Creation linguist (3.5e Class)
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 Truenamer (Variant)
Truenamers study the words that comprise the fabric of existence. They seek to unravel and comprehend the mysteries of the Multiverse by learning the truenames of as many of its components as possible. A true namer learns new true names as he progresses in level, which he can use as utterances to manipulate the world around him. All true namers know the basic words of True speak that allow them to describe creatures that they encounter, so the new words they learn enable them to alter those creatures in very specific ways. As they continue to advance, they also learn to describe and thus affect inanimate objects and even places, which are more difficult to describe using true names.If you want to understand the secret language of the universe, the truenamer class is for you. By delving into the true names of everything that surrounds you, you can reshape reality itself. You will speak words of power so potent that the cosmos will rearrange itself to match their meaning.
 Making a Truenamer
General: At ﬁrst, you will only be able to use Truespeak in a few ways,so your power will necessarily be limited. You will know only a few truenames, and more important, your ability to pronounce them is imperfect. You will encounter situations when you aren’t as skilled with Truespeak as you need to be,and you say “ghaurtahlakranammio” when you meant to say“ ghaurtalhakranammio.” As a low-level truenamer, you might be able to increase an ally’s effectiveness in combat or freeze an enemy in place, but you won’t be commanding demons or altering the landscape—yet.As you attain more levels, your power grows in three main ways. First, you gain access to new lexicons, expanding your abilities to inﬂuence items and places, as well as creatures.Second, you learn new utterances, each of which gives you a new way to affect creatures, objects, and places. Third, as you gain ranks in the Truespeak skill, you will naturally be able to pronounce truenames more reliably, especially the truenames of more powerful creatures.In many ways, you’re like a spellcaster. You would rather deliver an utterance or a recitation than attack with a weapon. By choosing the path of the truenamer, you give up a degree of ﬂexibility compared to a spellcaster. You have aset of utterances and recitations you can make, and this set doesn’t change from day to day the way a wizard can change her arsenal of prepared spells. But because you aren’t casting spells, you don’t have to worry about spell slots, spell levels,or running out of your most precious resource. You can continue to speak utterances and recitations as long as you can continue to succeed on Truespeak checks.
Abilities: Intelligence and Charisma are the most important ability scores for you. Intelligence is the relevant ability score for the Truespeak skill; a high Intelligence will help you learn and remember the long strings of syllables and exact pronunciation of the truenames you know. Charisma provides the force and conviction behind your words. In game terms,it sets the save DC for many of your utterances.Other ability scores matter less, because you would much rather deliver an utterance than swing a sword or shoot a bow.If you’re spending points on a physical ability score, consider Constitution because it provides extra hit points—a resource everyone runs short on eventually.
Races: The knowledge of true names and how to manipulate them—can be found among most races, but, as with the magic of wizards, the lore of truenamers requires a certain scholarly bent. Truenamers also spend significant time in libraries and other places of knowledge, and thus are more rare among less civilized (or at least, less urban)races.Humans and dwarves, especially, ﬁnd true name magic appealing. Dwarves ﬁnd true name magic like a delightful puzzle to be solved: combinations of individual words of power, when put together a certain way, capable of achieving a specific effect. Scholarly dwarves are on the forefront of combining genealogy and true names, discovering how the personal true names of dwarves within the same clan have some common syllables.Humans living in the centers of major cities have access to some of the libraries and other resources so essential to learning truenames. They’re also natural explorers, crossing the globe in search of new things to name. The division of true names into three lexicons is largely a human invention,and now all true namers enjoy the convenience of the three classifications. True namers can also be found among elves and gnomes,although such characters tend to prefer a more organic approach to magic. Halﬂings and half-orcs frequently lack the discipline or access to sources of knowledge to make true-name magic feasible, although some clans and tribes might include members with ranks in Truespeak, and perhaps knowledge of a few truename spells.
Alignment: Truenamers have no preferred alignment.Both the blackest hearts and the purest souls seek to under-stand the cosmos by mastering true name magic. Evil doers want to reshape the universe for their own ends—or for those of their dark masters. The defenders of all that is good want to use truenames to create a more just, compassion-ate world. The rigid complexities of truename linguistics appeal to lawful characters, while chaotic characters love how truename magic confounds society’s rules as an agent of fundamental change.
Starting Gold: 4d4×10 gp
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+0||+2||(1st Level) Known personal truename||2||1||—||—||—||—||—||—||—||—|
|8th||+6/+1||+2||+2||+6||Bonus recitation feat||4||4||4||3||1||—||—||—||—||—|
|9th||+6/+1||+3||+3||+6||See the named 1/day||4||4||4||4||2||—||—||—||—||—|
|15th||+11/+6/+1||+5||+5||+9||Bonus recitation feat||4||4||4||4||4||4||4||2||—||—|
|17th||+12/+7/+2||+5||+5||+10||Speak unto the masses||4||4||4||4||4||4||4||4||2||—|
|20th||+15/+10/+5||+6||+6||+12||Say my name and I am there||4||4||4||4||4||4||4||4||4||3|
Template:3.5e Skills:|Bluff, Concentration, Craft, Decipher Script, Diplomacy, Knowledge, Knowledge (Truespeak), Listen, Perform (oratory), Profession, Sense Motive, Speak Language, Use Magic Device
 Class Features
All of the following are class features of the Truenamer.
Weapon and Armor Proficiency: You are proﬁcient with simple weapons and with light armor, but not with shields.
Template:Anchor: 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 and spells (Truespeak effects, Truename effects, phrases, are all a catch-all for Utterances, Incantations and Recitations) it can use. A Truenamer chooses its Truespeak spells from the arcane spell listing and keep spells in a codex much as a qizard keeps a spell book.
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