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Old 06-24-2011, 07:12 PM   Top  -  End  -  #13
Benly
Bugbear in the Playground
 
Daemon
 
Join Date: Aug 2010
Default Re: Gitp PrC Contest XXVIII: My Life in Runes

Wordthief

Can't find the right thing to say? I know. I took it.

The illumians (Races of Destiny) are a peculiar lot: a race that determined that, just as language could describe all existence, any existence could become language. Through their Ritual Of Words Made Flesh, they distilled their essences into configurations of six runes and rebuilt themselves into creatures of living text and speech, gaining unusual powers and advancing themselves towards their perceived enlightenment.
Not everyone buys into their idea of enlightnment. Some people just wanted the power of the Words Made Flesh without the task of rebuilding their very existences to achieve it. Thus was the art of the wordthief developed: a set of techniques to rip out the very words that define a being and use them for one's own ends.

BECOMING A WORDTHIEF

The art of the wordthief is similar to that practiced by the more common spellthief (Complete Adventurer), and most wordthieves have been spellthieves at some point in their careers. Rogues also make capable wordthieves, if they take the time to pursue the appropriate studies. A factotum (Dungeonscape) can easily qualify, and while the wordthief's abilities do not directly enhance the factotum's, the versatility of its powers can combine well with the factotum's broad fields of study. A ninja (Complete Adventurer) needs to expand outside his usual fields of study to meet the requirements, but can make an excellent wordthief if he does so. Bards meet the qualifications to become wordthieves easily, but gain little benefit from doing so.

ENTRY REQUIREMENTS

Skills: Decipher Script 8 ranks, Knowledge (arcana) 4 ranks, Listen 4 ranks
Special: Must be literate and speak at least 4 languages learned by spending skill points on Speak Language (as opposed to automatic starting languages or bonus languages from a high Intelligence.)

Class Skills

The Class Name's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex) Speak Language (n/a), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level: 6 + int

Hit Dice: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+2
+2
Sneak attack +1d6, Thief Of Words, Stolen Words
2nd
+1
+0
+3
+3
Flesh Made Words
3rd
+2
+1
+3
+3
Reader Of Words
4th
+3
+1
+4
+4
Sneak attack +1d6
5th
+3
+1
+4
+4
Censor Of Words
6th
+4
+2
+5
+5
Greater Sigil
7th
+5
+2
+5
+5
Sneak Attack +1d6
8th
+6/+1
+2
+6
+6
Forger Of Words
9th
+6/+1
+3
+6
+6
Thief Of Last Words
10th
+7/+2
+3
+7
+7
Sneak attack +1d6, Master Sigil

Weapon Proficiencies: A wordthief gains no new weapon or armor proficiencies..

Sneak Attack: A wordthief gains the ability to make sneak attacks (as the rogue ability). At first level she gains one die of sneak attack, plus another every three levels thereafter (at fourth, seventh, and so on.) This stacks with any other source of sneak attack she may possess. A wordthief who has the sudden strike ability may choose to gain dice of sudden strike at these levels instead. A wordthief with the steal spells ability may add her wordthief level to her spellthief levels for the purpose of determining the number of levels of stolen spells she may retain and the maximum level of spells that may be stolen; however, if she uses this ability to steal a higher level spell than she otherwise could, she may only steal spells with verbal components.

Thief Of Words (Ex): The first trick of the wordthief is to steal the syllables that define creatures and make them what they are. On a successful sneak attack, she may forego one die of sneak attack damage to silence a target for one round per wordthief level. This grants the wordthief a stolen word corresponding to the target's highest ability score, as described below under Stolen Words. If the creature has multiple ability scores tied for highest, the wordthief may choose which word she wants to steal. Ability damage and any bonuses or penalties currently affecting the creature are included to determine which ability score is highest.
A silenced target may not make any voluntary noise that originates internally to the creature. Thus, it may not speak, sing, or cry out; however, the creature's heart can still be heard beating within its chest and its footsteps will still create noise. The victim begins to suffer further ill effects starting ten minutes after the silence effect ends. For as long as the wordthief continues to carry the stolen word, plus one day thereafter, the creature's verbal abilities are severely disjointed by the words ripped from its system. It must use at least a full-round action to perform any kind of coherent verbal communication, including written communication and even telepathy if the telepathic ability used specifies that creatures communicating with it must know a language. This does not affect its ability to cast spells, however.
This ability is particularly effective against illumians. When a wordthief uses this ability against an illumian, she steals two words, corresponding to that illumian's sigils rather being determined by his ability scores. The illumian may not use his power sigil or illumian words abilities as long as the wordthief retains at least one of his words. At the DM's discretion, this ability may have similar effects on other beings whose nature is intimately entwined with the nature of language, such as logokron devils or certain living spells.

Stolen Words (Ex): Many of the wordthief's abilities are powered by words stolen from her enemies. There are six words of power, corresponding to the six ability scores and six illumian sigils. A wordthief may normally only carry one stolen word from a given creature at a time, unless that creature is an illumian. A stolen word may be carried indefinitely. A wordthief may carry a number of stolen words equal to her wordthief level plus the number of languages she has spent skill points to learn, up to a maximum equal to her hit dice.
Aesh ("vigor") corresponds to Strength. Hoon ("life") corresponds to Constitution. Krau ("magic") corresponds to Wisdom. Naen ("mind") corresponds to Intelligence. Uur ("grace") corresponds to Dexterity. Vaul ("soul") corresponds to Charisma.
A wordthief can expend a stolen word as a swift action to gain a bonus to checks using that word's corresponding ability score equal to her wordthief level. This bonus lasts until the beginning of the wordthief's next turn. A wordthief can also perfectly mimic the voice of any individual from whom she is currently carrying a stolen word.
A wordthief with the Steal Spells ability may expend a number of stolen words when casting a stolen spell equal to the spell's level, as long as the spell has no components other than verbal components. If she does so, the stolen spell is not expended.
Stolen words may change as the wordthief carries them. If the wordthief gets a full night's sleep while carrying one or more words, she may change one of her carried words to a different word of her choice. She may convert two such words each night starting at fifth level, and three at tenth level.

Flesh Made Words (Su): Much as the illumians transform their bodies into living language, the wordthief learns to convert the stolen language of creation into a part of her body. A wordthief of at least second level may expend a carried word as a swift action to partially transform her body. The stolen word manifests as a vivid sigil in a prominent location upon her body and may not be concealed; it stains and shows through any clothes that cover it up. Unlike an illumian's sigils, it does not shed light and may appear in locations other than the head. The wordthief may manifest only one sigil at a time; if she manifests another sigil, it replaces her current one. The benefits of the sigil depend on what word was expended to create it. A sigil normally lasts until another sigil is manifested. However, each sigil may have its manifestation ended prematurely under specific conditions to obtain a special benefit specific to that sigil if the wordthief so desires. These special benefits are activated as a free action which may only be taken when the appropriate condition for that specific sigil is met.

Sigils:
Spoiler


Reader Of Words (Ex): As she becomes more proficient in her arts, the wordthief learns to understand in detail the relationship between a being and the words of power that describe it. A third-level wordthief who has observed a target for at least a round may make a Decipher Script check against a DC of 10 + the target's HD as a free action. On a successful check, the wordthief determines the creature's associated word of power as determined by its highest ability score. If the creature has multiple highest ability scores, the wordthief learns all the words of power associated with it. If the check fails, the wordthief may not make another such check against that target until she has made a more detailed examination, which requires a standard action.

Censor Of Words (Ex): At fifth level, the wordthief learns to use her mastery of the words of power to entirely strike out parts of the words that define her enemies' being. On a successful sneak attack, she may forego two dice of sneak attack damage and expend a stolen word to deal 1d6 ability damage to the target's ability score corresponding to the expended word. This ability may be used only once per attack. If Thief of Words and Censor of Words are applied to the same attack, the creature's associated word is determined before ability damage is calculated. A successful saving throw prevents this ability damage; the DC is 10 + the wordthief's class level + the wordthief's highest ability modifier. The required saving throw is Fortitude if the damage is against Strength, Constitution, or Dexterity, and Will if the damage is against Intelligence, Wisdom, or Charisma.

Greater Sigil (Su): At sixth level, the wordthief has greater control of the words that she takes into herself. The wordthief may now have two sigils active at once. Bonuses from two copies of the same sigil do not stack, although the wordthief may choose to have two of the same sigil if she wishes (for example, to be able to gain the benefit of prematurely ending the sigil without losing its ongoing benefit.)
If the wordthief has two different sigils manifested, she may combine them as a swift action into a single greater sigil. A greater sigil grants the ongoing benefits of its constituent sigils, but may not be prematurely terminated for additional benefits. Instead, each greater sigil grants a unique benefit to the wordthief. If a new sigil is manifested, it replaces one of the two constituent sigils, breaking the greater sigil and leaving the other constituent sigil in place.

Greater Sigils:
Spoiler


Forger Of Words (Su): An eighth-level wordthief can edit the words that define her opponents' being with greater sophistication than ever. On a successful sneak attack, she may forego three dice of damage and expend two different stolen words. The target's ability scores corresponding to the two words expended are exchanged. For example, if the wordthief expended an Uur and a Naen word to use Forger of Words on a creature with 18 Dexterity and 10 Intelligence, the creature would have 10 Dexterity and 18 Inteligence after the attack. A successful Will saving throw prevents this effect; the DC is 10 + the wordthief's class level + the wordthief's highest ability modifier.

Thief of Last Words (Su): A ninth-level wordthief learns to opportunistically steal the last words of the dying. When a creature which speaks at least one language dies within thirty feet of the wordthief, she may make a Decipher Script check against a DC of 10 + the creature's CR. If she succeeds, she obtains a stolen word corresponding to the creature's highest ability score, even if she already has a stolen word from that creature. A creature whose last word has been stolen may not be contacted using Speak With Dead or similar effects.
If this ability is used on an illumian, it steals his Final Utterance. The Final Utterance ability does not take effect as normal. Instead, the wordthief gains a number of randomly determined stolen words (roll 1d6 to determine each stolen word's nature) equal to the illumian's hit dice, even if this exceeds her normal limit for stolen words carried. As long as the wordthief carries at least one of these stolen words, no force short of divine intervention can raise that illumian from the dead. For this reason, experienced wordthieves are hated and feared by illumians more than almost any other beings.

Master Sigil (Su): A tenth-level wordthief gains the ability to use a powerfully focused version of her sigils. To use Master Sigil, the wordthief must have two of the same sigil manifested by means of the Double Sigil ability. Each use of Master Sigil requires expending a stolen word, which must be the same word manifested in her sigil. The effects of Master Sigil depend on which word is used, as does the action required to use it. Each master sigil has a secondary benefit with an ongoing duration, during which Master Sigil may not be used again. The secondary benefit persists even if the wordthief replaces one of her sigils.
Master Sigils:
Spoiler



PLAYING A WORDTHIEF

Stolen words are the lifeblood of the wordthief. Few allies will long tolerate a wordthief who steals their words on a regular basis, so most make do with what they can steal from enemies (or, if the thief is less scrupulous, from bystanders and innocents). A wordthief can spend her words in two main ways: either on long-term benefits in the form of sigils, or short-term benefits in the form of her special attacks and some sigil powers. Because the benefits of sigils are long-term, a wordthief will almost always want to have a sigil active, although which sigil will be active is a matter of situation and available words.

Combat: The most obvious thing to keep in mind in combat is to try to set up sneak attacks: they give you bonus damage, they give you precious stolen words, and they trigger Censor and Forger Of Words. Beyond this, your tactics can change drastically with your active sigils and your available stolen words. Some words are more easily available than others; in a dungeon, there may be many more creatures which have a high Strength or Dexterity than a high Charisma. Since low stats tend to be the most valuable to target with Censor Of Words or Forger Of Words, it's an unfortunate fact that whatever resource is scarcest will also tend to be the most valuable. If this becomes an issue, you might consider using the words of which you have a surplus to power sigils, either by repeatedly manifesting them to end them for their special benefits, or to fuel Greater Sigil abilities such as Hoonkrau's fire breath or Uurnaen's psychic strike.

Advancement: Most wordthieves enter the class as members of a skilled class, and the wordthief will probably want to continue as a skilled class as her career advances. Classes with sneak attack may be particularly appealing, and the wordthief's abilities combine especially well with the spellthief in particular. No prestige classes stand out as extraordinarily synergistic with the wordthief.

Resources: There is no central organization for wordthieves; most learn the tricks from a mentor on an individual basis or develop them from intensive study of the few writings on the subject. Many criminal organizations welcome wordthieves for their mix of skilled sneaking and oddball talents.

WORDTHIEVES IN THE WORLD

"She's much more useful to our army than an assassin would be. A commander who dies is a martyr to his men and easily replaced within the system. A commander who can barely assemble a sentence? Ah, that's much harder to work with."

As a wordthief, you've discovered a potent and eminently practical path to power: you steal it. Whatever else your goals or ethics, the fundamental nature of your powers is that you acquire them by stealing bits and pieces of other creatures' very being. Many wordthieves have absolutely no problem with this and steal more than words, making their powers the basis of a successful criminal career. Even those who seek to turn their powers to constructive ends tend to do so in at least slightly shady ways as spies, rebels, or the ever-popular "treasure hunters". The exceptions tend to be those who came to the wordthief's arts from a more scholarly direction, driven by a curiosity about the nature of language and its relationship to living beings.

Daily Life: The wordthief tends to be a more scholarly kind of outlaw than most. While the wordthief's adventures are just as messy as anyone's, her downtime will often be spent in study or more refined entertainments. Of course, there are always exceptions.

Notables: Hreska Olvir is a special operations field officer in the army. In addition to the usual "special operations" of spying and scouting, Hreska carries out a special duty: she uses her Thief Of Words ability on key targets among the enemy ranks to weaken enemy communications and morale. Much to her embarrassment, the notorious "gentleman thief" Jasper Cavillo is another student of the same master, who uses his abilities to silence witnesses nonlethally while he makes his getaway.

Organizations: There is no formal organization of wordthieves. However, in addition to the usual groups that employ sneakabouts and scoundrels, wordthieves often find their way into more academic organizations with their knowledge of languages and esoteric writings. More than one quiet academic at a respected center of learning has found his way into some dirty little secrets.

NPC Reaction

Wordthieves are not collectively very well known, so the impression of most NPCs will be informed by whatever noteworthy individuals they might be familiar with. There is a significant exception to this: illumians are quite familiar with the concept of wordthieves, and will fear and distrust them almost without exception. This reaction is more or less inevitable given that even a novice wordthief gains special benefits from stealing an illumian's words.

WORDTHIEVES IN THE GAME

The wordthief may seem like a difficult class to work with. It requires paying attention to game aspects that aren't usually closely tracked, and the player needs to keep track of both the type and source of his stolen words. However, the options at any given time are much more limited than the sprawling class features would indicate, streamlining things a bit in play. A DM with a wordthief in his party might want to pay closer attention to the ability scores of otherwise-minor NPCs and vary them a bit from the default statistics blocks. With most PCs, it doesn't matter if all twenty kobolds have the same ability scores, but shuffling them a bit will give the wordthief a little more flexibility.

Adaptation: In a setting where illumians don't exist, wordthieves could have come into being in response to other groups or beings with powers over language. Truenamers (Tome of Magic) are a natural candidate, as are religious organizations devoted to deities of knowledge or language such as Boccob and Oghma.

Encounters: An enterprising wordthief has seized onto the complicated and vicious rivalries among famous actors in a major city and hires himself out to cripple hated rivals' voices on the night of critical performances. This has in turn come to the attention of the crime syndicates that already hold power in the city. The wordthief may seek protection from the syndicates' legbreakers, or the PCs may be hired to teach him a lesson themselves.


Comments:
Spoiler

Changelog:
Spoiler

Last edited by Benly : 07-09-2011 at 07:04 PM.
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