truenamer homebrew

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The Truenamer is broken. This is an attempt to fix it.



Truename Magic Truespeak (Int; Trained Only) Truename Research (Discovering a Personal Truename) The Truenamer Maximum Utterance Levels Truenamer Prestige Classes Acolyte of the Ego True Scholar Wordspeaker Forgotten Fiendbinder Warden of Silence Truename Feats Utterances Speaking an Utterance Utter Defensively Spell Resistance Personal Truename Target Range Duration Effective Spell Level The Laws Counterspeaking and Dispelling Lexicons The Lexicon of the Evolving Mind The Lexicon of the Crafted Tool The Lexicon of the Perfected Map Truename Magic Items Bottled Echoes Inscriptions Artifacts32 42 47 51 51 52 55 8 10 12 14 16 20 25 29 29 29 29 29 30 30 30 31 31 31 2 3 5 6

This homebrew Truenamer (and related prestige classes) were originally created by Kyeudo. Formatting and grammar/spelling corrections, as well as some adding some small additional effects to abilities were done by Quirken.

TRUESPEAK (INT; TRAINED ONLY)Use this skill to master the torturous pronunciation of truenames, each of which involves a dozen syllables, precise timing, and vocalizations foreign to even the most multilingual character. If you're a truenamer, you use this skill every time you deliver an utterance. If youre a spellcaster with a truename spell at your disposal, you make a Truespeak check to cast the spell properly. Members of prestige classes make Truespeak checks to activate class features. You can also make a Truespeak check as a free action to identify an utterance being spoken, even when its not your turn. Of the standard classes, only the truenamer has Truespeak as a class skill. Other characters can avoid the high cost of cross-class skills by taking the Truename Training feat. Action: Speaking a truename is a standard action that provokes attacks of opportunity. Try Again: Yes. Synergy: If you have 5 or more ranks in Truespeak, you gain a +2 bonus in any Knowledge checks made to conduct truename research. The following are spell-like abilities, equivalent to a 0 level spell. They have an effective caster level of 1.

any other container with a single word. If anything resists this activity, the spell fails. This effect only works on ordinary objects that are within 60 feet and cannot affect anything beyond 30 pounds in weight.

WHISPER OF RADIANCE: Your words cause an objectwithin 60 feet to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet). The effect is immobile but can be used on a mobile object. Light taken into an area of magical darkness does not function. This effect lasts for one minute and does not work on any magical object or any unwilling attended object.

WHISPER OF MOTION: A few words of Truespeechand some concentration are all you need to move a small object around the room. You can only affect unattended, mundane objects weighing a pound or less and the object must be within 60 feet. Each round you concentrate, you can move the object 10 feet. You can concentrate on this effect for up to 5 rounds.

WHISPER OF FIRE: With a single word, you cause abright spark of flame to come into existence. This small burst of fire deal 1 point of fire damage to one creature or object within 60 feet. This fire damage is enough to light extremely flammable substances, such as oil or paper, on fire. When used on an object, use the object's caster level (if it has one) in place of it's CR.

WHISPER OF OPENING: You can open or close (yourchoice) a door, chest, box, window, bag, bottle, or

ECHO OF MAGIC: You speak a word of Truespeech to

TABLE 1: TRUESPEAK CHECKSCheck: You can pronounce truenames, identify an utterance, and perform truename magic. The DC and the effect of a successful check depend on the task you attempt. Task Truespeak DC

Speak an Utterance from the Lexicon of the Evolving Mind* DC 15 + (Utterance Level x 2) + Creature's CR Speak an Utterance from the Lexicon of the Crafted Tool* Identify an utterance as it is spoken Identify a Truespeak effect that is already in place Identify a bottled echo Whisper of Opening* Whisper of Radiance* Whisper of Motion* Whisper of Fire* Echo of Magic* *Subject to the Law of ResistanceNote: For the purpose of determining a PC's Challenge Rating, assume that it is equal to his Effective Character Level.

DC 15 + (Utterance Level x 2) + Object's Caster Level DC 15 + Utterance Level DC 20 + Utterance Level DC 20 + Utterance Level DC 15 DC 15 DC 15 DC 15 + Target's CR DC 15

Speak an Utterance from the Lexicon of the Perfected Map* DC 25 + (Utterance Level x 5) + 5 if the location is magical


TABLE 2: PERSONAL TRUENAME RESEARCH DCSSubject Creature Object Common location (such as a tavern)* Important Location (such as a king's palace) Famous Location (such as the Cliffs of Despair) Legendary Location (Such as the Forge of Moradin) Secret or hidden location (such as the secret lair of a word dragon)* *considered obscure. See below. Difficulty Class Number of Checks Required DC 20 + creature's CR 1/2 creature's CR DC 20 + object's caster level 1/2 object's caster level DC 25 2 DC 30 5 DC 35 7 DC 40 10 DC 50 15

an item in your hands and the magic within that item resonates with the language of the universe. This causes the magic item you hold to produce a musical chime, the pitch and tone of which changes depending on the school of magic associated with it. You can identify that school with a Spellcraft check (DC 15 + half the object's caster level). Using this effect on a nonmagical item produces no sound.

The DC of this check is equal to 20 + the creature's CR, 20 + the object's caster level (if it has one), or is based on the relative importance of a location (see below). If you have the bardic knowledge class feature, you can substitute bardic knowledge checks for the Knowledge check. Just one success is rarely enough to discover a personal truename. You need a number of successes equal to 1/2 the creature's CR, 1/2 the object's caster level, or to some number based on the relative importance of the location (minimum 1; see table 4). Each Knowledge check to discover a personal truename takes one week and cost 1000gp (for various research supplies, library fees, bribes, meditative incense, and so on). Spells cast as part of truename research need not be cast by you, but must be cast with the intent of discovering


The simplest way to discover a personal truename is for someone to teach you that creature's personal truename. With only a minute or two of practice, you can understand that truename well enough to use it yourself. Of course, truenamers tend to be very protective of the truenames they know, so most will not part with them TABLE 3: PERSONAL TRUENAME RESEARCH MODIFIERS without some form of compensation. You can also find out the personal Condition truename of a person, place, or object Staff of research assistants using a combination of mundane and You know who the subject's parents are You know who the subject's grandparents are magical research techniques, but the You know who the subject's great grandparents or beyond are search can be an expensive, timeconsuming process as you try to track You know who the object's creator is You know the architect who designed the structure down the name of just one person You have met/visited the subject among millions. You have spent more than a month in proximity to the subject It takes a successful Knowledge You are related to the subject (or you are the subject) check in the relevant subskill You have 5 ranks in Truespeak (synergy) (Knowledge (dungeoneering) for an You have the Truename Research feat aberration's truename or Knowledge Subject is considered obscure (see above) (engineering and architecture) for a Subject has the Obscure Personal Truename feat building's truename) to discover a Subject is under the effects of a hidden truename spell personal truename. Commune spellDivination spell Contact other plane spell Legend lore spell 3

Modifier +2 +1 +2 +4 +2 +2 +1 +2 +4 +2 +2 -4 -4 -8 +2 +4 +2 +6

the researched truename. The research process is interruptible at any time. If you need to go adventure, just keep track of how many successful checks you've made so far, then resume your research when your schedule allows. Obscure Creatures: Ironically, it can be somewhat easier to research the personal truename of an ancient lich than a lowly goblin scout. Histories will periodically mention the lich's unholy deeds and previous truename researchers may have made progress on the truename (and recorded that progress), but it's unlikely that anyone has ever cared to know the goblin's truename, so mundane texts won't help much. Creatures with a CR of less than 10 (or objects with a caster level of less than 10) are considered to be obscure unless they have historical or political importance. You can't even attempt to research the truename of an obscure creature without magical aid of some sort, usually some sort of divination spell, and even then you take a -4 penalty on the check. Starting Play with Personal Truenames: With the Dungeon Master's permission, you can begin play knowing the personal truenames of other creatures, objects, and places that you could logically have investigated already. Each such truename counts against your starting gold like a magic item. Truenames costs (1500 gp x the number of checks normally required to discover the creature's truename). For example, the truename of your 6th level ally costs 4500 gp to know at character creation.


THE TRUENAMERA truenamer studies the words that comprise the fabric of existence. Long hours of practice and memorization have allowed him to master the language by which the universe defines itself and through it can bend reality to his will.

MAKING A TRUENAMERAlignment: Starting Gold: Starting Ag