Creation linguist (3.5e Class)

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[edit] 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.

[edit] 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

Starting Age: As wizard.

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 (1st Level) Known personal truename 2 1
2nd +1 +0 +0 +3 Knowledge focus 3 2
3rd +2 +1 +1 +3 4 3
4th +3 +1 +1 +4 4 4 1
5th +3 +1 +1 +4 4 4 2
6th +4 +2 +2 +5 Truename Research 4 4 3 1
7th +5 +2 +2 +5 Knowledge focus 4 4 4 2
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
10th +7/+2 +3 +3 +7 Knowledge focus 4 4 4 4 3 1
11th +8/+3 +3 +3 +7 4 4 4 4 4 2
12th +9/+4 +4 +4 +8 4 4 4 4 4 3 1
13th +9/+4 +4 +4 +8 Sending 4 4 4 4 4 4 2
14th +10/+5 +4 +4 +9 Knowledge focus 4 4 4 4 4 4 3 1
15th +11/+6/+1 +5 +5 +9 Bonus recitation feat 4 4 4 4 4 4 4 2
16th +12/+7/+2 +5 +5 +10 4 4 4 4 4 4 4 3 1
17th +12/+7/+2 +5 +5 +10 Speak unto the masses 4 4 4 4 4 4 4 4 2
18th +13/+8/+3 +6 +6 +11 4 4 4 4 4 4 4 4 3 1
19th +14/+9/+4 +6 +6 +11 4 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

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

Template:3.5e Skills:|Bluff, Concentration, Craft, Decipher Script, Diplomacy, Knowledge, Knowledge (Truespeak), Listen, Perform (oratory), Profession, Sense Motive, Speak Language, Use Magic Device

Template:Anchor
Level Utterances Known
Lexicon of the Evolving Mind Lexicon of the Crafted Tool Lexicon of the Perfected Map
1st 1
2nd 2
3rd 3
4th 4 1
5th 5 1
6th 6 1
7th 7 2
8th 8 2 1
9th 9 2 1
10th 10 2 1
11th 11 3 1
12th 12 3 2
13th 13 3 2
14th 14 3 2
15th 15 4 2
16th 16 4 3
17th 17 4 3
18th 18 4 3
19th 19 5 3
20th 20 5 4
Template:Anchor
Level Maximum Utterance Level Known
Lexicon of the Evolving Mind Lexicon of the Crafted Tool Lexicon of the Perfected Map
1st 1st
2nd 1st
3rd 2nd
4th 2nd 1st
5th 2nd 1st
6th 3rd 1st
7th 3rd 2nd
8th 3rd 2nd 1st
9th 3rd 2nd 1st
10th 4th 2nd 1st
11th 4th 3rd 1st
12th 4th 3rd 2nd
13th 4th 3rd 2nd
14th 5th 3rd 2nd
15th 5th 4th 2nd
16th 5th 4th 3rd
17th 5th 4th 3rd
18th 6th 4th 3rd
19th 6th 5th 3rd
20th 6th 5th 4th

[edit] 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.

Template:Anchor Template:Ex: You know your own personal truename. You cannot pronounce it automatically;doing so requires a Truespeak check with a DC equal to 15 +(2 × your Hit Dice) + 2. Because it’s your personal truename,you get a +4 bonus on the Truespeak check. Template:Anchor Template:Sp: You have the ability to speak utterances,powerful combinations of true names that can alter the world around you in fundamental ways. Utterances exist in three lexicons: The Lexicon of the Evolving Mind, the Lexicon of the Crafted Tool, and the Lexicon of the Perfected Map. You begin play knowing one utterance from the 1st level of the Lexicon of the Evolving Mind, and you gain one utterance from this lexicon at each true namer level you attain. You gain access to higher levels of utterances at the levels indicated on Table 3–3. When you gain access to higher-level utterances,you can choose an utterance from that level or from a lower level, if you wish.Each utterance represents hundreds of true names in your repertoire. When you gain the word of bolstering, for example,you say thanthan’ku’ul-hrasechni when you’re delivering it on your elf ranger ally and yanu-shankrini’qalaasha when you’re delivering it on your gnome rogue friend.The Dificulty Class for a saving throw against your utterances is 10 + 1/2 your true namer level + your Cha modifier.Beginning at 4th level, you also gain access to the 1st-levelutterances of the Lexicon of the Crafted Tool, allowing you to alter objects with your true names. You gain access to higher-level utterances from this lexicon at 7th, 11th, 15th,and 19th levels, as indicated on Table 3–3.Beginning at 8th level, you gain access to the 1st-levelutterances of the Lexicon of the Perfected Map, allowing you to alter places with your true names. You gain access to higher-level utterances from this lexicon at 12th, 16th, and20th levels, as indicated on Table 3–3.See page 232 for the rules on successfully speaking utterances. Template:Anchor Template:Ex: As a truenamer, you spend a great deal of time studying the world around you in an effort to learn new true names. At the levels indicated on Table 3–2,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. Template:Anchor Template:Ex: At 6th level, you gain TruenameResearch as a bonus feat. Template:Anchor Template:Ex: By repeating your own personal truename over and over with a particular inflection, you can achieve various healing effects starting at 8th level. Choose one recitation feat from those given later in the chapter. You must still meet the prerequisites for the bonus feat to take it.At 15th level, you gain a second bonus recitation feat. Template:Anchor Template:Su: Beginning at 9th level, you have the ability to see a creature from afar whose personal true-name you know. This ability works as the scrying spell, but does not require a mirror or pool of water to function.Instead, you must make a Truespeak check for the creatures as normal (see page 196 for information on making a True-speak check to affect a creature). If your check is successful,the creature does not get a save to resist the ability, but you can view the subject for only 1 round. You can use this ability once per day. Template:Anchor Template:Su: Beginning at 13th level, you can speak to creatures whose personal true names you know from a great distance. You must make a successful Truespeak check (DC15 + 2 × target’s CR) to use this ability. If successful, you can send a message to the subject as a sending spell (caster level equal to your truenamer level). You can use this ability three times per day. Template:Anchor Template:Su: At 17th level, you have the ability to affect a number of creatures of the same creature type 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 with your utterance can be more than 30 feet apart, and the base DC for your Truespeak check is equal to the most powerful (highest CR or most Hit Dice, if you are affecting PCs) creature in the group. For each creature you wish to affect with the utterance beyond the first, the DC of your Truespeak check increases by 2 Template:Anchor {{}}: applies to utterances altered with speak unto the masses. As a result, additional uses of an utterance modified with speak unto the masses might be more difficult, even if you then want to use the utterance on a single creature later in the day. For example, if you attemptedto use an utterance against four fire giants (each CR 10), theDC would be 15 + (2 × 10) + 6, or 41. If your attempt was successful, and you later tried to use that same utterance against a single marut (CR 15), the Law of Resistance applies, and theDC would be 15 + (2 × 15) + 2, or 47. Template:Anchor Template: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. When ever 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 true-name. 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.
Template:Anchor
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->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

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

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





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