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Author: Warriors4ever (talk)
Date Created: 5/10/11
Status: 70%
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A Truenamer uses Truespeech to effect his enemies.

Truenamer (Variant)[edit]

A Truenamer is a being who speaks words that alter the world around him. Using primal words pieced together from studies and multiple languages, a Truenamer uses Truespeak to tell the universe what to do.

Making a Truenamer[edit]

A Truenamer is a capable short range combatant, who can hold it's own in close combat while developing potent powers.

Abilities: Intelligence is the most important ability, as it allows a Truenamer to Speak more accurately and is the ability which dictates the save DCs of the Truespeak abilities which require saves. High Strength, Dexterity, or Constitution help the Truenamer if in combat, but really should be chosen based on what the player (you) wants to do with the character. Dexterity is suggested, although, because this raises the Armor Class of the Truespeaker, among other things.


Races: Most races have Truenamers among them. Truenamers must, however, come from a race with a language that uses speech (not physical movements to comunicate), and preferably a race that has access to stored knowledge, such as a library, but this is not mandatory.

Alignment: Truenamers may be any alignment.

Starting Gold: 4d4×10 gp 

Starting Age: As wizard.

Table: The Truenamer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Truespeak Abilties Known
Fort Ref Will Utterances Incantations Recitations
1st +0 +0 +0 +2 Truenaming (1st Level), Personal Truename, Truespeak Knowledge 2 2 0
2nd +1 +0 +0 +3 Knowledge Focus 3 2 0
3rd +2 +1 +1 +3 Skill Focus (Knowledge [Truespeak]) 4 3 1
4th +3 +1 +1 +4 2nd Level Truenaming 5 3 1
5th +3 +1 +1 +4 6 4 1
6th +4 +2 +2 +5 7 4 2
7th +5 +2 +2 +5 3rd Level Truenaming, Knowledge Focus 8 5 2
8th +6/+1 +2 +2 +6 9 5 2
9th +6/+1 +3 +3 +6 10 6 3
10th +7/+2 +3 +3 +7 4th Level Truenaming 11 6 3
11th +8/+3 +3 +3 +7 12 7 3
12th +9/+4 +4 +4 +8 Knowledge Focus 13 7 3
13th +9/+4 +4 +4 +8 5th Level Truenaming, Speak Unto the Masses 14 8 4
14th +10/+5 +4 +4 +9 15 8 4
15th +11/+6/+1 +5 +5 +9 16 9 4
16th +12/+7/+2 +5 +5 +10 6th Level Truenaming 17 9 5
17th +12/+7/+2 +5 +5 +10 18 10 5
18th +13/+8/+3 +6 +6 +11 19 10 5
19th +14/+9/+4 +6 +6 +11 7th Level Truenaming 20 11 6
20th +15/+10/+5 +6 +6 +12 Say My Name and I am There 21 11 6

Class Skills (4 + Int modifier per level, ×4 at 1st level)

Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (Int), Knowledge (Truespeak) (Int), Listen (Wis), Perform (oratory) (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (None), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Truenamer.

Weapon and Armor Proficiency: Truenamers are proficient with simple weapons, light armor, and medium armor.

Truespeak Ablilties Known: The DC for any saving throw for the Truenamer's abilities is equal to 10 + the Truenamer's Intelligence modifier + the Truenamer's class level. A Truenamer's Intelligence score determines the highest Truespeak effects it can cause.  A Truenamer chooses its Truespeak effects from the following lists:

Utterances

1st— Defensive Edge, Inertia Surge, Knight's Puissance, Perceive the Unseen, Silent Caster, Universal Aptitute, Word of Nurturing (Minor)

2nd— Accelerated Attack, Archer's Eye, Hidden Truth, Morale Boost, Speed of the Zephyr, Strike of Might, Temporal Twist, Vision Sharpened, Wind-Carried Words, Word of Nurturing (Lesser)

3rd— Breath of Cleansing, Energy Negation, Incarnation of Angels, Preternatural Clarity, Seek the Sky, Serpent's Tongue, Speed of the Zephyr (Greater), Temporal Spiral, Word of Bolstering, Word of Nurturing (Moderate)

4th— Breath of Recovery, Caster Lens, Confounding Resistance, Essence of Lifespark, Knight's Puissance (Greater), Magic Contraction, Sensory Focus, Word of Nurturing (Potent)

5th— Eldritch Attraction, Energy Negation (Greater), Ether Reforged, Mystic Rampart, Seek the Sky, Greater, Ward of Peace, Word of Nurturing (Critical)

6th— Singular Mind, Temporal Hurricane,Unname, Word of Nurturing (Greater)

7th— Word of Nurturing (Awesome)

Incantations

1st— Harden the Metal, Move the Arrow, Purify the Food, Slick the Surface

2nd—<-spells, spells, spells->

3rd—<-spells, spells, spells->

4th—<-spells, spells, spells->

5th—<-spells, spells, spells->

6th—<-spells, spells, spells->

7th—<-spells, spells, spells->

Recitations

1st—<-spells, spells, spells->

2nd—<-spells, spells, spells->

3rd—<-spells, spells, spells->

4th—<-spells, spells, spells->

5th—<-spells, spells, spells->

6th—<-spells, spells, spells->

7th—<-spells, spells, spells->


Truenaming (Su): A Truenamer can alter the universe using phrases, words, and even short sentences spoken using Truespeech (a language formed of base elements of many languages). These effects divide into three catagories: Utterances, Incantations, and Recitations. These phrases are how the Trunamer effects the universe (in game terms, casts its "spells"). All Truespeak phrases have the following properties:

♦ Used as a Move Action

♦ Activation does not provoke an Attack of Opportunity

♦ Not subject to spell resistance or spell immunity

♦ Subject to name resistance and namelessness

♦ Subject to Failure chance

♦ Supernatural Ability (Su)

♦ Reversible (A Truenamer can reverse any phrase to cause an opposite effect)

♦ Augmentable by increasing chance of failure

♦ Augmentable if target's Truename is known

♦ Target a creature within line of sight

♦ Subject to the Law of Sequence (see below)

♦ Do not stack with themselves

♦ Never requires material components or Experience Points


Law of Sequence:" If you speak a truespeak phrase with a duration, you can't use that utterance again until the duration ends. You may, however, use a Truespeak phrase with the same name, so long as it has "minor", lesser", "moderate", "potent", or "greater" in the name.

Truename Failure & Augmenting: All Truename effects have a base failure chance, like that of spell failure chance. Each Truespeak phrase is a complicated phonetic  jumble of sounds with varying pitches and syllables. Thus,  every Truenamer (even the more experienced ones), may mispronounce even "simple" phrases. All Truename effects have a base failure chance, to which is added augments, failure chances of various complicated Truespeak phrases, and other modifiers.  Truenamer  base failure chance is show below. Truename effects can be augmented by increasing the power, but also increasing the failure chance. Every truespeak effect must be rolled on a percentile (d20 usually works best) and has a failure chance that may stop use properly. Essentially, the Truenamer has a Critical Success chance and a Critical Failure chance,  however, a Truenamer may augment his Truespeak effects by increasing the normal failure chance. As the Truenamer increases in level, it becomes better at Speaking its effects, so the Failure chance decreases. Failure on this check means that the effect simply fails to happen. On a Critical Success, the duration of the Truespeak effect is doubled. When augmenting a truespeak effect, you can only increase the Truespeak Failure chance by an amount equal to your truenamer level. By increasing the Failure Chance by 5%, you augment the Truespeak effect 1 step.

Table: Base Failure Chance
Level Spells Known
1st 2nd 3rd 4th 5th 6th 7th 
1st 50% — 
2nd 40%
3rd 30% — 
4th 20% 50% — 
5th 10% 40% — 
6th 5% 30% — 
7th 5% 20% 50% — 
8th 5% 10% 40% — 
9th 5% 5% 30% — 
10th 5% 5% 20% 50% — 
11th 5% 5% 10% 40% — 
12th 5% 5% 5% 30% — 
13th 5% 5% 5% 20% 50% — 
14th 5% 5% 5% 10% 40% — 
15th 5% 5% 5% 5% 30% — 
16th 5% 5% 5% 5% 20% 50% 
17th 5% 5% 5% 5% 10% 40% 
18th 5% 5% 5% 5% 5% 30% 
19th 5% 5% 5% 5% 5% 20%  50%
20th 5% 5% 5% 5% 5% 10%  40%

Positive Failure Chance Modifiers: Some factors of a Truenamer can give a positive modifier to Failure Chance:

♦ For every 4 Languages a Truenamer knows, it may decrease the Base Failure Chance (BFC) DC by 5%

♦ For every point 1 point of Intelligence Modifier the Truenamer has, he may decrease the BFC DC by 5%

♦ If the Trunamer has at least 5 ranks in Knowledge (Truespeak), it may decrease the BFC by 5%   ♦ By taking certain feats, the BFC may be decreased

Effects of Knowing Truenames: If you know the Truename of a creature, you may Augment any Truename effect 2 steps without incurring the Failure chance. Augmenting Truespeaking effects further incur failure chances normally.

Learning a Truename: A Truenamer can learn the Truename of a target in three ways. If a truenamer spends one month with the creature, as long as the creature is Friendly, at the end of the month (and end of every week spent with the creature after the initial month), the truenamer may make the Check to determine the target's Truename. A Trunamer may make a check whenever he is in a place of knowledge, such as a Library or something of the kind (it is ultimately up to the Dungeon Master to decide if a place is considered a place of knowledge). The Third way a Truenamer may determine a target's Truename is through the use of spells (arcane or divine). The following spells can be used to determine a creature's Truename of a CR equal to caster level + relevant ability modifier (Intelligence for wizards, Wisdom for Clerics, etc): Scrying, Greater Scrying, Analyze Dweomer, Miracle, Legend Lore, Vision, Limited Wish, Wish. To determine the Truename of a creature in any of these manors requires a Knowledge (Truespeak) check equal to 15 + 2x CR of creature + creature's Will save bonus (the Will save bonus may be removed if creature voluntarily lets it).

Personal Truename: A Truenamer begins play knowing it's own Truename.

Truespeak Knowledge: Knowledge (Truespeak) is always a class skill for the Truenamer.

Knowledge Focus: As a truenamer, you spend a great deal of time studying the world around you in an effort to learn new truenames. At 2nd level and every five levels thereafter, you gain a permanent +3 bonus on a Knowledge skill of your choice. Each time you gain this ability, you can apply it to a different Knowledge skill or to the same Knowledge skill, if you want to focus on a particular area of expertise.

Skill Focus (Knowledge [Truespeak]): At 3rd level, you gain Skill Focus (Truespeak) as a bonus feat. If you already have Skill Focus (Knowledge [Truespeak]), you can instead take any truespeech-related feat you meet the prerequisites for instead.

Speak Unto the Masses: (Su) At 13th level, you have the ability to affect a number of creatures with a single powerful utterance. You can only affect creatures of the same type (humanoids, giants, or dragons, for example) with a single use of this ability, although you could use it against a different group of a different creature type each round. No two of the creatures you wish to affect can be more than 30 ft apart. For each creature you wish to affect beyond the first, the Failure Chance of your Truespeak check increases by 5%. You cannot speak a personal truename while using Speak Unto the Masses.

Say My Name and I am There: (Su): At 20th level, you develop a truename — not your personal truename, but a sort of true nickname — that is invested with cosmic power such that others who speak it can conjure you forth. Whenever someone successfully says this truename, you can appear at that creature's location as if taken there by a word of recall spell. You know who is saying your truename, and you can choose not to be transported if you wish. The nickname is often one or two syllables taken from your personal truename. A creature speaking your true nickname need not make a Truespeak check to do so. Most truenamers with this ability teach the truename to their friends and allies so they can be called when needed.


<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", or "(Sp)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Epic Truenamer[edit]

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d6

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

Warforged (ECS) Truenamer Starting Package[edit]

Weapons: Morningstar.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor.  If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor.  If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.


Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.


Playing a Truenamer[edit]

Religion: Truenamers are not very particular about who they worship. They acknowledge that both Good and Evil play major parts in the universe. Truenamers tend to lean towards worshiping beings who promote creation or destruction, depending on their alignment.

Other Classes: Most other classes regard Truenamers as some sort of strange spellcaster, but still a spellcaster, nonetheless. Wizards and similar classes think of Truenaming as kind of a school focus of magic, while clerics and other divine casting classes regard Truenaming as a combination of arcane and divine magic.

Combat: A Truenamer is best at supporting his allies with Truespeak while fighting, if necessary. A Truenamer can do use its abilities the most when not engaged in combat with another foe.

Advancement: Truenamers like to stay consistently Truenamers. On occasion, some Truenamers will take levels in a class with a full base attack bonus progression to improve their combat skill.



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