Ivius
2008-10-05, 09:09 AM
The Truenamer
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Truenaming Bonus|
Spells Known
1st|+0|+0|+0|+2|Truenaming|
1 + INT Bonus|
3 + INT Bonus
2nd|+1|+0|+0|+3|Truenaming Ability|
2 + INT Bonus|
4 + INT Bonus
3rd|+1|+1|+1|+3|Accumulated Nomenclature +1d6, Truenaming Resistance +1|
3 + INT Bonus|
5 + INT Bonus
4th|+2|+1|+1|+4||
4 + INT Bonus|
6 + INT Bonus
5th|+2|+1|+1|+4|Truenaming Ability|
5 + INT Bonus|
7 + INT Bonus
6th|+3|+2|+2|+5|Truenaming Resistance +2|
6 + INT Bonus|
8 + INT Bonus
7th|+3|+2|+2|+5|Accumulated Nomenclature +2d6|
7 + INT Bonus|
9 + INT Bonus
8th|+4|+2|+2|+6|Truenaming Ability|
8 + INT Bonus|
10 + INT Bonus
9th|+4|+3|+3|+6|Truenaming Resistance +3|
9 + INT Bonus|
11 + INT Bonus
10th|+5|+3|+3|+7||
10 + INT Bonus|
12 + INT Bonus
11th|+5|+3|+3|+7|Accumulated Nomenclature +3d6, Truenaming Ability|
11 + INT Bonus|
13 + INT Bonus
12th|+6/+1|+4|+4|+8|Truenaming Resistance +4|
12 + INT Bonus|
14 + INT Bonus
13th|+6/+1|+4|+4|+8||
13 + INT Bonus|
15 + INT Bonus
14th|+7/+2|+4|+4|+9|Truenaming Ability|
14 + INT Bonus|
16 + INT Bonus
15th|+7/+2|+5|+5|+9|Accumulated Nomenclature +4d6, Truenaming Resistance +5|
15 + INT Bonus|
17 + INT Bonus
16th|+8/+3|+5|+5|+10||
16 + INT Bonus|
18 + INT Bonus
17th|+8/+3|+5|+5|+10|Truenaming Ability|
17 + INT Bonus|
19 + INT Bonus
18th|+9/+4|+6|+6|+11|Truenaming Resistance +6|
18 + INT Bonus|
20 + INT Bonus
19th|+9/+4|+6|+6|+11|Accumulated Nomenclature +5d6|
19 + INT Bonus|
21 + INT Bonus
20th|+10/+5|+6|+6|+12|Vast Nomenclature, Truenaming Ability|
20 + INT Bonus|
22 + INT Bonus
[/table]
Hit Die: 1d6
Class Skills:
The Truenamer's Class Skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All the following are class features of the Truenamer.
Weapon and Armor Proficiencies
Truenamers are proficient with all simple weapons. Truenamers are proficient with light armor, but not with shields.
Truenaming
Truenamers cast "spells" by formally describing to the universe exactly what they wish to happen, speaking in a loud and clear voice. Make a check (DC 15 + spell cost) and add your Truenamer level (plus 1/2 for each level in all other classes, round down) and any modifiers. If this check succeeds, the spell is cast. Normal rules apply for maintaining the spell, dispelling it, etc. with your Truenamer level as your caster level. If the check fails, you've either stated your request incorrectly or the universe has better things to do. Truenaming has no somatic components (Thus there is no penalty for Truenaming while wearing armor, carrying a shield, with no free hands, etc.), but all material components and focuses must be supplied. If you take one month while doing no other strenuous activity, you may make a check (DC 25), adding your Truenamer level (plus 1/2 for each level in all other classes, round down) and any modifiers. If you succeed, you learn the creature's Truename, gaining a +10 bonus on Truenaming against that creature.
Truenaming Modifiers
{table="head"]Modifier | Condition
+1 | Passing knowledge of subject; you remember bumping into him that one time, the person who stepped on your toe (You could have sworn it was on purpose!)
+2 | Casual knowledge of subject; your neighbor, the local tavern owner, the person who mugged you
+4 | Close knowledge of subject; your best friend, your mortal enemy, the local tavern owner to the local drunk
+6 | Deep knowledge of of subject; your spouse, a close family member, the person who personally killed everyone you know, while cursing your name and stealing all of your most prized possessions.
-1 | Each 10 ft. of distance between you and the subject (for spell with range other than Personal, Touch, or Area, whose ranges are calculated normally)
-2 | You don't have line of sight to the subject
-2 | You don't have line of effect to the subject
+10 | You know the subject's Truename
+2 | You and the subject are the same species
+5 | You know the spell to be cast
[/table]
Spell Costs
{table="head"]Spell Level | Cost
0 | 1
1 | 2
2 | 3
3 | 5
4 | 8
5 | 12
6 | 18
7 | 27
8 | 40
9 | 60
[/table]
Learning a Creature's Truename
{table="head"]Modifier | Condition
+1 | Per Truenamer level
+1/2 | Per level in all other classes
+1 | Passing knowledge of subject; you remember bumping into him that one time
+2 | Casual knowledge of subject; your neighbor, the local tavern owner
+4 | Close knowledge of subject; your best friend, the local tavern owner to the local drunk
+6 | Deep knowledge of of subject; your spouse, a family member
+2 | You and the subject are the same species
+5 | The subject is present (whether willing, unconscious, enchanted, etc.)
+1 | You have access to a modest library
+2 | You have access to a medium library
+4 | You have access to a large library
+5 | You have access to an incredibly large library
+1 | Subject is fairly notable; the undefeated champion of the annual pie eating contest, 10 years running
+2 | Subject is very notable; the founder of the kingdom's only wizarding school
+4 | Extremely notable; the king, the hero who slayed a dragon a day for three years
-2 | Subject is very secretive
-1 | Per Truenamer level of subject
-1 | Per Hit Die of subject
[/table]
Truenaming Ability
You obtain an ability from the following list:
Ritual Truenaming:
For each hour you spend preparing (maximum Truenamer level hours) you obtain a +1 bonus to your Truenaming check (+2 if the subject is present, whether willing, unconscious, enchanted, etc.). Each time you take this ability, the bonus is increased by one.
Remote Truenaming:
The penalty for Truenaming with the subject at a distance is reduced to -1/50 ft. Each time you take this ability, the distance is doubled.
Extra Spells:
You learn a number of new spells equal to your Intelligence bonus each time you take this ability.
Quiet Truenaming:
You can Truename while speaking softly. If you take this ability a second time, you can Truename while whispering.
Truenaming with Your Hands:
You can better communicate with the universe using gestures, thus giving you a +1 bonus for each time you take this ability if you accept a somatic component on your spells.
Accumulated Nomenclature:
You gain the listed bonus on checks to learn a creature's Truename, through random collection of Truename related trivia.
Truenaming Resistance
The universe starts taking a liking to you, sometimes refusing the commands of other Truenamers to help you. The DC of hostile Truenaming against you is increased by the listed amount.
Vast Nomenclature
You have a small chance of already having picked up the Truename of any given creature in your studies. You have a one in twenty chance to automatically know the Truename of a creature.
Nothing here is set in stone; in particular the costs of spells are very likely to change. Input is very welcome, especially on fluff, which is more or less missing.
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Truenaming Bonus|
Spells Known
1st|+0|+0|+0|+2|Truenaming|
1 + INT Bonus|
3 + INT Bonus
2nd|+1|+0|+0|+3|Truenaming Ability|
2 + INT Bonus|
4 + INT Bonus
3rd|+1|+1|+1|+3|Accumulated Nomenclature +1d6, Truenaming Resistance +1|
3 + INT Bonus|
5 + INT Bonus
4th|+2|+1|+1|+4||
4 + INT Bonus|
6 + INT Bonus
5th|+2|+1|+1|+4|Truenaming Ability|
5 + INT Bonus|
7 + INT Bonus
6th|+3|+2|+2|+5|Truenaming Resistance +2|
6 + INT Bonus|
8 + INT Bonus
7th|+3|+2|+2|+5|Accumulated Nomenclature +2d6|
7 + INT Bonus|
9 + INT Bonus
8th|+4|+2|+2|+6|Truenaming Ability|
8 + INT Bonus|
10 + INT Bonus
9th|+4|+3|+3|+6|Truenaming Resistance +3|
9 + INT Bonus|
11 + INT Bonus
10th|+5|+3|+3|+7||
10 + INT Bonus|
12 + INT Bonus
11th|+5|+3|+3|+7|Accumulated Nomenclature +3d6, Truenaming Ability|
11 + INT Bonus|
13 + INT Bonus
12th|+6/+1|+4|+4|+8|Truenaming Resistance +4|
12 + INT Bonus|
14 + INT Bonus
13th|+6/+1|+4|+4|+8||
13 + INT Bonus|
15 + INT Bonus
14th|+7/+2|+4|+4|+9|Truenaming Ability|
14 + INT Bonus|
16 + INT Bonus
15th|+7/+2|+5|+5|+9|Accumulated Nomenclature +4d6, Truenaming Resistance +5|
15 + INT Bonus|
17 + INT Bonus
16th|+8/+3|+5|+5|+10||
16 + INT Bonus|
18 + INT Bonus
17th|+8/+3|+5|+5|+10|Truenaming Ability|
17 + INT Bonus|
19 + INT Bonus
18th|+9/+4|+6|+6|+11|Truenaming Resistance +6|
18 + INT Bonus|
20 + INT Bonus
19th|+9/+4|+6|+6|+11|Accumulated Nomenclature +5d6|
19 + INT Bonus|
21 + INT Bonus
20th|+10/+5|+6|+6|+12|Vast Nomenclature, Truenaming Ability|
20 + INT Bonus|
22 + INT Bonus
[/table]
Hit Die: 1d6
Class Skills:
The Truenamer's Class Skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All the following are class features of the Truenamer.
Weapon and Armor Proficiencies
Truenamers are proficient with all simple weapons. Truenamers are proficient with light armor, but not with shields.
Truenaming
Truenamers cast "spells" by formally describing to the universe exactly what they wish to happen, speaking in a loud and clear voice. Make a check (DC 15 + spell cost) and add your Truenamer level (plus 1/2 for each level in all other classes, round down) and any modifiers. If this check succeeds, the spell is cast. Normal rules apply for maintaining the spell, dispelling it, etc. with your Truenamer level as your caster level. If the check fails, you've either stated your request incorrectly or the universe has better things to do. Truenaming has no somatic components (Thus there is no penalty for Truenaming while wearing armor, carrying a shield, with no free hands, etc.), but all material components and focuses must be supplied. If you take one month while doing no other strenuous activity, you may make a check (DC 25), adding your Truenamer level (plus 1/2 for each level in all other classes, round down) and any modifiers. If you succeed, you learn the creature's Truename, gaining a +10 bonus on Truenaming against that creature.
Truenaming Modifiers
{table="head"]Modifier | Condition
+1 | Passing knowledge of subject; you remember bumping into him that one time, the person who stepped on your toe (You could have sworn it was on purpose!)
+2 | Casual knowledge of subject; your neighbor, the local tavern owner, the person who mugged you
+4 | Close knowledge of subject; your best friend, your mortal enemy, the local tavern owner to the local drunk
+6 | Deep knowledge of of subject; your spouse, a close family member, the person who personally killed everyone you know, while cursing your name and stealing all of your most prized possessions.
-1 | Each 10 ft. of distance between you and the subject (for spell with range other than Personal, Touch, or Area, whose ranges are calculated normally)
-2 | You don't have line of sight to the subject
-2 | You don't have line of effect to the subject
+10 | You know the subject's Truename
+2 | You and the subject are the same species
+5 | You know the spell to be cast
[/table]
Spell Costs
{table="head"]Spell Level | Cost
0 | 1
1 | 2
2 | 3
3 | 5
4 | 8
5 | 12
6 | 18
7 | 27
8 | 40
9 | 60
[/table]
Learning a Creature's Truename
{table="head"]Modifier | Condition
+1 | Per Truenamer level
+1/2 | Per level in all other classes
+1 | Passing knowledge of subject; you remember bumping into him that one time
+2 | Casual knowledge of subject; your neighbor, the local tavern owner
+4 | Close knowledge of subject; your best friend, the local tavern owner to the local drunk
+6 | Deep knowledge of of subject; your spouse, a family member
+2 | You and the subject are the same species
+5 | The subject is present (whether willing, unconscious, enchanted, etc.)
+1 | You have access to a modest library
+2 | You have access to a medium library
+4 | You have access to a large library
+5 | You have access to an incredibly large library
+1 | Subject is fairly notable; the undefeated champion of the annual pie eating contest, 10 years running
+2 | Subject is very notable; the founder of the kingdom's only wizarding school
+4 | Extremely notable; the king, the hero who slayed a dragon a day for three years
-2 | Subject is very secretive
-1 | Per Truenamer level of subject
-1 | Per Hit Die of subject
[/table]
Truenaming Ability
You obtain an ability from the following list:
Ritual Truenaming:
For each hour you spend preparing (maximum Truenamer level hours) you obtain a +1 bonus to your Truenaming check (+2 if the subject is present, whether willing, unconscious, enchanted, etc.). Each time you take this ability, the bonus is increased by one.
Remote Truenaming:
The penalty for Truenaming with the subject at a distance is reduced to -1/50 ft. Each time you take this ability, the distance is doubled.
Extra Spells:
You learn a number of new spells equal to your Intelligence bonus each time you take this ability.
Quiet Truenaming:
You can Truename while speaking softly. If you take this ability a second time, you can Truename while whispering.
Truenaming with Your Hands:
You can better communicate with the universe using gestures, thus giving you a +1 bonus for each time you take this ability if you accept a somatic component on your spells.
Accumulated Nomenclature:
You gain the listed bonus on checks to learn a creature's Truename, through random collection of Truename related trivia.
Truenaming Resistance
The universe starts taking a liking to you, sometimes refusing the commands of other Truenamers to help you. The DC of hostile Truenaming against you is increased by the listed amount.
Vast Nomenclature
You have a small chance of already having picked up the Truename of any given creature in your studies. You have a one in twenty chance to automatically know the Truename of a creature.
Nothing here is set in stone; in particular the costs of spells are very likely to change. Input is very welcome, especially on fluff, which is more or less missing.