Truenamers And Truespeech


Conversions


I'm going to begin playtesting the Truenamer with PFRPG as part of a mini-AP I am running. It's going to replace the arcane caster classes available to PCs (the AP focuses on the unavailablity and return of Arcane Magic).

As I've read through everything, I think that aside from bringing the HD/BAB/Saving Throw progressions up to standards, the class is playable as written. The reason is because of the increased feat progression. This allows the Truenamer to not only boost their Truenaming skill at a better rate, but also grab Incantation feats.

Is anyone out there testing out alternate class features? Perhaps a few things that will add some "paths" to Truenamers?

How about Truespeech itself? Again, it seems to be a reasonable feat progression in light of the final PFRPG. Considering it was a bit underpowered in 3.5, it strikes me that a bit of boosting may be in order.


Truenamer is a broken class as written even in PF. It actually becomes harder to use your primary class ability as you increase in level. That's ludicrously bad design.

Honestly, the truenamer is going to require a complete overhaul to be a worthwhile class. Same with the shadowcaster, for the record. Binders are probably OK, though; they were the only class in Tome of Magic that was even close to 3.5 standard, and PFRPG is generally a little more powerful than 3.5.

Silver Crusade

Pathfinder Adventure Path Subscriber

+1

Truenamer is pretty much unplayable, his core mechanic is broken and the class would require a total re-write. Good concept, but also the biggest FUBAR of 3.5 class design.

You're far better off with a Binder and the two excellent books from Radiance House: Secrets of Pact Magic and Villains of Pact Magic.


Brother Willi wrote:

I'm going to begin playtesting the Truenamer with PFRPG as part of a mini-AP I am running. It's going to replace the arcane caster classes available to PCs (the AP focuses on the unavailablity and return of Arcane Magic).

As I've read through everything, I think that aside from bringing the HD/BAB/Saving Throw progressions up to standards, the class is playable as written. The reason is because of the increased feat progression. This allows the Truenamer to not only boost their Truenaming skill at a better rate, but also grab Incantation feats.

Is anyone out there testing out alternate class features? Perhaps a few things that will add some "paths" to Truenamers?

How about Truespeech itself? Again, it seems to be a reasonable feat progression in light of the final PFRPG. Considering it was a bit underpowered in 3.5, it strikes me that a bit of boosting may be in order.

You would have to rewrite Truenaming from the ground up.

To make it useful: you have to resort to Item Familiar cheese (adds additional +1 point/level to Truename). That is just make it usable (if cheese makes it balanced that is sad).

RPG Superstar 2012 Top 32

Here's a bit of a power boost for the Truenamer to bring it in line with the Pathfinder classes. Obviously, we'll also need to invent more Utterances for the Lexicons of the Crafted Tool and Perfected Map. I mean, a truenamer should be able to talk a door open, right?

Pathfinder Truenamer

BAB: +3/4
Good Saves: Will
Hit Dice: 1d8

Class Skills: Craft, Knowledge (all), Linguistics, Perform (oratory), Profession, Spellcraft, Truespeak, Use Magic Device.

Skill Ranks Per Level: 4 + Int modifier.

Truenamers are proficient in all Simple Weapons, and Light Armor.

LEVEL ABILITY
1. Known Personal Truename, Lexicon of the Evolving Mind
2. Knowledge Focus
3. Concord of Words (Save DC)
4. Lexicon of the Crafted Tool
5. Bonus Recitation Feat
6. Knowledge Focus, Truename Research
7. Speak Unto The Masses (Charisma bonus)
8. Lexicon of the Perfected Map
9. See the Named
10. Knowledge Focus
11. Personal Truename Mastery
12. Sending
13. Improved Speak Unto The Masses (Level)
14. Knowledge Focus
15. Bonus Recitation Feat
16. Speak Unto The Myriad Masses (Multiple Creature Types)
17. Concord of Words (Caster Level)
18. Knowledge Focus
19. Greater Speak Unto The Masses (Unlimited)
20. Say My Name And I Am There

Known Personal Truename. The Truenamer knows his own truename.

Lexicon of the Evolving Mind (Sp). At 1st level, the truenamer learns 2 Utterances from the Lexicon of the Evolving Mind. At 2nd level, and every level thereafter, the truenamer learns an additional Utterance from the Lexicon of the Evolving Mind. Initially, the truenamer can only choose 1st level Utterances. At 4th level, he can begin to choose 2nd level Utterances. At 7th, 3rd level; at 10th, 4th level; at 13th; 5th; and at 16th, 6th level Utterances.

Knowledge Focus. At levels 2, 6, 10, 14, and 18, the truenamer chooses a Knowledge skill and gains a +3 bonus to it. The truenamer may choose a new Knowledge skill or a previously selected Knowledge skill each time he gains this ability.

Concord of Words (Ex). Beginning at 3rd level, truenamers learn to work together and increase the potentcy of their Utterances. Two or more truenamers of 3rd level or higher can choose to target the same opponent with the same Utterance, and use their Concord of Words ability. The opponent makes a single save against the Utterance, using the Save DC of the truenamer with the highest Save DC and increasing it by 1 for each truenamer that is assisting him. A truenamer must succeed on the Truespeech check of the target creature to assist the other truenamers using the Concord of Words ability.

Two or more truenamers of 17th level or higher can choose to target the same opponent with the same Utterance, and use their Concord of Words ability. The opponent makes a single save against the Utterance, using the Save DC of the truenamer with the highest Save DC. Each additional truenamer participating in the Concord of Words increases the caster level of the Utterance by 1 for the purposes of overcoming Spell Resistance.

Lexicon of the Crafted Tool (Sp). At 4th level, the truenamer learns 1 Utterance from the Lexicon of the Crafted Tool. At 5th level, and every level thereafter, the truenamer learns an additional Utterance from the Lexicon of the Crafted Tool. Initially, the truenamer can only choose 1st level Utterances. At 7th level, he can begin to choose 2nd level Utterances. At 10th, 3rd level; at 13th, 4th level; and at 16th, 5th level Utterances.

At 5th and 15th level, the truenamer learns a bonus Recitation feat.

Truename Research. At 6th level, the truenamer gains Truename Research as a bonus feat.

Speak To The Masses. At 7th level, the truenamer can target a number of creatures equal to his Charisma bonus (minimum 2) with the same Utterance. All creatures must be of the same type (dragon, giant, monstrous humanoid, etc.). The DC of the Truespeak check increases by +2 for each additional target creature.

At 13th level, the truenamer can target a number of creatures equal to his class level. All affected creatures must be of the same type.

At 16th level, the truenamer can target different types of creatures with the same Utterance. The number of different creature types that a truenamer can affect is equal to his Charisma bonus (minimum 2). The DC of Truespeak check increases by 2 for each type of creature to be affected.

At 19th level, the truenamer can target an unlimited number of creatures with the same Utterance.

Lexicon of the Perfected Map (Sp). At 8th level, the truenamer learns 1 Utterance from the Lexicon of the Perfected Map. At 9th level, and every level thereafter, the truenamer learns an additional Utterance from the Lexicon of the Perfected Map. Initially, the truenamer can only choose 1st level Utterances. At 11th level, he can begin to choose 2nd level Utterances. At 14th, 3rd level; at 17th, 4th level Utterances.

See The Named (Sp) A number of times per day equal to his Charisma bonus, the truenamer can view a subject as if using the Scry spell for a number of rounds equal to his Charisma bonus by making a successful Truespeak check with a DC of 15 + (2 x the target's CR).

Personal Truename Mastery (Ex). When attempting to speak his own truename, the truenamer adds his Charisma bonus, if any, to the Truespeak check.

Sending (Sp). A number of times per day equal to his Charisma bonus, the truenamer can use an effect identical to the Sending spell by making a successful Truespeak check with a DC of 15 + (2 x the target's CR).

Say My Name And I Am There (Sp). The truenamer creates a special truename (not his actual truename, but a true nickname) that he can share with others. If they speak it, the truenamer is aware of who said it and where they are and may choose to transport himself there as if using a word of recall spell.

I've been going over the Tome of Magic recently, and it occured to me that truenaming seems to be following order of the journalistic questions:
Who? (Lexicon of the Evolved Mind affects creatures)
What? (Lexicon of the Crafted Tool affects objects)
Where? (Lexicon of the Perfected Map affects places)

Therefore, the progression of more powerful lexicons would also follow the order of the journalistic questions:
When? (Lexicon of the Eternal Instant affects time)
Why? (Lexicon of the Divine Soul affects morality)
How? (Lexicon of the Cosmic Engineer affects physical laws)

I haven't begun work on the Lexicons of the Divine Soul and the Cosmic Engineer, as these would likely require at least a Divine Rank to use. However, I have begun work on the Lexicon of the Eternal Instant. Similar to a warlock's epic invocations, it will require the expenditure of epic feats to learn utterances of the Lexicon of the Eternal Instant.

Ancient Whispers [Epic]
Requirements: Truespeak 24 ranks, Knowledge history 24 ranks, ability to speak 4th level Utterances of the Lexicon of the Perfected Map.
Benefits: When attempting to make a Knowledge check, make a DC 40 Truespeak check. If successful, you may make a second Truespeak check and add the results as an insight bonus to the Knowledge check.

This utterance can be reversed. Make a Truespeak check with a DC equal to the target's truename. If successful, the target suffers Intelligence, Wisdom, and Charisma drain equal to your character level as it is overwhelmed with senility and false prophecies.

Epic Destiny [Epic]
Requirements: Truespeak 24 ranks, ability to speak 4th level Utterances of the Lexicon of the Perfected Map.
Benefits: Once per round as an immediate action, you may make a Truespeak check with a DC equal to your truename and add your character level as an insight bonus to a single attack roll, opposed ability or skill check, or saving throw. Alternatively, you may apply the insight bonus to your AC against a single attack (even if flat-footed).

This utterance can be reversed. Make a Truespeak check with a DC of equal to the target's truename. If successful, the targeted creature takes 10 (and must take 10) on all attack rolls, ability checks, caster level checks, saving throws, skill checks, and any other d20 rolls for 5 rounds.

First Strike [Epic]
Requirements: Improved Initiative, Truespeak 24 ranks, ability to speak 4th level Utterances of the Lexicon of the Perfected Map.
Benefits: When rolling for initiative, you may choose to make a Truespeak instead and apply the results as your initiative roll.

This utterance can be reversed. Before initiative is rolled, make a truespeak check with a DC equal to target's truename and the target is considered flatfooted for the first round of combat. Each round, as a free action just prior to the targeted creature's turn, you may make an additional truespeak check to keep the target flatfooted.

Halt the Passage of Time [Epic]
Requirements: Truespeak 24 ranks, ability to speak 4th level Utterances of the Lexicon of the Perfected Map.
Benefits: By making a Truespeak check with a DC equal to the targeted creature's truename, the targeted creature gains the benefit of a Time Stop spell for 5 rounds.

If this utterance is said in reverse, the targeted creature is affected by a Temporal Stasis spell without the benefit of a saving throw or spell resistance.

Temporal Twin [Epic]
Requirements: Truespeak 24 ranks, ability to speak 4th level Utterances of the Lexicon of the Perfected Map.
Benefits: As an immediate action, Make a Truespeak check with a DC equal to the target's truename. If successful, an exact replica of the target appears for 5 rounds. After the 5 rounds are completed, the Temporal Twin disappears. The original target also disappears for 5 rounds (as it has traveled back in time for 5 rounds, it is no longer in the present). It reappears in the same condition that its Temporal Twin had when it disappeared.

This utterance can be reversed. Make a Truespeak check with a DC equal to the target's truename. The target's conditions revert to what its statis was 5 rounds ago.

Timebender [Epic]
Truespeak 24 ranks, Knowledge history 24 ranks, ability to speak 4th level Utterances of the Lexicon of the Perfected Map.
Benefits: By making a Truespeak check, you can travel backwards or forwards in time. The distance you travel in time determines the Truespeak check. The DC of the Truespeak check increases by 2 for each additional creature that travels with you.
Upto 1 day: DC 40
Upto 1 week: DC 50
Upto 1 month: DC 60
Upto 1 year: DC 70
Upto 1 century: DC 80
Upto 1 millenium: DC 90
Upto 10,000 years: DC 100
Upto 100,000 years: DC 110

This utterance can be reversed. By making a truespeak check, you reset an ability or phenomenon that occurs or can be used a limited number of times during a set period of time. For example, you could give a monk an additional use of Stunning Fist for 1 round, give a Greater Metamagic Rod of Quicken Spell an additional use per day, or cause the sun to rise a second time. The DC of the Truespeak check is based on the regular frequency of the ability or phenomenon.
1/round: DC 30
1/minute or less: DC 40
1/hour or less: DC 50
1/day or less: DC 60
1/week or less: DC 70
1/month or less: DC 80
1/year or less: DC 90
1/century or less: DC 100
1/millenium or less: DC 110

Touch of the Ancients [Epic]
Requirements: Truespeak 24 ranks, Knowledge history 24 ranks, ability to speak 4th level Utterances of the Lexicon of the Perfected Map.
Benefits: By making a Truespeak check equal to the target's truename DC and making a successful touch attack, the target suffers from the effects of a disintegration spell. In addition, living creatures targeted by this utterance suffer Strength, Dexterity, and Constitution drain equal to half your character level.

This utterance can be reversed. By making a Truespeak check with a DC equal to the target's truename, you can re-invigorate them and give them the blush of youth. They gain an insight bonus to Strength, Dexterity, and Consitution equal to half your character level. In addition, their speed increases by 10 feet and they gain immunity to fatigue, exhaustion, and negative energy effects. This utterance can also repair a damaged item. The DC to repair the damage depends on how long ago the damage occured.
1/round: DC 30
1/minute or less: DC 40
1/hour or less: DC 50
1/day or less: DC 60
1/week or less: DC 70
1/month or less: DC 80
1/year or less: DC 90
1/century or less: DC 100
1/millenium or less: DC 110

RPG Superstar 2010 Top 16

Some thoughts...

1. Charisma? Really? I don't think so. This looks like an Intelligence-based mechanic to me, if ever there was one. Hell, the skill itself is Intelligence-based. Using Charisma for the save DCs is just a cheap nerf, and furthermore, the better thematic attribute for such a nerf would be Wisdom (the ability to accurately perceive current reality, and so construct the best utterance to alter it appropriately). I'd rather see the class have Wizard BAB/HD than multiple attribute dependancy, not that it needs the nerf. (Actually, perhaps converting it to a full 9-level caster would make sense if the proposed "other three questions" are added at the top?)

2. I'm going to argue that there's no reason to have a Truenaming skill. Just use Linguistics. Using it for utterances is a class feature. This has the interesting (and thematically appropriate) side-effect of Truenamers being highly multilingual (especially if Intelligence is also their primary attribute). Because it's otherwise a feat tax, the Truenamer should receive Skill Focus (Linguistics) at 1st level.

3. ...I had more thoughts, but then I did a web search. This person did a bang-up job and came up with an even better alternate DC scheme than I was going to suggest. So just go there. :)


I think there are some interesting ideas in the above post, but unfortunately it still builds on some unsound systems (even moving into epic, which is itself broken).

It seems to me that the Truenamer mechanics need to be divorced from the skill system entirely, or perhaps enhanced by it but not entirely reliant upon it. Utilize a system similar to Maneuvers from Bo9S. Give a set number of known and prepped names, some of which have effects that are enhanced by various knowledge rolls.

RPG Superstar 2012 Top 32

Yeah, skill-based magic systems are hard to design. I'm currently trying to design a skill-based alchemist, using variations of Craft alchemy and Knowledge arcana and/or engineering as the foundations. Setting up a scaling DC is really hard!

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