Truenamer, Variant (3.5e Class)

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Contents

[edit] Truenamer (Variant)

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.

[edit] Making a Truenamer

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.

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) Truenaming, Personal Truename, Truespeak Knowledge,
2nd +1 +0 +0 +3 Knowledge Focus
3rd +2 +1 +1 +3  
4th +3 +1 +1 +4  2nd Level Truenaming
5th +3 +1 +1 +4 Bonus Feat
6th +4 +2 +2 +5 <-any class features gained at this level->
7th +5 +2 +2 +5 3rd Level Truenaming
8th +6/+1 +2 +2 +6 <-any class features gained at this level->
9th +6/+1 +3 +3 +6 <-any class features gained at this level->
10th +7/+2 +3 +3 +7 4th Level Truenaming
11th +8/+3 +3 +3 +7 <-any class features gained at this level->
12th +9/+4 +4 +4 +8 <-any class features gained at this level->
13th +9/+4 +4 +4 +8 5th Level Truenaming
14th +10/+5 +4 +4 +9
15th +11/+6/+1 +5 +5 +9 <-any class features gained at this level->
16th +12/+7/+2 +5 +5 +10 6th Level Truenaming
17th +12/+7/+2 +5 +5 +10 <-any class features gained at this level->
18th +13/+8/+3 +6 +6 +11 <-any class features gained at this level->
19th +14/+9/+4 +6 +6 +11 <-any class features gained at this level->
20th +15/+10/+5 +6 +6 +12 <-any class features gained at this level->

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

Template:3.5e Skills

[edit] Class Features

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.

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 (Truespeak effects, Truename effects, phrases, are all a catch-all for Utterances, Incantations and Recitations) it can cause.  A Truenamer chooses its Truespeak effects from the following list:

0—<-spells, spells, spells->

1st—<-spells, spells, spells->

2nd—<-spells, spells, spells->

3rd—<-spells, spells, spells->

4th—<-spells, spells, spells->

5th—<-spells, spells, spells->

6th—<-spells, spells, spells->


Template:Anchor
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th


Template:Anchor Template: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:

♦ Activated 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

♦ Supernatural Ability Template:Su

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

♦ Augmentable by increasing chance of failure

♦ Augmentable 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.

Augmenting Truename Effects: All 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, just like many others, 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.

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 10 + 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.

Bonus Feat At 5th level, a Truenamer acquires a bonus feat.

Template:Anchor Template:Ex: <-class feature game rule information->

Template:Anchor Template:Sp: <-class feature game rule information->

Template:Anchor Template:Su: <-class feature game rule information->

Template:Anchor: <-class feature game rule information->

Template:Anchor <-"Template:Ex", "Template:Su", or "Template:Sp" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->


[edit] Epic <-class name->

Hit Die: d<-Die size for Hit Die->

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.->

Template:Anchor: 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->.

[edit] <-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

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->.

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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