Ceaon
2010-11-09, 11:43 AM
As the title says, this is an attempt to build a 4th edition version of the truenamer class. In 3.x, it was a broken class (as in, it did not function properly), so I tried hard to balance this.
TRUENAMER
“Failure and success don't really matter when you can just change the rules themselves.”
http://fc09.deviantart.com/fs37/f/2008/282/e/8/Chaos_Mage_by_Sergon.jpg
Class Traits
Role: Controller. You revise the world around you, adding, changing or removing things as you want them. The most natural way to use your talent is to hamper your enemies. However, your secondary role is leader, as you can also use your powers to improve the fate of your allies.
Power Source: Elemental. You control the pure fabric of space and time, everything that was there before anything else.
Key Abilities: Intelligence, Strength, Charisma
Armor Proficiencies: Cloth
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +2 Will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Truespeak (Int, see sidebar). From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcane (Int), Bluff (Cha), Diplomacy (Cha), History (Int), Insight (Wis), Religion (Int), Streetwise (Cha), Truespeak (Int)
Class Features: Extensive Study, Mnemonic Device
SIDEBAR: TRUESPEAK
Truespeak is a new skill, available only to members of the truenamer class. It increases the effects of your encounter powers, and your daily powers are entirely reliant of the use of this skill.
Truespeak (Intelligence)
You have studied the true name of the world and everything in it. This knowledge extends to all fields of existence and can provide the speaker with a certain amount control over the subject of which he knows the true name. You can use this power to aid another in any other skill.
Truespeak Aid: part of the aid another action.
You can use this skill instead of another skill to perform the aid another action, even if it normally would not make sense (aiding another to move silently, for instance). The DC is 10 + half the level of the creature you are trying to aid.
TRUENAMER CLASS FEATURES
Truenamers have the following class features.
Extensive Study
You gain the Skill Focus (Truespeak) feat.
Mnemonic Device
Your early steps into the world of truespeaking were hard, and to continue studying the true names of the world around you, you had to find special ways to remember all those words. Choose one of the two following benefits. This choice you make also provides you with bonuses to certain truenamer powers, as detailed in those powers.
Acronymic Device Determination
Once per round, when you succeed on a Truespeak check, all allies within 5 squares of you gain temporary hit points equal to your strength modifier. Increase the temporary hit points to 2 + strength modifier at 11th level and 4 + strength modifier at 21st level.
Sublime Rhyme
Once per round, when you succeed on a Truespeak check as part of an attack, you may slide one of the attack's targets a number of squares equal to your charisma modifier. Increase the slide to 2 + charisma modifier at 11th level and 4 + charisma modifier at 21st level.
TRUENAMER
“Failure and success don't really matter when you can just change the rules themselves.”
http://fc09.deviantart.com/fs37/f/2008/282/e/8/Chaos_Mage_by_Sergon.jpg
Class Traits
Role: Controller. You revise the world around you, adding, changing or removing things as you want them. The most natural way to use your talent is to hamper your enemies. However, your secondary role is leader, as you can also use your powers to improve the fate of your allies.
Power Source: Elemental. You control the pure fabric of space and time, everything that was there before anything else.
Key Abilities: Intelligence, Strength, Charisma
Armor Proficiencies: Cloth
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +2 Will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Truespeak (Int, see sidebar). From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcane (Int), Bluff (Cha), Diplomacy (Cha), History (Int), Insight (Wis), Religion (Int), Streetwise (Cha), Truespeak (Int)
Class Features: Extensive Study, Mnemonic Device
SIDEBAR: TRUESPEAK
Truespeak is a new skill, available only to members of the truenamer class. It increases the effects of your encounter powers, and your daily powers are entirely reliant of the use of this skill.
Truespeak (Intelligence)
You have studied the true name of the world and everything in it. This knowledge extends to all fields of existence and can provide the speaker with a certain amount control over the subject of which he knows the true name. You can use this power to aid another in any other skill.
Truespeak Aid: part of the aid another action.
You can use this skill instead of another skill to perform the aid another action, even if it normally would not make sense (aiding another to move silently, for instance). The DC is 10 + half the level of the creature you are trying to aid.
TRUENAMER CLASS FEATURES
Truenamers have the following class features.
Extensive Study
You gain the Skill Focus (Truespeak) feat.
Mnemonic Device
Your early steps into the world of truespeaking were hard, and to continue studying the true names of the world around you, you had to find special ways to remember all those words. Choose one of the two following benefits. This choice you make also provides you with bonuses to certain truenamer powers, as detailed in those powers.
Acronymic Device Determination
Once per round, when you succeed on a Truespeak check, all allies within 5 squares of you gain temporary hit points equal to your strength modifier. Increase the temporary hit points to 2 + strength modifier at 11th level and 4 + strength modifier at 21st level.
Sublime Rhyme
Once per round, when you succeed on a Truespeak check as part of an attack, you may slide one of the attack's targets a number of squares equal to your charisma modifier. Increase the slide to 2 + charisma modifier at 11th level and 4 + charisma modifier at 21st level.