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Truenamer, Rebuild (3.5e Class)

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This is homebrew designed as a replacement for the original in Tome of Magic, and which uses the Truespeak Fix variant rules.


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Author: Eiji-kun (talk)
Date Created: 5-9-15
Status: Complete
Editing: Mechanical changes on Talk
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A fixed truenamer to be used in conjunction with the Truespeak Fix variant rules. 20 0 Moderate Poor Poor Good Other Full


Truenamer

FLUFF INCOMING, DOING A LEZIAD

Making a Truenamer

Abilities: Truenamers require a strong Charisma for their DCs and utterances, but also need Intelligence to improve their Truespeak skill, and benefit from their Knowledge perks. Constitution helps everyone, and Strength and Dexterity can help them if they enter any kind of melee or range combat.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As wizard.

Table: The Truenamer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Utterances Known Maximum Utterance Known
Fort Ref Will
1st +0 +0 +0 +2 Interjection, Knowledge Focus 2 1st
2nd +1 +0 +0 +3 Rapid Truespeech 3 1st
3rd +2 +1 +1 +3 Expanded Truespeech (Bestow Name, standard) 4 1st
4th +3 +1 +1 +4 Augment Effect 5 2nd
5th +3 +1 +1 +4 Power Word Resistance 6 2nd
6th +4 +2 +2 +5 Expanded Truespeech (Lesser Dowsing) 7 2nd
7th +5 +2 +2 +5 Knowledge Focus 8 3rd
8th +6 +2 +2 +6 Voice of the World 9 3rd
9th +6 +3 +3 +6 Expanded Truespeech (Bestow Name, move) 10 3rd
10th +7 +3 +3 +7 True Nickname (Awareness) 11 4th
11th +8 +3 +3 +7 Power Word Immunity 12 4th
12th +9 +4 +4 +8 Expanded Truespeech (Improved Dowsing) 13 4th
13th +9 +4 +4 +8 Knowledge Focus 14 5th
14th +10 +4 +4 +9 True Nickname (Scrying) 15 5th
15th +11 +5 +5 +9 Expanded Truespeech (Bestow Name, swift) 16 5th
16th +12 +5 +5 +10 Knowledge Focus 17 6th
17th +12 +5 +5 +10 Power Word Echo 18 6th
18th +13 +6 +6 +11 Expanded Truespeech (Greater Dowsing), True Nickname (Teleport) 19 6th
19th +14 +6 +6 +11 Knowledge Focus, Primal Utterance 20 6th
20th +15 +6 +6 +12 Become the Word 21 6th

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (all knowledges taken separately) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Truespeak (Int), Use Magic Device (Cha).

Class Features

All of the following are class features of the Truenamer.

Weapon and Armor Proficiency: The truenamer is proficient in all simple weapons, light and medium armor, and shields (but not tower shields).

Utterances Known: You have the ability to speak utterances, powerful combinations of truenames that can alter the world around you in fundamental ways. The three types of utterances of the original truenamer are simplified into simply just normal utterances. You begin play knowing two utterances from the 1st level truenamer utterances, and you gain one additional utterance known every level. You gain access to higher levels of utterances at the levels indicated on the table above. When you gain access to higher-level utterances, you can choose an utterance from that level or from a lower level. Each level you can also choose to replace one of your utterances known with a different utterance of equal or lower level.

Utterances may be used at will, making truenamers similar to bindersToM and warlocksCA. However they much succeed on a truespeak check in order to properly speak the utterance, with a diminished effect on a failed truespeak check. In addition they are restricted to the Law of Echoes and Law of Chorus, as detailed by the truespeak skill. Until replacement utterances are created, failing a truespeak check reduces the effect of the utterance by half (for damage, healing, and the like) or negates it entirely (for status effects).

The Difficulty Class for a saving throw against your utterances is 10 + 1/2 HD + your Cha modifier. Utterances are not inhibited by arcane spell failure, and have no somatic components. However they always have vocal components.

For now, you can use the utterances of the original TruenamerToM, though slowly these will be updated and replaced.

0th (Interjections)—TBA

1st—TBA

2nd—TBA

3rd—TBA

4th—TBA

5th—TBA

6th—TBA

Maximum Utterance Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest an utterance, a Truenamer must have an Cha score of at least 10 + the power’s level.

Interjection (Sp): Truenamers have cantrips, of a sort. Interjections are short fragments of truespeach which can be used to perform small changes in the environment around them. Interjections may be used at will with a successful DC 11 truespeak check rather than the DC being based on target CR, and are negated if the check fails.

A truenamer gains a number of interjections known equal to 1 + the truenamer's Cha modifier. Unlike his normal utterances, he knows all of his interjections and may prepare new interjections as his interjections known at the start of his day, like a cleric.

Knowledge Focus (Ex): As a truenamer, you spend a great deal of time studying the world around you in an effort learn new truenames. At 1st level and every 6 levels beyond (7th, 13th, etc) you gain a permanent +3 bonus on two Knowledge skills of your choice, and may use them untrained. Each time you gain this ability, you can apply it to different Knowledge skills, or to the same Knowledge skills if you want to focus on a particular area of expertise.

Rapid Truespeech (Ex): A 2nd level truenamer can use the various divining methods of the truespeak skill (divine HD, divine level/CR, divine current hp, and divine status) as a move action instead of a standard action.

Expanded Truespeech: At 3rd level and every three levels beyond, the truenamer gains an additional function to the truespeak skill that they can use as shown below.

Bestow Name (Su): At 3rd level the truenamer can spend a standard action to bestow a temporary truename to a single target within 60 ft. This "descriptor" allows the truenamer to treat the target as if you knew their actual truename until the end of the encounter, or 1 minute if out of combat. It is not their real truename, and so cannot be used for any other purpose other than your utterances. You can only have one Bestow Name active at a time, applying it to another creature or object negates the previous Bestow Name attempt. At 9th level, you can Bestow Name as a move action, and at 15th level you can Bestow Name as a swift action.

Dowsing (Su): At 6th level the truenamer gains access to Lesser Dowsing, allowing him to locate the position of any creature or object he knows the truename of (including via Bestow Name), even if the creature or object is disguised or invisible. To the truenamer, it is as if a sign was hanging over its head. The creature still benefits from concealment, if any, and the range of the effect extends only to line of sight. However, at 12th level it becomes Improved Dowsing, and the range extends to 1 mile/level. You no longer need line of sight, you can now determine direction (but not distance). At 18th level, the effect becomes Greater Dowsing, and the range is unlimited as long as you are on the same plane. If you are not on the same plane, you know which plane they are on, but no other information.

Augment Effect (Ex): A 4th level truenamer can augment the effect of any magical effect placed on them (be it from themselves, another caster, or a magic item such as a potion). As a move action they can try and pronounce their own truename. If successful, the next beneficial magical effect which occurs on them within 1 round gains a bonus to it's caster level (or equivalent) equal to 1/4th your character level, maximum +4 at 16 HD.

Power Word Resistance (Ex): A 5th level truenamer treats themselves as having twice as much hp as they actually have for the purpose of interacting with Power Word spells (such as power word kill).

Voice of the World (Su): An 8th level truenamer's voice resonates with the fabric of reality itself. You can speak in any situation or medium, even in a silence field or the voice of space, and your voice cannot be drowned out by loud noises. Of course it doesn't protect you against other effects which may prevent speaking, such as risk of drowning or paralysis, and antimagic field still functions.

True Nickname: At 10th level, 14th level, and 18th level, the truenamer's connection to their own truename allows them to craft a "true nickname" which they may share freely with others. This true nickname is not a truename and gives no power over the truenamer, but the truenamer is aware of the true nickname's use as shown below.

Awareness (Su): At 10th level the truenamer is aware whenever the true nickname is used in reference to themselves. They know who spoke it and which direction they are in or what plane said creature is on, but no other details. In spite of the potential mess of mental pings this may produce, this information does not distract the truenamer.

Scrying (Sp): At 14th level the truenamer can take a standard action to scry on a creature who has used their true nickname up to 3 rounds ago. The saving throw is 10 + 1/2 HD + Cha modifier, and a successful save renders them immune for 24 hours.

Teleport (Sp): At 18th level the truenamer can take a standard action to greater teleport within 60 ft of a creature who has spoken their true nickname up to 3 rounds ago. They are on their own to find a way back. This ability does not cross planes.

Power Word Immunity (Ex): A 11th level truenamer is immune to all Power Word spells.

Power Word Echo (Ex): A 17th level truenamer is not only immune to Power Word spells, it actively reflects them. If a Power Word is used on the truenamer or anywhere within the truenamer's reach, the effect is reflected back on the caster.

Primal Utterance: At 19th level the truenamer can invoke "primal utterances", which augment how their utterances function. Primal utterances are very powerful, and once used the utterance it was used with "burns out" for 24 hours, as if the truenamer never knew the utterance. This ability will matter only when unique utterances are added, TBA.

Become the Word: At 20th level, the truenamer has encoded themselves into the very fabric of the universe. They become an Outsider, though they may still count as a member of their original type when beneficial, and gain DR 10/magic. If the truenamer dies, they can be revived by another creature making a successful truespeak check to pronounce their truename. If successful, the truenamer re-appears as if revived by true resurrection by the speaker after 24 hours. Be wary, for a creature can also make the truespeak check with your name and force you to make a Will save against 10 + 1/2 their HD + their Cha modifier. If you fail, you are banished and cannot be restored through this method for a year and a day.

Epic Truenamer

Table: The Epic Truenamer

Hit Die: d8

Level Special
21st Bonus Feat, +1 utterance known
22nd +1 utterance known
23rd Bonus Feat, +1 utterance known
24th +1 utterance known
25th Bonus Feat, Knowledge Focus
26th +1 utterance known
27th Bonus Feat, +1 utterance known
28th +1 utterance known
29th Bonus Feat, +1 utterance known
30th +1 utterance known

4 + Int modifier skill points per level.

Knowledge Focus: You continue to get Knowledge Focus abilities at 25th and every six levels beyond.

Bonus Feats : The epic Truenamer gains a bonus feat (selected from the list of epic Truenamer bonus feats) every odd level after 20th.

Epic Truenamer Bonus Feat List: PENDING.

Human Truenamer Starting Package

Weapons: Longspear.

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Knowledge (arcana) 4 Int
Knowledge (nature) 4 Int
Knowledge (religion) 4 Int
Truespeak 4 Int
Use Magic Device 4 Cha

Feat: Improved Initiative.

Bonus Feats: Dodge.

Gear: Chain Shirt.

Gold: 20 gp.

Campaign Information

Playing a Truenamer

Religion: Truenamers tend to be more analytical, much like wizards, and so religion is not as big of a call for them as it may be for others.

Other Classes: Truenamers are very strange casters, and some may think they speak gibberish, but the effects they have are real. Bards may understand them the most; after all it is said that the magic behind the bard song is a primal music and directly related to things such as truenaming, power words, dark speech, and words of creation.

Combat: Though you are a caster, you are a gish of a caster not unlike a cleric. You have the armor and BAB to go in melee, and you do not have spell failure. Your utterance can buff, debuff, and alter things to benefit you the most.

Advancement: Truenaming is treated as an arcane or divine spellcasting class for the purposes of interacting with prestige classes, advancing utterances known and the maximum utterance level you can use.

Truenamers in the World

Ski-bi dibby dib ya da dub dub, yo da dub dub, ba-da-ba-da-de-be bop bop bodda bope, bop da bodda bope.
—John the Scatman, Human Truenamer

Daily Life: Truenamers are a strange scholar of an obscure art, so they rarely find anyone they can talk to about their pursuits. It doesn't prevent them from having a normal life, through much is probably lost researching ancient tomes and forgotten texts for the legendary syntax of truespeech.

Organizations: Truenamers are rare, but sometimes gather to share knowledge and abilities. They are often involved with those seeking to unveil ancient and forgotten languages.

NPC Reactions: Truenamers are strange scholars who like weird languages. Who knows what they are saying.

Truenamer Lore

Characters with ranks in Knowledge Arcana can research truenamers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledhe Arcana
DC Result
10 Truenamers speak truespeak, the "base code of the universe". Through their rambling, they can adjust the properties of the universe to creature supernatural effects.
15 Some truenamers can bestow a temporary truename upon creatures and objects, giving them additional control over their state of being. To have a truename of a being is to have power over them.
20 Powerful truenamers are dangerous, for even their names carry weight. They say if you say a truenamer's name, they will come and find you...
30 Those that reach this level of success can research specific truenamers, their location, whereabouts, motives, lore, and other information.

Truenamers in the Game

Sample Encounter: A truenamer of morally corrupt nature has somehow gotten a hold of the truename of an archdevil. Can you stop him from abusing this power, even if it means saving a devil?

EL 15: PENDING.


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