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Thread: Truenamers
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2007-11-12, 08:15 PM (ISO 8601)
- Join Date
- Nov 2007
Truenamers
Has anyone playtested these guys as a GM or player?
The Truespeak DCs seem pretty steep, but I cannot really assess how this works out without playing one.
Anyone have experience or thoughts about this magic system?
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2007-11-12, 08:17 PM (ISO 8601)
- Join Date
- Oct 2007
- Location
- St. Louis
- Gender
Re: Truenamers
I've never played one but you may find some relevant information here.
Ask me about our low price vacation plans in the Elemental Plane of Puppies and PieSpoiler
Evoker avatar by kpenguin. Evoker Pony by Dirtytabs. Grey Mouser, disciple of cupcakes by me. Any and all commiepuppies by BRC
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2007-11-12, 08:20 PM (ISO 8601)
- Join Date
- Nov 2007
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2007-11-12, 08:30 PM (ISO 8601)
- Join Date
- Nov 2007
Re: Truenamers
Also, I promise to use the search function in the future.
Forgive my newtardness.
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2007-11-12, 11:19 PM (ISO 8601)
- Join Date
- May 2005
- Location
- Appalachian Mountains
Re: Truenamers
Thats OK, the search function for this forum is kinda cruddy. My general opinion on truenamers is that the concept is great, but the implementation barely qualifies as playable. An expert with UMD is almost as good as an equal level truenamer.
Aratos Tell
HP:53/53 AC:19,FlatFooted:16,Touch:13
Active Effects: Speak w/Animals
Spells Prepared: Cure Minor Wounds*4, Flare, Calm Animals, Charm Animal, Cure Light Wounds, Animal Messenger, Flaming Sphere, Lesser Restoration, Hold Animal, Cure Mod. Wounds*2, Speak w/Plants
Megiddo
HP:26/26 PP: 40/40 AC:14,FlatFooted:13,Touch:13
Active Effects:
Spells Prepared: Light*2, Burning Hands*2, Protection f/Evil, Magic Missile, Shocking Grasp, See Invis., Acid Arrow, Scorching Ray*2
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2007-11-13, 08:27 AM (ISO 8601)
- Join Date
- Dec 2006
Re: Truenamers
They really require a lot of equipment and focus to work out. I think practically that they may be ok... There's a sweet spot between L8 and L12 where they can hit about a 90% probability of hitting an equal CR opponent w/ their effects (its mainly due to the fact that they can afford better +stat items and +truename equipment from ToM at that level). I think that they're better off as party buffers than as anti-enemy.
I swear I'm going to play one of them... some day...
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2007-11-13, 09:28 AM (ISO 8601)
- Join Date
- Aug 2007
- Gender
Re: Truenamers
Truenamers are great, it's the skill they depend on that needs a fix. If the truespeak DCs are reduced, truenamers will be playable, but if you need to get a 111 to do anything against the Tarrasque, something has to be wrong.
Last edited by Hyozo; 2007-11-13 at 09:30 AM.
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2007-11-13, 09:33 AM (ISO 8601)
- Join Date
- Aug 2007
- Gender
Re: Truenamers
I agree with the consensus. The Truespeak DCs are just too rough.
Our group has them reduced to 20 + CR, rather then 15 + CR x 2. Sucks a bit more in the beginning, but far more doable later on.