Anyone using ToM and / or MoI in their Pathfinder games?


Conversions

Dark Archive

What the subject says. Tome of Magic was one of my favorite alternate magic supp and Magic of Incarnum was just wild.


I still use stuff first tome Of magic from 2nd edition. Mostly just wild magic. I will have to look through The 3.5 Tome of Magic, I never liked Magic of Incarnum much,


joela wrote:
What the subject says. Tome of Magic was one of my favorite alternate magic supp and Magic of Incarnum was just wild.

Using MoI in my Pf'd savage Tide atm. My Olmans were users of it and the PC's are starting to run into 'wierd' things.

Silver Crusade

Pathfinder Adventure Path Subscriber

As for ToM, Binders were OK (or,, Shadowcaster was meh, and Truenamer is the biggest facepalm in 3.5 class design history, beating even Swashbuckler and Samurai.

I have a Binder in my RotRL game, using Secrets of Pact Magic/Villains of Pact Magic. Both supplements are cool, but require some major DM work.


Gorbacz wrote:
As for ToM, Binders were OK (or,, Shadowcaster was meh, and Truenamer is the biggest facepalm in 3.5 class design history, beating even Swashbuckler and Samurai.

I take it Shadowblades don't even deserve mentioning? :-)

EDIT: Hang on, that's a PrC... never mind!

RPG Superstar 2012 Top 32

I am playing a converted ToM binder in a pathfinder game. So far, so good. We only played once, and started at 3rd level, but it seems to be working OK. I got to try a variety of different vestiges, both in combat and in role-playing circumstances, and it seems to be working really well.


I have tried so many Truenamer redesigns, none have worked well for 3.5. It is my favorite character concept, yet it is just so twitchy you need to stay away, lest ye lose your mind.

The Shadowcaster I rewrote became something of a rogue/spellthief type of class, a little more oriented towards combat than casting, but with a healthy dose. If I find it, I'll try to conver to PF.

The Binder you can almost use as-is. Only a little conversion needed.

Sadly, I never even got to try Incarnum, I'm still not sure how it works.


ToM - My group doesn't hate themselves, so I've yet to see the book make an appearance :p

MoI - nobody ever bothered learning it, so ditto.

RPG Superstar 2012 Top 32

I've seen a truenamer/wizard/homebrew truetheurge work out OK.

The only problem with the truenamer is the limited number of options in their selection of powers. Especially for the Object and Place powers....which should also be reversible.

OK....maybe not ONLY problem. It could use some tweaking of its class skills and the DC for recitations or whatever needs to be tweaked. And for a class that is designed to affect only a single target at a time, it's a little weak.

I think I might try a shadowcaster for my next character. I came up with a pretty decent conversion, and I really like the flavor.


Truenamer is broken.

I mean that literally - the class does not mechanically function. At level 20 you can sometimes maybe use each of your abilities once before they autofail.


ProfessorCirno wrote:
ToM - My group doesn't hate themselves, so I've yet to see the book make an appearance

Is it really so bad, prof? I thought that it was only the Shadowblade that was truly gut-wrenchingly heart-stoppingly awful, but let me know yeah? Listed in order of suckiness please!

Silver Crusade

Pathfinder Adventure Path Subscriber

Truenamer fails so hard that he fails at life itself. It makes Swashbuckler look like a viable, enjoyable class choice.

Dark Archive

No, & No. Not interested, I'm not buyin'.

RPG Superstar 2012 Top 32

ProfessorCirno wrote:

Truenamer is broken.

I mean that literally - the class does not mechanically function. At level 20 you can sometimes maybe use each of your abilities once before they autofail.

Yeah, the DC for Truespeak skill checks should have been handled better. Maybe 10 + HD + Cha modifier of target creature? Or 10 + CR + Cha modifier? Since HD and CR eventually have little to do with each other at higher levels. Charisma is thrown in there to show how the strength of your personality resists the multiverse changing you.


We have an incarnate/ironsoul forgemaster in our PFRPG Savage Tide PbP game.

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Here are some conversions I made for Pathfinder from the Tome of Magic.

Binder:
Binder

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

Class Skills: Bluff, Craft, Diplomacy, Intimidate, Knowledge (arcana,
history, planes, religion), Linguistics, Profession, Sense Motive.

Skill Ranks per Level: 4 + Intelligence modifier.

Binders are proficient in all Simple Weapons. They are proficient in
Light Armor.

LEVEL ABILITY
1. Soul Binding (1 vestige)
2. Pact Augmentation +1
3. Suppress Sign
4. Bonus Feat
5. Pact Augmentation +2
6. Soul Guardian (immune to fear)
7. Soul Binding (2 vestiges)
8. Bonus Feat
9. Rapid Soul Binding (1 full round action)
10. Pact Augmentation +3, Soul Guardian (slippery mind)
11. Improved Pact Augmentations
12. Bonus Feat
13. Soul Binding (3 vestiges)
14. Soul Guardian (immune to negative levels and negative energy)
15. Pact Augmentation +4
16. Bonus Feat
17. Rapid Soul Binding (1 swift action)
18. Soul Guardian (mind blank)
19. Soul Binding (4 vestiges)
20. Bonus Feat, Pact Augmentation +5, Greater Pact Augmentations

Rapid Soul Binding (Su). At 9th level, number of times per day equal
to your Intelligence bonus (minimum 1), you can bind a vestige as a full round
action. At 17th level, a number of times per day equal to your Intelligence
bonus (minimum 1), you can bind a vestige as a swift action. This
ability does not allow you to bind more than your normal number of
vestiges.

Improved Pact Augmentations (Su). At 11th level, your Pact
Augmentation options to choose from increase to include the following:
Fast Healing 1 per plus allocated (up to 1/2 your maximum hit points).
20% chance to negate extra damage from a critical hit or sneak attack
per plus allocated.
10% miss chance per plus allocated.
+1 on all Skill Checks
Spell Resistance equal to 5 + 5 per plus allocated.
Spirit Shield 2 per plus allocated (any opponent that hits you with a
non-reach weapon, natural attack, or unarmed strike takes 2 points of
un-typed arcane energy per plus).
+5 feet of speed per plus.
+1 to the Save DC of any supernatural ability.
DR 5/magic per plus.
+1 enhancement bonus to attack and damage rolls (overcomes DR/magic).
+1 insight bonus to a single ability score.
+2 insight bonus to your Combat Maneuver Defense.
+2 insight bonus to all checks to avoid non-lethal damage.
1 daily luck re-roll per plus.
+1 damage per die of damage for supernatural effects.

Greater Pact Augmentations (Su). At 20th level, your Pact
Augmentation options to choose from increase to include the following:

+1 insight bonus on Binder checks.
+1 to your effective Binder Level for level-dependent effects.
DR 5/epic per plus.
+1 extra swift action per round.
+1 extra 5 foot step per round.
+1 extra daily use of supernatural ability or use of a feat that
affects a supernatural ability.
Reduce the recovery time between uses of supernatural effects by 1
round per plus.
Ability Damage and Drain reduced by 1.
Regeneration 1 per plus.

Shadowcaster:
Shadowcaster

BAB: +1/2
Good Saves: Fortitude and Will
Hit Dice: 1d6

Class Skills: Bluff, Craft, Disguise, Intimidate, Knowledge arcana, Knowledge planes, Perception, Profession, Spellcraft, Stealth.

Skill Ranks per Level: 2 + Intelligence modifier.

Shadowcasters are proficient in all Simple Weapons. They are proficient in Light armor, but no shields.

LEVEL ABILITY

1. Fundamentals of Shadow, Apprentice Mysteries
2. Bonus Feat
3. Umbral Sight (darkvision 30 feet)
4. Bonus Fundamental
5. Sustaining Shadow (eat 1 meal/week)
6. Swift Stealth
7. Apprentice Mysteries (spell-like), Initiate Mysteries
8. Bonus Fundamental
9. Swift Fundamental
10. Sustaining Shadow (sleep 1 hour/night)
11. Umbral Sight (see in darkness 60 feet)
12. Bonus Fundamental, Camouflage
13. Apprentice Mysteries (supernatural), Initiate Mysteries (spell-like), Master Mysteries
14. Persistent Fundamentals
15. Sustaining Shadow (immune to poison/disease)
16. Bonus Fundamental
17. Unlimited Swift Fundamentals
18. Hide in Plain Sight
19. Umbral Sight (blindsight 90 feet), Initiate Mysteries (supernatural), Master Mysteries (spell-like).
20. Bonus Fundamental, Sustaining Shadow (no need to breath, eat, or sleep)

Fundamentals of Shadow (Su). You learn 3 Fundamentals, which you can cast at will.
At levels 4, 8, 12, 16, 20, you learn an additional fundamental.
At 9th level, you can cast each fundamental you know once per day as a swift action.
At 14th level, any fundamental with a target of personal has its duration increased to 24 hours.
At 17th level, all fundamentals that you cast can be cast as a swift action.

Apprentice Mysteries (Spell, Sp, or Su). Beginning at 1st level, you know one 1st level mystery. You learn one additional mystery each level. You can learn a higher level mystery only if you know at least 2 lower level mysteries and you must know all the preceding mysteries along the path of the selected mystery.
You can cast each mystery you know a number of times per day equal to your Intelligence bonus (minimum once per day). To learn a mystery, you must have an Intelligence score of 10 + the level of the mystery. The save DC of the mysteries you cast as spells or spell-like effects are 10 + the mystery level + your Intelligence modifier. Mysteries you can use as supernatural abilities have a save modifier of 10 + 1/2 your shadowcaster level + your Intelligence bonus.
At 1st level, you cast Apprentice Mysteries as spells. At 7th level, you cast Apprentice Mysteries as spell-like effects and you can cast Initiate Mysteries as spells. At 13th level, you can use Apprentice Mysteries as supernatural abilities, Initiate Mysteries as spell-like effects, and cast Master Mysteries as spells. At 19th level, you can use Initiate Mysteries as supernatural effects and Master Mysteries as spell-like abilities.

Bonus Feat. Beginning at 2nd level, you gain a number of bonus feats equal to half the number of Paths you have learned mysteries from. These bonus feats must be selected from any metamagic feat, any metashadow feat, Blindfight, Favored Mystery, Greater Path Focus, Nocturnal Caster, Path Focus, or Shadowvision.

Umbral Sight (Su). At 3rd level, you gain darkvision with a range of 30 feet (or increase the range of any darkvision you possess by 30 feet).
At 11th level, you gain the ability to see in any darkness, even magical darkness, with a range of 60 feet.
At 19th level, you gain blindsight with a range of 90 feet.

Sustaining Shadow (Ex). Beginning at 5th level, your bond with the Plane of Shadows allows you to absorb dark energies, mitigating certain biological needs.
At 5th level, you need to eat only a single meal per week to maintain health.
At 10th level, you only need 1 hour of sleep per night (but you must still rest 8 hours to regain your mysteries the next day)
At 15th level, you gain immunity to poison and disease.
At 20th level, you no longer need to breathe, drink, eat, or sleep.

Swift Stealth (Ex). Beginning at 6th level, you do not suffer the -5 penalty for moving your full speed while using the Stealth skill. You can run or charge while using the Stealth skill, but suffer a -20 penalty to your Stealth skill check.

Camouflage (Ex). At 12th level, you can use the Stealth skill even if you do not have cover or concealment.

Hide in Plain Sight (Su). At 18th level, you can use the Stealth skill even while being observed.

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

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.

Whispers (Sp). The truenamer learns 3 whispers at 1st level. At 4th level, and every 4 levels thereafter, the truenamer learns an additional whisper. Whispers are equivalent to 0-level spells. The DC to speak one is 10 + 2 per previous daily use of the whisper.

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 potency 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. Both 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) At 9th level, 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). At 11th level, when attempting to speak his own truename, the truenamer adds his Charisma bonus, if any, to the Truespeak check.

Sending (Sp). At 12th level, 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). At 20th level, 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'd definitely prefer using them than using the Vancian casters. I just like my magic weirder.


Dazylar wrote:
ProfessorCirno wrote:
ToM - My group doesn't hate themselves, so I've yet to see the book make an appearance
Is it really so bad, prof? I thought that it was only the Shadowblade that was truly gut-wrenchingly heart-stoppingly awful, but let me know yeah? Listed in order of suckiness please!

Truenamer is the worst class in all of 3.5 because it mechanically does not fuction. The math behind the class is really bad, and the end result is a caster who can't cast spells half the time. To make matters worse, his ability to cast spells actually goes down as he levels further. To add insult to injury, his spells aren't very good to begin with.

Shadowcaster is just more or less mediocre. It functions as a class, but it's just not that good. You could play one, but there's no benefit to doing so; all of it's fluff could be better portrayed as other classes.

Binder actually is good, but complicated, and the better you want to be at binder, the more complicated the class is.


We never purchased ToM, so I've no experience with it. SmiloDan, I may just try your conversions in one of our games.

As for MoI we liked the concept but never used anything but the totemist. Has anyone done any conversions on those classes?

RPG Superstar 2012 Top 32

My only beef with the binder is that some of the vestiges seem to lack a common theme. One gives you DR 2/lawful, a giant hammer, water walking, poisonous blood (so if you are bitten, the biter takes damage), and animals treat you as friends.

I just don't get what any of that has to do with itself.


I've used some Binder NPCs in my campaign. They really weirded out the players because the Binders aren't instantly identifiable/categorisable and a number of their abilities are actually Supernatural instead of Spell-like. (The players still don't know what they were.) That's great for an element of mystery.

There was one thing which I didn't quite "get" about the Binder base class. There are all those interesting vestiges, each with a unique background, specific requirements, and divided by power levels. (The power levels only up to 8 - why not 9 like the spells of a full caster class? But that's a minor quibble.) What the ToM didn't really specify was what happened when the Binder was in training for level 1. Did he just learn about _every_ possible vestige that he could bind to himself during his coming career? There didn't seem to be a mechanic for collecting a knowledge base of bindable vestiges, or for keeping some hidden for later discovery. To me at least, learning to bind a vestige just seems as though it should be more special than learning a spell, particularly when it comes to the higher-level vestiges.

Shadow magic doesn't seem necessary to me, partly because my games take place in the Forgotten Realms where there already is a mechanism in place for something like that.

While the underlying concept of the True Name magic is really good, the execution does lack something (effectiveness).

I do have MoI, but have never used it. It seems to have some interesting ideas, particularly as an alternative magic system which is different enough from the Vancian one. I decided that it's extremely rare in my campaign, and that it comes from the Tibet-substitute in the Realms. (That decision came from Vedic Dragon's work on the boards; he was creating a society based on India/the Indian sub-continent, one where Incarnum and Psionics are used, and regular Arcane and Divine magic are mostly unknown.)


ProfessorCirno wrote:

Truenamer is the worst class in all of 3.5 because it mechanically does not fuction. The math behind the class is really bad, and the end result is a caster who can't cast spells half the time. To make matters worse, his ability to cast spells actually goes down as he levels further. To add insult to injury, his spells aren't very good to begin with.

Shadowcaster is just more or less mediocre. It functions as a class, but it's just not that good. You could play one, but there's no benefit to doing so; all of it's fluff could be better portrayed as other classes.

Binder actually is good, but complicated, and the better you want to be at binder, the more complicated the class is.

Thank you!


Complicated mediocrity, but phenomenal flavor.

I love the concept of binding and the references to demonology with things
like pacts, pentagrams, things mentioned in the Lesser Keys of Solomon, Goetia, etc.

Friggin' awesome.

But these classes by and large just weren't even up to snuff in 3.5 so in Pathfinder they are way behind the 8 ball.

Incarnum and the truenamers in particular.


Not only do I run Binders from Tome of Magic, but i also use them in conjunction with "secrets of pact magic", a third party book that expands on the concept and system.


As far as the truenamer goes... its a rought class to build. but if you do it right... it gets ugly and hard to kill. its a tactical/ utility class that works well with fighters who can use the terrain.


Under 3.5, I took a Shadowcaster all the way to level 28. He was all about battlefield control and was very effective at that. Wasn't a huge damage dealer, until we got to Epic Level. We used the supplemental material from WotC that was on the web as well as some material from someone on the GitP forums that had written a set of rules for Epic Shadowcasters. Our final challenge was the Quicksilver Hourglass, where we all nearly died, but did finally meet our objective and destroy the world as planned. The Shadowcaster was the one that ended it all. Highest level character I've ever run and probably the most fun.

RPG Superstar 2012 Top 32

I actually came up with an 18th level build of the shadowcaster that could assassinate a great wyrm dragon in 1 round with a minimum of prep, and was not even that super specialized. All without any equipment. So they can be effective strikers....once or maybe twice a day.

The tiered-based times per day for their "mysteries" seems more than a little bit restrictive. For general adventuring, they seem even more reliant on scrolls and wands and staves.

Grand Lodge

Given what Clerics, Summoners, Conjurers or even plain Wizards can bring to the planar table with what's already at hand, I never saw the point of a class so narrowly focused as the Binder, unless it's to bypass more of the RP elements of binding an outsider with additional rules mechanics.

RPG Superstar 2012 Top 32

The binder is the opposite of being narrowly focused. Each day, it can bind to a different vestige, and thus fulfill different roles: tank, archer, blaster, scout, face, etc. etc. etc.!!!

Also, while the binder is technically a magic-user, it is very different than a spellcaster. It's more of a special ability user, like a monk or paladin or bard.


What do people feel were the mechanical flaws of Incarnum?


I have ToM in my bookshelf and I was wondering if the Truenamer could become viable in Pathfinder if you give him skill focus (Truespeech) as a bonus feat at first level (remember that skill focus is better in Pathfinder) AND a class feature that gives him a bonus equal to half his Truenamer level (rounded down) to Truespeech skill checks (something similar to the Rogue's trapfinding class feature).

EDIT: I was also considering to merge Truespeech and Linguistic into the same skill.

RPG Superstar 2012 Top 32

I think working on the Truespeech DC is a better way to go.

DC 15 + CR + Charisma modifier is probably the best way to go.

SmiloDan's Pathfinderized Conversion of the Truenamer:

Pathfinder Truenamer

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

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

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.

Whispers (Sp). The truenamer learns 3 whispers at 1st level. At 4th level, and every 4 levels thereafter, the truenamer learns an additional whisper. Whispers are equivalent to 0-level spells. The DC to speak one is 10 + 2 per previous daily use of the whisper.

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 potency 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. Both 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) At 9th level, 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). At 11th level, when attempting to speak his own truename, the truenamer adds his Charisma bonus, if any, to the Truespeak check.

Sending (Sp). At 12th level, 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). At 20th level, 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.

But another thing the truenamer is desperate for is more utterances, ESPECIALLY for the Lexicons of the Crafted Tool and Perfected Map.

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