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    Default Re: GitP PrC Contest XXVII: Epically Destined

    SPEAKER OF FORBIDDEN WORDS



    Anthyrwilulissasziphanthryon'nulphtagnhul.
    ~ Horace the Black-Tongued
    Speaker of Forbidden Words

    A Speaker of Forbidden Words seeks to perfect his truenaming skills, and eventually uses both the Words of Creation and the Dark Speech to enhance his power beyond what a simple Truenamer would be capable of. Because Speakers abuse such powerful sources of divine power regularly, their minds eventually feel the sting of lexical whiplash - however, the more crafty among the Speakers learn how to use this effect to their advantage.

    BECOMING A SPEAKER OF FORBIDDEN WORDS
    How you would normally become a member of this prestige class.

    ENTRY REQUIREMENTS
    Skills: Truespeak 13 ranks
    Feats: Skill Focus (Truespeak), Empower Utterance, Enlarge Utterance
    Utterances: Universal Aptitude, Hidden Truth
    Alignment: Chaotic Neutral, True Neutral, or Lawful Neutral

    Class Skills
    The Speaker of Forbidden Words's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (All skills taken individually), Perform (Oratory) (Cha), Truespeak (Int), Use Magic Device (Int).
    Skills Points at Each Level: 4 + Int

    Hit Dice: d6

    SPEAKER OF FORBIDDEN WORDS
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Utterances Known

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Master of Truenaming|+1 level of existing Truenaming class

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Exemplary Charisma|+1 level of existing Truenaming class

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Loquaciousness|+1 level of existing Truenaming class

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Invoke the Forbidden|+1 level of existing Truenaming class

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Sesquipedalian Erudition, Exemplary Intellect|+1 level of existing Truenaming class

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Perfect Logorrhea +1|+1 level of existing Truenaming class

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Weave the Forbidden|+1 level of existing Truenaming class

    8th|
    +6
    |
    +6
    |
    +2
    |
    +6
    |Exemplary Wisdom|+1 level of existing Truenaming class

    9th|
    +6
    |
    +6
    |
    +3
    |
    +6
    |Paradoxical Aphasia|+1 level of existing Truenaming class

    10th|
    +7
    |
    +7
    |
    +3
    |
    +7
    |Holophrasis, Perfect Logorrhea +2|+1 level of existing Truenaming class [/table]

    Weapon Proficiencies: A Speaker of Forbidden Words does not gain any weapon or armor proficiencies.

    Utterances (Su): You continue to advance your Truenaming abilities as if you had gained a level of a Truenaming class you already possess. This increases your Utterances Known, and access to the three Lexicons.

    Master of Truenaming (Ex): Even initiate Speakers are incredibly skilled in their Truenaming magic; the training and experiences one goes through to become a Speaker only enhances that skill. Beginning at 1st level, Speakers of Forbidden Words may take 10 on Truespeak checks to cast Utterances.

    Exemplary Charisma (Ex): Fragments of Truespeech begin filling the Speaker with greater skill with words and aids him in communicating with others. Beginning at 2nd level, at the start of each new day, a Speaker chooses a number of Charisma-based skills up to his Int bonus. The Speaker is considered to have a number of ranks in those skills equal to his Speaker of Forbidden Words level. If he already has atleast 1 rank in those skills, he instead gains an Insight bonus to those skills equal to his Speaker of Forbidden Words level.

    Loquaciousness (Su): As the Speaker of Forbidden Words grows in power, he has a tendency to invoke Truespeech when attempting to speak in normal languages. Beginning at 3rd level, choose a number of languages equal to your Int modifier that are not restricted languages (such as Druidic) and add them to your Languages Known list. In addition, whenever you make a Bluff or Diplomacy check, you may choose to instead use a Truespeak roll. Any Bluff or Diplomacy check modified by Loquaciousness becomes a Mind-affecting effect, and is affected by Mind Blank, Anti-Magic Field and other abilities as normal for a supernatural Mind-affecting effect.

    Invoke the Forbidden (Su): Beginning at 4th level, the Speaker of Forbidden Words can force the first Law of Truespeech - that is, the Law of Resistance - to bend somewhat to his will, through use of proto-truespeech, also known as the Words of Creation and Dark Speech. Whenever a Speaker of Forbidden Words casts an Utterance, the Law of Resistance increases the DC of that Utterance that day by 1 instead of 2.

    In addition to the above effect, when you cast an Utterance you may choose either the Words of Creation or Dark Speech. If you do, you take 1d4 points of nonlethal damage per Utterance level, and all creatures within 30 feet that have the opposite alignment of that category (Evil for Words of Creation and Good for Dark Speech) that hear you use Invoke the Forbidden must make a Will save with a DC equal to 15 + the affected Utterance's level + your Charisma modifier or be frightened for 1 round per Utterance level.

    Sesquipedalian Erudition (Su): An experienced Speaker of Forbidden Words learns, over time, that all things can be manipulated and controlled using Truespeech - even magical forces. Beginning at 5th level, the Speaker gains the ability to, as a full-round action, duplicate the effects of any arcane or divine spell, of a spell level up to his Speaker level - 1 (so a Speaker of Forbidden Words, at 5th level could duplicate the effects of a 4th level spell or lower). If the duplicated spell takes longer than 1 full-round action to complete, use the spell's casting time instead.

    Duplicating a spell in this way requires a Truespeak check with a DC equal to 10 + (the spell's level + 2x the target's CR or HD). For the purposes of the Law of Resistance and the Law of Sequence, this ability is considered a single Utterance but does not benefit from Invoke the Forbidden, Perfect Logorrhea or Holophrasis. Regardless of what spell is cast using this ability, it always is affected by the Law of Resistance, so using this ability to duplicate a Fireball spell would increase the DC for using this ability to duplicate any other spells during that day by 2, and so on.

    Spells that take your Caster level into consideration instead use your Speaker level in their calculations. Spells with durations longer than 1 hour have a 1 hour limit. As with utterances, you can apply Enlarge Utterance, Empower Utterance, Paradoxical Aphasia, etc. by increasing the Truespeak DC; you may also automatically overcome Spell Resistance in the same manner as you would with a normal Utterance.

    Spells that require a costly material component, XP cost or focus require you to increase the DC of this ability. Spells with material components that can be removed through the Eschew Materials feat do not. You must increase the DC of Sesquipedialian Erudition by 5 for every 1000 gp the component or focus costs, and you must increase the DC by 5 for every 250 XP the spell uses. In doing this, you effectively ignore these extra costs and requirements. No other requirement or cost may be waived through this ability.

    Exemplary Intellect (Ex): Beginning at 5th level, even greater Truespeech modifies the mind of the Speaker of Forbidden Words. Upon reaching 5th level, the Speaker chooses a number of Intelligence-based skills equal to his Wisdom modifier (minimum 1). The Speaker may Take 10 with those skills, even in situations that would distract or threaten (such as combat).

    Perfect Logorrhea (Su): Beginning at 6th level, the Speaker learns how to transform his own perfectly communicable speech into logorrhea - incoherent babbling. Such incoherence distorts the Law of Sequence, and allows the Speaker to have up to 1 additional Utterance of the same type active at once. At 10th level, this distortion worsens to include 2 additional Utterances of the same type. However, during these periods of logorrhea, the Speaker is partially unable to speak in any languages he knows; for as long as one or more of the same Utterance is in effect, he has a 50% chance of garbling anything requiring speaking except Truenaming, failing to achieve whatever action required speaking (such as Diplomacy, or a trigger item that requires a spoken word).

    Weave the Forbidden (Su): Invoking proto-cosmic power, the Speaker weaves whispers of either the Words of Creation or the Dark Speech into his Truespeech. Beginning at 7th level, a Speaker may voluntarily take 1d4 points of nonlethal damage per Utterance level (up to 6d4 for normal Utterances, or 9d4 for Spell Utterances through Sesquipedalian Erudition) to add either the Evil or Good descriptor to an Utterance. Regardless of whether or not the Utterance had the descriptor beforehand, it also causes other effects:

    Words of Creation: Automatically Empowered when used on an Evil enemy, or a Good ally; all Evil enemies that can hear you when you invoke the Words of Creation must make a Will save with a DC equal to 20 + your Speaker level or become Dazed for 1 round. Creatures that successfully save are immune to the Dazing effect of this ability for 24 hours; a creature that fails its save is immune to the Dazing effect for 5 rounds. Half the damage resulting from an Utterance empowered with Words of Creation is pure divine power, and bypasses resistances and immunities automatically.

    Dark Speech: Automatically Empowered when used on a Good enemy, or an Evil ally; all Good enemies that can hear you when you invoke the Words of Creation must make a Will save with a DC equal to 20 + your Speaker level or become Dazed for 1 round. Creatures that successfully save are immune to the Dazing effect of this ability for 24 hours; a creature that fails its save is immune to the Dazing effect for 5 rounds. Half the damage resulting from an Utterance empowered with Dark Speech is pure profane power, and bypasses resistances and immunities automatically.

    Exemplary Wisdom (Ex): Beginning at 8th level, the Speaker of Forbidden Words begins using Truespeech to fill in gaps of awareness and sense, allowing him greater knowledge of his surroundings. Once per day per point of Charisma bonus the Speaker has, he may invoke Truespeech to replace a Wisdom-based skill check, a Wisdom check, or a Will save, by rolling a Truespeak skill check instead of one of the above checks.

    Paradoxical Aphasia (Su): Speechlessness would seem to be the bane of any who rely upon speech to invoke their power, but the Speaker of Forbidden Words knows that Truespeech does not always require its speaker to phrase their words aloud. Beginning at 9th level, a Speaker of Forbidden Words can cast an Utterance without speaking its associated Truespeech, similarly to the Silent Spell feat. Doing so increases the DC of the Utterance by 5, but allows the Speaker of Forbidden Words to cast Utterances even while gagged, underwater, or in a soundless environment (such as a vacuum).

    Holophrasis (Su): Upon attaining true mastery of Truespeech at 10th level, the Speaker of Forbidden Words learns to "condense" Truespeaking to fewer words, allowing Utterances to combine into a single powerful Word. Doing so utilizes both Words of Creation and Dark Speech, shaping pure cosmic forces through use of a language formerly only spoken by deities. By increasing the DC of an Utterance by 15, the Speaker of Forbidden Words can cast two Utterances in one Word, and in one action. Because such words are much different than normal Truespeech, neither of the Utterances cast through Holophrasis can be countered by other Truenamers. For all purposes of interacting with the Law of Resistance, the Utterance modified by Holophrasis counts as a single Utterance; regarding the Law of Sequence, it counts as two.

    PLAYING A SPEAKER OF FORBIDDEN WORDS
    Brief description on how to play the class you are designing.
    Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
    Advancement: This is a section on different options and paths that the class can go down when they advance in power.
    Resources: What resources might a member of this PrC be able to draw on..

    SPEAKERS OF FORBIDDEN WORDS IN THE WORLD
    A quote of somebody else talking about your class!

    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    SPEAKERS OF FORBIDDEN WORDS IN THE GAME
    This is a good place to provide a quick note on how your class will effect game play statistically.
    Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
    Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions

    Perfect of Words


    Some fluff here...

    Requirements: Truespeak 24 ranks, Character level 21st, Chaotic Neutral, True Neutral, or Lawful Neutral alignment

    {table=head]Level|Benefit
    21st|Hypercognitivity
    24th|Expedient Speech
    27th|Words of the Overdeity
    30th|Syntactic Perfection[/table]

    Hypercognitivity: Through connections to Truespeech and intergration of their divine might into your body, you gain the ability to instantly understand and know most things about the universe. You are considered to have max ranks in all Knowledge skills, and may Take 20 as an immediate action with any of them any number of times per day. In addition, you may make a Truespeak check as a free action to replace your Initiative roll for a round. You cannot be caught flat-footed and do not confer benefits to enemies that flank you.

    Expedient Speech: Your speech flows faster than your thoughts ever could, yet somehow you know exactly what it is you will speak. You may choose to Quicken any Utterance you cast without increasing its Truespeak DC. In addition, you may make Bluff, Diplomacy, Handle Animal and Sense Motive checks as a Swift action. Though your speech is hastened greatly, it carries with it the magic of Truespeech and is perfectly coherent.

    Words of the Overdeity: Depending on your alignment, you gain knowledge of one sacred Word used by the great Overdeity to create, manage, and erase reality. As a move action, you may utter a syllable of proto-truespeech and alter reality.

    Lawful: You may make permanent any effect, object or creature that is normally temporary. This ability can be removed later if you see fit, requiring another move action. Effects that can be made permanent include spells, abilities, Utterances, etc. Creatures and objects that are made "permanent" are immortal to time, and cease aging. If you remove this ability from a creature, it begins aging as normal again; it does not gain any extra years regardless of how long it had this ability. Permanent effects cannot be dispelled or removed (for the purposes of single-charge spells, they generate another charge once they are discharged). Any object or creature made "permanent" regains HP each round equal to twice its CR or HD, its creator's Caster Level (in the case of magical items), or its size, as detailed below.

    {table=head]Size|HP Regained
    Fine|10
    Diminutive, Tiny, Small|15
    Medium, Large, Huge|20
    Gargantuan, Colossal|30[/table]

    Only one creature, spell or object can be made Permanent at a time.

    Chaotic: You may remove from existence any single effect or creature that is either temporary or permanent. This ability can be revoked later if you see fit, requiring another move action. Effects that can be removed include spells, abilities, Utterances, etc. Effects such as spells that are removed are treated as if they had been dispelled, but effects to stop dispelling do not work against the Chaotic Word of the Overdeity (such as Tenacious Magic). Creatures are removed from existence and simply cease being, as if they had never existed. If you return a creature or effect to reality, it resumes aging or its duration as if it had never been removed. Any creature, spell or object that is removed from reality automatically returns if you use this ability on another valid target.

    Neutral: You may choose either the Lawful syllable, or the Chaotic Syllable, as you see fit. However, you may only use one instance of either at a time; you cannot make permanent a spell, and then remove another from existence. The first must be made unpermanent before another can be removed.

    If both a Chaotic and a Lawful Word of the Overdeity are used on the same object, creature or effect, both Words cancel out and nothing occurs.

    Syntactic Perfection: Your words are never wrong. You never slip, fumble, or misuse any language. You immediately gain knowledge of all languages that have ever existed, and may Take 20 on all Truespeak checks without increasing action time. In addition, you gain an Insight bonus equal to your ranks in Truespeak with all Charisma- and Intelligence-based skills.

    ...and Final Destiny
    Last edited by Derjuin; 2011-05-09 at 12:04 PM.
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