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View Full Version : The Way Words Work (continuation, For Great Justice)



Bandededed
2008-09-23, 12:52 PM
All work below not credited to anyone else comes from Kellus. It is compiled here for ease of access.

As you may know, Kellus, sadly, had to leave us before he could complete this project. I really like it, though, and want to see it finished. Therefore, I am continuing it here. Please, chime with critique or help! I'm going to need it. Everyone will be credited for whatever work they contribute, so no worries.

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.
• Effective spell level of 1/2 the truenamer’s character level

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 Truespeak Effects

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.

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 truespeak effects. The only way to achieve this state is to undergo a hideously painful ritual where you utterly erase your truename.[/QUOTE]

Bandededed
2008-09-23, 12:54 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: 1 + 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.

Bandededed
2008-09-23, 12:55 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


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 fire, cold, acid, electricity, and sonic damage.
Augmentation (normal): For every +6 modifier applied to the DC, the.damage each round increases by 5.
Augmentation (reverse): By increasing the DC by 15, the target gains resistance 10 against the specified energy types. 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.

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.
Augmentation (reverse): For every +4 modifier applied to the DC, the duration of this utterance improves by 1 round.

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): By increasing the DC by 3, you may increase the bonus granted by this effect by +1.
Augmentation (reverse): By increasing the DC by 3, 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): By increasing the DC by 3, the bonus granted by this utterance improves by +1.
Augmentation (reverse): By increasing the DC by 3, 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 to determine its actions, and you may select the applicable roll. Thus, to free itself from this utterance, the target must roll 11-20 on both of its checks.
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 are healed by this amount instead.
Reverse: The target heals 1d4 damage. If undead, they take this amount of damage instead.
Augmentation (normal): For every +2 modifier applied to the DC, the negative energy channeled by this effect increases by 1d4.
Augmentation (reverse): For every +2 modifier applied to the DC, the positive energy channeled by this effect increases by 1d4.
Special: Regardless of whether this utterance is used normally or reversed, a target can only be healed by it once per hour.

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 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 is shunted forward through time, as if by the time hop psionic power, for 1d6 rounds.
Reverse: The target 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 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 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 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.

Bandededed
2008-09-23, 12:56 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

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

Level 2

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

Level 3

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

Level 4

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

Level 5

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

Level 6

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


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.
Augmentation (normal): For every +1 modifier applied to the DC, the maximum hardness of a weapon targetted by this effect improves by 1.
Augmentation (reverse): For every +1 modifier applied to the DC, the maximum hardness of a weapon targetted by this effect improves by 1.

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.
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.

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.
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.
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.

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.

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.
Reverse: This incantation targets a spell completion item, such as a potion or a scroll. The item is subsumed as if the spell stored in it had been cast.
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 3 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 3 lb. Alternatively, for every +4 modifier applied to the DC, the maximum range of this incantation increases by 5ft.
Augmentation (reverse): For every +2 modifier applied to the DC, you gain a +1 bonus on the disarm check.

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.

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.

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.

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 attack 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.

Bandededed
2008-09-23, 12:57 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 Harried Step
• Recitation of the Unclouded Eye
• Recitation of the Wise Man

Level 2

• Recitation of the Ardent Arcanist
• Recitation of the Sanguine State

Level 3

• Recitation of the Fortified Body
• Recitation of the Vital Heart

Level 4

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

Level 5

• Recitation of the Broken Spell
• Recitation of the Unscribed Name

Level 6

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

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 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 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 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 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 10, you automatically learn the current hp of any enemy you can see.

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 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 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.

Bandededed
2008-09-23, 12:58 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: +5
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: 2 + 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 1.3: 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 One with no Name

Being scholarly and studious, truenamers often fear their own kind above all else. No matter how skilled one gets in the workings of the true language of creation, there are always others who can turn that language against you. Some power-hungry truenamers with little thought of their own humanity go so far as to lock away their name, severing their vulnerability to the language of Truespeak. Though effective, this deed warps and distorts the truenamer’s sense of self, allowing her access to great power by performing arcane rituals on her body that leave her less and less human.

Requirements: To become one with no name, you must fulfill all of the following requirements.
Alignment: Any nongood
Skills: Knowledge (arcana) 13 ranks, Truepeak 13 ranks
Truenaming: Able to speak 4th level vocalizations
Special: Must posess a specially prepared Diminutive container of your choice worth at least 2,000 gp.

Hit Die: d4.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 1 + Int modifier.

Class Skills: The one with no name’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana), Speak Language (n/a), Spellcraft (Int), and Truespeak (Int).

Table 1.4: One with no Name
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Truenaming

1st|+0|+0|+0|+2|Ritual of rending|
+1 level of existing truenaming class

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

3rd|+1|+1|+1|+3|Ritual of penetration|
+1 level of existing truenaming class

4th|+2|+1|+1|+4|Namelessness +4|
+1 level of existing truenaming class

5th|+2|+1|+1|+4|Ritual of Fire|


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

7th|+3|+2|+2|+5|Ritual of violation|
+1 level of existing truenaming class

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

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

10th|+5|+3|+3|+7|The one with no name|


[/table]

All of the following are class features of the one with no name prestige class.

Weapon and Armour Proficiencies: One with no name does not gain any additional weapon or armour proficiencies.

Ritual of Rending (Su): At 1st level, you learn the fundamental secret of your path: the ritual of rending. This horrific ritual rips your true name from you and locks it away. As part of the ritual, you write your personal truename on a slip of paper and seal it inside the container you provided to enter this prestige class (hereafter referred to as the phylactery).

You may perform the ritual with a successful Knowledge (arcana) check against a DC of 25. The ritual requires 8 hours of uninterrupted work. At the end of it, you are very different. You can now only use vocalizations while using your phylactery as a focus. However, you gain a profane bonus on Truespeak checks equal to 1/2 your class level (rounded up). You must perform this ritual to advance in this prestige class.

The ritual of rending leaves you with only one path in life open to you. After you have performed it, you must remain in this prestige class until you have reached level 10.

Phylactery: Regardless of its shape or origin, your phylactery now has the following characteristics: Diminutive size, hardness 20, and an amount of hp equal to your absolute limit. Your phylactery is immune to utterances and incantations. Your phylactery can be opened with a DC 25 Strength check or a DC 50 Open Lock check. If your phylactery is ever opened, you are completely and irrevocably destroyed.

Truenaming: At every level except 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.

Name resistance (Ex): Beginning at 2nd level, you become harder to affect with Truespeak. you gain name resistance 2. This name resistance increases by 2 at 4th, 6th, and 8th levels. Name resistance stacks. If you have name resistance from another source, you add them together to find your total name resistance.

Ritual of Penetration (Su): At 3rd level you discover a ritual that allows you to slip your vocalizations into the dead spots of the world. As part of this ritual, you carve intricate markings onto your body while anointing yourself with various oils. The ritual costs 5,000 gp in materials and requires 8 hours of uninterrupted work. You must succeed on a DC 25 Knowledge (arcana) check to perform this ritual. If you fail, the materials are wasted.

Once this ritual is complete, you permanently lose 3 hp from the carvings you have made in your body. These carvings cannot be healed by anything short of a wish or similar effect. If they are healed, you lose the benefit of this ritual.

You now ignore name resistance on a target of your utterances up to the value of your own name resistance (up to +8 at 10th level) when using your phylactery as a focus for your vocalizations. If the target posesses greater name resistance than you do, you need only deal with their ‘net’ name resistance; that is, their name resistance minus your own.

Ritual of Fire (Su): At 5th level you discover a ritual that allows you to sacrifice part of your body for greater power over the language of Truespeak. As part of this ritual, you anoint yourself with specially prepared oils, and light them on fire. The ritual costs 1,000 gp in materials and requires 8 hours of uninterruped work. You must succeed on a DC 25 Knowledge (arcana) check to perform this ritual. If you fail, the materials are wasted.

Once this ritual is complete, you begin to take 1d6 fire damage every round; this damage cannot be reduced through fire resistance or fire immunity. Every round you take fire damage, you may choose to burn 1 point off of one of your physical ability scores (Strength, Dexterity, or Constitution). Once you have burnt as many ability points as you wish, you may put out the fires as a full-round action. You may take no other actions in a round in which you burn an ability score point. Your physical ability scores cannot drop below 3. This is not ability drain or ability damage, and hence you cannot be immune for any reason to this ability score burn.

You add 1 to your absolute limit for every ability score point burnt in this way. Your ability scores cannot be restored by anything short of a wish or similar effect. If they are restored, you lose the benefit of this ritual.

You may perform this ritual multiple times.

Ritual of Violation (Su): At 7th level you discover a ritual that allows you to become something more than you were. As part of this ritual, you must insert seeds from plants that grow in the Far Realms into your body, allowing them to grow and change your physiology to something completely inhuman. The ritual costs 5,000 gp to obtain the seeds neccessary., and requires 8 hours of uninterrupted work. You must succeed on a DC 30 Knowledge (arcana) check to perform this ritual. If you fail, the seeds are wasted.

Once this ritual is complete, you take a -2 penalty to all saving throws you make as a result of your alien physiology. This penalty cannot be removed by anything short of a wish or similar effect. If it is removed, you lose the benefit of this ritual.

Your type becomes Aberration, and you gain damage reduction 10/good or 10/lawful, at your choice. Once you make this choice, you cannot change it. Your body becomes self-repairing, and thus you become immune to poisons, disease of any kind, and aging. You no longer take penalties or gain bonuses for aging, and you no longer have a maximum age; you are now effectively immortal.

Ritual of Rebirth (Su): At 9th level you discover a ritual that allows your name and thus your self to survive past the death of your body. As part of this ritual, you must remove one of your eyes and seal it inside a container exactly like the one you used to enter this prestige class (thus, worth at least 2,000 gp). You must succeed on a DC 35 Knowledge (arcana) check to perform this ritual. If you fail, the container is not wasted, but your eye is. To attempt the ritual again you must first get a regeneration or similar effect used on you to regrow the sacrificial eye.

Once this ritual is complete, you take a permanent -2 penalty to Spot checks and ranged attack rolls from the loss of your eye (assuming you have two; you are blinded if you only had one to begin with). Your eye cannot be replaced by anything short of a wish or similar effect. If it is healed, you lose the benefit of this ritual and the container becomes nonmagical once more.

If you die, even from your phylactery being opened, your consciousness is transferred to your new phylactery, which is the container used in this ritual. Your original phylactery is destroyed with your death. You inhabit the new phylactery as if by the magic jar spell. You may attempt to leave the container as normal for the spell; the Will save to avoid this is equal to 10 + 1/2 your character level + your Charisma modifier. Your caster level for this effect is equal to your character level. Once you have moved into a new body, it is remade over the course of the following 24 hours into a replica of your original body. After this 24 hours has passed, you may (if you so choose) redo this ritual, making a new phylactery in case this new body dies as well.

You may perform this ritual multiple times if you have more than two eyes, or if you wish to be blinded. When you die, you may choose which of your alternative phylacteries you would like to transfer to. When you assume a new body, any live phylacteries left have their eyes still missing off of your new form.

The One with no Name (Ex): At 10th level you are a void in the world where the language of Truespeak is concerned. You gain the namelessness special quality. In addition, you can now ignore namelessness when you speak an utterance using your phylactery as a focus.

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: 1 + 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 1.5: 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[/b]: 1 + 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 1.7: The Sinspeaker
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Truenaming

1st|+0|+0|+0|+2|Confident speaker, 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.

Confident Speaker (Ex): You have spent a great deal of time using words. 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.

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: 1 + 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 1.7: 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 effect is not lost, 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.

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

The Hidden Word
by Bandededed and Guard Juris
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
Truenaming: Must be able to use 2nd level vocalizations.
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: Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Hide (Dex), Knowledge (all) (Int), Move Silently (Dex), Sense Motive (Wis), 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 +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|Silent Speaker|
+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|Fade into Silence|
–[/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 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.

Irresistible 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 to truenaming checks to target that foe with a vocalization. The bonus to Truenameing checks increases to +4 at level 8. You may not gain this bonus against the same foe more than once.

Recitation of Silence: At 5th level, you learn a bonus recitation known as The Recitation of Silence.

Recitation of Silence:
Recitation 1
Base DC: 16
Duration: Recitation
Effect: You create an area of silence similar to a Silence spell. This area of silence affects only your square. 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: By adding +8 to the DC, you change the area of this effect to a radius of 5 feet, centered on you. Each additional augment (at +8) adds 5 feet to the radius.

Fade into Silence: At tenth level, whenever you are in a silence effect, you may use Hide in Plain Sight.

Bandededed
2008-09-23, 01:00 PM
(Reserved for Monsters)

Bandededed
2008-09-23, 01:01 PM
(Reserved for Items)

Bandededed
2008-09-23, 01:05 PM
To-Do List

Prestige Classes

• Truesinger (bard/truenamer hybrid)
• Rhyme Witch (truenamer/arcanist)
• Bereft (truenamer who has left their own name behind)
• Fiendbinder (truenamer summoner)

Monsters

• Word Archon
• Logokron Devil
• Garbler

Racial Substitution Levels

• Spellscale
• Aasimar
• Tiefling

Miscellaneous

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

Everything on this To-Do list has yet to be done. If you have any ideas, or want to contribute by creating one of the things on the To-Do list, post your work in this thread for PEACHing by your fellow board members and it'll probably be added. If you helped in the other thread, by all means, speak up so I can add you to the list.

Current contributors:
Kellus: Everything except what's mentioned below.
Bandededed: The Hidden Word
Gaurd Juris: The Hidden Word

The To-Do list is subject to additions and reductions.

Bandededed
2008-09-23, 01:12 PM
Here's a PRC I have created, but I'm not entirely sure that there's no way for it to be broken. I'd like to have your input.

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
Truenaming: Must be able to use 2nd level vocalizations.
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: Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Hide (Dex), Knowledge (all) (Int), Move Silently (Dex), Sense Motive (Wis), 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 +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|Silent Speaker|
+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|Fade into Silence|
–[/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 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.

Irresistible 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 to truenaming checks to target that foe with a vocalization. The bonus to Truenameing checks increases to +4 at level 8. You may not gain this bonus against the same foe more than once.

Recitation of Silence: At 5th level, you gain a bonus recitation known as The Recitation of Silence.

Fade into Silence: At tenth level, whenever you are in a silence effect, you may use Hide in Plain Sight.

Recitation of Silence:
Recitation 1
Base DC: 16
Duration: Recitation
Effect: You create an area of silence similar to a Silence spell. This area has a radius of 0ft and is centered on you. 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 each +8 you add to the DC, you may increase the radius of the effect by 5 feet, up to a maximum of 20ft.

Zeta Kai
2008-09-23, 01:14 PM
I don't think that it is right to re-post everything that Kellus created, especially since you do not have his permission to do so. I see that you credited him for his work once at the end, but a casual viewer would think that you created everything in the first 9 posts, which isn't fair or true.

You could simply link to the original thread instead. If you must post Kellus's work here, I think that you should put the original material in spoilers, otherwise what you've got so far smacks of plaigerism.

Human Paragon 3
2008-09-23, 01:18 PM
I'm a bit confused why a new thread was needed? I think any continuation could have been done in the same thread. That being said, here are some of my thoughts on the hidden word.

First, I think you're right to fear abuse of the around the edges ability, given that it lets you use more truespeak than usual. I would cut out the abilities that increase your actual truespeak output and replace them with some abilities that highlight the Hidden Word's actual skills- stealth and infiltration.

Here are some abilities I've brainstormed:

Syllable of Stealth: Access to a new recitation that gives you +4 to hide checks. Augment to +8, or bump the ability to +8 at a higher level.

Honeyed Words: 1/encounter, when you make a bluff check and you don't like the result, you may replace the roll with a truespeak check. You must keep the results of the new check even if it is lower. Bump to 2/encounter at higher level.

Recitation of Silence: While you maintain this recitation, you are surrounded by a 10' radius zone of silence. This zone of silence does not prevent you from maintaining this recitation, but does prevent use of any other truespeach in its area. Augment to 20 feet.

Fade Into Silence: 10th level capstone ability that gives you the Hide in Plain Sight class feature while subject to Recitation of Silence or a similar silencing effect.

Add Bluff, Diplomacy, Disguise and possibly Sense Motive to the skill list. Also, this is a bit weaker than your version, so I would give them one extra vocalizer level, probably the level 5 skip.

The Irresistable strike seems abusable, too. A 9th level Hidden Word could easily get +16 to their truespeak checks after delivering just one skirmish or sudden strike attempt. I would make it a flat +2 bonus, and maybe increase to +4 at a higher level. Even this small boost (and increase of absolute value) will be extremely useful when trying to make difficult vocalization DCs.

Bandededed
2008-09-23, 02:33 PM
I don't think that it is right to re-post everything that Kellus created, especially since you do not have his permission to do so. I see that you credited him for his work once at the end, but a casual viewer would think that you created everything in the first 9 posts, which isn't fair or true.

You could simply link to the original thread instead. If you must post Kellus's work here, I think that you should put the original material in spoilers, otherwise what you've got so far smacks of plaigerism.

Actually, from what I remember, Kellus encouraged anyone who wanted to do so to use his work. I will credit him in the first post, though, if it worries you so. I certainly don't want to try to take credit away from him. But spoilers? Do you want to open that many to get at usable material?


I'm a bit confused why a new thread was needed? I think any continuation could have been done in the same thread

My thought was that I wanted to keep everything in one place, so that anyone wanting to use the material could do so easily. Continuing the project in the main thread would be difficult, as Kellus is gone and no one would be able to edit his posts to update the information. To me, being forced to search through what might be a large thread to find what you want to use is unacceptable.


First, I think you're right to fear abuse of the around the edges ability, given that it lets you use more truespeak than usual. I would cut out the abilities that increase your actual truespeak output and replace them with some abilities that highlight the Hidden Word's actual skills- stealth and infiltration.

Yeah, I feared that I was going the wrong direction with that, but it sounded cool... Ah well.

I like most of your abilities, as well - especially Fade into Silence. For Irresistible Strike, I see your point. You agree with the AL increase, then?

Human Paragon 3
2008-09-23, 02:42 PM
For Irresistible Strike, I see your point. You agree with the AL increase, then?

I'm not positive on this yet. You're already narrowing the margin of absolute limit by virtue of reducing your opponent's current HP. Honestly, I think it would take playtesting to know for sure. The more I think about it, the more it seems like it could be a bad idea. Now you have to keep separate track of absolute limit for each enemy you hit with sneak attack. Each sneak attack does a different amount of damage so you have to do double-digit addition for every enemy you hit. This math isn't beyond the ken of us gamers, but it would slow down combat. I think leaving the Irresistible Strike as a flat bonus to Truespeak vs. the opponent hit might be the best way to do it.

Bandededed
2008-09-23, 02:57 PM
I'm not positive on this yet. You're already narrowing the margin of absolute limit by virtue of reducing your opponent's current HP. Honestly, I think it would take playtesting to know for sure. The more I think about it, the more it seems like it could be a bad idea. Now you have to keep separate track of absolute limit for each enemy you hit with sneak attack. Each sneak attack does a different amount of damage so you have to do double-digit addition for every enemy you hit. This math isn't beyond the ken of us gamers, but it would slow down combat. I think leaving the Irresistible Strike as a flat bonus to Truespeak vs. the opponent hit might be the best way to do it.

You're right. I feel kinda dumb now :smalltongue:. Thanks for the input.

Do you think Recitation of Silence should start without a radius - so only in your square, and extend outward from there?

Human Paragon 3
2008-09-23, 03:08 PM
You're right. I feel kinda dumb now :smalltongue:. Thanks for the input.

Do you think Recitation of Silence should start without a radius - so only in your square, and extend outward from there?

That would make it more useful in a way. Could work. I would add that the radius is centered on you, and that you can continue to vocalize the recitation since you don't get silent speaker until level 7.

I'd also update the chart with Irresistable Strike +2 at level 4 and Irresistable Strike +4 at level 8 for a better at-a-glance read.

Bandededed
2008-09-23, 03:15 PM
That would make it more useful in a way. Could work. I would add that the radius is centered on you, and that you can continue to vocalize the recitation since you don't get silent speaker until level 7.

I'd also update the chart with Irresistable Strike +2 at level 4 and Irresistable Strike +4 at level 8 for a better at-a-glance read.

Done and done. Should normal Truenamer's be able to learn the recitation, or should it be kept for this class only? I feel the latter, but it's up to you.

Human Paragon 3
2008-09-23, 03:15 PM
Done and done. Should normal Truenamer's be able to learn the recitation, or should it be kept for this class only? I feel the latter, but it's up to you.

Certainly the latter. Oh, and having the radius as 0ft is a bit weird. It has to be at least 2.5 feet or else it wouldn't even include your square. There must be some better way to phrsae it.

Bandededed
2008-09-23, 03:22 PM
Certainly the latter. Oh, and having the radius as 0ft is a bit weird. It has to be at least 2.5 feet or else it wouldn't even include your square. There must be some better way to phrsae it.

Done and added to the Class list. How about: "This area of silence affects only your square" and augment "...You change the area of this effect to a radius of 5 feet. Each additional augment adds 5 feet to the radius."

Human Paragon 3
2008-09-23, 03:26 PM
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.

Bandededed
2008-09-24, 08:46 AM
Looks nice. I'm a bit wary of Penetrating Knowledge though. Since you allow them to learn true names at will, you are effectively giving them a +9 bonus to truespeak checks against every target.

Also, Truenames are supposed to be hard to learn. So maybe True Name should be limited to once or twice / encounter (with the caveat that truenames learned this was are forgotten after combat), with Penetrating Knowledge giving a flat +2 to checks.

Inspired by Death Note, I take it? :smallsmile:.

I some ideas for magic items / enchantments.

● Gibbering Armband (takes up the space of a gauntlet).
A gibbering armband is constantly muttering in a hushed voice. Most who find the item quickly get rid of it, for the meaningless tones are quite annoying, and most don't know how to turn it off. Some, however, realize the value of this rare item.

The gibbering armband continually spouts random, garbled phrases in Truespeak. Up to 3 times per day, if you wish to learn something from it, roll the d%. On a roll of 90 or above, randomly select a creature around you. You may make a Truespeak check (DC = 15 + HD of the target) to learn that creatures Truename. If you fail the check, you take 1d6 + 1 damage per 2 points of the check that you failed by (round down) from the backlash of the universe. All of this takes a standard action.

Price: ???

● Name Resistance, Armor Enchantment.
This armor obscures parts of you from the universe, making it that much harder for you to be affected by Truespeak. You gain Name Resistance (+2, +4, or +6). This resistance stacks with that gained through feats or classes, but not with any name resistance gained through other items.

Price: ???

● Ring of Rejuvenated Self
If you speak the simple name of this ring in Truespeak, it grants you Fast Healing 2 for 3 rounds. This item is activated as a swift action and functions 3 times per day with a Truename Check DC 20

Human Paragon 3
2008-09-24, 10:00 AM
Hey, I toned down the penetrating knowledge to a flat bonus of +6 (instead of a scaling bonus capped at +9). I think that should work. And yes, inspired by deathnote, indeed. I was thinking of designing the deathnote as a truenaming artifact, but that might be a little over the top.

As for your items, I think the obscuring mist property should simply be a Name Resistant property, since that's all it does, and this way it can scale. So you might have Mithril Chain Mail of Name Resistance +2, for instance. This brings it more in line with the SR armor enhancement. Plus, Obscuring Mist is a cleric spell, if I'm not mistaken.

The other two items are cool, but shouldn't the Ring have a truspeak DC attached to it?

I was thinking of a weapon property "Resounding" which picks up and amplifies sounds, so if you truespeak into it, it will repeat the utterance every time it lands a blow, for say, d6 rounds, targeting whoever you strike.

I've also started preliminary work on the Fiendbinder PrC that Kellus proposed in the OP.

Bandededed
2008-09-24, 10:27 AM
Hey, I toned down the penetrating knowledge to a flat bonus of +6 (instead of a scaling bonus capped at +9). I think that should work. And yes, inspired by deathnote, indeed. I was thinking of designing the deathnote as a truenaming artifact, but that might be a little over the top.

Oh, are you including the +4 bonus you get to truenaming attempts from knowing the creatures truename in the block? If so, I see. As for the Deathnote, artifacts are all over the top - but they almost never show in a campaign. So I don't think it would be a problem.


As for your items, I think the obscuring mist property should simply be a Name Resistant property, since that's all it does, and this way it can scale. So you might have Mithril Chain Mail of Name Resistance +2, for instance. This brings it more in line with the SR armor enhancement. Plus, Obscuring Mist is a cleric spell, if I'm not mistaken.

Is it a cleric spell? That's where I've heard that name. The scaling property sounds good. Any idea what it should cost? I've never been good at pricing things.


The other two items are cool, but shouldn't the Ring have a truspeak DC attached to it?

I was thinking of a weapon property "Resounding" which picks up and amplifies sounds, so if you truespeak into it, it will repeat the utterance every time it lands a blow, for say, d6 rounds, targeting whoever you strike.

I've also started preliminary work on the Fiendbinder PrC that Kellus proposed in the OP.

Yes, it should. I was in a bit of a rush when I posted, and I didn't think about it until later. 15 maybe?

That weapon quality should be cool, maybe add a limit on the level of the utterance it can repeat properly, maybe scaling with cost.

Sounds good - I've been thinking about the Truesinger. I have yet to have any great ideas strike yet though.

Human Paragon 3
2008-09-26, 02:59 PM
Woot! Behond, the fiendbinder! Look upon him, ye mighty, and tremble.

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 1|+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 2|-

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 3, 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 2nd 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, if the fiendbinder summons multiple creatures, their combined HP can be up to 150% of the fienbinder’s absolute limit. Doing so increased the dc of the truespeak check by 5. No individual summoned creature's HP total may exceed the fiendbinder'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, if the fiendbinder summons multiple creatures, their combined HP can be up to double the fienbinder’s absolute limit. Doing so increased the dc of the truespeak check by 10. No individual summoned creature's HP total may exceed 150% the fiendbinder's absolute limit.

Human Paragon 3
2008-10-02, 03:57 PM
Here's the link to Kellus's original Truesinger (http://www.giantitp.com/forums/showthread.php?t=54748). Might help you on your quest to designing the new Truesinger.

By the way, what the hell happened to this thread?

dman11235
2008-10-04, 10:42 PM
Two questions: 1) what was wrong with the old thread?

2) WHY IS IT STILL A SKILL! You even got rid of everything that makes a skill a skill, so why not just have it be class level+int? You get the same effect, only you don't have to add all of those clauses saying that you can't do this with it even though it's a skill. This also adds room for class features that just grant bonuses, a feat that's basically Practiced Manifester/Caster only for this, a feat that's just a bonus if you feel like it instead, and if you want to you can add 1/2 other class levels to it.

Human Paragon 3
2008-10-05, 05:23 PM
Two questions: 1) what was wrong with the old thread?

I asked the same question when the new thread was created. Here was Bandeded's answer:


My thought was that I wanted to keep everything in one place, so that anyone wanting to use the material could do so easily. Continuing the project in the main thread would be difficult, as Kellus is gone and no one would be able to edit his posts to update the information. To me, being forced to search through what might be a large thread to find what you want to use is unacceptable.



2) WHY IS IT STILL A SKILL! You even got rid of everything that makes a skill a skill, so why not just have it be class level+int? You get the same effect, only you don't have to add all of those clauses saying that you can't do this with it even though it's a skill. This also adds room for class features that just grant bonuses, a feat that's basically Practiced Manifester/Caster only for this, a feat that's just a bonus if you feel like it instead, and if you want to you can add 1/2 other class levels to it.

A good point that I'll try to answer as best I can. All this was originally devised by Kellus, and it's hard to get into his head. Bandeded took over this project when Kellus had a crisis of faith and left the forum (again), and since then Bandeded has also dissapeared, so I think technically I'm in charge of this madness. Anyway, here's what I think Kellus was thinking.

First, I think he was trying to keep as much of the original feel of truenaming as possible, and part of that is that it is skill-based casting. He put those restrictions on the skill so that his new, better abilities wouldn't be abused, but left it as a skill so that clever players could trick it out a bit. Skill focus is still an option, the language synergies that mirror skill synergies, prestiege classes such as Exemplar that boost your skills, and a few other perks (such as Truespeakin being on the Factotum class list) are all side effects of its status as a skill. There's a bit of interesting design space there, and room for players to have some fun with it, too.

Making it a plain level check as you suggested would still work, but I think Kellus wanted something more dynamic. Apologies to anyone I misrepresented in this post.

Also, I myself am leaving the country for about 9 days for my honeymoon, so don't excpet many more posts from me for a while!

dman11235
2008-10-05, 08:08 PM
As for skill focus: you can make a new feat. As for the other classes: only Factotum makes much sense. Because they know everything, yadda yadda. But really, a +1/2 representing your continued study of things should represent a decent multi-class mechanic, if multiclassing was desireable.

Level20Commoner
2008-10-06, 12:05 PM
The One with No Name Prc should have a familiar (skull) as one of its class features. :smallwink: