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Speaker

The Speaker is a specialized type of spellcaster who stumbled upon the secrets of Creation instead of traditional spellcasting. Upon speaking their first Word, a Speaker’s soul begins to change, adapting to fuel powers wielded once only by the gods themselves. The downside of this amazing power is that it cannot be taught, only learned through intense study of languages as Foundation cannot be written and the mortal mind cannot properly comprehend the word being spoken as it rewrites reality, though the meaning may be understood through a generated effect.

Alignment: Any.

Hit Die: d6.

Starting Wealth: 2d6 x 10 gp (average 70 gp).

Class Skills: The Speaker’s class skills are Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Perform (oratory) (Cha), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at each Level: 2 + Int modifier.

Weapon and Armor Proficiency

Speakers are proficient with all simple weapons. Speakers are also proficient with light armor and shields (except tower shields).

Words of Foundation (Su)

Foundation is the Language of Creation and allows the reshaping of the world. Spoken only by the most ancient of gods, mortals are occasionally able to glean words from it through the study of multiple languages. At first level, you learn a number of Words equal to the number of languages you know, excluding Common. Whenever you gain a level or learn a new language (excluding Common), learn one additional Word.

Speaking a Word is a standard action that does not provoke. Each Word that you know can be spoken once per day with no drawbacks, however you may attempt to speak a Word more often by succeeding on a Will saving throw with a DC equal to the DC of the Word, including any DC increasing effects you have (such as Word Focus). No matter the result, you speak the Word and take 1 point of damage per hit die that you have. If your attempt is successful, you may continue attempting to speak that Word more often until you fail. Failure means that you take 1 temporary negative level that cannot be dispelled but fades when you next meditate to regain Words and cannot attempt to speak that Word again until you next regain use of your Words. You gain this negative level and any negative level suffered by Speaking a Word even if you are immune to negative levels and it functions normally despite any ability that affects negative levels that you may have, excluding feats with Words of Foundation as a prerequisite.

The DC of Words of Foundation is equal to 10 + 1/2 your Speaker level (minimum 1) + your Int modifier.

All Words of Foundation offer SR, though some are harmless (this will be called out in the text of the Word).

Upon reaching 4th level, and at every even-numbered Speaker level after that (6th, 8th, and so on), you may choose to learn a new Word in place of one you already know that is not a prerequisite for any other Words known. In effect, you lose the old Word in exchange for the new one. The new Word must be one you could have gained at the same level the one being exchanged was gained at. A Speaker may swap only a single Word at any given level and must choose whether or not to swap the Word at the same time that you gain a new Word known for the level.

This ability counts as divine spellcasting with a caster level equal to you Speaker level and spell level equal to half your Speaker level (minimum 1).

Identifying Words (Su)

To speak a Word of Foundation is not enough, it must be directed. As part of the action to speak a Word of Foundation you must speak an Identifying Word. Each Identifying Word is limited in its number of uses per day and cannot be spoken more often that that number. At first level, you know the following Identifying Words: All, Ally, Enemy, and Self. At sixth level, you learn the following Identifying Words: Allies and Enemies.

Dead creatures always count as being able to hear you.

  • All: All creatures able to hear you within a 30-foot radius burst centered on you are affected by the Word. This is usable a number of times per day equal to 3 + half your Speaker level (minimum 0).
  • Allies: All allies able to hear you within a 30-foot radius burst centered on you are affected by the Word. This is usable once per day at 6th level and an additional time every even -numbered Speaker level thereafter.
  • Ally: An ally able to hear you within 30 feet is affected by the Word. This cannot be used to affect yourself. This is usable a number of times per day equal to 3 + half your Speaker level (minimum 0).
  • Enemies: All enemies able to hear you within a 30-foot radius burst centered on you are affected by the Word. This is usable once per day at 6th level and an additional time every even -numbered Speaker level thereafter.
  • Enemy: An enemy able to hear you within 30 feet is affected by the Word. This is usable a number of times per day equal to 3 + half your Speaker level (minimum 0).
  • Self: You are affected by the Word on the condition that you are able to hear. This is usable a number of times per day equal to 3 + half your Speaker level (minimum 0).

Modifying Words

At 5th level, a Speaker learns that adding a word before a Word of Foundation can modify its effect. You learn one Modifying Word at 5th level, and an additional Modifying Word every five levels thereafter. Each Modifying Word has a number of uses per day equal to one fifth your Speaker level and cannot be spoken more often that that number. As a move action immediately before speaking a Word of Foundation, you may speak a Modifying Word.

  • Echoing: You may speak the exact same Word of Foundation and Identifying Word with your next standard action without consuming a use of the Identifying Word or having to roll a Will saving throw. You must be at least 10th level to select this Modifying Word.
  • Empowered: You alter a Word of Foundation so that all variable, numeric effects are increased by half including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are Words without random variables.
  • Extended: You alter a Word of Foundation with a duration to last twice as long.
  • Far: You alter a Word of Foundation using the Identifying Word of Ally or Enemy to affect a target within 100 feet that qualifies.
  • Maximized: You alter a Word of Foundation so that all variable, numeric effects are maximized. Saving throws and opposed rolls are not affected, nor are Words without random variables. You must be at least 15th level to select this Modifying Word.
  • Resounding: You alter a Word of Foundation to affect creatures that cannot hear by resonating it with their souls. You must be at least 15th level to select this Modifying Word.
  • Widened: You alter a Word of Foundation using the Identifying Word of All, Allies, or Enemies to affect all targets within 60 feet. You must be at least 10th level to select this Modifying Word.

Word Mastery

At 20th level, you have spoken some Words so many times that they are second nature. Choose 5 Words you know that do not have prerequisites. Those Words can be used once per minute and do not expend uses of the following Identifying Words: All, Ally, Enemy, and Self.

Sidebar: Negative Levels and You

For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as speaking Words) for each negative level possessed. If a creature’s negative levels equal or exceed its total Hit Dice, it dies.

Some abilities and spells (such as the Word Raise) bestow permanent level drain on a creature. These are treated just like temporary negative levels, but they do not allow a new save each day to remove them. Level drain can be removed through Words like Restore. Permanent negative levels remain after a dead creature is restored to life. A creature whose permanent negative levels equal its Hit Dice cannot be brought back to life through Words like Raise and Resurrect without also receiving a Restore, spoken the round after it is restored to life.

Speaker Favored Class Bonuses

  • Aasimar: Gain + 1/6 to Will saving throws.
  • Aphorite: Increase the miss chance of Displace by 1% (maximum 100%).
  • Catfolk: Gain 1/6 of a feat with the Words of Foundation class feature as a prerequisite.
  • Dhampir: Increase the amount healed by outsiders and undead with Words you speak by 1/2 points.
  • Drow: Increase your effective caster level by 1/4 for the purposes of determining the duration of Words.
  • Duergar: Increase the damage of Words that deal acid damage by 1/2 points.
  • Duskwalker: Increase the amount of damage dealt to outsiders and undead with Words you speak by 1/2 points.
  • Dwarf: Increase your effective caster level by 1/4 for the purposes of penetrating spell resistance with Words.
  • Elf: Learn 1/5 of a Modifying Word that you meet the prerequisites for.
  • Fetchling: Add + 1/2 to either cold or electricity resistance (maximum resistance 10 for either type).
  • Ganzi: Gain 1/4 of a random Ganzi Oddity. If you roll an ability you already have, gain the next highest ability.
  • Gnome: Increase the amount healed by animals, fey, and plants with Words you speak by 1/2 points.
  • Goblin: Increase the damage of Words that deal fire damage by 1/2 points.
  • Half-Elf: Increase your effective caster level by 1/4 for the purposes of determining the duration of Words.
  • Halfling: Gain a + 1/4 luck bonus to Will saving throws made to speak a Word an additional time.
  • Half-orc: Increase the DC of saving throws for Words that affect you by 1/4.
  • Hobgoblin: Increase your effective caster level by 1/3 for the purposes of determining the duration of mindaffecting Words.
  • Human: Gain + 1/2 effective hit die for the purpose of dying from negative levels.
  • Ifrit: Increase the DC of saving throws for Words that deal fire damage by 1/4.
  • Kobold: Add + 1/4 to the Armor or Natural bonus granted to you by Words you speak.
  • Orc: Gain + 1/2 effective hit die for the purpose of dying from negative levels.
  • Oread: Increase the DC of saving throws for Words that deal acid damage by 1/4.
  • Ratfolk: Increase the DC of saving throws for Words that inflict a condition by 1/4.
  • Samsaran: Learn 1/6 of a language.
  • Suli: Add + 1/2 to either force or sonic resistance (maximum resistance 10 for either type).
  • Svirfneblin: Reduce the spell failure chance for speaking Words while deafened by 1% (minimum 0%).
  • Sylph: Increase the DC of saving throws for Words that deal electricity damage by 1/4.
  • Tengu: Learn 1/6 of a language.
  • Tiefling: Gain + 1/6 to Will saving throws.
  • Undine: Increase the DC of saving throws for Words that deal cold damage by 1/4.
Section 15: Copyright Notice
Speaker: A Pathfinder 1e class designed for use in the Lost Lands, © 2021, Michael Mars, Author Michael Mars Russell