% of their max hitpoints. Or it could be above 75%, then lower the resistance below 75%, then finally creatures lose Name Resistance below 50%. 3)Well, there are certainly other ways, but those two are the ones that immediately come to my mind.

My only other big peeve with the system is that you have to make a check to use Recitations. You know your own Personal Truename. How can you fail saying it? What I would do with these, since many of them (or all?) have variable effects, is set a base effect for them (which you thankfully already have), and allow them to be entered as swift actions. Keep the limitation that you can't use Truespeech effects while in a Recitation, that's fine and flavorful. But, in order to get the variable effects allow a character to spend a Move action to make a Truespeak check in addition to the swift required to enter the Recitation, then have the extra effects key off of the results of that check.

Kellus
2008-11-16, 08:37 PM
Thank you for the excellent comments, Ziegander. This is the sort of response I need. :smallsmile:

The root of it all is a problem I have with magic in general. In fact, it seems like a problem that every designer of D&D had with it up till 4E which botched it in whole other ways. The problem is that magic should, inherently, be better than the mundane. Someone with magic should be able to do incredible supernatural feats. They should completely outclass everyone else that doesn't have magic of their own. The designers of 3.5 realized this, but failed to realize that everybody that wasn't playing as a wizard or other spellcaster would want to contribute too.

This is my solution to it. To a vague extent, it's based on the power word spells already presented in the game. No saving throw, and limited only by hit points, except here the hp limit increases as you level up. This lets the truenamer be able to pull off the amazing magical stunts that a spellcaster rightly deserves.

At the same time, though, the rest of the party needs things to do. Having the absolute limit be about (as you said) 1/3 of the average enemy's hp means that by the time the utterances are available to be used, the enemy's pretty much toast anyway. The truenamer shifts roles as the battle progresses. Before and at the start of battle, he's akin to a bard or martial, bolstering his allies and even healing them, since he has a number of utterances that are beneficial and can be used at full hp on a willing target. Incantations give him a variety of interesting tactical abilities to use so that he's not useless. They're just not AS powerful as his utterances. As the battle progresses, he turns into more of a controller and blaster. He's especially proficient against large groups, since without a limit on spells per day he can handily mop up low-level threats. He's great in an army, where he can slice and dice low-level enemies by the truckload. He's just a different kind of spellcaster.

Now, your two suggestions:

1) As long as we're going with an absolute limit, I'm happy with the amount it's at. I also have no problem tying Charisma to it. It's no more of a mechanical limitation than tying Constitution to hit points is, or Dexterity to Reflex saves.

2) Automatic name resistance instead of the limit is a bad idea. First, I can't predict what other kind of material is going to be used with this. Skills, even with the limitations I've placed on Truespeak, can be abused. Even since starting this thread people found ways to get past my restrictions, like with item familiars. I've gone from the viewpoint on this project that people will be able to find a way to make any Truespeak check I give them. That's why it's called an "absolute" limit. There's no getting around it.

Finally, recitations. Your point seems to be that you shuldn't have to make a check to start a recitation, since it's your own name. But remember that Truespeak is difficult to speak, both physically, and also trying to figure out how to phrase something. Even though I'm fluent in English, I still mispronounce words every now and then. I'm semi-fluent in French, and mispronounce almost every word I say, even though I understand the language. Comprehension doesn't mean you never make mistakes. I think the Truespeak check should stay, although with a bonus, since it is your name after all. If you want to houserule this in your game, that's of course your choice. :smalltongue:

Thanks for the feedback! If you disagree, or have other points to raise, please let me know!

Zeta Kai
2008-11-16, 09:33 PM
Well, I understand Ziegander's argument, but I disagree on a couple of minor points. The truenamer is far from useless before he can unleash his utterances effectively. Utterance are the truenamer's most powerful effects, but they're not the only ones, & some other vocalizations are nearly as potent. The truenamer still has a great amount of utility on the battlefield, more so than most classes.

Lastly, the truenamer has to have some strict limitations, due to the fact that it lacks many of the limitations that other spellcasters have. Like my Bio-Mage (see signature), a truenamer isn't bound by a small number of spell slots per day. They can spam a magical effect as often as they want. Without the stricture of the absolute limit being what it is, the truenamer could slide very easily into being absurdly broken (IE Tier 1 or above). As they are, they are probably only Tier 2 or 3, which is a great place to be, & a vast improvement from where they used to be.

I had the same discussion with many people about the Bio-Mage. Some people thought it was broken-powerful; some thought it was broken-lame. The calculations were complex, & the jury's still out on it's ultimate power level. With any radically-different form of magic, there's the risk of getting the math wrong either way. The original truenamer had this exact problem. But this time I think Kellus got it right.

Like I said, I see Ziegander's point, but I would not change a thing about the new core mechanics. The only thing I would do would be to add on as many truename-based prestige classes, monsters, & other such supplements as I could. And bask in the glory of a job very well done. :smallwink:

Ziegander
2008-11-16, 09:38 PM
2) Automatic name resistance instead of the limit is a bad idea. First, I can't predict what other kind of material is going to be used with this. Skills, even with the limitations I've placed on Truespeak, can be abused. Even since starting this thread people found ways to get past my restrictions, like with item familiars. I've gone from the viewpoint on this project that people will be able to find a way to make any Truespeak check I give them. That's why it's called an "absolute" limit. There's no getting around it.

You can ban Item Familiars and +30 custom Truespeak items...


Finally, recitations. Your point seems to be that you shuldn't have to make a check to start a recitation, since it's your own name. But remember that Truespeak is difficult to speak, both physically, and also trying to figure out how to phrase something. Even though I'm fluent in English, I still mispronounce words every now and then. I'm semi-fluent in French, and mispronounce almost every word I say, even though I understand the language. Comprehension doesn't mean you never make mistakes. I think the Truespeak check should stay, although with a bonus, since it is your name after all. If you want to houserule this in your game, that's of course your choice. :smalltongue:!

I know I can houserule it in my games, and if we can't agree that's exactly what I'll do. Thanks for providing the best Truespeak system out there! I just want to say this: we all mispronounce words we aren't familiar with, whether they are in our mother tongue or a foreign one, but when was the last time you mispronounced your name? In french class, I did my best to pronounce words correctly, but I failed every now and then just like everyone else, but my name was Bernard d'Artagnan. I never once mispronounced my name - because it was my name. Everyone is very familiar with their name.

Anyway, realism aside, it's a balance issue. You spend a move action to effect yourself with a decent buff. You can only effect yourself, and you have to spend a swift action every turn to maintain it, and can't use the rest of your class features while you are effected. How badly is it going to suck then if you fail? What you have is the equivalent of powering up ToB stances, but restricting the initiators to being unable to perform maneuvers/boosts while they maintain the stance AND on top of that they have to make a check to enter their stance in the first place, and might fail. The only reason you'd use a Recitation is if you feel that using Utterances or Incantations is a bad idea. The fact that you can fail even then is alarming.

Ziegander
2008-11-16, 09:41 PM
Well, I understand Ziegander's argument, but I disagree on a couple of minor points. The truenamer is far from useless before he can unleash his utterances effectively. Utterance are the truenamer's most powerful effects, but they're not the only ones, & some other vocalizations are nearly as potent. The truenamer still has a great amount of utility on the battlefield, more so than most classes.

I never said the Truenamer was useless without his Utterances. In fact, as you point out, he seems very competent without the Utterances. Since the Truenamer has to wait so long before using the Utterances, and since he is already doing just fine without his Utterances, and his party appears to be winning, why does he have Utterances? He doesn't even need to use them.


Lastly, the truenamer has to have some strict limitations, due to the fact that it lacks many of the limitations that other spellcasters have. Like my Bio-Mage (see signature), a truenamer isn't bound by a small number of spell slots per day. They can spam a magical effect as often as they want. Without the stricture of the absolute limit being what it is, the truenamer could slide very easily into being absurdly broken (IE Tier 1 or above). As they are, they are probably only Tier 2 or 3, which is a great place to be, & a vast improvement from where they used to be.

Again, I never said anything about removing the strict limitations, I just believe that the limitations should be changed.

Zeta Kai
2008-11-16, 10:09 PM
I never said the Truenamer was useless without his Utterances.

Actually, you said:


On the other hand, if you're not contributing to the encounter in a meaningful fashion for that long, you're underpowered, unfun, and wasting the rest of the party's time.

I paraphrased you. My bad. It's semantics, really.


Again, I never said anything about removing the strict limitations, I just believe that the limitations should be changed.

Actually, you did suggest removing the limitations


You can get rid of Absolute Limit, instead replacing it with Name Resistance...

Name Resistance (whatever that may be) would be a radically different mechanic than the Absolute Limit. It may be better, or worse, but it's completely different, & there's no guarantee that it would work.

Ziegander
2008-11-16, 10:23 PM
I paraphrased you. My bad. It's semantics, really.

I also, right before the section you quote said this: "if you can be effective enough to contribute to an encounter without utterances for that long, why do you even have utterances?" Note that I was not saying that the Truenamer is one way or another. What I was saying that in either case the Absolute Limit doesn't help the class to be any more balanced. Either because of the Absolute Limit mechanic you are powerful enough without Utterances as to not even need them at all (therefore it is unnecessary design work at best, and unbalancing at worst), OR because of the Absolute Limit mechanic you are not powerful enough without Utterances and therefore 2/3s of the time you aren't contributing enough to encounters (definitely unbalanced as 2/3s of the time you are weighing the party down). Having never played the class I can't say one or the other, but one of them is definitely true.


Actually, you did suggest removing the limitations. Name Resistance (whatever that may be) would be a radically different mechanic than the Absolute Limit. It may be better, or worse, but it's completely different, & there's no guarantee that it would work.

Name Resistance is outlined in the original Truename mechanics presented by Kellus. I don't actually know how it works, but if I had to guess it is a value that is added to the DC of the Truespeak check needed to effect a creature. It is not a question of semantics to say that suggesting to change the limitation is a suggestion to remove the limitation. Never did I say, "I'd suggest that you get rid of the Absolute Limit entirely and leave it at that." When I suggested removing the Absolute Limit mechanic (which was just one possibility I tossed out), I in the same breath suggested to replace it with another limitation. Of course at-will powers need to be limited in some way.

Human Paragon 3
2008-11-16, 10:55 PM
Welcome back, Kellus!

No love for my Fiendbinder? I worked really hard on that PrC!

What about Servant of the Unclouded Eye?



The Fiendbinder

Fiendbinders use their knowledge of truenaming to summon powerful creatures to do their bidding.

Requirements: To become a fiendbinder, you must fulfill all of the following requirements.


Skills: Truespeak 8 ranks, Knowedge: The Planes 8 ranks, Knowledge: Arcana 8 ranks, Bluff 2 ranks
Feats: Spell Focus: Conjuration
Spellcasting: Able to cast Summon Monster I
Truespeach: Able to vocalize at least one recitation.

Hit Die: d6.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 1 + Cha modifier.

Class Skills: The Fiendbinder's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all) (Int), Speak Language (n/a), and Truespeak (Int).


Fiendbinder
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Truespeaking

1st|
+0|
+0|
+0|
+2|Truesummoning|+1 level of existing Truespeaking class

2nd|
+1|
+0|
+0|
+3|Name Resistance +2|-
3rd|
+1|
+1|
+1|
+3|Empowered Summons I|+1 level of existing Truespeaking class

4th|
+2|
+1|
+1|
+4|Planar Servant|-

5th|
+2|
+1|
+1|
+4|Improved Truesummoning|+1 level of existing Truespeaking class

6th|
+3|
+2|
+2|
+5|Empowered Summons II|-

7th|
+3|
+2|
+2|
+5|Name Resistance +4|+1 level of existing Truespeaking class

8th|
+4|
+2|
+2|
+6|Greater Planar Servant|-

9th|
+4|
+3|
+3|
+x|Empowered Summons III, Share Reciation|+1 level of existing Truespeaking class

10th|
+5|
+3|
+3|
+x|Peerless Truesummoning|- [/table]





Truesummoning (Su): At first level, the Fiendbinder gains the supernatural ability to summon forth creatures from beyond the pale by uttering their truenames. It is assumed that the fiendbinder has previously researched the truenames of the fiends he will call beforehand- no roll is necessary to learn the truenames of these creatures unless specifically required by the DM.

The fiendbinder may summon any extraplanar creature that he is familiar with by spending a full round action to make a truespeak check (DC= 10+2xCR of highest CR creature summoned). For example, Janus wants to summon a Celestial Dire Bear. The CR of the Celestial Dire Bear is 10, so the truespeak DC to summon it would be 30 (10+[10x2]).

The creatures appear at the end of the round and act on the fiendbidner's next initiative. The fiendbinder may summon a number of creatures equal to or lesser than his charisma modifier, but the combined HP of creatures summoned with this ability cannot exceed the fiendbinder's absolute limit. Each round, the fiendbinder must spend a standard action to control the creatures he has summoned. If he does, the creatures act exactly as the fiendbinder wishes. The ability to communicate the fiendbinder's desires are not necessary; as long as the fiendbinder maintains this ability, the creatures are little more than extension of his will.

If the fiendbinder does not spend a standard action to control the summoned creatures, his power over them immediately dissipates. In this case, the creatures usually return to their home plane without hesitation; however, there is a 1% chance per point of intelligence the creature possesses that it will seek vengeance and instead attack the fiendbinder before returning. The fiendbinder may spend a standard action to dismiss his summoned creatures safely (without risk of retribution). The effect lasts as long as the fiendbinder spends his actions to maintain it.

If the fiendbinder's given name or truename is uttered by any creature within 200 feet, the fiendbinder must succeed on a concentration check (dc=15+highest CR among summoned creature) in order to maintain this effect. Otherwise, it immediately ends as above.

Name Resistance: A fiendbinder's name is his greatest ally and worst enemy. Just as he uses creatures’ truenames to exert his will upon them, creatures with knowledge of the fiendbinders name may use it as a weapon against him. Because of this, fiendbinders spend great deal of effort concealing their given and truenames. At 2nd level, a fiendbinder gains name resistance +2. This bonus applies to all utterances that target him as well as any knowledge checks to learn the fiendbinder's truename. This bonus increases to +4 at 7th level.

Empower Summons (Su): Starting at 3rd level, the fiendbinder can choose to apply the effects of any utterance he knows to creatures summoned with his truesummoning ability. To do this, he adds 2x the level of the selected utterance to the DC of the truespeak check. For example, Janus, a 3rd level fiendbinder, wants to apply the utterance Phrase of Speed to his summoned creature. He would add 2 (2x1) to the DC of the truespeak check used to summon the creature. The utterance affects all of the creatures summoned at one time.

At 6th level, the fiendbinder may augment any utterance he applies to the creatures by increasing the DC by the normal augment cost for that utterance. In addition, he may now apply up to 2 utterances at once by raising the DC of the truespeak check again in the same way as before.

At 9th level, the fiendbinder may use this ability to apply recitations to his summoned creatures. The effects of the recitation lasts as long as the creature remains summoned. Because the fiendbinder need not actually vocalize the recitation, he may continue to use truespeak while the recitation is in effect. The fiendbinder may apply up to 2 utterances and 1 recitation for a total of 3 simultaneous effects.

Planar Servant (Su): At 4th level, the fiendbinder gains the ability to summon a planar servant which can be any creature that the Lesser Planar Ally spell could summon. Unlike the Planar Ally spell, however, this supernatural ability does not cost XP and does not require any GP expenditure or favor. In order to summon a planar servant, the fiendbinder must first research the creature's true name. The Planar Servant remains at the command of the fiendbinder until such a time that the fiendbinder frees it. Summoning a planar servant entails some risk, however. If the planar servant ever learns the given name of the fiendbinder, it can use that knowledge to resist commands given to it by making a will save (10+1/2 fiendbinder's level + fiendbinder's cha modifier) If he succeeds, he may dissobey, argue, lobby against, or willfully misinterpret the command without fear of retribution. If the planar servant ever learns the truename of the fiendbinder, he is no longer required to follow orders at all, and instead does as it wishes, only answering requests when it pleases the creature's whims. The only rule a planar servant must follow in this case is that it cannot directly harm the fiendbinder. Naturally, this makes a poor servant, and the fiendbinder will likely free the creature of its servitude and summon a new planar servant. The fiendbinder can summon a new planar servant by spending eight days researching the truename of the new creature.

Improved Truesummoning: At 5th level, the fiendbinder may use his truesummoning ability as a move action instead of a full round action, and summoned creatures act immediately. In addition, the summoned creatures combined HP can total up to 150% of the fienbinder’s absolute limit.

Greater Planar Servant (Su): At 8th level, the fiendbinder gains a second planar servant. The new servant can be any creature that the Planar Ally spell could summon.

Share Recitation (Ex): At 9th level, a fiendbinder's recitations automatically affect his planar servants and summoned creatures exactly as they affect him.

Peerless Truesummoning: At 10th level, a fiendbinder only needs to spend a swift action each round to direct his summoned creatures or safely dismiss them instead of a standard action. In addition, the summoned creatures' combined HP can total up to double the fienbinder’s absolute limit.


Servant of the Unclouded Eye


Servants of the Unclouded Eye trade their loyalty to powerful, truespeaking outsiders in exchange for eyes that see deep into the souls of mere mortals, laying their secrets bare.

Requirements: To become a Servant of the Unclouded Eye, you must fulfill all of the following requirements.

Skills: Truespeak 13 ranks, Spot 5 ranks
Feats: Penetrate Name Resistance
Special: Must have made peaceful contact with a powerful, truespeaking outsider, such as a Word Archon, who is willing to accept your services in exchange for otherworldly gifts. In order to contact such a creature and propose the bargain, the character must first discover its true name and speak it over a specially prepared magic circle, as detailed in the entry for the Magic Circle spell, spending components valued at no fewer than 1000GP.


Hit Die: d6.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Cha modifier.

Class Skills: The Servant of the Unclouded Eye's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all) (Int), Speak Language (n/a), Spot (Wis), and Truespeak (Int).


SERVANT OF THE UNCLOUDED EYE
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Truenaming

1st|
+0|
+0|
+0|
+2|Eyes of the Master|-

2nd|
+1|
+0|
+0|
+3|Improved Unclouded Eye: Health|+1 level of existing truenaming class

3rd|
+1|
+1|
+1|
+3|Improved Unclouded Eye: Given Name, Penetrating Knowledge|+1 level of existing truenaming class

4th|
+2|
+1|
+1|
+4|Improved Unclouded Eye: Alignment|+1 level of existing truenaming class

5th|
+2|
+1|
+1|
+4|Improved Unclouded Eye: True Name|-[/table]


Eyes of the Master (Ex): At first level, the Servant of the Unclouded Eye is treated at all times as if he were under the effect of the vocalization Recitation of the Unclouded Eye (unaugmented). In exchange for this power, the Servent must make an oath to his otherworldy master equivilant to a Gaes spell, the details of which are determined by the DM.

Truenaming: At every level except 1st and 5th, you learn additional vocalizations as if you had gained a level in any one truenaming class you have previously gained levels in. These levels stack with your previous levels to determine your truenamer level.

Improved Unclouded Eye (Ex): At 2nd level, and each additional level thereafter, a Servant of the Unclouded Eye gleans more information from their Eyes of the Master ability. This does not function against creatures whose name resistance is greater than your combined name resistance and name penetration.
Health: At 2nd level, the current HP of each creature observed is revealed.
Given Name: At 3rd level, the given name of each creature observed is revealed, allowing you to use your truespeach more accurately.
Alignment: At 4th level, the exact alignment of each creature observed is revealed. Magic that would obscure or fool such alignment detecting abilities, such as Undetectable Alignment, do not function against this Extraordinary ability.
True Name: At 5th level, a Servant of the Unclouded Eye's gaze bores deep into the fabric of all he lays eyes on, revealing their true name.

Penetrating Knowledge: At 3rd Level, a Servent of the Unclouded Eye gains greater control over those whose names he knowns. If you know a creature's Given Name you gain a +2 Insight Bonus on all utterances that target it. If you know a creature's True Name, increase this bonus to +6. These bonuses do not stack, and replace the modifiers from table 1.1.

Kellus
2008-11-17, 12:09 AM
Can't we all just get along? :smalleek:

Ziegander, some of your points do make sense and I'll look into them. I need to crunch some more numbers and make up some sample truenamers. I also know of a couple playtesters right now, so that should make sure it works like I think and hope it'll work.

Gaurd Juris, I am going to review those PrCs and get them in there, but my time is still limited. I'll get to them, I swear! :smalltongue:

Lady Tialait
2008-11-17, 12:14 AM
This got my Druidic Seal of Approval...and I've Testplayed it...

The Utterances become weaker and weaker with levels. As the Absolute Limit gets less and less like the HP, and the Monsters get more and more HP.

As you Go up in level monsters of your CR have higher and higher HP. And the spellcasters have less and less. So, the truenamer becomes the spellcasters killer, and the undead killer. Right with the Cleric.

It's really not the flavor it has, but that is what the mechanic says...

"Terrasque makes me nervous, but epic lich?...no sweat!"

I'm still loving it, but that mechanic needs some adjusting.

streakster
2008-11-17, 12:25 AM
I like the Absolute Limit Mechanic, but agree it could use a boost.

Zeta Kai
2008-11-17, 12:34 AM
As you Go up in level monsters of your CR have higher and higher HP. And the spellcasters have less and less. So, the truenamer becomes the spellcasters killer, and the undead killer. Right with the Cleric

This would also make it ideal for dealing with Constructs, which usually have low HP/CR.

Valgunn
2008-11-17, 01:55 AM
I haven't read much but the fact that someone is even attempting to make Truenaming even a little less le suck is awesome in my book. Extra points for giving Illumians some Racial Level Substituions.

Ziegander
2008-11-17, 02:03 AM
Extra points for giving Illumians some Racial Level Substituions.

Erm, QFT man, QFT.

Last Word might be the single coolest ability I've ever seen.

Night10194
2008-11-17, 07:08 PM
Thank God my Truenamer/Paladin (DM allows Paladins to Multiclass) is only Truenamer 1. Maybe I can convince my DM to let me use these rules, instead. Think this thread might finally make me try and figure out how to work the tables and actually make a PrC idea...

Thank you so much for trying to fix one of my favorite magic systems.

Kellus
2008-11-17, 08:01 PM
I'm glad you like it! You might also be interested in the new prestige class I just put up, the gospelblade, for another take on the paladin/truenamer! I quite like it, and hope you do too! :smallsmile:

Human Paragon 3
2008-11-17, 09:48 PM
Really like the gospellblade, Kellus. I especially like the flavor of profane research and the mechanics of the cadence abilities. Maybe there's a better name for "throw the book at them?" Modern, colloquial phrases in my D&D always bugs me. Might I suggest Verbose Smite? It echoes the similarly named ability of the Word Warrior in a way that pleases me.

Kellus
2008-11-17, 09:52 PM
You ask and it is done! Huzzah!

Kellus
2008-11-18, 12:47 AM
Truename fans rejoice! There is now another BASE CLASS, the lexeme up for your perusal! These characters access truenames in a totally new way than truenamers, which I hope you will like as much as I do! As the sorcerer is to the wizard, the truenamer is to the lexeme!

EDIT: Also another 10 or so new recitations. Just to keep things fresh.

Athaniar
2008-11-18, 06:46 AM
Great work you've done, Kellus. I wish I was this good at homebrewing.

Human Paragon 3
2008-11-18, 10:01 AM
I love the Lexeme. I was already in love with the system, but I think I'd be much more inclined to play a Lexeme than a plain Truenamer. I like the flavor of traveling around seeking out knowledge and ratcheting it for your advantage. I also like how you can re-write your glossary if it gets lost or stolen.

You have a couple mistakes in the write up. You say vocalizations near the begining of the truenaming section when you meant to say Incantations. Also there is a mistake in the table where you wrote 1 instead of 2 (at 3rd level) incantations.

Also, a question, which I think I already know the answer to. Lets say you are a rogue/lexeme and go into hidden word. Lexemes can't use recitations, but Hidden Word gives you a bonus recitation (silence). I assume that you'd be able to use this bonus recitation at will like a truenamer without memorizing it in the morning, but also get bonuses on your vocalizer level from the confident speaker ability. Is this right?

Kellus
2008-11-18, 11:49 AM
Correct. He'd get the other benefits of the class, but since he can't use recitations, the bonus one would be useless to him.

I'll look into the mistakes. Thanks for the heads up!

Human Paragon 3
2008-11-18, 12:03 PM
Correct. He'd get the other benefits of the class, but since he can't use recitations, the bonus one would be useless to him.

I'll look into the mistakes. Thanks for the heads up!

Interesting, that actually wasn't my interpretation, but you're the boss.

Fako
2008-11-18, 05:29 PM
I really like what you've done with Truenaming, but I agree with the general consensus of boosting the Absolute Limit a bit. I'm looking forward to the monster revamps you are planning. Are you planning on keeping them the same CRs as before?

Also, one off the wall question: what would the "theme song" for a Truenamer be? My vote is for "This ain't a scene" by Fall Out Boy... :smallbiggrin:

Zeta Kai
2008-11-18, 07:06 PM
I really like what you've done with Truenaming, but I agree with the general consensus of boosting the Absolute Limit a bit. I'm looking forward to the monster revamps you are planning. Are you planning on keeping them the same CRs as before?

I would bet that raising the Absolute Limit from ⅓HP to ½HP would silence some the critics without upsetting the class balance. I personally think that this is a relatively-minor issue, the fixation & ceaseless nitpicking on this one issue is way out of proportion, & has been adequately responded to.


Also, one off the wall question: what would the "theme song" for a Truenamer be? My vote is for "This ain't a scene" by Fall Out Boy... :smallbiggrin:

I think a more fitting song would be "Don't Speak" by No Doubt. :smallbiggrin:

Kellus
2008-11-18, 07:14 PM
I'm thinking I might give that a shot. I've added 1 additional point to each class and prestige class at each level for their absolute limit. This means that at level 20, most truenaming characters will have 20 more points in their limit than they did previously.

Ziegander
2008-11-18, 07:35 PM
I would bet that raising the Absolute Limit from ⅓HP to ½HP would silence some the critics without upsetting the class balance.

I could get behind that.


the fixation & ceaseless nitpicking on this one issue is way out of proportion, & has been adequately responded to.

Many, many people say that there is a problem with the mechanic, including someone that's actually playtested the class. It isn't nitpicking. Everyone has commented on how unbelievably awesome everything but the Absolute Limit mechanic is. I have said about numerous aspects of this project that it is honestly some truly amazing work. What more do you want me to do? I see one major problem, and many others do as well, and since the rest of it so freaking cool, I want to help make the Absolute Limit mechanic work better. If you don't want help making it better, that's fine, I'll houserule it and still use the bulk of the mechanics intact, because they are seriously great. I'm not trying to be the badguy, I'm just trying to help out. I'm sorry if I'm ruffling feathers, I don't mean to be.

Kellus
2008-11-18, 07:37 PM
Heh, no need to get upset. I just mentioned that I raised everybody's absolute limit by 1 per level. :smalltongue:

How's that sound?

Zeta Kai
2008-11-18, 08:01 PM
Heh, no need to get upset. I just mentioned that I raised everybody's absolute limit by 1 per level. :smalltongue:

How's that sound?

That sounds great.

And Ziegander, it's cool, don't worry about it. It's a common phenomenon when homebrew is reviewed by a forum for the forum members to pick nits & focus on a single niggling issue. Sometimes the issue is genuine, sometimes it's not. But it happens more often than you think. It's nothing you did, so please don't take anything that I said personally. We can all get along here.

Kellus
2008-11-18, 08:05 PM
Now that that's out of the way, how do people feel about the lexeme? I tried to come up with a different way of accessing truenames, and I think I did a decent job. Any suggestions or comments on it?

Ziegander
2008-11-18, 09:28 PM
And Ziegander, it's cool, don't worry about it. It's a common phenomenon when homebrew is reviewed by a forum for the forum members to pick nits & focus on a single niggling issue. Sometimes the issue is genuine, sometimes it's not. But it happens more often than you think. It's nothing you did, so please don't take anything that I said personally. We can all get along here.

Don't worry, I'm not angry, I'm not upset or anything, but I am feeling patronized by you continuously marginalizing the issue of Absolute Limit. It's a genuine issue. I happen to think you're a pretty reasonable guy, Zeta, you too Kellus, I have no reason not to get along with either of you. Trust me, I've got a long track record of homebrewing experience, so I know how this all goes.


Now that that's out of the way, how do people feel about the lexeme? I tried to come up with a different way of accessing truenames, and I think I did a decent job. Any suggestions or comments on it?

I think you did a decent job as well. My only concern with it is that I don't understand what a Unique Utterance or a Unique Incantation is. There doesn't seem to be any new mechanics or a new list of vocalizations so I'm just confused by the terminology I think.

Fako
2008-11-18, 09:32 PM
I like the Lexeme... reminds me of the alternate Psionic class that I can't remember the name or location of at the moment... :smallfrown:

The "Unique" tag means they can use up to that many different ones per day. You don't prep them at the start of the day, you instead choose them as you go, and can only use that many different ones per day. Once you hit the limit, you have to stick with the ones you already have available... or that's my understanding at least...

Kellus
2008-11-18, 10:04 PM
No. You prepare a number of unique vocalizations at the beginning of the day from the ones written in your glossary. Then you have access to those vocalizations for the day just like if you were a truenamer who had learned those ones. The next day you can choose to study different vocalizations if you so choose. You trade always having a large variety of effects available for being able to daily select a small variety of effects from an even larger pool.

How should I reword this so that it's clearer?

streakster
2008-11-18, 11:22 PM
No. You prepare a number of unique vocalizations at the beginning of the day from the ones written in your glossary. Then you have access to those vocalizations for the day just like if you were a truenamer who had learned those ones. The next day you can choose to study different vocalizations if you so choose. You trade always having a large variety of effects available for being able to daily select a small variety of effects from an even larger pool.

How should I reword this so that it's clearer?

The way you just said it works.:smalltongue:

Athaniar
2008-11-19, 03:22 AM
I like the Lexeme... reminds me of the alternate Psionic class that I can't remember the name or location of at the moment... :smallfrown:

The Erudite?

Human Paragon 3
2008-11-19, 09:38 AM
It was already clear, Kellus.

I am thinking about starting work on the Rhyme Witch, but I don't want to step on your toes. I had a couple good ideas, but I have a feeling you have quite a few yourself. Let me know if I should start work or not, or just PM or post my ideas here.

Kellus
2008-11-19, 01:49 PM
Go ahead and give it a whirl, Gaurd Juris. I like the idea of a truenamer/arcanist that rhymes power word spells and vocalizations together into poems of death, but whenever I try to write it up I get stuck. I'm hoping that the lexeme might be a better fit for the idea, what with the glossary and all. But I've got other things I'm working on right now, so go nuts.

Human Paragon 3
2008-11-19, 01:54 PM
Yeah... I was thinking about the R.W. and my ideas for it, and the flavor of it, and then I thought, "Kellus probably wants to do something with the Power Words... How the hell would that work?" and came up blank. But I'll mull it over. I had 3-4 ideas for the class already, and the PW angle brings it up to 5, which is pushing it for a 10 level prestiege class... Then again, my Fiendbinder was a monster, too.

I'll see what I can do! Maybe you can post or PM me your ideas about how to blend the power words together with truenaming so I can at least see where your mind was.

Kellus
2008-11-19, 02:00 PM
Stuff like being able to cast a power word spell as a move action when you use an utterance in the same round. Or being able to swap the hp limit for a power word spell for your absolute limit. Or being able to make a Truespeak check instead of a caster level check to penetrate spell resistance with a power word spell. Stuff like that. But don't worry too much about what I want. Make the class you want to make. :smalltongue:

Kellus
2008-11-19, 02:59 PM
Psionic fans be merry! A new prestige class, the astral namemaker is now posted to let you have fun with astral constructs and truenames at the same time! :smallsmile:

Human Paragon 3
2008-11-19, 03:24 PM
Here's my go at the witch!

Rhyme Witch


Rhyme witches interlace arcane words of power with truenaming to create deadly verses of arcane might.

Requirements: To become a rhyme witch, you must fulfill all of the following requirements.


Skills: Truespeak 8 ranks, Knowedge: Arcana 13 ranks, Perform: Oratory 8 ranks
Feats: Improved Counterspelling
Spellcasting: Able to cast at least one Power Word spell
Special: Confident Speaker class ability

Hit Die: d4.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Cha modifier.

Class Skills: The rhyme witch's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all) (Int), Perform: Oratory, Speak Language (n/a), and Truespeak (Int).


Rhyme Witch
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Truenaming/Spellcasting

1st|
+0|
+0|
+0|
+2|Arcane verse|+1 level of existing spellcasting class

2nd|
+1|
+0|
+0|
+3|Counter rhyming|+1 level of existing arcane spellcasting class
3rd|
+1|
+1|
+1|
+3|Honeyed words 1/day|+1 level of existing truenaming class

4th|
+2|
+1|
+1|
+4|Couplet|+1 level of existing arcane spellcasting class

5th|
+2|
+1|
+1|
+4|+1 vocalizer and caster level|+1 level of existing spellcasting class

6th|
+3|
+2|
+2|
+5|Honeyed words 2/day|+1 level of existing arcane truenaming class

7th|
+3|
+2|
+2|
+5|Rhymes of power|+1 level of existing spellcasting class

8th|
+4|
+2|
+2|
+6|Triplet|+1 level of existing arcane spellcasting class

9th|
+4|
+3|
+3|
+6|Honeyed words 3/day|+1 level of existing truenaming class

10th|
+5|
+3|
+3|
+7|+1 vocalizer and vaster levels, Absolute power|+1 level of existing arcane spellcasting class/+1 level of existing truenaming class [/table]


The following are all class features of the rhyme witch.

Arcane Verse: A rhyme witch blends arcane words of power with truenaming to unlock the power contained in rhymes. She adds her arcane caster class to her Lexeme levels to determine her vocalizer level, and likewise adds her truenaming class levels to her caster level. Furthermore, if the rhyme witch has the ability to prepare arcane spells, she may combine her glossary and spell book. If this combined book is ever lost or stolen, the rhyme witch may reproduce it exactly as a Lexeme reproduces her glossary.

Counter Rhyme: At 2nd level, the rhyme witch masters the disruptive power of arcane rhymes. When she readies an action to counter another caster's spell, she may substitute a truespeak check for the spellcraft check she would normally make. Unlike counterspelling, speaking a counter rhyme does not require casting a spell, only making a successful truespeak check. She may use this ability a number of times per day equal to her charisma modifier.

Honeyed Words (ex): At 3rd level, the rhyme witch unlocks a further understanding of how the sounds of words affect others. Once per day when she makes a bluff, diplomacy or intimidate check and gets a result she does not like, she can make a truespeak check in its place. She must take the result of the new check, even if it is worse than the original. She may use this ability twice per day at 6th level and three times per day at 9th.

Couplet: As she grows in power, the rhyme witch learns how to couple words of power together with truespeach to weave poems of death. Beginning at 4th level, when she uses her Confident Speaker ability and spends a full round action on a truespeak attempt, she may simultaneously cast any power word spell she has available as a free action.

Truenamer/Caster Level Bonus: At 5th and 10th levels, a rhyme witch gains a +1 bonus to her effective truenamer and arcane caster levels all the time.

Rhymes of Power: At 7th level, the rhyme witch learns a new way to amplify her truespeach through arcane rhyming. A number of times per day equal to her charisma modifier, she may sacrifice a memorized spell to give herself a bonus on a truespeak check equal to the sacrificed spell's level.

Triplet: At 8th level, the blending of arcane power and truespeach becomes even stronger. When the rhyme witch uses her Confident Speaker ability and spends a standard action on a truespeak attempt, she may simultaneously cast any power word spell she has available as a free action.

Absolute Power (ex): At 10th level, the rhyme witch unlocks the ultimate connection between truespeak and words of power. She may add her absolute limit to the hp limit of any power word spell, increasing all hp thresholds accordingly.


Awaiting review.

Zeta Kai
2008-11-27, 09:12 PM
Well, Kellus correctly guessed the answer to a riddle that I had going in my Final Fantasy X D20 thread. For a prize, he got a free homebrew from me; he chose for me to make him a Truespeech-related monster. I said that I'd have it in a week, but I was a few days late.

At any rate, here it is, the Echo Wing!

Zeta Kai
2008-11-27, 09:15 PM
“Kind words can be short & easy to speak, but their echoes are truly endless.”
-Mother Theresa

Echo Wing

http://i180.photobucket.com/albums/x103/animereyesfreak/Other%20Cool%20Stuff/blueflamingbird.jpg
An Echo Wing in flight, displaying a threatening pose just prior to an attack.

Tiny Magical Beast
Hit Dice: 2d10+4 (15HP)
Initiative: +6
Speed: 10’ (2 squares), Fly 60’ (12 squares, average maneuverability)
Armor Class: 18 (+2 size, +6 Dex); touch 18; flat-footed 12
Base Attack/Grapple: +2/-9
Attack: Talon +1 melee (1d3-3)
Full Attack: 2 Talons +1 melee (1d3-3)
Space/Reach: 2½’/0’
Special Attacks: Screech of Silence
Special Qualities: Echo, Magical Beast traits, Skills
Saves: Fort +5, Ref +9, Will +1
Abilities: Str 4 (-3), Dex 22 (+6), Con 15 (+2), Int 4 (-3), Wis 12 (+1), Cha 7 (-2)
Skills: Hide +9, Listen +6, Truespeak +4
Feats: Alertness
Environment: warm forests
Organization: solitary, pair, or flock (3-12)
Challenge Rating: 2
Treasure: N/A
Alignment: always Neutral
Advancement: 3HD (Tiny), 4-5HD (Small)
Level Adjustment: N/A

Seemingly from out of nowhere, a majestic bird appears, spreading its wings wide, as if in warding. Its plumage is an electric blue, with thick tail & a tall feathered crest. The avian creature takes a deep breath, as if to speak.

Dwelling deep in the wild jungles of the world, there is an avian creature that hunts with magical power. Waiting patiently for its prey, it perches silently. When its quarry is finally spotted (or more likely, heard), the bird lets out a piercing screech. The victim is deafened by the scream, & so it cannot hear the rush of wings closing in…

The bird in question is known as an Echo Wing, & it is said to possess some interesting properties. Stories tell of its ability to repeat vocalizations of Truespeech, reflecting their effects back at the speaker. No one knows for sure where such a bird came from or how it got its peculiar abilities, but scholars & researchers the world over are willing to pay dearly for a live specimen for their research into the nature & properties of Truespeech.

Echo Wings are usually about 1½’ long, with a wingspan of approximately 5’, & weigh around 4-7 pounds. They understand some Common, but they cannot speak a word unless trained to do so. They cannot understand Truespeech, despite their ability to repeat it.

Combat
Echo Wings are very territorial, & will defend its domain quite fiercely. While it will not often fight to the death (except to protect its young), Echo Wings are not shy of combat. They will often begin a battle by employing its Screech of Silence to deafen its foes, & then use its Initiative advantage to either attack with its talons or flee. They will also echo any Truespeech that it hears back at the speaker.

Screech of Silence (Su): Once per hour, an Echo Wing can emit an ear-splitting shriek; all creatures within 30’ must make a successful Fortitude save (DC13) or be deafened & rendered mute for 1 hour; the save DC is Constitution-based; creatures that are rendered mute are unable to speak; an Echo Wing is immune to Screech of Silence, whether from itself or other Echo Wings

Echo (Su): An Echo Wing can repeat any Truespeech uttered nearby, turning it back on the speaker; anytime an Echo Wing makes a successful Listen check to hear a vocalization of Truespeech, it can repeat the vocalization, targeting the original speaker; since an Echo Wing does not usually know the original speaker’s Truename or Given Name, it will use a Nickname instead, & thus any Truespeak check for an echoed utterance takes a -2 penalty; an Echo Wing will not echo any Truespeech from another Echo Wing.

Skills: An Echo Wing has a +4 racial bonus on Listen checks & Truespeak checks.

Monster Lore
Characters that have ranks in Knowledge (Arcana) can learn more about Echo Wings. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.

DC11: “There exists a rare bird that can stun its prey with a deafening scream.” A character making this check recalls all Magical Beast traits.
DC16: “This bird is called an Echo Wing, & it is so named because of its ability to repeat back anything that is spoken near it.” A character making this check knows the workings of the Screech of Silence ability.
DC21: “It’s echoing talents are especially troublesome to those who use Truespeech, as the bird can echo vocalizations, turning them back on the speaker.” A character making this check remembers the mechanics of the Echo ability.
DC26: “They often hunt by hiding in wait for victims, then ambushing them with its shriek, but they can be goaded into coming out into the open if its territory is invaded.”A character making this check is familiar with where to find living specimens in the wild.

Human Paragon 3
2008-11-28, 01:30 PM
Nice work, Zeta. Good to see some monsters on this thread, finally. The Echo Wing looks pretty solid. My only critique would be that making an Echo Wing encounter stretches believability a bit. It's hard to picture it going mano e mano with adventurers for very long unless it had backup. I would add a section on how they can be tamed and trained to assist hunting parties or something like that, and also write up an advanced echo wing that's been trained for battle by sentient masters. Maybe even give that one an utterance it can use as a standard.

Zeta Kai
2008-11-28, 03:27 PM
I was think of something like that, & i agree, but I'd like to see Kellus's reaction to it first.

Kellus
2008-11-28, 07:38 PM
Okay, that looks very very cool. I'll take a closer look at it and the rhyme witch later tonight and add them to the front page. Thanks a ton, both of you! :smallsmile:

Human Paragon 3
2008-12-10, 10:07 PM
I made a couple changes to the Fiendbinder on page 5 of this thread.

I know you're a busy guy, Zeta, but any chance of seeing an updated Echo Wing? I'd also like to see a Word Archon or Logicron Devil eventually... homebrewing 3.5 monsters isn't really my forte, or I'd attempt it myself.

Aldgar
2009-02-13, 11:52 AM
Bump.

Furthermore, while I am awed by this impressive work, I'd love to see some more utterances/incantations/recitations.

Finally, while the Word warrior has several nice class features (Verbose Strike, Battle Cadence, Martial Truenamer) the requirements force a non-gestalt character to be level 7 before he even qualifies for it(4 Truenamer levels, +3 levels of a full-BaB class)...

Perhaps you could remove some requirements, or alter them that a 5th level character can qualify?

Ziegander
2009-02-13, 11:59 AM
I for one am pretty darned intrigued by this "Alias" class you speak of.

Human Paragon 3
2009-02-25, 03:18 PM
Made some changes to the rhyme witch, specifically the entry requirements and spellcasting levels it provides. Now you can actually cast some of those power words that the class is built around, eventually gaining access to 8th level spells if you begin the class as an 8th level arcane caster and take all 10 levels. The down side is your truenaming suffers, but most of the class features don't require you to be a high level truenamer to work.

Darth Stabber
2009-02-25, 04:28 PM
Love this entire work. Also it fixes a problem I had with tome of magic (only one class per power source). Truenaming was my favorite class in ToM with regard to fluff, but it was so wonky as to be unplayable. Love the flavor of a character who can hack reality. Brings truespeak into the usable arena. If you get tired of truespeak, I'm sure shadow caster could use a little love. Great fix!!!

MageSparrowhawk
2009-02-25, 06:32 PM
Wow...this looks awesome...I can't say I looked very thoroughly at the original rules, but I can just feel that this works better. *thumbs up*

out of curiosity, would anyone be willing to try and give this class a "Wizard of Earthsea" bent? Maybe a PrC?

Kellus
2009-02-26, 03:00 AM
Uh. Hi everybody. I've, uh, been kind of busy. :smallredface: Sorry.

New material starting tomorrow. I haven't forgotten about this, but I'm in flight school and that comes first. Sorry for the HUGE wait.

But yeah. I've got a third base class coming quick, and some more PrCs. I'm also finally gonna start doing some monsters. :smallsmile:

Human Paragon 3
2009-02-26, 12:34 PM
Holy Crap, Kellus is back! Kept the thread warm for you. Looking forward to the new content!

Kellus
2009-03-24, 11:31 PM
I live! (sort of)

The Fiendbinder has been created and is on page 1! I'm also almost done a shorter prestige class that should be up shortly. The alias is giving me a suprisingly tough time, but I've almost got it cracked.

Kellus
2009-03-25, 12:12 AM
The Harmonic Shrieker is a prestige class available to the enterprising and slightly insane planewalking truenamer. Enjoy!

Next: a couple monsters, I think. The Echo Wing looks lonely. :smallsmile:

Kellus
2009-03-25, 01:09 AM
The Word Archon is now alive! It's aliiive! More to come, probably tomorrow when I'm not so tired. :smallsmile:

Also, as a note to Gaurd Juris: the Rhyme Witch looks awesome, and I'll try to review it and get it on the front page pretty quick. I wanted to focus the fiendbinder more on planar binding, but the witch pretty much nailed what I had in mind. Great job! :smalltongue:

Human Paragon 3
2009-03-25, 01:21 AM
Gar! Fantastic work. I'm not entirely sold on the shrieker. Until you hit level 5, the abilities don't seem to give you much of an advantage for your missing caster level. The d10 damage with no save is nice, but it affects you too, until level 5 of course.

Fiendbinder looks great, even though I'm sad all my work on it was for naught. If you could salvage one idea from that mess, I hope it would be the power of your own name--if your summoned outsiders learn it, they can use that knowledge to escape their bonds. Consider it, perhaps instead of the opposed truespeak check.

Kellus
2009-03-25, 01:39 AM
Hm. That's actually a really good idea that I missed in your version. I'll put that in!

For the harmonic shrieker, I think I'll move the lost level to level 5. Since like you said, it's a fairly weak class. I was actually originally thinking of not losing a level at all, but I'm always loathe to give something for nothing. :smalltongue:

More to come soon! (for reals this time!)

EDIT: And it's done! I think the next thing to go up, actually, will be a few (read: 6) more incantations. The paucity of those annoys me. I really noticed it when I was picking 'em for the word archon.

Kellus
2009-03-25, 01:59 PM
Six new incantations are now available, including:

• Call the Wind
• Flip the Ground
• Move the Token
• Purify the Food
• Shroud the Earth
• Swallow the Light

Lady Tialait
2009-03-25, 02:01 PM
This Thread gains my Seal of Approval.

http://www.randomfunnypicture.com/pictures/546seal-of-approval.jpeg

Kellus keep up the good work!

Kellus
2009-03-25, 08:56 PM
Your seal's pretty cute. :smalltongue:

The Rhyme Witch is now open for business! Thanks to Gaurd Juris for making such a clever class. It required very few changes. :smallsmile:

Kellus
2009-03-27, 10:44 PM
Feats! There are now 8 new feats available to truenamers and lexemes! Gotta catch 'em all!

Also, Gaurd Juris: after some thought, I liked the idea of expanding the recitation of the unclouded eye, but didn't think a prestige class was right for it. Check out the new "Eye of X" feats to see what I came up with! :smallsmile:

The new feats include:

• Ardent Truenamer
• Extra Utterance
• Eye of Ethics
• Eye of Nomenclature
• Eye of Vitality
• Mental Lexicon
• Scourged Name
• Too Many Eyes

Enjoy! :smallsmile: Next up: monsters? The alias? Magic items? Who knows?!

Kellus
2009-03-27, 11:09 PM
Also! I want to see what people have to say about an idea I have! Looking over my prestige classes, I'm proud of each and every one of them except The One With no Name! And that's because it's not a prestige class, it's a template! How would people feel about dumping the weird class in favour of a kind of "Truename Lich" (actual name pending) template/ritual that high-level truenamers can undergo? :smallsmile:

Also, not to steal the moment, but I think I'm just going to give full truenaming progression to the Harmonic Shrieker. If anyone cares. :smallwink:

Daracaex
2009-03-28, 05:03 AM
I don't think "truename lich" really works because it's not actually undead, is it? I think One With No Name sounds fine, but if you want to come up with something shorter, you can try translations. I found one word, "Anam," which is an Indian word for just that.

Human Paragon 3
2009-04-18, 10:55 PM
I think we're all waiting for the Alias!

Salvonus
2009-05-01, 06:01 PM
Ooh, ooh, I'm bumping this. 'cause it's awesome. :smalltongue:

I just wanted to point out a few problems I saw with some individual utterances/incantations:

Utterance: Phrase of Wrestling - I believe the augmentation should be per 3 points of DC added. As written, the augmentation is a one-off affair, which doesn't seem in line with your other 3rd level utterances. +3/-3 to grapple seems a bit low, truth be told, something that would quickly become minor later on.
Utterance: Phrase of Perfection - Same deal as the Phrase of Wrestling, really. Is it supposed to cap out at +3?
Utterance: Syllable of Confusion - The wording is a tad awkward in the "Normal" section.
Utterance: Syllable of Death - Nothing wrong with it, but DAMN, those are some scary consequences. :smalleek:
Utterance: Syllable of Temporal Displacement - "Target" isn't really defined here. Can you target an object like the regular Time Hop power, or must it be a creature? I'm guessing the latter, but you might want to clarify that. I know that targetting rules are included in the "How it Works" section, but I'd suggest being absolutely explicit about it.
Incantation: Break the Sword - Does the reverse only affect nonmagical weapons? This is unclear. If it does affect magical weapons, does it restore their properties in full?
Incantation: Dissolve the Bonds - As written, the reverse of this incantation could effectively bind someone who is engaged in combat. There are no limitations on when you can use that ability. Is that intentional?
Incantation: Empower the Potion - If the name is misleading, change it. :smallwink: Also, thank goodness for the augmentation cap = truenamer level, or else that could get pretty scary (Persistant potions, anyone?). :smalltongue: Now, to find a way to get UMD... :smallwink:
Incantation: Foil the Senses - Would someone notice this effect, or is it very subtle? Say you wanted to sneak past a guard, so you use this incantation to get some sneaky bonuses. Are they going to notice something is up, or have you subtly altered the fabric of reality without explicitly setting off any alarm bells? It would be good to clarify that point.
General question - Can you mix and match when you get two different augments, such as with Move the Arrow? For example, could you increase the DC by 8 to get +2 to AC and have the Incantation last an extra round? Or would you have to choose between +4 AC or +2 rounds? This should probably be clearer.
Incantation: Purify the Food - Nothing wrong with this one. Damn, though, screw this adventuring business, I'm opening a restaurant! I love how a 1st level Truenamer can become a great chef. :smalltongue: I honestly would take that Incantation just for the fun that would bring.
Incantation: Rebuild the Dweamor - The Reverse of this Incantation doesn't work as intended. A potion is not a spell completion item.
Incantation: Rewrite the World - This is just sweet. This is the essence of Truenaming, yet it's not so powerful that you can spam it with wild abandon. I love the ability to reverse a Wish. Nothing wrong with this ability to me, especially since DM adjudication is explicitly referenced.
Incantation: Seize the Item - You should specify range here. Do you need to be engaged in melee to disarm?
Recitation: Recitation of the Untouched Snow - Wouldn't the recitation be audible, thereby defeating a lot of the point of being invisible? Perhaps this should be a "subtle" recitation - one that is not generally audible. The Truespeech itself is imbued with the same power that affects you - effectively, it is "cloaked". You're still saying the words, so this wouldn't work in any area of silence; however, the words are "invisible" to the ears of everyone else. Then again, perhaps your intent is not for this to be used in a stealth capacity, but rather to make the reciter more difficult to hit. :smalltongue:
Recitation: Recitation of the Wise Man - As written, you'd still need to take the Improved Unarmed Strike feat to effectively use this recitation. Otherwise, you'll provoke constant AoOs and you'll only be able to deal nonlethal damage. Given that you're using the Monk's unarmed damage, I'd assume that this was not your intent. Therefore, you should probably state that the character gains the benefit of the Improved Unarmed Strike feat when this recitation is active. Furthermore, you should specify how this recitation interacts with feats (Superior Unarmed Strike [ToB]) and items (Monk's Belt) that give you "virtual" increases in unarmed damage. Do they stack with this Recitation, or do you simply compare your normal unarmed damage against what a monk would normally get at your level and take the higher value?


Other concerns:

Does the "Discovering Truenames" section basically mean that you'll be fighting most encounters (ones where you don't know their names) with a -2 to your Truespeak check for affecting enemies? I almost wonder if you should adjust all the DCs around "Nickname" as a baseline, in that case, as having to constantly remember to apply (and account for) that -2 penalty could get a tad confusing.
Devoted Truenamer is a painfully boring feat. It needs to be spiced up a bit - crappy little +1 bonus feats are for 4E. :smalltongue: I'd suggest some peripheral advantage, at the very least - perhaps some bonus on knowledge checks (still a bit "eh") or an extra language (a bit better). Or, perhaps, building on the "Devoted" part of the name, it could somehow enhance a single Utterance that you know. For example, you might treat your absolute limit for that Utterance as a few points higher, or perhaps certain (but not all) Utterances could have an additional augment that can be "unlocked" through taking Devoted Truenamer (X Utterance). As it stands, it's a useful feat, but just too bland to really interest me in taking it. There must be a way to spice it up without making it overpowered.
I think the Devoted Performer flaw applies to a number of the other feats that apply static numerical bonuses (Obscure Truename and Penetrating Truespeech, for example). There's nothing particularly exciting (flavour or mechanics-wise) about them - they're just functional. I have a feeling that just a bit of tweaking to add some extra benefits wouldn't be out of order balance-wise.
Scourged Name needs a LOT more spice. As it stands, it's a very situational feat that most people will never take, since Truenaming is a rare form of magic in any campaign setting. The act of hiding away your Truename should be a LOT more cool than a relatively minor, situational bonus. This feat, in particular, suffers from the "why on earth would I ever take that" syndrome that afflicts about 60+% of WotC's splatbook feats. It shouldn't be a DM-only feat, but that's what it ends up being - there's so many better things to do with one's feat slots. I mean, you just hunted down almost every hint that could allow someone to learn your Truename. Make it cool and worthwhile, please. :smalltongue:
I should point out that Tome of Magic suffered from exactly the same feat problem that I just outlined. I don't blame you for following along with that trend, but, since you made Truenaming awesome, surely you can do the same for the feats. :smallwink: It might be a design decision, and I can respect that, but it would be nice to see more spice and interesting abilities garnered from those feats.
I'm a bit unclear on how augmentation affects the absolute limit. Is it akin to when a Psionic power says "for each pp spent to achieve any of these effects, the DC increase by 1", or do you have to explicitly increase the DC for the absolute limit to go up? Would a DC 28 Phrase of Balance (assuming that you're augmenting it explicity for the ability to make the target fall prone) have an absolute limit 10 higher than your base amount? Or would you need to be using a DC 38 Phrase of Balance in that situation? If the latter is the case, I'd suggest you make it even more explict, just to avoid any confusion. The whole "in this way" bit is probably what is throwing me off - it reminds me of the Psionic DC augmentation.


I must say, the absolute limit mechanic may still need a bit of tweaking. As you said, by the time you can actually pull off a lot of these tricks, the encounter has effectively been won. I can certainly agree with your reasoning for this, but I wonder if it shouldn't be adjusted just a bit further? It seems to me that a slightly higher absolute limit might allow for the Truenamer to pull its best tricks out at a critical moment in some (but not all) encounters, where the encounter might still hang in the balance. If you can find the happiest of mediums where a Truenamer could still decide some encounters at that vital turning point, that's when I'd say that the balance point is perfect. Not all encounters, not most encounters, not even 50% of encounters - but there should be some points where the Truenamer's tricks can actually pull the party through the fight. After all, the Truenamer needs to have fun and be able to pull off exciting tricks at critical moments once in a while. :smallwink: The absolute limit, as is, is probably getting close to the optimal amount... But it might not be there quite yet.

Also, perhaps I missed it somewhere, but a Truenamer really should be able to know when their utterances will work. Yes, it's a bit metagame-y, but, at the same time, it's just unfair that they'd waste their time trying to guess when they can affect an enemy. Honestly, lack of knowledge of that point would probably lead to MORE metagaming than simply allowing the Truenamer to have an innate sense of things - the focus would be on "Okay, has the enemy's HP dipped low enough yet?!" rather than focusing on some of the best magical fluff in D&D. :smalltongue:

One would actually need to account for potential augmentation in calculating that point when the Truenamer should realise that they can use Utterances, though... Hm.

Ah, I just found out how you did it - a Recitation. Isn't that a bit cruel, though? You can't use your Incantations while you're using a Recitation, so you're basically having to decide between using your minor abilities or knowing when you can use your major abilities. I don't know, it seems that not being able to use your Incantations when you're trying to figure out if you can use an Utterance is a bit of a harsh penalty.

Overall, though, it's a really cool set of homebrew - the amount of work you poured into it shows! The vast majority of my concerns and criticisms are very minor, and the fact that I'm reduced to nitpicking just shows how awesome your fix is. :smallbiggrin:

Anyway, I guess I sort of see this class as a buffer/counter-debuffer, for the most part. It's kind of an interesting mechanic, since you're basically the "(wo)man behind the curtain", using your skill with Truenaming to influence the outcome of the battle in subtle ways. It's an interesting archetype for the proverbial "5th man" in the party, but you certainly aren't going to be muscling in on anyone else's territory. It's a rather unique little niche, and I like that. Having incantations affect the environment and objects is a masterstroke, to my thinking. :smallsmile: Also, I love how all the bonuses granted are of the "truespeak" type and stack with everything else - it really emphasises the niche bit and ensures that you don't run into bonus type problems rendering all your utterances superfluous when compared to spells. The other nice thing is that Utterances and Incantations are all move actions, so you can combine your Truespeech with other types of actions and attacks. Hell, you can even use two Truespeech abilities in a single round, providing you make the check! ("You can take a move action in place of a standard action.") Aside from +Int items (+Cha doesn't really seem to matter, honestly, as only your base score is important), probably the best investment that a Truespeech user can make is a few Belts of Battle. :smallbiggrin:

Also, I get the feeling that this class would work exceptionally well in a Tier 3+4 game. Having the Big 5 around would probably make it a little less fun to play, perhaps, but the mid-tier classes (arguably, the balanced classes - ToB, Incarnum, etc.) would be quite fun in conjunction with your Truenamer fix. It works quite well in a low-magic campaign, actually, despite being the "highest" magic of all.

Now, when are you going to make a Truespeak dictionary so that people can make asses of themselves trying to say this stuff aloud? :smallwink:

[edit] I noticed another thing that is unclear. When you have an Utterance such as "Syllable of Death" that has no augment possibilities, are you still allowed to increase the absolute limit via a DC increase?

[edit^2] Another concern... the Illumian Truenamer's Final Word ability + Syllable of Death, Reversed would mean that you can always resurrect yourself. As I doubt this is the intent (it reduces the immense "cool factor" of the ability!), you might want to explicitly forbid that combination.

[edit^3] "True Sigils" - "If the Truespeak check fails, the effect is not lost, but the illumian truenamer loses the move action she used to activate it."

"The effect is not lost" lacks clarity - I'd suggest "If the Truespeak check fails, you do not count the attempt towards your daily limit of True Sigil activations; however, you still expend the move action used in your attempt, regardless of the success or failure of the Truespeak check." You could probably improve the clarity of my sentence further, mind you - it's just a quick example off the top of my head. :smallwink:

[edit^4] I had a thought with respect to the absolute limit issue that I raised earlier. Perhaps knowing the Truename of your target somehow increases the effective absolute limit by some number (perhaps something like 1/Truenamer Level)? Thematically speaking, knowing a Truename should probably have a bit more effect than "+4 to Truenaming checks", even though that IS a significant boost. Since you're only ever going to learn Truenames for important encounters/creatures, an absolute limit increase would make you more powerful in those contexts. I don't think that's a bad thing - you're still not going to be able to overshadow everyone else, but you do have more of a chance to influence those key encounters at the "tipping point".

Perhaps I'm just coming from the perspective of the Earthsea books, where knowing a True Name is a really big deal. :smallwink:

Reptilius
2009-05-02, 01:51 PM
This is pretty neat. I'm no expert on balance, but it seems much better than the original system. I also loved your other work.

Kellus
2009-05-06, 09:09 PM
WOW! THAT is the kind of feedback I need! Thank you, Salvonus! I'm right away going to go through all of your comments and see what I can do! :smallsmile:

In the meantime, and for everybody that's been waiting since I disappeared again, the Cosmos Translator prestige class is now available for aspiring binder/truenamers, and more importantly, the final base class, the alias is alive! It's a bit of a different take on truenaming, but uses some of the ideas from the egoist (ToM) to create a spy/truenamer that uses recitations. A fantastic class for multiclassing! :smallsmile:

Draz74
2009-05-07, 01:50 AM
WOW! THAT is the kind of feedback I need! Thank you, Salvonus! I'm right away going to go through all of your comments and see what I can do! :smallsmile:

Yeah, that's the high-quality kind of feedback every Homebrew project needs more of. I wish more of that were going around.

Zeta Kai
2009-05-07, 06:57 PM
Yeah, that's the high-quality kind of feedback every Homebrew project needs more of. I wish more of that were going around.

QFT. Salvonus has done this project a great service, much like Realms of Chaos & others did for mine. FFXd20 wouldn't be half as good as it is if it weren't for my free editors. :smallwink:

Ziegander
2009-06-04, 07:09 PM
The Alias is up! AND it's totally awesome! Great job, again, Kellus!

At somepoint I want to playtest these classes in a campaign, with Tome of Battle, The Binder, The Factotum, The Warlock, and a highly revised Shadowcaster. Truename magic would be THE standard magic of the campaign, with Pact Magic, Shadowmagic, and the Warlock's "witchcraft" being niche magics. The Factotum would gain limited access to Truename magic in the same way it currently can cast a few arcane spells each day.

Aldgar
2009-06-11, 12:59 AM
The Alias is, unfortunately, crazywtfoverpowered.

His main offences are all tied to Persona.
1.Spell-like ability is...frequent. Too frequent.
A 2nd-level alias can have 2 identities and emulate a 1st-level spell as SLA 1/encounter for 1 point of persona.

He has identity Bob, the Wizard(3 1st-level arcane spells 1/encounter) and Joe, the Cleric(3 1st-level divine spells 1/encounter).

These two identities give him more spells to cast than wizards/clerics of comparable level, and he doesn't suffer from arcane spell failure, as they're cast as SLAs.

I suggest to change the limitation to 2/day instead of 1/encounter(or, if they absolutely have to stay at 1/encounter, increase the persona costs to 2/3/4 or 1/3/5 for three stages). Add a line that states that your effective CASTER LEVEL for these SLAS is equal to your alias level. (Do the same for the psionic equivalents)

2.Skill points, Proficiency and Power points suck. Badly.
They are static, and you have *very* little persona available. So make them SCALE.

Power points could give (alias level times two) power points.
Skill points could give (alias level +3) skillpoints.
Proficiency could be reintroduced into three *steps*:
1 persona nets you proficiency in martial weapons and medium armor(+1 step in proficiency)
2 persona nets you proficiency in exotic weapons and heavy armor(+2 steps in proficiency)
3 persona nets you proficiency in improvised weapons and exotic armor(+3 steps in proficiency).

3.BAB and Base Save Bonus are too clunky to use.
BAB should be simplified, to something like "2 persona: Your BAB equals your character level".
Base Save Bonus is way too expensive right now. A potential fix could be "2 persona: You gain an untyped bonus to 1 saving throw equal to 1/2 alias level, minimum +1"

4.Absolute limit is not worth taking whatsoever.
A 20th level alias has 6 persona. WHY should he even bother to spend some of this precious, limited resource to add a measily +12 to his absolute limit???
Change it to something like "Absolute limit: 1 persona: add your alias level to your absolute limit" SCALING is important.

Minor nitpicks:
*The Truenamer got too many dead levels. Furthermore, his truenaming ability compared to the lexeme is extremely bad: a 20th level truenamer is MAD(Int is tied to Truespeak, Cha to absolute limit), and his ability to take 10 on truespeak checks is CANCELED AND TRUMPED by the Lexeme's confident speaker ability: A 20th-level lexeme gets +10 to truespeak checks made as standard action, and ADDS his 1d20 on top of the result.

->Thus, the Lexeme(which is Single Attribute Dependent) can be reasonably expected to be far more proficient at truenaming than the truenamer will ever be.

To alleviate both problems(dead levels and bad truenaming ability), I suggest the Eloquence class ability for Truenamers:
Eloquence (Ex): Your pursuit of the true tongue allows you to speak more convincingly. At 3rd level, you gain a competence bonus on truespeak and diplomacy checks. This bonus is +1 at 3rd level, and increases by an additional +1 every three class levels thereafter.


There's some more stuff about utterances/invocations/recitations which I might add later, when I have the time to type all this.

Kellus
2009-06-11, 04:23 AM
Sigh. I'm afraid you're entirely right. I've been mulling the alias over the last little while, and for many of the reasons you mention, I believe it's unbalanced and would be clunky and unfun to play.

I think I'm going to have to remove it entirely. I might rebuild it into a prestige class after I've got the mechanics reworked, maybe as a spymasteresque character. But yeah, it's junk. :smallfrown:

As for the truenamer, now that you bring it up I see what's happened: power creep happens to the best of us. :smallredface: I'll look them over and decide whether to (slightly) nerf the lexeme or toss a bonus onto the truenamer as you suggest.

I do take umbrage, however, at the mention of dead levels. I was very, very careful to make sure the truenamer got something at every level, even if it was just a new utterance. So there! :smalltongue:

Thanks for the input and advice! I'll update it within... the next 12 hours? I need to sleep first.

Any advice on utterances would be greatly appreciated. I've already made a number of changes Salvonus suggested, and I'm working through the rest of them. Anything you have to add would be great! :smallsmile:

Aldgar
2009-06-11, 07:54 AM
I speak of "dead levels" when the relevant class level contains no class feature. Getting more spells/vocalizations per level doesn't count.

Compare Sorcerers and Truenamers, if you like: There's no reason for a sorcerer NOT to PrC out ASAP, providing his chosen Prestige class advances arcane spellcasting - while the same cannot be said for the truenamer, he does have many boring levels.

Now, onto more (hopefully helpful) critique:

Prestige classes:
-Truesinger: Rework the requirements. It requires 1st-level arcane spells, bardic music and 2nd level vocalizations(and some skills, but those aren't important).
This means you need a 6th level character(bard 2, truenamíng class 4) to QUALIFY, putting the final PrC level into epic range. As I am of the opinion that all PrCs should be designed in a way that they can be completed pre-epic, I'd greatly appreciate it if you removed the need to cast 1st-level arcane spells from the requirements. This would allow a bard1/truenamingclass 4 to qualify and solve the problem.

Now, onto utterances:
*General thing*
I STRONGLY suggest that you ban the stacking of the same utterance.

The second level utterance, phrase of fear, improves fear by 1 step(or two steps, if augmented) per use.

A high-level truenamer that can succeed on the augmented DC regularly can, as a full round action(move+move), put ANY CREATURE HE CAN TARGET(that is not immune to fear) from normal to cowering(normal->(shaken, frightened)->(panicked, cowering)).

If you ban the stacking, then the maximum fear factor would be frightened, which could be increased by conventional effects like spells from allies which induce fear.

This is just one example, and I'm sure there are other, similar utterances which can be abused like this.

Second, since truespeak is SPEECH, not WRIT, rename the incantation "Rewrite the world" into "Retell Reality" or somesuch.

I dislike the 1/hour clause on syllable of entropy, but haven't playtested the truenaming system yet. Still, I suggest something a change to 1/encounter.

Phrase of Vigor really, really irks me. I'd probably scrap it alongside Syllable of Pain, remaking Phrase of Vigor to grant 1d4 temporary HP for 1 round(+1d4 per +2 DC), dealing 1d4 nonlethal damage reversed(+1d4 per +2 DC).

This is more of a gut feeling rather than balance concern, though.

Similarly, I don't like the random aspect of Phrase of Bombardement, nor the fact that you can speak a reversed version of it to gain immunity to ALL FIVE ELEMENTS AT ONCE.

I'd probably scrap it, rename it "Phrase of Elemental Wrath", and let you pick 1 element as you use the utterance, with an additional effect for the utterance depending on the element chosen(see Environmental effects (http://www.d20srd.org/srd/environment.htm): for Acid(extra 1d6 damage/round), Fire(extra 1d6 damage/round, can extinguish with DC 15 reflex save), Ice(movement costs double), Electricity(target is flat-footed), Sonic(target is deafened)).

The reverse version would grant resistance 5 to chosen element, with the option of +5 DC for resistance 10, +10 DC for resistance 20, +15 DC for resistance 30 and +20 DC for immunity. No stacking of utterances means that the truenamer can only ward himself against ONE element at a time.

Also, there needs to be a basic FROST/ICE utterance, as there is syllable of lightning and word of combustion already. Similarly, Sonic and Acid damage could be addressed in a similar matter.

Concerning Phrase of Flight, I'd expand the augment options as follows:
Normal: +10 DC grants a fly speed equal to two times land speed (good) instead. +20 DC grants a fly speed equal to three(or four) times land speed (perfect).
Reverse: +10 DC additionaly suppresses all effects that reduce falling damage, such as feather fall or a monk's slow fall class ability.

That is all, for now.

In general, more incantations/recitations would be greatly appreciated:
A *combat recitation* that improves BAB to equal your character level, as well as five *elemental recitations* that grant resistance, eventually immunity to elements+bonus effects(like, people attacking you take X damage/are slowed/whatever) might be worth considering.

Iferus
2009-06-11, 11:45 AM
The reverse of Phrase of Bombardment is badly balanced. A 15 DC increase for 10 resistance or a 20 DC increase for immunity? That's a minor step in DC, but a huge step in resistance! I'd go for immunity at DC +30 and +5 resistance at DC +10. That at least balanced the relative value of these things.

Kellus
2009-06-11, 12:54 PM
Wow! Great comments, thanks! Let me see what I can do to put your qualms to rest:


I speak of "dead levels" when the relevant class level contains no class feature. Getting more spells/vocalizations per level doesn't count.

Compare Sorcerers and Truenamers, if you like: There's no reason for a sorcerer NOT to PrC out ASAP, providing his chosen Prestige class advances arcane spellcasting - while the same cannot be said for the truenamer, he does have many boring levels.

Well, I'll think about it. But bear in mind that compared to a sorcerer/wizard, who has NO reason to stay in his base class, a truenamer does gain additional class features, as well as a capstone. Not as many class features as the lexeme, admittedly, but I've already mentioned that'll have to be changed. I THINK I'm happy with the truenamer's progression right now, although I may add some stuff in later. If I did, though, it wouldn't just be a flat skill bonus; for one thing, the DCs were originally balanced with that progression in mind, and also, a simple skill bonus hardly helps liven up the class. :smalltongue:

I might toss in a few more higher level class features to tempt them to stay in the class.


Now, onto more (hopefully helpful) critique:

Prestige classes:
-Truesinger: Rework the requirements. It requires 1st-level arcane spells, bardic music and 2nd level vocalizations(and some skills, but those aren't important).
This means you need a 6th level character(bard 2, truenamíng class 4) to QUALIFY, putting the final PrC level into epic range. As I am of the opinion that all PrCs should be designed in a way that they can be completed pre-epic, I'd greatly appreciate it if you removed the need to cast 1st-level arcane spells from the requirements. This would allow a bard1/truenamingclass 4 to qualify and solve the problem.

Good gygax, you're right. For whatever reason, I assumed when making the class that bards get 1st level spells at 1st level. This will be fixed immediately. VERY good catch! :smallbiggrin:


Now, onto utterances:
*General thing*
I STRONGLY suggest that you ban the stacking of the same utterance.

The second level utterance, phrase of fear, improves fear by 1 step(or two steps, if augmented) per use.

A high-level truenamer that can succeed on the augmented DC regularly can, as a full round action(move+move), put ANY CREATURE HE CAN TARGET(that is not immune to fear) from normal to cowering(normal->(shaken, frightened)->(panicked, cowering)).

If you ban the stacking, then the maximum fear factor would be frightened, which could be increased by conventional effects like spells from allies which induce fear.

This is just one example, and I'm sure there are other, similar utterances which can be abused like this.

Well, for fear effects in general, they never stack with themselves, as described in (I believe) Heroes of Horror. Since there isn't any specific text in Phrase of Fear which contradicts this, it would not stack with itself, but I can see where the confusion applies. That being said, it never hurts to be very specific, and I can't imagine why a rule like you are suggesting would be an issue, so I'm inclined to put it in. I think I'll also make a note of it in the text for Phrase of Fear, in case somebody doesn't read carefully.


Second, since truespeak is SPEECH, not WRIT, rename the incantation "Rewrite the world" into "Retell Reality" or somesuch.

Em. It's based on the true, original language of all things. I think Rewrite the World fits just fine. Your mileage may vary. :smalltongue:


I dislike the 1/hour clause on syllable of entropy, but haven't playtested the truenaming system yet. Still, I suggest something a change to 1/encounter.

Hm... Maybe. The problem with 1/encounter, as the factotum has discovered, is that an "encounter" is not really defined in 3rd edition. I think it would be too easy to play around with it in order to get infinite out of battle healing. That being said, I'm not married to the 1/hour limit. I could always reduce it to 1/30 minutes, 1/10 minutes, etc. Thoughts? Comments?


Phrase of Vigor really, really irks me. I'd probably scrap it alongside Syllable of Pain, remaking Phrase of Vigor to grant 1d4 temporary HP for 1 round(+1d4 per +2 DC), dealing 1d4 nonlethal damage reversed(+1d4 per +2 DC).

Why don't you like Phrase of Vigor? I don't think the mechanics are too bad. It's either a straight stabilization + Heal check from a distance, which is handy in a pinch but not a dealbreaker, and also a fun effect that can help your allies do more damage over time. I can't really see anything too bad about it; do you have any specific concerns?


Similarly, I don't like the random aspect of Phrase of Bombardement, nor the fact that you can speak a reversed version of it to gain immunity to ALL FIVE ELEMENTS AT ONCE.

I'd probably scrap it, rename it "Phrase of Elemental Wrath", and let you pick 1 element as you use the utterance, with an additional effect for the utterance depending on the element chosen(see Environmental effects (http://www.d20srd.org/srd/environment.htm): for Acid(extra 1d6 damage/round), Fire(extra 1d6 damage/round, can extinguish with DC 15 reflex save), Ice(movement costs double), Electricity(target is flat-footed), Sonic(target is deafened)).

The reverse version would grant resistance 5 to chosen element, with the option of +5 DC for resistance 10, +10 DC for resistance 20, +15 DC for resistance 30 and +20 DC for immunity. No stacking of utterances means that the truenamer can only ward himself against ONE element at a time.

Wow, I have NO idea what I was thinking when I made the reverse of this utterance. I'll be changing it right away so you can't abuse it enormously. That being said, I do like it especially for the random nature. Most utterances aren't random. This one is; if you don't like random effects, don't learn this one. Which leads me to...


Also, there needs to be a basic FROST/ICE utterance, as there is syllable of lightning and word of combustion already. Similarly, Sonic and Acid damage could be addressed in a similar matter.

Yes. Good call once more, I will address it shortly. It's annoying how obvious these things are in retrospect. :smallannoyed: Thanks very much for noticing! Three more utterances on the way!


Concerning Phrase of Flight, I'd expand the augment options as follows:
Normal: +10 DC grants a fly speed equal to two times land speed (good) instead. +20 DC grants a fly speed equal to three(or four) times land speed (perfect).
Reverse: +10 DC additionaly suppresses all effects that reduce falling damage, such as feather fall or a monk's slow fall class ability.

Heh. I especially like that reverse augment. Surprise! I'll toss it in there.


That is all, for now.

In general, more incantations/recitations would be greatly appreciated:
A *combat recitation* that improves BAB to equal your character level, as well as five *elemental recitations* that grant resistance, eventually immunity to elements+bonus effects(like, people attacking you take X damage/are slowed/whatever) might be worth considering.

Good idea for the recitations, I'll make them shortly. Since you learn so few recitations, though, I'm tempted to combine those elemental recitations into one, which you can pick the energy type from. Hm... So much to do. :smallsmile:

Thanks again for the enormous amount of input! I really appreciate it! Any more thoughts on the prestige classes, or have you just not had a chance to look over them?

Sir Shadow
2009-06-11, 01:22 PM
I believe there was something on the wizards forum that defined an encounter as 5-10 rounds. I especially like 1/encounter rules because it gives the DM the ability to have their own say on how often something is usable.

Also. 1/minute would be fine, I think, since a minute is 10-20 rounds depending on how long a round is in "realtime"(3-6 seconds).

Kellus
2009-06-11, 01:36 PM
I believe there was something on the wizards forum that defined an encounter as 5-10 rounds. I especially like 1/encounter rules because it gives the DM the ability to have their own say on how often something is usable.

Also. 1/minute would be fine, I think, since a minute is 10-20 rounds depending on how long a round is in "realtime"(3-6 seconds).

Well, put at 1/minute, that still unfortunately provides infinite out of battle healing. While I personally don't have a problem with that too badly, popular opinion is that it would be way overpowered. Thus it stands now, being able to harm as much as you want with it, but only being able to heal any individual creature, living or undead, once per hour.

EDIT: Also, three new elemental utterances are up! Check out the Syllable of Shouting, Word of Causticity, and the Word of Hoarfrost!

StormingMarcus
2009-06-11, 01:46 PM
Regarding syllable of entropy, why don't change it so that grants temporary HP?

AFAIK (i'm not 100% sure), temporary HP do not stack, so you could make it usable 1/encounter and don't worry about infinite healing.

Kellus
2009-06-11, 01:48 PM
Regarding syllable of entropy, why don't change it so that grants temporary HP?

AFAIK (i'm not 100% sure), temporary HP do not stack, so you could make it usable 1/encounter and don't worry about infinite healing.

Well, the original thought was that all other aspects aside, I wanted to have a way to heal people with truespeak. It seems like the sort of thing you should be able to do. But, if it is going to be the mechanical nightmare it's turning out to be, I think you and Aldgar are probably right. I'll rewrite it to grant temporary hp instead, and then everybody will be happy. :smallsmile:

StormingMarcus
2009-06-11, 01:51 PM
Heal people with at-will mechanics is just a mess...

Kellus
2009-06-11, 01:57 PM
Heal people with at-will mechanics is just a mess...

C'est vrai. In any case, the infamous (cough plug cough) Syllable is now updated. Should be no more problems.

I also have a couple more ideas for prestige classes, but I don't want to inundate the project with them. How do these concepts strike peoples' fancy?

Alias– Much less ridiculous than it was as a base class, it's a skilled spy who can transform himself whenever he adopts a disguise as if by alter self and eventually like polymorph. Gains recitations and advances either inspiration or sneak attack.

Elemental Utterer– Think elemental adept from CArcane, but with utterances instead. They focus on one of the five basic offensive elemental utterances, and gain incredible proficiency with it, eventually transforming into a being of pure language and energy.

Midnight Namer– Shadowcaster/truenamer theurge that learns how to manipulate the shadow of the language. Think something like a noctumancer, but with truenaming. If I did this one, I'd probably also come out with a path of mysteries that interacts with truenaming.

Anybody want to see these?

Sir Shadow
2009-06-11, 02:05 PM
Alias– Much less ridiculous than it was as a base class, it's a skilled spy who can transform himself whenever he adopts a disguise as if by alter self and eventually like polymorph. Gains recitations and advances either inspiration or sneak attack. Yes plz...

Iferus
2009-06-14, 06:15 AM
Elemental Utterer– Think elemental adept from CArcane, but with utterances instead. They focus on one of the five basic offensive elemental utterances, and gain incredible proficiency with it, eventually transforming into a being of pure language and energy.

I'd like to see that.
In return for the effort I'll go over all the current published work in a week or so :)

Also, could you make a guide how to incorporate this in a game? i.e. what monsters to give namelessness and things like that?

Emong
2009-06-14, 10:04 AM
The Cosmos Translator is missing it's class skills.

Oh, and I'd very much like to see the Elemental Utterer.

13_CBS
2009-06-14, 11:03 AM
Ugh! I really wish I had enough D&D experience and number crunching skills to make decent homebrews. :smallfurious: I've got lots of ideas but no knowledge or skill on implementing them...

If anyone's out of ideas for homebrewing new PrCs, I have a few:

Psionics + Truenaming--we already have an astral construct + truenaming PrC, but what about the other psionic disciplines? Like a Psion who uses truenaming to peer into someone's mind, or a blasting class that uses both psionics and truenaming to blow stuff up?

More Truenaming constructs--I like the idea of Inevitables, so what about an anti-Truenamer Inevitable, forged in Mechanus to punish those who would disrupt the order of the universe by saying the wrong things to it?

Demons and devils--new types of demons and devils that use truenaming?

Human Paragon 3
2009-06-14, 08:54 PM
I don't think we need another "elemental" based class. If you only do one more PrC, I'd do the Alias. If you do two more, the nocturnmancer sounds pretty awesome.

Also, it would be really kick ass if the alias advanced inspiration. And gave new abilities to spend inspiration points on.

Kellus
2009-06-14, 09:01 PM
Hey, new interest! :smallbiggrin:

The alias prestige class is the next priority, being a factotum/truenamer that adopts other people's names and forms.

Monsters need to be looked at badly, so I'm going to start pumping one out every few days.

Sorry for the delay, I've been working on the community world building project-- come check it out!

EDIT


More Truenaming constructs--I like the idea of Inevitables, so what about an anti-Truenamer Inevitable, forged in Mechanus to punish those who would disrupt the order of the universe by saying the wrong things to it?

This is a really cool idea, and will definitely get done. :smallsmile:

EDIT THE SECOND

Class skills up for the translator. Good catch!

Kellus
2009-06-15, 12:08 PM
The alias is alive once more! (As a prestige class, mind) :smallsmile:

Set
2009-06-15, 12:22 PM
How would people feel about dumping the weird class in favour of a kind of "Truename Lich" (actual name pending) template/ritual that high-level truenamers can undergo?

There's really quite a plethora of 'X liches' already. Perhaps a different sort of 'Words of Flesh' template where the Truenamer ceases to exist as a corporeal being (but can still Manifest, like a Ghost), as he transforms into a being composed of words (appearing as a whispering prescence in many tongues, and visible as a fluttering man-like shape of runes, glyphs, letters and sigils, all swirling around each other in a confusion-inducing visual cacaphony).

"I am become the Word!" "Behold the Word made flesh!"

It's presence might cause beings who see or hear it's manifestation to save or become Dazed (save each round to take an action, or be Dazed that round, so long as they can see and / or hear it). It could directly 'attack' with a confusion attack, and streamers of words and symbols would snake out to swirl around the target, like a lariat, and the sound would rise to distracting levels to those affected. Suggestion effects might also be possible.

A name like Wordwraith or Shade-Named or Logos or Glyph-Touched could be an option.

Emong
2009-06-15, 12:33 PM
I just had an idea, what about an Incantation (probably level 6) that creates a flying machine of some sort (a la the glyphs from Clive Barker's Abarat series) with augmentations to make it faster, be able to carry more people, etc.

I realize this probably won't be use what with Phrase of Flight and all, but I just felt like throwing it out there.

Human Paragon 3
2009-06-15, 11:33 PM
Kellus, the Alias's cunning disguise ability doesn't have a duration. Since it costs inspiration points to use and inspiration points refill every encounter, it would be reasonable to assume that it lasts for one encounter. However, this greatly decreases the abilities usefulness, and I don't think that's what you intended.

If the ability lasts indefinitely, it should decrease the Alias's max inspiration by 1 until the effect ends. Alternatively, you could do away with the inspiration cost all together, and just have it require a good truespeak check to name the persona.


In other news, I have been thinking about a new truenaming base class that gains its knowledge of truespeach not through study or inborn talent, but through divine (or demonic) inspiration. Or possibly through pacts. If the idea interests you, and you think Truenaming could use a third base class, I might begin working on it in earnest.

Kellus
2009-06-16, 04:03 PM
That actually sounds really cool. I'd love to see what you can come up with!

Good call on the alias. The original idea was for it to last as long as a regular Disguise, which has no limit. I'll specify that the inspiration you spend is temporarily taken away from your total while in disguise. :smallsmile:


I just had an idea, what about an Incantation (probably level 6) that creates a flying machine of some sort (a la the glyphs from Clive Barker's Abarat series) with augmentations to make it faster, be able to carry more people, etc.

That's... one of the strangest suggestions I've ever received. It's pretty cool, though, so I might make it as a major wondrous item, à la appartus of Kwalish.

Guyr Adamantine
2009-06-16, 06:01 PM
Another idea for a "lichlike" template. A truenamer finds a slab of steel that is about his weight, and carves it with his truename. He then slightly modifies his truename so that the parts referencing to his flesh instead reference "his steel". he may now never be truly destryed unless the slab is. All damage taken by it apply as a a penalty to his own hit points, his skin rusts at the same degree. Perhaps he becomes a living construct.

13_CBS
2009-06-17, 11:04 PM
Well, here's my first ever serious homebrewing attempt...

Logarus, Primary Inevitable of Names

Logarut
Medium Construct (Extraplanar, Lawful)
Hp: 330
Speed: Base speed 60 ft (15 squares), 50 ft. in plate armor
Initiative: +8
Armor Class: 32 (+1 Dex, + 13 Natural, +8 plate armor), 11 touch, 31 flat footed
Base Attack/Grapple: +6/+26
Attack: Slam +26 (2d6+12) or Herald of Silence (+7 Longspear melee +33 (1d8+15, x3)
Full Attack: 2 Slams +26/+22 (2d6+12) or Herald of Silence (+7 Longspear) melee +33/+29 (1d8+27, x3)
Space/Reach:5ft./5ft.
Special Attacks: Silencing Grasp, Truespeaking, Aura of Silence, Censure Truename
Special Qualities: Construct traits, Immunity to Silence, Damage Reduction 35/Chaotic, Darkvision 60ft., Fast-healing 15, low-light vision, Name Resistance 20 (Ex), True Seeing 60 ft., Know Truename
Saves: Fort +30, Ref +28, Will +32
Abilities: 50 Str, 13 Dex, N/A Con, Int 25, Wis 17, Cha 18
Skills: Concentration +30, Diplomacy +6, Listen +40, Sense Motive +12, Spot +40, Survival +10 (+15 following tracks), Truespeak +45, Knowledge (All) +20
Feats: Great Fortitude, Power Attack, Skill Focus (Truespeak), Mental Lexicon, Penetrating Truespeech, Maximize Utterance, Empower Utterance, Extend Truespeech, Perfect Dialect, Superior Initiative, Quicken Truespeech,
Absolute Limit: 525
Environment: A lawfully-aligned plane
Organization: Solitary
Challenge Rating: ?
Treasure: None
Alignment: Always Lawful Neutral

Aura of Silence (Su): A 60 ft. aura of silence permanently emanates from Logarus. DC 30? Will Save to negate.

Silencing Grasp (Su): If Logarus succeeds on a Grapple check against an opponent, Logarus may make another Grapple check to Silence the opponent. If this check succeeds, the opponent is Silenced for 1d4+2 rounds, no save, as long as it is Grappled by Logarus. A successful Grapple check by the opponent cancels the Silence effect. Silence effects from other sources stack. Since Logarus uses only one arm to grapple an opponent, it can still use its other arm to attack normally even while grappling/grappled. It still must use a light weapon to attack a grappled opponent via a weapon, however.

Herald of Silence (Su): This is a +7 medium adamantine longspear. If Logarus successfully hits an opponent with the Herald of Silence, the opponent must make a Fortitude Check (DC = Damage dealt) or be silenced for 1d4+2 rounds. Silence effects from other sources stack.

Immunity to Silence (Ex): Logarus is not affected by any kind of silence effect. Thus, he is able to Truespeak in an area under a Silence effect.

Truespeak: Logarus is able to use Truespeak. Due to its mechanically attuned vocal parts, it gains a +5 bonus to its Truespeak checks when using an Incantation, an Utterance, or a Recitation. Logarus augments as a level 20 Truenamer. Logarus knows all Utterances, Incatations, and Recitations except Syllable of Death, Rewrite the World, and Recitation of the Ethical Bent.

Perfect Dialect (Ex): Logarus gains the ability to take 10 on Truespeak checks. This is an exception to the rule that you can never take 10 on Truespeak checks.

Quicken Truespeech: 6/day, Logarus may make an Utterance or an Incantation as a swift action instead of a move action.

Know Truename (Su): By studying any creature, object, construct, etc. for a full action, Logarus can know the Truename of anything that is not Nameless. Doing so does not provoke Attacks of Opportunity.

Censure Truename (Su): Mind Affecting. As a standard action, Logarus attempts to purge the knowledge of one Truename from a mind. DC 27 Will Save negates the attempt. A failed save results in the Truename completely removed from the target's memory, though other memories of the truename's owner are left intact.


This is, of course, a very rough draft. I have almost no experience in number crunching, you see...

Logarus started off as a regular non unique Inevitable designed to take down Truenamers. Along the way, I realized that, due to my utter lack of experience in D&D, there was no real way I could design a regular, reoccuring monster that was balanced against a certain level of PCs. Thus, I tried for something easier and just made the Logarut into Logarus, Primary Inevitable of Names. Hopefully, he should prove to be a good challenge to a high-level pre-epic party.

As he is designed, Logarus is supposed to use Quickened Utterances/Incantations while he's closing in on an opponent, then, start beating the snot out of people while suppressing most spells and Truenaming effects with his silence aura. He can also grapple squishy Truenamers and pretty much assure that they can't do any Truenaming tricks. Fluff wise, he's supposed to go around erasing Truenames that mortals have no business knowing about.

Again, the crunch is almost certainly horribly unbalanced, and the fluff is yet to be completed, but here you go: an inevitable from Mechanus, designed to fight Truenamers.

Zeta Kai
2009-06-18, 05:29 AM
Well, here's my first ever serious homebrewing attempt...

Logarus, Primary Inevitable of Names

Well, it's a start.

First, I can't tell how many hit die this is supposed to have. The HP indicate something around 56HD, the BAB hints at 24-25HD, the saving throws suggest 3 different HDs (84, 81, & 87, respectively), & the feats would dictate 30HD. I suspect that these values where not based on standard methods for stat generation, & were in fact derived semi-randomly.

There are other problems with the stats (the Attack bonus should have the same values as the Full Attack numbers, the melee full attack should have 4 iterations, the speed is 12 squares, the ability scores should have a consistent number placement, the Initiative value should be based on Dex, the skill points don't add up, etc.).

I suggest taking a good hard look at Vorpal Tribble's Guide to Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009). It's the best tutorial for crafting creatures in 3E that I've ever seen, & it's what I used to learn how to do so. Good luck, & if you need any help, lemme know.

13_CBS
2009-06-18, 11:24 AM
First, I can't tell how many hit die this is supposed to have. The HP indicate something around 56HD, the BAB hints at 24-25HD, the saving throws suggest 3 different HDs (84, 81, & 87, respectively), & the feats would dictate 30HD. I suspect that these values where not based on standard methods for stat generation, & were in fact derived semi-randomly.


Oh, I didn't know you were supposed to list Hit Die for unique monsters :smallredface:



There are other problems with the stats (the Attack bonus should have the same values as the Full Attack numbers

I fiddled around with the stats after I went through the Attack Bonuses, so I must have forgotten to change some of them. I'll fix it later.



the melee full attack should have 4 iterations,

About that...I was using Maruts and Kolyaruts as references, and IIRC Maruts only get 2 slam attacks per round in a full attack, I think, even though their BAB should allow them more. Thus, I left Logarus' # of attacks as 2.



the speed is 12 squares,

Christ, I fail at math. :smallannoyed:



the ability scores should have a consistent number placement,

I don't quite understand this part. :smallconfused:



the Initiative value should be based on Dex

Superior Initiative.



the skill points don't add up, etc.).


I really have no idea how to properly do the skills for monsters, so as you suggested, I'll have to read...



I suggest taking a good hard look at Vorpal Tribble's Guide to Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009). It's the best tutorial for crafting creatures in 3E that I've ever seen, & it's what I used to learn how to do so. Good luck, & if you need any help, lemme know.

...this. Thanks for the link!


Also, if anyone feels like tweaking Logarus, please go ahead.



Edit: So, while I'm at this, does anyone have any suggestions as to how many HD Logarus should have? Again, he's supposed to provide a good challenge for about 4 high level characters (level 15-20), with good optimization.

Sir Shadow
2009-06-18, 12:15 PM
Quote:
the ability scores should have a consistent number placement,

I don't quite understand this part.He means that the numbers should all be in the same place in relation to the attribute. Some of you yours (STR, DEX, CON) have it in front, while the others have them after.

Zeta Kai
2009-06-18, 12:26 PM
Oh, I didn't know you were supposed to list Hit Die for unique monsters :smallredface:

All creatures should have their HD listed. Especially on a homebrew forum, so other people can check your math. Just about everything in a monster's stats are either directly or indirectly related to hit die.


I fiddled around with the stats after I went through the Attack Bonuses, so I must have forgotten to change some of them. I'll fix it later.

The first place to start when making a monster is deciding on the size & the type, IMO. These are a huge help in deciding the HD & the ability scores. Once those are nailed down, almost everything else is based off of those basic stats. For this critter, I'd take a long hard look at the Construct traits (http://www.d20srd.org/srd/typesSubtypes.htm#constructType), & see how they affect your planned creature.

Looking at only one or two monsters as examples will only be so helpful. You need a more concrete foundation of understanding before you can tear apart an Inevitable & make an epic monster based off of it. Vorpal Tribble's monster making guide can give you that necessary foundation.


About that...I was using Maruts and Kolyaruts as references, and IIRC Maruts only get 2 slam attacks per round in a full attack, I think, even though their BAB should allow them more. Thus, I left Logarus' # of attacks as 2.

Again, that's only an example, & it led you astray. Natural weapons (like Slams) tend to have limits on the number of iterative attacks per round, in this case 2. Manufactured weapons (like spears) are not bound by this limit, & therefore, any creature with an attack bonus of +16 or higher should have 4 iterative attacks while wielding a manufactured weapon.


I don't quite understand this part. :smallconfused:

Your ability scores are listed as "50 Str, 13 Dex, N/A Con, Int 25, Wis 17, Cha 18". You'll notice that the first 3 (the physical scores) have the number before the name, whereas the last 3 (the mental scores) have the name before the number. Please be consistent.

I'm sorry if I'm coming off as mean or nitpicky. I don't wish to insult you or your creation. I'm simply trying to illustrate how you can be a better homebrewer, & make monsters that others can use well & enjoy. I hope that this is helpful.


Superior Initiative.

Superior Initiative requires Improved Initiative as a prerequisite, which this creature lacks. Also, that would make the monster's Initiative +9, not +8. Lastly, you really shouldn't be dabbling in Epic rules until you get your basic covered.


I really have no idea how to properly do the skills for monsters, so as you suggested, I'll have to read...

As you can see in the Construct traits (linked above), they receive skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score. With an Intelligence score of 25, they should get 9 skill points per HD. Which is another reason to set a HD early on in the development process.


So, while I'm at this, does anyone have any suggestions as to how many HD Logarus should have? Again, he's supposed to provide a good challenge for about 4 high level characters (level 15-20), with good optimization.

Well, a good challenge for an optimized high-level party would have a CR of 18-24. Of course, CR is a guestimate based on a number of factors, & unfortunately, HD can vary wildly. As constructs have no Constitution score, the only bonus HP that they can get is from their size-based bonus (see Construct traits, linked above). This means that Construct monsters tend to have HD well in excess of their CR.

I'd pick a CR, stick with it, & crank up the HD until it fits.

Angain, good luck, & I hope that this has been constructive criticism.

13_CBS
2009-06-18, 12:40 PM
@ Zeta Kai: Thanks very much! Your criticism's been really constructive and helpful. :smallbiggrin: Please don't hesitate to give any more in the future.

13_CBS
2009-06-18, 06:05 PM
ROUGH DRAFT

Logarus, Secundus Inevitablis Nominis

Logarus
Large Construct (Extraplanar, Lawful)
HD: 27d10 + 30 (178)
Speed: Base speed 60 ft (12 squares), 50 ft. in plate armor
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Armor Class: 31 (+1 Dex, + 13 Natural, +8 plate armor, -1 Size), 10 touch, 30 flat footed
Base Attack/Grapple: +20/+39 (+20 BAB, +15 Str bonus, +4 Size)
Attack: Slam +34 (2d6+15) or Herald of Silence (+7 Large Longspear) melee +41 (2d6+22, x3)
Full Attack: 2 Slams +34 (2d6+15) or Herald of Silence (+7 Longspear) melee +41/+36/+31/+27 (2d6 +22, x3)
Space/Reach:10ft./10ft.
Special Attacks: Muting Grasp, Truespeaking, Serene Aura, Censor Truename
Special Qualities: Construct traits, Immunity to Silence, Damage Reduction 20/Chaotic, Darkvision 60ft., Fast-healing 15, low-light vision, Name Resistance 20 (Ex), True Seeing 60 ft., Know Truename, Rapid Speaking
Saves (under construction): Fort +11, Ref +6, Will +12
Abilities: Str 40, Dex 13, Con N/A, Int 25, Wis 17, Cha 18
Skills (under construction): Truespeaking 66 ranks, Gather Info 10 ranks, Spot 20 ranks, Listen 20 ranks, Survival 10 ranks (+5 circumstance bonus for tracking), Search 15 ranks, Diplomacy 10 ranks, Knowledge (Arcana) 10 ranks, Knowledge (Dungeoneering) 10 ranks, Knowledge (History) 10 ranks, Knowledge (Local) 10 ranks, Knowledge (Nature) 10 ranks, Knowledge (Nobility) 10 ranks, Knowledge (Religion) 10 ranks, Knowledge (The Planes) 10 ranks, Sense Motive 10 ranks,
Feats: Great Fortitude, Iron Will, Skill Focus (Truespeak), Penetrating Truespeech, Maximize Utterance, Empower Utterance, Extend Truespeech, Perfect Dialect, Improved Initiative,
Absolute Limit: 432
Environment: A lawfully-aligned plane
Organization: Solitary
Challenge Rating: ?
Treasure: None
Alignment: Always Lawful Neutral


Logarus is proficient in Heavy Armor and in all Martial Weapons.

Serene Aura (Su): A 60 ft. aura of silence permanently emanates from Logarus. DC 30? Will Save to negate.

Muting Grasp (Su): If Logarus succeeds on a Grapple check against an opponent, Logarus may make another Grapple check to Silence the opponent. If this check succeeds, the opponent is Silenced for 1d4+2 rounds, no save, as long as it is Grappled by Logarus. A successful Grapple check by the opponent cancels the Silence effect. Silence effects from other sources stack. Since Logarus uses only one arm to grapple an opponent, it can still use its other arm to attack normally even while grappling/grappled. It still must use a light weapon to attack a grappled opponent via a weapon, however.

Herald of Silence (Su): This is a +7 medium adamantine longspear. If Logarus successfully hits an opponent with the Herald of Silence, the opponent must make a Fortitude Check (DC = Damage dealt) or be silenced for 1d4+2 rounds. Silence effects from other sources stack.

Immunity to Silence (Ex): Logarus is not affected by any kind of silence effect. Thus, he is able to Truespeak in an area under a Silence effect.

Truespeak: Logarus is able to use Truespeak. Due to its mechanically attuned vocal parts, it gains a +5 bonus to its Truespeak checks when using an Incantation, an Utterance, or a Recitation. Logarus augments as a level 20 Truenamer. Logarus knows all Utterances, Incatations, and Recitations.

Perfect Dialect (Ex): Logarus gains the ability to take 10 on Truespeak checks. This is an exception to the rule that you can never take 10 on Truespeak checks.

Quicken Truespeech: 6/day, Logarus may make an Utterance or an Incantation as a swift action instead of a move action.

Know Truename (Su): By studying any creature, object, construct, etc. for a full action, Logarus can know the Truename of anything that is not Nameless. Doing so does not provoke Attacks of Opportunity.

Censor Truename (Su): Mind Affecting. As a standard action, Logarus attempts to purge the knowledge of one Truename from a mind. DC 27 Will Save negates the attempt. A failed save results in the Truename completely removed from the target's memory, though other memories of the truename's owner are left intact.



So, after reading Vorpal's guide on monster making (and finally figuring out where all those numbers came from), I came to realize how terribly done Logarus' stats were. :smallannoyed: Many thanks to Vorpal and especially Zeta Kai for enlightening me.

Still not sure what CR to place this in, since I've never played any high level games before. Any additional tweaks are more than welcome.

Zeta Kai
2009-06-18, 07:12 PM
Logarus, Inevitable Secundus Nominis

Alrighty, this is looking better. Let's see what we have here:
The name is getting cooler. Faux-Latin FTW.
HD & HP look good. I'll be basing most of my commentary on this value.
You don't need to show the source of the Initiative bonus, but for this one, it's okay. I think Improved Initiative is a great choice.
The Attack bonus should be +34 for the Slams & +41 for the spear. A creature can make 2 Slams during a full attack at the same attack bonus. I know, it's confusing & it doesn't make sense.
I haven't seen a description for this critter, but if it stands on two legs (like a troll), then a Large creature has a Space/Reach of 10'/10'. A Large creature on four legs (like a horse) has a Space/Reach of 10'/5'.
You could also name Extraplanar traits & Lawful traits under Special Qualities. Not everyone does, but they are sometimes important. A lot of player forget that Inevitables can be dismissed or banished (not that it helps).
The saves, by my numbers, should be +11/+10/+14. A Construct gets no good saves, & bad save values are ⅓HD, which works out to +9. He has no Con, but has Great Fortitude (+2), so his Fort is +11. He has a Dex bonus of +1, but no other means of boosting his Ref, so it's +10. And he has a Wis bonus of +3, as well as Iron Will (+2), so his Will is +14.
Ability bonuses apply to skills for all monsters with an Intelligence score. Mindless creatures, such as oozes, vermin, some undead, & some constructs, do not get any skills or feats, but your critter is smart, so you're okay.
With 27HD, this guys should get a total of 270 skill points; 9 skill points per HD, plus quadruple at 1st HD. I always made the calculation easier in my head by mentally adding 3HD to their total for the purpose of determining skill points.
A creature gets at 1st HD, 3rd HD, & every 3HD thereafter. An easy way to calculate this is to simply divide their HD by 3, & then add one. When homebrewing a new monster, you can sometimes cheat a little & give them a bonus feat (just note which one is the bonus feat). I don't like to do this too often, but you can do it when you feel like a monster needs a little boost.
For the Challenge Rating, I'd say that this is a CR21-23 monster. This will utterly pwn even a twinked out party of 15th level, but proper optimization could handle it by 18th or so. It's hard to eyeball a CR, & I'm sure others would disagree with my guestimate. It's doubly hard to pinpoint a CR based on an optimized party, because there's so much cheese out there can can break the game. If you threw this guy up against a Hulking Hurler, an Omniscificer, & a Batman Wizard, all at 15th level, then I don't know what would happen. Played intelligently by all parties, it could be a TPK or a cakewalk. That's the weakness of high-level play; balance just goes out the effing window.
I know that Inevitables don't usually have any treasure, but this one has a +7 Large Longspear. The has to count for something.
That's all I have for now. I must say that this is a vast improvement over your last version. You're a quick study.:smallcool:

Djinn_in_Tonic
2009-06-18, 07:29 PM
For the Challenge Rating, I'd say that this is a CR21-23 monster. This will utterly pwn even a twinked out party of 15th level, but proper optimization could handle it by 18th or so. It's hard to eyeball a CR, & I'm sure others would disagree with my guestimate. It's doubly hard to pinpoint a CR based on an optimized party, because there's so much cheese out there can can break the game. If you threw this guy up against a Hulking Hurler, an Omniscificer, & a Batman Wizard, all at 15th level, then I don't know what would happen. Played intelligently by all parties, it could be a TPK or a cakewalk. That's the weakness of high-level play; balance just goes out the effing window.

One thing to consider...look at this creature's saving throws. That, in my mind, means one of two things:

1: The monster needs an ability that grants him a boost to those saves, which are out of keeping for it's CR. I like this option best, personally.

2: The CR needs to be adjusted downward to compensate for this glaring weakness.

13_CBS
2009-06-18, 07:50 PM
[LIST] The name is getting cooler. Faux-Latin FTW.


More like "attempted-Latin-with-no-training-in-the-language" kind of Latin. I did try to get the grammar right, but I've never taken Latin, you see...:smallfrown:



You don't need to show the source of the Initiative bonus, but for this one, it's okay.


I know, I only did it to show my calculations. The finished version will have that removed.



I haven't seen a description for this critter, but if it stands on two legs (like a troll), then a Large creature has a Space/Reach of 10'/10'. A Large creature on four legs (like a horse) has a Space/Reach of 10'/5'.


Huh, didn't know that. Vorpal's guide was a little misleading on this.



You could also name Extraplanar traits & Lawful traits under Special Qualities. Not everyone does, but they are sometimes important. A lot of player forget that Inevitables can be dismissed or banished (not that it helps).

Noted.



The saves, by my numbers, should be +11/+10/+14. A Construct gets no good saves, & bad save values are ⅓HD, which works out to +9. He has no Con, but has Great Fortitude (+2), so his Fort is +11. He has a Dex bonus of +1, but no other means of boosting his Ref, so it's +10. And he has a Wis bonus of +3, as well as Iron Will (+2), so his Will is +14.


I...think I made his base saves +5 for some reason. :smallconfused: Dunno why. Thanks for the heads up.



Ability bonuses apply to skills for all monsters with an Intelligence score. Mindless creatures, such as oozes, vermin, some undead, & some constructs, do not get any skills or feats, but your critter is smart, so you're okay.


W00t.



With 27HD, this guys should get a total of 270 skill points; 9 skill points per HD, plus quadruple at 1st HD. I always made the calculation easier in my head by mentally adding 3HD to their total for the purpose of determining skill points.


If that's the case, am I allowed to have skill points left over? If not, what else should Logarus spend his skill points on? I don't want to pump Truenaming any more than it is, since that will probably bump up his CR too much.



I know that Inevitables don't usually have any treasure, but this one has a +7 Large Longspear. The has to count for something.


Noted, but I don't think Inevitables carry much else.



That's all I have for now. I must say that this is a vast improvement over your last version. You're a quick study.:smallcool:

Thanks! :smallbiggrin:

My main problem was that, on my first go, I had absolutely no clue where all the numbers came from. BAB? For monsters, I thought it was just an arbitrary number. Saves, skill points, etc. Vorpal's guide really helped, though.




One thing to consider...look at this creature's saving throws. That, in my mind, means one of two things:

1: The monster needs an ability that grants him a boost to those saves, which are out of keeping for it's CR. I like this option best, personally.

2: The CR needs to be adjusted downward to compensate for this glaring weakness.

I know this is going to be difficult to answer, but what level of Saves are appropriate for monsters facing well-optimized PCs that are around level 18? By "well optimized" I don't include things like CoDzillas, Batmans, etc. but characters that have a solid collection of spells, feats, and other abilities.



One more thing: any thoughts on Logarus' special attacks? Are they rendered pointless by his powerful Truenaming? Are they too powerful? Something else?

Aldgar
2009-06-22, 12:57 AM
A typical 18-th level wizard will have at least 26 INT. That means his 9th-level spells have a DC of 27+(more with spellfocus/greater spellfocus/other means of boosting DC's).


I suggest at least +18/+18/+18 as saves for your monster. Construct immunities help, as does the silence thing, but they do not help nearly enough.

About the Silence Aura: Remove the will save clause. Just have the silence emanate from Logarus, and grant NO SAVE WHATSOEVER AGAINST IT(Just as you wouldn't get a save vs a widened silence spell centered on something else than you).

Concerning Truenaming and Utterances, there are still many issues and problems which are inherent in the utterances/incantations/recitations available, as well as the mechanic that accompanies them.


For example, a 12th-level truenamer who can manage the DC (37, fyi) can permanently petrify anyone within LOS as move action(Augmented Word of Stone). This is worse than a wizard's Save-or-Die: It's a Save-or-Die without a saving throw. At will.

Said 12th-level truenamer will have 15 ranks in truespeak, +5 synergy bonus from languages, probably 20+ Int and Skill focus for a +28 modifier already. Add a couple devoted truenamer feats, maybe increase the int(also possible via phrase of perfection), and he'll be able to pull this off with astounding ease.

Lexemes can do it EVEN EASIER AND EARLIER.

Iferus
2009-06-23, 05:22 AM
Kellus, have you read the Words of Creation section in Exalted Deeds? There might be something to this tiring effect, for some classes at least.

Karma Guard
2009-06-23, 09:36 PM
Is there some sort of halfie-Truenaming progression, like a Ranger? Or a lower one, like a Bard?

I keep trying to come up with a class with Truenaming as the secondary (a sort of Storyteller class (which is totally not just a bard with truenaming >:C )), but I want to have a progression to put next to it so I can scale the abilities.

( ._.), man base-class-making is hard. Some ideas for a better shtick for a Storyteller than the ones I have (currently running off a sort of archetype thing with one per stat but ehhh it's MADish).

TheLibrarian
2009-06-24, 04:45 AM
I stumbled across this while combing the internet for Illumian racial substitution levels
(I was bored and trying to figure out something cool for my Illumian character that I'm making for a campaign in the fall, and figured I'd see if someone had come up with something interesting).

Without all the superfluous gushing, this is pretty awesome. After reading the Tome of Magic I had wanted to play a Truenamer because I thought the concept looked really interesting, which, well, didn't really work out (But you already know that or this wouldn’t exist). This version seems infinitely better, and I have gotten rather excited to play an Illumian Truenamer.

That being said, I think one of the coolest aspects of the Illumians is their Sigils, which gain a bonus in the racial substation level 5, but I was wondering if the creation of new Sigils that relate to truenaming would work out. They could function as a bonus to the absolute limit, or as a bonus to Truespeak checks (replacing, or stacking with the Natural Linguist feat). The words created by the new Sigil and the existing ones could have bonuses like exchanging Dexterity for Charisma in determining absolute limit, or sacrificing spell slots/turn undead attempts to gain free augments or possibly a bonus to Truespeaking checks (though that may be too easily abused)

Or possibly work in some bonus for the Know Personal Truename class ability, based on the idea that an Illumian's truename would include the words of the Ritual of Words Made Flesh.

Well, that's my two cents,
Thanks again for reworking the Truenamer.


P.S I finally got around to making an account for these forums just so I could post a reply here...

Iferus
2009-06-26, 03:36 AM
Truenamer/vocaliser level => This needs some consistency. incantations that mention Truenamer level and classes that don't mention vocaliser level is not very consistent.

Known truename => In my opinion, knowing a truename isn't rewarded enough. Perhaps increase the DC raise cap and/or increase the absolute limit (which can again be linked to increasing the DC "for every 1 increase in DC, you increase the absolute limit by 3")? Or perhaps increase the duration of effects caused on said target?

Nickname => perhaps a difference between descriptive nickname "bunnyrabbit over there" and personal nickname "The elf who rarely speaks, with a scar on his left ear"? This higher tier of nickname can be conceived with observation or ad hoc with a spot check (make spot a class skill for the truenamer?)

Incantations: As it is, you probably never will able to affect yourself, unless you put in a rediculously low CON score and a high CHA.

Lexeme is not multi-ability dependent, without getting less reward. The capstone is probably too powerful. Overall, the class provides too much bonuses to Truespeak and effective truespeaker level. The Truenamer can also be boosted by allowing him to increase the absolute limit with more than one when increasing the DC of an Utterance.

Syllable of Cleansing -> what happens if one fails the saving throw?
Word of Battle-> that's a very nice boost, but at higher levels it seems overpowered to me. Perhaps you should limit the bonus to +5.
Word of Defence - > same as Word of Battle, plus the fact that an AC decease is much stronger than an attack/damage boost. Even if only for two or three rounds, an AC decease can easily be a great deal in your average boss fight (even though the boss'd have to be at low health because of the absolute limit). I'd suggest increasing the base DC and the augmentation DC. DC 14 makes it a slightly harder low-level Utterance, and +4 DC to increase the AC penalty seems fair to me. The duration increase can stay at +2 though.



Devoted Truenamer -> as suggested, it needs some spice. As a secondary effect, have this feat affect a single truespeech effect. Then increase the absolute limit or the augmentation limit for that effect.

Eye of Vitality -> Give this feat an additional effect- the way things are, nobody is going to take it because this can be gained from the augmentation of Unclouded Eye anyway.


I'll go over the prestige classes someday soon.

Edit:


P.S I finally got around to making an account for these forums just so I could post a reply here...
So did I, a couple of days back! :)

Night10194
2009-06-26, 05:30 PM
I've been trying out the new Truenaming system with one of my characters, and while it's definitely better than the Tome of Magic, I have to agree that Absolute Limit is set too low. My Truenaming magic is only used for boosting the abilities of my PC and party, and low-level healing and miracle-working when in towns. I've got attack spell type stuff, but have never once used it, because by the time an enemy is that low on HP I can let the rest of the party finish it off while I continue healing and buffing them. My DM and I are debating whether or not to simply double the Absolute Limit to make it more useful, but so far, I have never successfully used a single Truename based damage effect for anything appreciable or debuffing an enemy. This was one of the core problems with the class in Tome of Magic, too, I think; There, your ability to cast didn't scale with the increasing difficulty of the checks, whereas here, the HP you can effect scales at half or less the level of enemy HP increase as CR goes up.

Iferus
2009-06-29, 08:53 AM
Hmm,
And what if using incantations above the absolute limit allows the target a save? A constitution check vs 10 + 1/2 your vocaliser level? That's a pretty low bar to save, but it does give you some chance of succeeding against an opponent that is too powerful.

Djinn_in_Tonic
2009-06-29, 09:01 AM
Hmm,
And what if using incantations above the absolute limit allows the target a save? A constitution check vs 10 + 1/2 your vocaliser level? That's a pretty low bar to save, but it does give you some chance of succeeding against an opponent that is too powerful.

I'm not sure...giving the opponent either a Will save or a Charisma check seems more likely, as it's how much the universe values your foe...therefore, how likely your effect is to land on the opponent.

Perhaps a Will save of 10 + 1/2 your vocalizer level + your Charisma modifier? Or 10 + 1/2 your ranks in Truespeak (rounded down), with feats to increase it slightly? Or something similiar...there should be a chance of failure, even if it slightly less than a spell of equal level.

Iferus
2009-06-29, 11:07 AM
I'm not sure...giving the opponent either a Will save or a Charisma check seems more likely, as it's how much the universe values your foe...therefore, how likely your effect is to land on the opponent.

Perhaps a Will save of 10 + 1/2 your vocalizer level + your Charisma modifier? Or 10 + 1/2 your ranks in Truespeak (rounded down), with feats to increase it slightly? Or something similiar...there should be a chance of failure, even if it slightly less than a spell of equal level.

The ability was chosen at random, really. I did however choose not to make this a regular save: there should be no reason a fighter would have significantly less chance of being unaffected than a caster.

But perhaps, as this is the primordial force and all, this can be saved by a save of the target's choice? That makes vocalising over the absolute limit sufficiently unattractive, while still being effective once in a while.

Djinn_in_Tonic
2009-06-29, 11:16 AM
The ability was chosen at random, really. I did however choose not to make this a regular save: there should be no reason a fighter would have significantly less chance of being unaffected than a caster.

But perhaps, as this is the primordial force and all, this can be saved by a save of the target's choice? That makes vocalising over the absolute limit sufficiently unattractive, while still being effective once in a while.

Hmmm...here's a possibility. What if, to make the percentage chance more predictable (and remove the "fighter/mage" question of how easily affected one is), we switch who has to make the check? What about a special check or save (Charisma check, Truenaming check, Level check, Will save...) that the vocalizer must make in order to ignore the absolute limit, that scales with your level?

Iferus
2009-06-29, 12:19 PM
Hmmm...here's a possibility. What if, to make the percentage chance more predictable (and remove the "fighter/mage" question of how easily affected one is), we switch who has to make the check? What about a special check or save (Charisma check, Truenaming check, Level check, Will save...) that the vocalizer must make in order to ignore the absolute limit, that scales with your level?

Although that is susceptible to min-maxing, I think that is the neatest option. A vocaliser level check versus the target's CR +10? That gives about a 50% chance to affect an "equal" opponent. Perhaps the Law of Resistance can be brought back to life as a punishment for failing this vocaliser check.

Exanedral
2010-04-14, 12:02 PM
Wow, wonderful work here! It looks like this may have been long since abandoned now that I've stumbled upon it, but just wanted to congratulate you, Kellus, on what a great job you've done.

I had a few thoughts. I was going to complain about the recitation that gives you fast healing until I realized it was a level 6, and at that point who really cares.

I think a good fix for Syllable of Death (right?) would be to have it so that if you fail the check, you take 5d6-10d6 damage. If you fail the check by 10 (or 15-20) then you die. Also, you could do the same for Rewrite the World to help curb abuse. Even RAW, a wish can do quite a bit. Think of it as backlash for trying to alter the universe in such a powerful way, but not doing it right.

I'm going to work this into a homebrew campaign setting for sure. I was going to use the regular truenaming rules but I didn't realize how much they sucked until I started looking at homebrewed fixes. In my setting/part of the world, there was a great Godswar in a time long past, and during the war, one of the evil gods decided to be a **** and whisper secrets of Truespeech to the side he wanted to win. This is an awesome fix, and I love it!

Now I just want to make or see an incarnum/truename PrC. Maybe you could invest essentia into a particular class feature to increase your absolute limit. That would be the most obvious perk. Anyway, thanks so much, and I hope this stays alive!

Heliomance
2010-05-30, 06:14 PM
Bump.

Such a great topic deserves to stay in the public eye.

Also, I'm considering allowing this class in a campaign I'm planning, and wondered how many of the kinks have been ironed out. Has anyone playtested the latest version yet?

DragoonWraith
2010-05-30, 06:29 PM
Seeing as Kellus hasn't posted in ages, and this thread's quite old, your bump falls under thread necromancy, which very sadly means this thread is likely to get locked. Which is a great shame, because it's excellent stuff.

I'm playing a Truenamer/Truesinger//Bard in a game, but we haven't really had any combats yet...

Heliomance
2010-06-02, 02:52 AM
Bearing in mind that:
1) the last post was a month and a half ago, and IIRC we're allowed 3 months before it's officially necromancy, and
2) the Homebrew forum is a good deal more lax about the necromancy rules anyway,

I'd say it getting locked because of my posting is unlikely.

DragoonWraith
2010-06-02, 10:22 AM
Oh, was it only a month and a half ago? I missed that. Still, they don't take kindly on pure bumping.

Anyway, has anyone played one of these in actual combat?

Aldgar
2010-06-05, 09:12 AM
I playtested a low-level lexeme once, and it was...weird.

I was spamming battlefield control and minor buffs/debuffs around like crazy.

Evincar
2010-08-10, 03:27 AM
In my campaign, one of the players is now playing the Truenamer from this thread, after being thoroughly disappointed by the Tome of Magic variant.

Two sessions in, so I'll keep you updated. Also I will post a PDF (OCR with shortcuts) of the rules written up here, soon.

I'd like to add: Kellus, nice work! Is this still work in progress (i.e. can we expect more additions)? If so, please let me know when there is need to update the PDF (once it's up there).

Thanks!

Evincar
2010-08-10, 04:37 AM
Soo... For all to use and comment on:

http://www.bruised.nl/extern/TheWayWordsWork.pdf

I'm not very good at legal and credits stuff, so please let me know if there is something iffy. Also, let me know if this document is useful to you in any way! Would be nice to know I did this not only for myself.

Enjoy!

Zeta Kai
2010-08-10, 06:25 AM
Enjoy!

Hey, nice PDF, Evincar. Great job. What program did you use to make it? And how do you format everything in those two columns (I've never learned how to do that)?

Evincar
2010-08-10, 09:08 AM
Hi Zeta Kai,

Thanks for the response. I use Adobe Acrobat (full version) to convert a Word document. Colums is standard in Word, as you probably already know. :smallwink:

Human Paragon 3
2010-08-10, 01:39 PM
Always nice to see this project opened up to the light of day once more. Nice job on the PDF.

Flickerdart
2010-08-10, 02:02 PM
Personally, I would format the PDF into two columns, like WotC prints their stuff. It's a lot easier to read that way.

Kellus
2010-08-10, 02:12 PM
Wow! I have to say, that is one fine PDF! Evincar, that is some great work! Thanks for your hard work!

Obviously I haven't touched this in a while, but I've got some other things in my files that never got posted up here. The next couple days I'll get a few of them up here for comments and review.

Thanks for the kind words everyone, this was a really fun project to work on!