Truenamer

Role: Though the source of his power is vastly different from that of a wizard, those who are unfamiliar with the intricacies of magic will likely assume that a truenamer is just that: a wizard. Like a wizard, a typical truenamer serves his party best by supporting his allies and eliminating enemies from the back lines.

Alignment: As a truenamer is characterized by an amoral academic pursuit, he can be of any alignment.

Hit Die: d6

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The truenamer’s class skills are Appraise (Int), Craft (any) (Int), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Class Skills at Each Level: 2 + Int Modifier

Table: The Truenamer
Level Base Attack Bonus Fort Save Reflex Save Will Save Special Maximum Recitation Level Known
1st +0 +0 +0 +2 Codex of heart and mind, recitations, sympathetic link, truemagic 1
2nd +1 +0 +0 +3 Master of tongues 1
3rd +1 +1 +1 +3 Inflection 1
4th +2 +1 +1 +4 Codex of artifice, master of tongues – 2 2
5th +2 +1 +1 +4 Linguistic familiarity – 1 2
6th +3 +2 +2 +5 Inflection, master of tongues – 3 2
7th +3 +2 +2 +5 Codex of far-flung spheres 3
8th +4 +2 +2 +6 Master of tongues – 4 3
9th +4 +3 +3 +6 Inflection 3
10th +5 +3 +3 +7 Codex of the realized vision, master of tongues – 5 4
11th +5 +3 +3 +7 Linguistic familiarity 4
12th +6/+1 +4 +4 +8 Inflection, master of tongues – 6, overtone chanting 4
13th +6/+1 +4 +4 +8 5
14th +7/+2 +4 +4 +9 Master of tongues – 7 5
15th +7/+2 +5 +5 +9 Inflection 5
16th +8/+3 +5 +5 +10 Master of tongues – 8 6
17th +8/+3 +5 +5 +10 Linguistic familiarity 6
18th +9/+4 +6 +6 +11 Inflection, master of tongues – 9 6
19th +9/+4 +6 +6 +11 6
20th +10/+5 +6 +6 +12 Demand of the universe, master of tongues – 10 6

Class Features

Weapon Proficiency

Truenamers are proficient with simple weapons.

Armor and Shield Proficiency

Truenamers are not proficient with any form of armor or shields. The truenaming DC of any recitations recited by the truenamer is increased by the armor check penalty of any armor or shields the truenamer is wearing. For example, a chain shirt with an armor check penalty of 4 increases all truenaming DCs by +4. If a shield or suit of armor has an armor check penalty of 0, then it increases all truenaming DCs by +1 instead. Armor and shields that are weightless or animated to take care of themselves do not penalize the truenamer’s ability to recite in any way.

Truemagic

A truenamer’s source of power is his encyclopedic knowledge of the First Language, also known as Truespeech. Containing all things and concepts that have and will ever be, perfect knowledge of Truespeech would effectively mean perfect control over the universe itself. Though it is quite impossible for the limited mind of a mortal humanoid to fathom the entirety of the First Language, there are those who devote their lives to learning even the tiniest fragment of what it has to offer and are capable of shifting the universe by reciting dozens of words and phrases on a daily basis. A truenamer exercises his power over Truespeech through the use of recitations. Recitations resemble spells and represent knowledge of hundreds of variations of a core concept within the Language.

Through precise knowledge of his surroundings and the vocabulary used to describe the current state of the local area, a truenamer knows how to recite the precise grammatical variant required to elicit an effect in a particular situation. It is this, the fact that the recitations for orc, charging orc, and charging orc with a mohawk are all totally different series of syllables, that makes learning even a tiny fraction of the First Language a lifelong pursuit for even the most dedicated of scholars.

Recitations are broken up into four codices based on the nature of the subject of the recitation. For example, one codex is all about “things”, while another is about “ideas”. Codices are effectively repositories of nouns being modified by static verbs.

Codex of Heart and Mind

The Codex of Heart and Mind concerns itself with living creatures. Though life is a very complex phenomenon in the universe, the living tend to have fairly static names in the First Language. The resulting ease of recitation makes the Codex of Heart and Mind the source of the bulk of a truenamer’s power.

A truenamer begins play with three 1st-level recitations from the Codex of Heart and Mind. At each new truenamer level, a truenamer gains one recitation from the Codex of Heart and Mind for which he meets all of the prerequisites.

Codex of Artifice

The Codex of Artifice concerns itself with material things. Though the individual words used to describe material things are simple, small nicks and scratches can totally change the words that must be used. The Codex of Artifice makes up less of a truenamer’s vocabulary than does the Codex of Heart and Mind, but still represents a large portion of it.

A truenamer gains access to the Codex of Artifice at 4th level. At 4th level, 5th level, and every two levels beyond 5th, he gains one recitation from the Codex of Artifice for which he meets all of the prerequisites.

Codex of Far-Flung Spheres

The Codex of Far-Flung Spheres concerns itself with places. As places are combinations of things with a location with respect to other things, this codex requires a great deal of prior knowledge in order to begin studying it to any useful extent. As such, truenamers learn relatively few recitations from it and begin learning from it late in their careers.

A truenamer gains access to the Codex of Far-Flung Spheres at 7th level. At 7th level and every three levels beyond 7th, he gains one recitation from the Codex of Far-Flung Spheres for which he meets all of the prerequisites.

Codex of the Realized Vision

The Codex of the Realized Vision concerns itself with ideas. As ideas have the least form of all nouns, they are also the hardest to pin down with a concrete description in the First Language. Even the most accomplished truenamers learn very few recitations from this codex.

A truenamer gains access to the Codex of the Realized Vision at 10th level. He gains one recitation from this codex at 10th level, 14th level, 18th level, and 20th level. He must meet all of that recitation’s prerequisites.

Table: Truenamer Recitations Known by Level
Class Level Codex of Heart and Mind Codex of Artifice Codex of Far-Flung Spheres Codex of Realized Vision
1st 3
2nd 4
3rd 5
4th 6 1
5th 7 2
6th 8 2
7th 9 3 1
8th 10 3 1
9th 11 4 1
10th 12 4 2 1
11th 13 5 2 1
12th 14 5 2 1
13th 15 6 3 1
14th 16 6 3 2
15th 17 7 3 2
16th 18 7 4 2
17th 19 8 4 2
18th 20 8 4 3
19th 21 9 5 3
20th 22 9 5 4
Table: Truenaming DCs by Recitation Level
Recitation Level Truenaming DC Defensive Truenaming DC
1st 10 15
2nd 13 18
3rd 16 21
4th 19 24
5th 22 27
6th 25 30

Recitations (Sp)

A truenamer can recite a recitation as a standard action that provokes attacks of opportunity. In order for his recitation to be successful, he must succeed on a DC 7 + 3 x the recitation’s recitation level truenaming check. (See Table: Truenaming DCs by Recitation Level) To make a truenaming check, roll 1d20 + the truenamer’s class level + the truenamer’s Intelligence modifier. On a failed truenaming check, the recitation is not recited, the truenamer’s action is wasted, and he incurs the penalties described by the Law of Croaking Failure.

A truenamer can choose to recite “on the defensive”. When reciting on the defensive, the truenamer does not provoke an attack of opportunity, but the truenaming DC is increased by +5 to reflect the enhanced difficulty of the task. (See Table: Truenaming DCs by Recitation Level) On a failed truenaming check, the recitation is not recited, the truenamer’s action is wasted, he incurs the penalties described by the Law of Croaking Failure, and he provokes an attack of opportunity.

All truenamer recitations have verbal components. To learn or recite a recitation, a truenamer must have an Intelligence score equal to at least 10 + the recitation level. The Difficulty Class (DC) for a saving throw against a truenamer’s recitation is 10 + the recitation level + the truenamer’s Intelligence modifier.

All recitations have a recitation level, which represents just how accomplished a truenamer must be to have the vocabulary to use it in the first place. A truenamer begins play able to recite 1st-level recitations. At 4th level, a truenamer can recite 2nd-level recitations. For every three truenamer levels beyond 4th, the highest recitation level he can recite increases by +1, to a maximum of 6th-level recitations at 16th level.

Each recitation has a “similar school” listing. Any spell of that school whose spell level is greater than or equal to the recitation level of the attempted recitation can be used to counterspell that recitation. This can be particularly devastating for the truenamer, as counterspelling triggers The Law of Flowing Rhetoric.

Treat the truenamer’s class level as his caster level for the purpose of dispel magic and other such effects. Similarly, spells, feats, and abilities that interact with the school of magic listed in a recitation’s similar school listing affect that recitation as though it were a spell. For example, a truenamer can take the Spell Focus (evocation) feat and have it apply to all of his recitations that have evocation listed as the similar school.

If a spell or ability affecting the truenamer increases concentration DCs, then his truenaming DCs increase by half that amount, rounded down. Further, spells and abilities that trigger when a spell is cast, such as the Spellbreaker feat, trigger when a recitation is recited. When dealt damage before a recitation is completed, the truenaming DC increases by the amount of damage taken. A truenamer’s recitations have a 20% failure chance when he is deafened, but other situations that require concentration checks of standard spellcasters do not affect a truenamer.

Upon reaching 7th level, and at every third truenamer level after that (10th, 13th, and so on), a truenamer can choose to learn a new recitation in place of one he already knows from the same codex. In effect, the truenamer “loses” the old recitation in exchange for the new one. The new recitation’s level must be the same as that of the recitation being exchanged, and it must be at least one level lower than the highest-level recitation the truenamer can recite. A truenamer may swap only a single recitation at any given level, and must choose whether or not to swap the recitation at the same time that he gains new recitations known for the level. Recitations follow four universal laws.

The Law of Croaking Failure

The Law of Croaking Failure is the backlash of the universe upon those who draw its attention, then fail to clearly state what it is they want. Whenever the reciter fails a truenaming check, he takes a penalty to truenaming checks equal to the recitation level of the recitation failed for 5 rounds. This penalty does not stack. While afflicted in this manner, the reciter cannot speak above a whisper,

The Law of Familiar Phrases

The Law of Familiar Phrases is one of the primary reasons why attempting to learn small fragments of such a complex language is viable at all. Whenever the reciter recites a recitation whose recitation level is at least one lower than the highest recitation level he can recite, the reciter can take 10 on his truenaming check.

The Law of Flowing Rhetoric

The Law of Flowing Rhetoric forbids a truenamer from having two instances of a particular recitation in effect at one time. In other words, if the truenamer recites alter blade, which has a duration of 5 rounds, he cannot recite alter blade again until those 5 rounds have elapsed. If a recitation is negated by a saving throw, counterspelled, or dispelled by any means, the truenamer still cannot attempt to recite the recitation again until a period of time equal to the recitation’s duration has elapsed between attempts. If a recitation is not successfully recited, the Law of Flowing Rhetoric is not triggered.

The Law of Finite Malleability

The Law of Finite Malleability is a measure of the patience of the universe. As a truenamer runs around demanding the same thing of the universe over and over, it tends to get a bit fed up with him. Each time the truenamer successfully recites a recitation, the truenaming DC of that recitation increases by +2. The truenamer may spend an hour apologizing to the universe each morning, much like how typical spellcasters study their spellbooks, in order to reset the Law of Finite Malleability to its starting state, +0.

Sympathetic Link (Ex)

Even at 1st level, truenamers understand that language defines how an individual thinks. As the First Language is very strict regarding intent, it helps to be able to think like that which is the target of one’s recitations. When reciting a recitation that directly targets a creature, the truenamer gets +2 to his truenaming check if he shares a language with that creature. When targeting multiple creatures with a single recitation, the truenamer must share a language with all creatures targeted in order to gain this bonus.

Spells, spell-like abilities, magic items, and supernatural abilities that grant the ability to speak and understand languages do not apply to this ability. A sympathetic link is not formed by being able to speak like a particular creature, but rather by being able to think like a particular creature. Magical language aids completely skip over this aspect of language and are responsible for much of the lack of sensitivity that exists in the world today. Simply put, if a truenamer doesn’t put the time and study into learning a language the old-fashioned way, he has no knowledge that he can use in this manner.

Master of Tongues (Ex)

As the First Language encompasses all things, truenamers are wont to learn other, simpler languages in an effort to understand more of the universe. At 2nd level and every two levels beyond 2nd, the truenamer learns an additional language that is not designated as secret, like drow sign language or druidic.

Inflections

Starting at 3rd level, a truenamer gains the ability to stress the syllables of a recitation in a specific manner. This is known as inflecting. Doing so increases the recital time of the recitation to a full-round action that provokes attacks of opportunity, but adds an effect to that recitation depending on the inflection used. A truenamer may only apply a single inflection to any individual recitation.

Select an inflection from the list below. At 6th level and every three levels thereafter, the truenamer selects an additional inflection from this list.

Not all inflections are created equal. Some inflections are simply harder for a truenamer to perform than others, if only because of the particular way the vocal cords must be used. Each inflection has a line labeled “Truenaming DC Modifier”, which states the amount by which the truenaming DC of a recitation increases when that inflection is applied.

Most inflections are frowned upon by the universe itself, if only because the universe gets annoyed when somebody demands something that specific of it. Each inflection has a line labeled “Malleability DC Modifier”. This value is applied to the Law of Finite Malleability. For example, as the DC of a recitation normally increases by +2 every time it is successfully recited, an inflection with a Malleability DC Modifier of +2 would make the DC of the recitation increase by a total of +4 (2 + 2) after being successfully recited.

Amplified

Truenaming DC Modifier: +2
Malleability DC Modifier: +2

A recitation with this inflection is treated as though all variable, numeric effects are increased by half, including bonuses to those dice rolls.

Booming

Truenaming DC Modifier: +2
Malleability DC Modifier: +0

A recitation with this inflection has its range increased by +30 feet.

Caterwauling

Truenaming DC Modifier: +3
Malleability DC Modifier: +3

A recitation with this inflection is treated as though all variable, numeric effects are maximized. Saving throws and opposed rolls are not affected, nor are recitations without random variables. A truenamer must be at least 9th level to select this inflection.

Cheery

Truenaming DC Modifier: +0
Malleability DC Modifier: +1

A recitation with this inflection dazzles those it targets for 1d4 rounds with no saving throw allowed. The recitation must normally affect a single creature or object, not an area, in order for this inflection to have any effect, and even then most objects can’t be dazzled.

Complementary

Truenaming DC Modifier: +2
Malleability DC Modifier: +1

A recitation with this inflection increases the remaining duration of the reciter’s other ongoing recitations that were recited with this inflection applied by +1 round.

Disruptive

Truenaming DC Modifier: +2
Malleability DC Modifier: +1

A recitation with this inflection reduces the remaining duration of the reciter’s other ongoing recitations that were recited with this inflection applied by 1 round.

Echoing

Truenaming DC Modifier: +6
Malleability DC Modifier: +2

A recitation with this inflection takes a -2 penalty to the Difficulty Class of any saving throw it calls for, but affected creatures must roll twice and take the worse result. A truenamer must be at least 12th level to select this inflection.

Kinetic

Truenaming DC Modifier: +2
Malleability DC Modifier: +2

When selecting this inflection, choose one of the family of inflections listed below. A recitation with the chosen inflection that normally deals acid, cold, electric, fire, or sonic damage deals damage of the chosen inflection’s type instead.

This inflection can be taken multiple times. Each time, choose a different member of the family of inflections.

  • Acid = Oxykinetic
  • Cold = Cryokinetic
  • Electric = Electrokinetic
  • Fire = Pyrokinetic
  • Sonic = Sonukinetic

Menacing

Truenaming DC Modifier: +4
Malleability DC Modifier: +0

A recitation with this inflection deals 1d6 points of damage per recitation level to the subject if the subject succeeds on its saving throw. This is a force effect. Only recitations whose effects are totally negated on a successful saving throw can use this inflection.

Muffled

Truenaming DC Modifier: +2
Malleability DC Modifier: +2

A recitation with this inflection can only be countered by a spell whose spell level is at least two greater than the recitation’s recitation level. A truenamer must be at least 12th level to select this inflection.

Omnipresent

Truenaming DC Modifier: +4
Malleability DC Modifier: +3

A recitation with this inflection affects any three valid targets within range. If combined with the stereo inflection using overtone chanting, they affect a total of four valid targets within range. A truenamer must be at least 12th level to select this inflection.

Penetrating

Truenaming DC Modifier: +0
Malleability DC Modifier: +0

A recitation with this inflection gets a +2 bonus to caster level checks made to penetrate spell resistance and other effects that negate magic on a failed caster level check, such as a clay golem‘s cursed wound ability? however, the Difficulty Class of any saving throw called for by a recitation with this inflection takes a 2 penalty.

Resonant

Truenaming DC Modifier: +4
Malleability DC Modifier: +2

A recitation with this inflection affects all valid targets within 10 feet of a primary target. The recitation must normally affect a single creature or object, not an area, in order for this inflection to have any effect. A truenamer must be at least 6th level to select this inflection.

Stereo

Truenaming DC Modifier: +2
Malleability DC Modifier: +2

A recitation with this inflection affects any two valid targets within range. If combined with the omnipresent inflection using overtone chanting, they affect a total of four valid targets within range.

Terse

Truenaming DC Modifier: +6
Malleability DC Modifier: +4

A recitation with this inflection is not recited as a full-round action. Instead, it is recited as a swift action. This inflection cannot be used with the overtone chanting class feature. A truenamer must be at least 12th level to select this inflection.

Trailing

Truenaming DC Modifier: +2
Malleability DC Modifier: +2

The duration of a recitation with this inflection is doubled.

Truncated

Truenaming DC Modifier: +4
Malleability DC Modifier: +0

Only recitations that have no effect until their duration ends can use this inflection. A recitation with this inflection has a duration of instantaneous? however, once recited in this fashion, a corollary of the Law of Flowing Rhetoric makes it so that recitation cannot be recited again for 1 minute. A truenamer must be at least 6th level to select this inflection.

Vengeful

Truenaming DC Modifier: +4
Malleability DC Modifier: +0

If the target of a recitation with this inflection makes its saving throw against the recitation, then the target takes a -2 penalty to its next saving throw against a recitation. This effect lasts for 5 rounds or until used.

Whispering

Truenaming DC Modifier: +2
Malleability DC Modifier: +0

A recitation with this inflection has its range reduced by 30 feet, but the Difficulty Class of any saving throw called for by the recitation is increased by +2.

Linguistic Familiarity (Ex)

Starting at 5th level, a truenamer’s mastery of language makes him resistant to abilities that rely upon it. He gets +1 to saving throws made against language-dependent spells and abilities.

This bonus increases to +2 at 11th level and +3 at 17th level.

Overtone Chanting (Ex)

At 12th level, a truenamer has mastered the art of overtone chanting as it pertains to performing his recitations in the First Language. He may now apply up to two inflections to a single recitation and gain the benefits of both. When doing so, add together the Truenaming DC Modifiers of the two inflections and apply the sum to the recitation, then add together the Malleability DC Modifiers of the two inflections, add a further +2 to the summed the Malleability DC Modifier, and apply the sum to the recitation.

Demand of the Universe (Ex)

At 20th level, a truenamer has learned enough of the First Language to force the universe to do what he says without having to muck about with all of this precise inflection nonsense, at least some of the time. Once per day for each of his codices, the truenamer can take 20 on a truenaming check. In other words, the truenamer gets up to four separate uses of this ability: once for the Codex of Heart and Mind, once for the Codex of Artifice, once for the Codex of Far-flung Spheres, and once for the Codex of the Realized Vision.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes.

The following options are available to the listed race who have truenamers as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

  • Aasimar If a recitation heals, add +1/3 to the amount healed.
  • Drow Every 3 times this bonus is selected, choose a recitation. That recitation ignores the Law of Finite Malleability the first time it is recited without inflections each day. If the truenamer chooses to forget that recitation and learn a new one, then the new recitation gains this ability. Each time the truenamer gains this ability, select a new recitation.
  • Dwarf Recitations from the Codex of Artifice have their duration increased by +1/3 round.
  • Elf Every 3 times this bonus is selected, choose a recitation. That recitation ignores the Law of Finite Malleability the first time it is used without inflections each day. If the truenamer chooses to forget that recitation and learn a new one, then the new recitation gains this ability. Each time the truenamer gains this ability, select a new recitation.
  • Gnome Whenever the truenamer triggers the Law of Croaking Failure, he gets a +1/3 bonus to his next truenaming check, to a maximum of the recitation level of the recitation that triggered the Law of Croaking Failure. This bonus lasts for 2 rounds or until used.
  • Half-elf Every 3 times this bonus is selected, choose a recitation. That recitation ignores the Law of Finite Malleability the first time it is used without inflections each day. If the truenamer chooses to forget that recitation and learn a new one, then the new recitation gains this ability. Each time the truenamer gains this ability, select a new recitation.
  • Halfling Whenever the truenamer triggers the Law of Croaking Failure, he gets a +1/3 bonus to his next truenaming check, to a maximum of the recitation level of the recitation that triggered the Law of Croaking Failure. This bonus lasts for 2 rounds or until used.
  • Half-orc Add +1/6 of an inflection.
  • Hobgoblin Recitations from the Codex of Artifice have their duration increased by +1/3 round.
  • Human Add +1 foot to the range of the truenamer’s recitations. (+5 feet to the range every 5 times the truenamer takes this bonus)
  • Kitsune Recitations from the Codex of Heart and Mind or the Codex of Far-Flung Spheres have their duration increased by +1/5 round.
  • Kobold Add +1/5 to truenaming checks if all targets are gnomes. Area effects receive no benefit.
  • Orc Recitations from the Codex of Artifice have their duration increased by +1/3 round.
  • Puddling Add +1 foot to the range of the truenamer’s recitations. (+5 feet to the range every 5 times the truenamer takes this bonus)
  • Tengu Whenever the truenamer recites a recitation, his base land speed increases by +1 foot for 1 round. (+5 feet to base land speed for 1 round every 5 times the truenamer takes this bonus.) In addition, every eight times this bonus is selected, the truenamer receives a +1 dodge bonus to AC whenever he is under the effects of the Law of Croaking Failure, to a maximum of the magnitude of the truenaming penalty imposed by the Law.
  • Tiefling If a recitation deals ability score damage, it deals an additional +1/6 damage to that ability score.
  • Vanara Whenever the truenamer recites a non-inflected recitation from a particular codex, he gets a +1/5 circumstance bonus, max +2, to truenaming checks made to recite noninflected recitations from any other codex for 1 round.
  • Vishkanya If a recitation deals ability score damage, it deals an additional +1/6 damage to that ability score.

Archetypes

  • Chessmaster
  • Orator
  • Savant of Heart and Mind
  • Truescribe
  • Tuneful Inflectionist
  • Verminspeaker
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