
williamoak |

I was looking through the arcane discoveries, and I was wondering as to the usefullness of true name. At 11th level, I can see it's usefullness (12 HD outsider is no small mater) But it'll get old fast, and all that it gives you is blackmail power, so I can easily imagine the outsider only vaguely doing your bidding. And by the time you get to level 9 spells, you get summon monster IX, which gives you better stuff anyway. So is it worth it?

tonyz |

True name isn't a combat spell; ithe outsider is more useful for spying, information gathering, serving as an ambassador or a backup hole card -- lots of possibilities.
It is something you need to work with your DM on, as far as what the outsider is, what it desires, how it acts, and what you plan do with it. This is more of a roleplaying thing than anything else, and what you make of it is up to you.

MrSin |

And outsiders never like being manipulated.
Well ideally your paying them off or they plot against you. Then again they could've been plotting against you the whole time. Its a GM controlled mechanic.
Anyways, the feat can be taken multiple times, and a free minion is always a plus in life. Its also a powerful roleplaying tool. It definitely has its downsides however, a lack of scaling and ideally you pay the thing off, and it is supposed to act like planar binding which can wreck campaigns depending on how you play it.

Third Mind |

It really depends on what you choose. I had thought about getting True Name myself, probably pulling a lawful good outsider out then offering them the chance to smite some evil (i.e. my enemies). Generally I would think smiting would be a gift to them.
Would I pick an evil outsider? Highly unlikely. The risk of them trying to kill you or screw you over is very high then. If I were to use one, it'd be extremely sparingly.
Good thing is, you don't have to give it anything. If I recall correctly True Name says they straight up obey your commands. Still, they probably don't enjoy working for free.
As Tonyz said though, if you pick wisely, you could probably find a good spy / info gatherer which itself would be great for a wizard.

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Artemis Moonstar |

Well, it's not quite pertaining to your build but...
I always thought True Name was fantastic for when you needed some assistance pertaining to another plane. If you actually work with the outsider, rather than just ordering it around and just occasionally rewarding it, it may just possibly not want to tear your guts out and make a hat.
Need an extraplanar refuge? Call your outsider buddy with plane shift. Need some help with an evil outsider horde? Call your good outsider buddy and let them go wild.
For the only wizard I've ever considered playing... Need someone to help excavate the metric crap ton of metal you need for constructing an Adamantine Golem? Call your Earth Plane outsider buddy (Shaitan preferred), and get yourself all the adamantine you need for all the golems you could ever want.... Make Numeria piss itself when it sees your army of uber-golems.

williamoak |

For the build idea I was considering I think i've decided on an inevitable kolyarut. They get a crapload of diplomacy, are fairly good fighters, can turn invisible at will. While there is the whole "obsessively lawful" thing, they are the less obsessively lawful of the inevitables, so I think it would work well.
E dit: Didnt notice you could have a higher amount of HD past 15th level. That just seems... overkill.