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Old 09-04-2011, 01:09 AM   Top  -  End  -  #1
Zaq
Troll in the Playground
 
Join Date: Feb 2009
Gender: Male
Default In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

In the Beginning Was the Word, and the Word Was Suck
A Guide to Truenamers

Welcome, all and sundry, to my guide to Truenamers. Those of you who are familiar with my other thread may notice some similarities, which is no accident . . . this is basically a revised version of that. Parts of it are copied directly. Many more parts of it are new, rewritten, or otherwise different.

Anyway, this guide will teach you what I know about Truenamers. Make no mistake, my friends: Truenamers are bad. Very bad. They are not a good class, and I don't have any hidden secrets on how to turn them into a good class. If you're thinking about playing a Truenamer, my best advice is not to. Save yourself the frustration. This guide is NOT intended to make anyone want to play a Truenamer. I mean it. If you still want to play a Truenamer . . . my second-best advice is the rest of this guide. You have been warned, though. The path of the Truenamer is one fraught with frustration, confusion, and lunacy. You'll be spending a lot of time talking to your GM about what some poorly-worded rules mean, about things you can do, and about what CR that thing is. To this day, every time I do a thorough read of the Truenamer chapter, I discover something new and stupid. (You don't want to know how many I found while writing this guide.) You're highly unlikely to be the MVP in any respect, and you will have to stay constantly vigilant to make sure that you're really contributing to the party. Your reward is . . . well, playing a Truenamer and saying that you did.


Words of Identification: What are Truenamers Good At?

So, Truenamers aren't good at much. I'm not gonna lie to you. They're not. That said, they do have a few niches they can carve out for themselves.

The first niche is the party encyclopedia. There are several reasons for this. First and foremost, you're an INT-based class with a skill list that consists of basically nothing but Truespeak, UMD, and Knowledges. You're going to end up with a handful of Knowledges pretty much no matter what, unless you're just being obtuse and intentionally trying to avoid them. Second, you get a class feature called Knowledge Focus which just flat-out gives you bonuses to Knowledges of your choice. Third, if you want to get into the Paragnostic Assembly (more on that later), you're going to be rewarded for taking a whole bunch of Knowledge skills, so there's that. Finally, there are two utterances that are very much worth taking (Hidden Truth and Universal Aptitude) that together can give you (or anyone) a +15 bonus on Knowledge checks (which they can then use untrained). Convinced yet? You're gonna be a smart fellow. When you see something weird, the party will turn to you to be the Pokédex and explain what it is. Your GM may love it (“ooh, I get to explain all those background details I spent all this time mapping out, and I don't even have to TRY to drop plot hooks!”) or hate it (“again? You got a 45? Really? Just take my notes and be quick about it”), but they're probably gonna have to learn to deal with it sooner or later. I'm writing this guide assuming that you're at least somewhat interested in playing a really brainy character who knows a lot of things about a lot of other things.

Another niche is that of a mage's cheerleader. Truenamers get a good handful of utterances that are much more useful to the Truenamer's mage friend than to the Truenamer proper. If you're willing to take up the pom-poms and make the party members who were already more awesome than you even more awesome than they already are, the Truenamer can do that, and they can do it relatively well. This is, I will add, a frustrating role to play sometimes, but if you're into that sort of thing, it's good for the party as a whole.

On their own merits, Truenamers make passable buffers and debuffers, assuming that they can make their checks. The Law of Sequence (combined with the lack of multi-target utterances) means that they won't be affecting too many people at once, but they have a few decent effects. How these effects stack up to what another class can do really depends on the level, since high-level utterances tend to suck.

Weirdly, at high levels, a Truenamer can make a decent healbot, though they probably shouldn't. From level 1, they can keep your HP filled with the Word of Nurturing utterances, and eventually (much too late, of course) they get a bunch of restorative utterances that will actually get rid of status conditions and the like. These usually aren't the best choices to take, but if you actually enjoy being the medic and your party doesn't feel like in-combat healing is a waste of time, a Truenamer can do it.

Finally, a Truenamer gets a weirdly large number of damage-over-time effects, which will appeal to some more hardcore players of MMOs. Damage-over-time effects aren't usually a good deal in D&D (much better to just kill them, since there's no real incentive to use slow burns), but if for some weird reason you just adore that archetype, you can pull it off. It won't be good, make no mistake, but it'll be possible.


Morphemes: Truenamer Class Features

Truenamers are caster-types who live and die by their spell-equivalents, but they do have class features besides. Most of them aren't worth much, but let's look at 'em.

Known Personal Truename: This is about half fluff and half crunch. Functionally, you'll get a net +2 (+4 bonus for it being yours, then –2 penalty for it being a personal name, net +2) to affect yourself with an utterance. What kind of bonus? Well, pg. 200 lists it as untyped, and pg. 196 says it's a competence bonus. Beats me.

Knowledge Focus: Basically, this is a free Skill Focus: Knowledge that stacks with itself, if you so choose. It's a neat little prize, and you get a few of them.

Truename Research: I don't think you're likely to use this, since the benefits of researching personal truenames are almost never worth the effort. Basically a useless bonus feat.

Recitation Feat: The recitation feats are pretty awful. They all take full-round actions, and few of them give anything worthwhile in return. Recitation of the Fortified State gives you a tiny bonus to natural armor in exchange for removing yourself from relevance. Recitation of Meditative State will basically never come up, since whenever a condition is bad enough to warrant the action cost, you can't use it. Recitation of Mindful State gives you a teeny-tiny competence bonus on skills that don't appear on the Truenamer skill list and that mostly can't be used untrained. Recitation of the Sanguine State is decent, but of course forgets that Neutralize Poison has a duration, which gets weird. Recitation of Vital State is situational and unlikely to come up. I don't know why only Fortified and Sanguine have “the” in their names.

See the Named: Interesting, but researching personal truenames is an enormous pain in the butt, so this will probably never see use.

Sending: See See the Named. As above, so below.

Speak Unto the Masses: This comes way too late (level 17? Really?), but it's a necessary tool that you'll be really happy to have (or that you'll really wish you had). Basically, this is great, but it would have been much better much earlier.

Say My Name and I Am There: Behold, perhaps the coolest capstone in D&D. I still say that the Elite Beat Agents (and perhaps the Ōendan) are 20th level Truenamers, probably gestalted with Bard. I can't say enough how awesome this is. How useful it is depends on how you use it, but it's definitely awesome.

Phonemes: Truenamer Stats

A Truenamer has a d6 hit die, Rogue BAB, a good Will save, and 4 + INT skills from a very limited list. They get simple weapons and light armor. They're pretty thoroughly caster-types.

STR: It is possible to make a Truenamer gish, but if you're not going to do that, you can safely dump STR.
DEX: You've got a few debuffs, so initiative matters. Keep this up if you can afford to.
CON: Again, d6 hit die. This is as important for you as it is for everyone else.
INT: You're not playing a Truenamer without INT. This drives your Truespeak skill, so obviously, you'll want it high.
WIS: You'll want to avoid having a penalty here, but you don't have much direct use for WIS, since you don't have any skills or class features based on it.
CHA: The save DCs of your utterances are based on CHA, and you have UMD. That said, there are plenty of utterances that don't allow saves, and there are other ways of boosting UMD. If you plan on using utterances with a lot of saves, put as much here as you can safely afford to. If not, don't worry about it.

Lexicon of the Lexicons: Truenamer Vocabulary
  • Utterance: Basically, a spell. This is what the Truenamer does with their time, aside from swearing in frustration.
  • Truespeak: A trained-only INT-based skill that you'll need to keep maxed at all times. Pretty much everything a Truenamer does requires a Truespeak check, and the typical DC is 15 + (2 × CR) of the target. Yes, this means that the typical DC goes up by 2 every level, while you can only add 1 rank every level. This is just as annoying as it sounds, and it means that you'll be spending a disproportionate amount of time trying to boost this check . . . then trying to figure out what to do with the check once you've boosted it.
  • Lexicon of the Evolving Mind (LEM): The "normal" category of utterances. These are the most common kind of utterances. They affect creatures (well, one creature at a time), and they're all reversible: each utterance is two utterances in one, which is kinda cool. They come in 6 levels. A level 20 Truenamer has 20 of these. The DC to speak one of these utterances is the familiar 15 + (2 × CR), where CR is (you guessed it) the CR of the target, or HD for PCs.
  • Lexicon of the Crafted Tool (LCT): These utterances affect items. You'll probably forget that you have them more often than not, because very few of them are actually interesting. These come in 5 levels, and a level 20 Truenamer gets 5 in total. Yup, one per utterance level. Hold your applause until the end, please. The DC to speak one of these is 15 + (2 × CL), where CL is the caster level of the item. If the item is nonmagical, the DC is a flat 25. Yup, that means that you'll have an easier time affecting the little trinket that the apprentice mage enchanted than the nonmagical thing he started with. Don't ask me. This was all WotC.
  • Lexicon of the Perfected Map (LPM): A breed of utterance that was clearly tacked on at the last possible minute (definitely after it could be edited), these utterances are your only AoE/multitarget options until level 17. They affect "places," which basically means that they're area effects. There are 4 levels of these, and a level 20 Truenamer gets 4 of them, so once again, one per level. Choose well. WotC literally forgot to include the DC to speak these utterances and had to include it in the errata. No, I'm not joking. That should give you an idea of just how much effort went into this section. (Whether "this section" refers to the LPM section or the Truenamer section is left as an exercise for the reader.) Just so you don't have to look it up, it's 25 + 5 per level of the utterance, with an additional +5 if you're trying to affect a "magical location," though what that means is undefined. This does mean that they're the only utterances who are harder to say if you're using a higher-level one.
  • Law of Resistance (LoR): The first Law of WotC Hates Truenamers, this is an annoying little rule that makes Truenaming harder as the day goes on. All those utterance DCs I gave you above are just for the first time you use any given utterance during the day. Each time you succeed, the DC of that particular utterance increases by 2, though (in a rare display of mercy) failing doesn't increase the DC. Yes, this is kind of a pain to keep track of. Anyway, I think this is intended to keep you from just using your utterances at-will, but it basically means that low-level or unoptimized 'Namers will have a hard time doing anything past the first combat of the day, while optimized 'Namers will basically just ignore this until they actually have to roll to Quicken. It's still annoying.
  • Law of Sequence (LoS): The second Law of WotC Hates Truenamers, this Law will be the bane of your existence. The LoS says that you can only have one "copy" of an utterance active at any given time. This means that if you have, for example, Knight's Puissance active on your Warblade buddy, you can't cast Knight's Puissance again on your Crusader buddy until the first one runs out, nor can you cast Reversed Knight's Puissance on the Bulette you're fighting. If you've never played a Truenamer, you might think that the LoR is worse than the LoS. You'd be wrong. I consider the LoS to be one of the single worst-designed parts of the entire Truenamer chapter, and you can quote me on that.
  • Recitation feat: A totally useless class of feat that you'll end up with one or two of as bonus feats. You'll forget you have them unless you're willing to use the Dark Chaos Shuffle, in which case they're a useful class feature.
  • Paragnostic Assembly: An organization from Complete Champion that every single Truenamer is (or desperately wishes they could be) a part of. This might lead to some weird fluff consequences, knowing that they hold sway over all the world's Truenamers, but the potential bonuses that the organization provides are just too good to pass up. They're one of the only places that Truespeak is mentioned outside of Tome of Magic.
  • Truenamer: You, you poor bastard.
__________________
In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers ALL HAIL KING TORG!

Quote:
Originally Posted by Doc Roc View Post
Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
When you ask a question, and I respond with something about the Truenamer, it might be because I think it's the best answer. More likely, though, is that I'm saying it because no one else will.

Last edited by Zaq : 10-24-2011 at 02:09 AM.
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Old 09-04-2011, 01:10 AM   Top  -  End  -  #2
Zaq
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Join Date: Feb 2009
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Default Re: In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

Speakers of the Words: Races

So, before you have a class, you've gotta have a race, right? Very few races are uniquely well-suited to play Truenamers, but very few races are uniquely poorly suited to do so. Really, as long as you don't have a penalty to your INT score, you'll probably make no worse a Truenamer than the fellow next to you. Thus, I'll mostly stick to races that have something worth mentioning. These are by no means the only races who can Truename. If I don't mention a race and you don't see anything about it that would make it particularly ill-suited to the role, you can assume that “eh, it's probably okay.” Your race probably won't make that much of a difference. Do note that I really don't like races that aren't ECL 0, so I won't be bothering with anything that has LA or RHD. In short:
  • INT penalties are bad. INT bonuses are OK, but not must-have. (Penalties hurt more than bonuses help.)
  • If you're taking utterances that allow saving throws or if you want to use UMD at lowish levels, be wary of races with penalties to CHA. Otherwise, don't worry about it.
  • Races that give you something different to do are usually worth a second look. Races that give skills as automatic class skills are worth a second look as well, since you'll have lots of skill points and not that many things to spend them on.
  • You're a caster-type with mostly debuff effects and a d6 hit die. CON is as necessary for you as it is for everyone else, and DEX (mostly for initiative) is nice to have, though it can be sacrificed if necessary.
  • You have to see something (or “perceive it in some other way that gets you as much information as sight”) to use an utterance on it. Whether that makes darkvision attractive to you depends on how much your GM likes turning out the lights and dousing your torches, but it's something.

Illumian: (Races of Destiny) This is the race that gets the biggest boost to Truespeak (the Naen sigil gives a +2 bonus on all INT-based checks at and after level 2), and the bonus to Knowledge skills at the same time is also pretty sweet. None of the combined power words really do much for you, so choose your second sigil based on what kinds of bonuses you like. Utterances are technically SLAs, so if you lose caster levels for some reason, Krau will bump up your caster level (if you care, of course, since you don't really have too many effects that are based on your CL). I like Uur for the bonus to initiative. Anything works, though. Also, the flavor is especially fitting, and the fact that illumians get Speak Language as a class skill when Truenamers usually don't is . . . well, it's something. Illumians are my favorite choice for this class. (They're my favorite race on the whole as well, but they make especially good Truenamers, such as it is.)

Human: (PHB) It is a fact about 3.5: There is nothing a human does poorly, and there are few things they don't do better than most other races. They're just good.

Azurin: (Magic of Incarnum) An azurin who spends their bonus feat on Shape Soulmeld (Lightning Gauntlets or Dissolving Spittle) gets an at-will touch attack (melee for Gauntlets, ranged for Spittle) that does 2d6 damage. At higher levels, if you don't spend some feats and/or levels getting more essentia, this tapers off in usefulness, but at low levels, it gives you something to do when you can't or don't want to use an utterance. If you're starting at very low levels, this might also mean that you won't feel compelled to take Minor Word of Nurturing as your first utterance, which is good, because you'd probably rather take Universal Aptitude or Inertia Surge in the long run. Dusklings have the same bonus essentia, but with that penalty to INT? Pass.

Half-Elf: (PHB) This is just if you want pity. It's telling that Khetarin, the iconic Truenamer, is a half-elf. Half-elves give you nothing of interest, but most other races won't either, and if you really want to play up the whole “GAZE UPON ME AS I OPTIMIZE A SUCKY CLASS INTO SHINING MEDIOCRITY” aspect, you might as well take a race with a reputation for being lackluster. If you do, make sure that your facial hair is just as stupid as Khetarin's is. Yes, even if your Truenamer is female.

Dragonborn: (Races of the Dragon) Personally, I don't like dragonborn that much, but the breath weapon makes them useful in much the same way that an azurin would be. If your GM plays a high-powered game, combine them with raptorans for flight AND a breath weapon, but some games will find that to be [at least] mildly abusive.

Killoren: (Races of the Wild) If you have good CHA for some reason (such as if you want to use utterances with saving throws), their built-in smite is pretty fun and might make the difference between hitting and missing, especially at low levels. This is one of those “I have something to do for a turn other than just be a Truenamer” races I mentioned earlier. If you're not into that sort of thing, a bonus to K: Nature checks can be interesting (since you're probably going to be a know-it-all), and the Aspect of the Hunter gives you a whole pack of little bonuses, including one of the only two racial bonuses to initiative that I know about. Nothing overwhelming, but nothing bad.

Raptoran: (Races of the Wild) Flight. Nothing more, nothing less. Saving an utterance known on Seek the Sky can be a decent perk, though StS has other uses as well.

Kalashtar: (Eberron Campaign Setting) If you feel like spending a feat on Hidden Talent, kalashtar (and any other race with inherent psionics, like maenads, elans, synads, or xephs, but kalashtar do it best in the long run) can give you a backup option for when you don't want to be a Truenamer. (Astral Construct is an interesting choice, if for no other reason than that Truespeak checks made on them are usually likely to work, if you want something to buff.)

Deep Imaskari, Gray Elf, Dragonwrought Kobold, etc.: INT bonuses. Little more, little less. You probably don't need these as much as you think you do, and (excepting Dragonwrought kobolds starting with odd INT scores) illumians will give you a bigger net bonus on Truespeak checks. Still, they're here if you want 'em.

Buomman: (Planar Handbook) These give you nothing of interest and aren't especially good, but I find the concept of singing Truespeech to be funny enough to mention it. You probably shouldn't play one, but I would giggle if you did.

Muckdweller: (Serpent Kingdoms) I mention these for three reasons. First, I think they're funny, and a lot of people don't know about them. Second, their Squirt attack is another entry in the “something to do other than utter” category (and one of, like, two DEX-based save DCs that I can think of). Third, they're really hard to hit (tiny size, +6 DEX, +3 natural armor), so that's something. If you can swing having an arcane caster level somehow, they're also a viable option for familiars, but somehow I don't see that happening on a Truenamer. Still, the little guys are fun.
__________________
In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers ALL HAIL KING TORG!

Quote:
Originally Posted by Doc Roc View Post
Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
When you ask a question, and I respond with something about the Truenamer, it might be because I think it's the best answer. More likely, though, is that I'm saying it because no one else will.

Last edited by Zaq : 09-07-2011 at 02:33 AM.
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Old 09-04-2011, 01:11 AM   Top  -  End  -  #3
Zaq
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Join Date: Feb 2009
Gender: Male
Default Re: In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

Conjugating the Words: Feats

There are a few feats that you're going to be taking. This is not negotiable. The first, as is probably obvious, is Skill Focus: Truespeak. Nothing fancy here, folks, just a +3 to the skill that makes you tick. Feat tax? Yup. You're taking it anyway. Probably at level 1, unless there's some really specific first-level-only feat you want (and even then, you'll probably wish you had SF: Truespeak).

The second feat is Quicken Utterance. You'll take this feat at level 9. Why? Because it's one of the only things that makes a Truenamer, well, almost decent.

Now, the feat is absurd on the face of it, and it really points out some of the problems with the design of the class. The DC is increased by 20. That means that in order to have any chance at all of succeeding at a Quickened utterance, you had to have had a greater than 100% chance of success before you Quickened it. Think about that for a minute. They printed this feat being fully aware that you needed to have that kind of Truespeak mod. That says something about this whole mess, and I'm not sure how I feel about that. Anyway, you're an optimizer. You can get a +20 above baseline if you really want one, right? Of course you can, one way or another. Even if you can't get yourself up to auto-success levels with Quicken, you lose nothing but your swift action for failing (and you'll notice how few native uses for your swift actions you have). Still, throwing out two of your highest-level effects per round is pretty nice. See, that's the thing . . . the DCs of utterances are based on the target, not on the utterance. Casting Minor Word of Nurturing (a level 1 utterance) on your friend is exactly as hard as casting Greater Word of Nurturing (a level 6 utterance) on that same friend. This means that as soon as you can get Quicken, you can Quicken your best utterances just as easily as your weakest ones. That's a trick that very few classes can replicate, which is nifty in its own right. Either way, assuming that you can get your Truespeak mod up to the stupidly high levels this requires, this is an immeasurably valuable feat.

Almost every Truenamer will also take Extend Utterance, just because the duration on your utterances is so bloody short. Now, you won't want to Extend every utterance you speak since the Law of Sequence (may it rot in Hell) will get in your way, but it's definitely an option you'll want in your toolkit sooner or later.

There are also a lot of feats that affect SLAs, such as SLA Focus (RoF), Boost SLA (BoVD), Empower SLA (MM), Quicken SLA (MM), Maximize SLA (CArc), and others. Since utterances are SLAs, they apply. Most of them aren't very good, since they have really harsh limits on how often you can use them and which SLAs are valid targets, but they're there. Be sure to look closely at whether it affects one SLA chosen when you take the feat, or if it affects any SLA you have.

Anyway, here are a few feats that you might want to look into. They won't all be appropriate for every Truenamer, but they're some options.

Knowledge Devotion: (Complete Champion) You have a lot of Knowledge skills. You have an INT focus. You have ways to boost Knowledge skills and reasons to do so. If you ever want to use an actual weapon (even a crossbow in the back), this is for you.

Wild Cohort: (Online) Definitely not for everyone, but this is useful for two reasons. One, it gives you a backup thing to do in combat (even if you rolled poorly on your Truespeak check or if all your useful utterances are tied up by the Law of Sequence, your pet can still eat something), and two, pets have low CR, so they tend to be pretty easy to affect with Truespeak. Handle Animal isn't a class skill, but if you stick to the basics, you should be OK with a few cross-class ranks (and perhaps Universal Aptitude).

Mortalbane: (Book of Vile Darkness) If you're into directly damaging utterances, this is a decent damage bump, especially at low levels. Some GMs aren't too fond of it, but it's legit. This is also cool because it should trigger on every round of an utterance that isn't instantaneous (Energy Negation, for instance), allowing those dice to add up. Note that despite the name and the book, there's nothing inherently evil about this feat.

Boost SLA: (Book of Vile Darkness) If you're going to be taking feats to bump up the save DCs of your utterances, this one is probably the best, since it works on ALL your utterances, and it works three times per day per utterance. You're not going to find a better deal than that.

Insightful Reflexes: (Complete Adventurer) As a purely defensive feat, this isn't going to be very high on your priority list, but since your INT is likely to be much higher than your DEX, this can make you very difficult to hit with Reflex saves.

Improved Initiative: (PHB) You're functionally a caster-type kind of fellow, and you've got a debuff or two up your sleeve. Going first for you is as nice as it is for anyone else. Worth a feat? Your call, my friend, but you'll probably at least notice this.

Enhanced Power Sigils: (Races of Destiny, illumians only) The benefits of this feat are marginal at best, but if you're an illumian who's desperate for another +1 to Truespeak, this will give you some other bonuses as well, including to Knowledge checks. Not a top-tier choice by any stretch, make no mistake.

Make Your Own Luck: (Complete Scoundrel) Getting a bunch of rerolls is a decent way of making Truespeak more reliable, if you don't have any other ways of getting your check up high. You'll need other luck feats as well (one as a prereq, and others to get extra rerolls). Note that rerolling with this feat is an immediate action, so you can't Quicken in the same turn unless you blow a level on Fortune's Friend. If you go this route, I recommend Lucky Start as your prereq and Unbelievable Luck as a follow-up.

Trivial Knowledge: (Races of Stone, gnomes only) If you're really dedicated to the cause of being a know-it-all, this might make being a gnome worth looking at.

Favored: Paragnostic Assembly: (Cityscape) Assuming that you are in fact associated with the Assembly (see below), this can probably snare you a +2 competence bonus on Truespeak. Talk to your GM about having it increase your standing, too.

Focused Skill User: (Complete Psionic) If you're psionic (perhaps from taking Hidden Talent or from being a race with built-in PP), you can get a +2 bonus to any three skills of your choice while focused, and yup, that includes Truespeak. It's a competence bonus, so if your GM lets you get a competence item, this won't stack, but it's there if you really need another +2 just that badly. Probably not worth the investment (one feat for Skill Focus is one thing, but this costs either two feats or a feat and a race, and that kinda hurts), but it exists.

Skill Focus: Knowledge: (PHB) Hardly overwhelming, but it might bump you up to the next level in the Paragnostic Assembly (see below).

(Minor) Utterance of the Evolving Mind: (Tome of Magic) Part of the problem with Truenaming is that there aren't enough good utterances in the first place, so you'll only rarely want an extra one (especially at the cost of a feat), but this does have a use or two. If you started at low enough levels (say, level 1) that you wanted to take an utterance that starts out OK and really doesn't help at later levels, this can make that sting a little bit less.

Focused Lexicon: (Tome of Magic) I'm not actually recommending this feat. I'm just pointing out something stupid, because we clearly haven't seen enough of that yet. I believe that this is intended to be similar to Spell Focus, but as written, what it does is make the Truespeak DCs harder, not the save DCs. In other words, you're paying a feat to make life harder for yourself, with no direct benefit. RAI? I sure as hell hope not. RAW? Looks that way. (If you play this by what I believe RAI to be, i.e., that it works to increase the save DCs of your utterances against your chosen group, it's decent enough if you really have that many utterances that allow saves AND if you know what kind of enemies you're going to be facing, but it's probably not worth it overall.)

Ancestral Relic: (Book of Exalted Deeds) If your GM is very stingy with the magic marts, this is pretty much a guaranteed way to get an Amulet of the Silver Tongue, assuming you get treasure at all. If your GM will let you buy an AotST normally, this isn't worth it.

Able Learner: (Races of Destiny) This makes dips out of Truenamer easier, it lets you take some skills that you wouldn't want to take otherwise (and Universal Aptitude can do a lot to make up the gap), and when combined with a dip in Rogue or Factotum, it can give you something to do with all those skill points you have. It's limited to humans only, but since illumians are humanoids with the [human] subtype, you can make a pretty strong argument that they qualify. The only downside is that this feat must be taken at level 1, which means you might not get Skill Focus until later. To be honest, I could see an argument for taking this even on a build that's just Truenamer 20. Just because you couldn't max the skills doesn't mean they're not worth investing in, especially if you get bonuses from another source, like Universal Aptitude or an illumian sigil.

Precognitive Visions: (Fiendish Codex I) A +1 insight bonus for the cost of two feats is about the worst deal I can find, but in the interest of completion, this CAN give you an always-on bonus to Truespeak. I recommend . . . not doing so.

Chosen of Evil: (Elder Evils) Take 1 CON damage to gain an insight bonus equal to the number of Vile feats you have on one of any number of checks, including skill checks. No use limit other than your CON (and I'm sure we all know how to get around that), but it eats your immediate action, which means no Quickening. If you're into Vile feats that eat your immediate action but can give you Truespeak bonuses, check out Master's Will, also from Elder Evils. Nasty prereqs, though. Neither comes highly recommended.

Piddly Bonuses: (Varies) There are a lot of feats out there that can give you a +1 or +2 on a bunch of different checks a limited number of times per day. These are pretty much uniformly terrible unless you're using them for prereqs (and even then, I don't know of anything that uses these things as prereqs that's actually worth it), but just for completion's sake, here's as many as I could find: Devil's Favor (FCII; +2 untyped to any check 1/day per Devil-Touched feat); Heroic Destiny (RoD; +1d6 untyped to seriously almost any check 1/day); Favored of the Companions/Knight of Stars/Servant of the Heavens (BoED; +1 luck to any check 1/day while performing an act of good); Disciple of Darkness/Thrall to Demon (BoVD; +1 luck to any check 1/day while performing an act of evil). There may be others, but the point is, they're all terrible. Don't do this to yourself.
__________________
In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers ALL HAIL KING TORG!

Quote:
Originally Posted by Doc Roc View Post
Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
When you ask a question, and I respond with something about the Truenamer, it might be because I think it's the best answer. More likely, though, is that I'm saying it because no one else will.

Last edited by Zaq : 09-06-2011 at 11:23 PM.
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Old 09-04-2011, 01:12 AM   Top  -  End  -  #4
Zaq
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Default Re: In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

Practicing the Words: Boosting your Truespeak Check
Or, "Truespeak, mother****er! Do you speak it?!"

Naturally, it should go without saying that you'll be keeping your INT as high as you can reasonably get it, you'll be keeping your Truespeak ranks maxed, and you'll be taking Skill Focus: Truespeak ASAP (probably at level 1 or at level 3). Whenever you can afford to keep Universal Aptitude active on yourself, do so. There are, of course, a few other ways of boosting your check, and you probably won't get very far if you don't take advantage of at least some of them.

The Paragnostic Assembly

This is a big one, and mildly controversial. That said, the bonus is just too big to ignore. Short of an item familiar, it's probably tied for the biggest nontemporary Truespeak bonus you can get.

So, there's this organization in Complete Champion called the Paragnostic Assembly, and you would do well to beg your GM to include them in your world (and suck up to them once they've been included). In short, they're dedicated to the pursuit of knowledge in all its forms, and one of the benefits of affiliation with them is a bonus to certain skills, one of which is (you guessed it) Truespeak. I know. I was just as shocked to read that. Mechanically, once you get your affiliation score up high enough, you'll get a +5 typeless bonus to Truespeak, which will eventually upgrade to a +10. To get the +5 bonus, you'll need to get an affiliation score of at least 4 (which is a piece of cake); to get the +10 bonus, you'll need a much tougher score of at least 23.

The ways to boost your affiliation score fall into two broad categories: purely mechanical and story-based. Since the story-based ones are something you'll have to work out with your GM (aside from “is a devout worshiper of a god of knowledge,” which is kind of a something-for-nothing, but at least the flavor fits), I won't talk about them too much, but you may want to ask your GM if you can sacrifice part of your wealth to the Assembly and write them into your backstory. Some GMs will let that fly, but some won't. I'll be mostly looking at the mechanical ones. Your character level increases your affiliation score by 1 per 2 levels, so that's easy. You get a +1 for being a Truenamer, since they have at least 3 Knowledge skills in-class. You get a +1 for every Knowledge skill you have 5 to 9 ranks in, which jumps up to +2 per Knowledge skill that you have at least 10 ranks in. (See what I mean when I say that you'll probably be taking a whole lot of Knowledge skills? There are several reasons for that!)

Two items warrant special mention, since they're definitely not RAW, but a nice GM might let them go anyway. The first is asking if your Knowledge Focus class feature (which is nearly identical to Skill Focus: Knowledge) counts as having Skill Focus: Knowledge. The second is whether utterances with obvious divination effects (like Vision Sharpened) count as divination spells, because if so, it might be worth taking one (being able to cast 3rd level divinations or better is a pretty significant +3!)

Basically, if the Assembly exists in your world and you have at least two Knowledge skills with 5 ranks each, you'll qualify for the +5 bonus as early as level 2 (+1 affiliation score from being ECL 2, +1 from being in a class with Knowledge skills as class skills, +2 from 2 Knowledge skills with 5 ranks each, and that's a total of 4 . . . which is enough). Of course, it's not a TOTALLY free power bump . . . you DO have to pay monthly dues, and you also have to give them a not insignificant percentage of any treasure you find. It's worth it, but don't go thinking that you're just gonna get this +5 and waltz away. Getting an affiliation score of 23 is much harder and pretty much requires you to either write the Assembly heavily into your backstory (again, always check with your GM first) or actually work with them in-game for a fair bit of time. In short, if the Assembly exists in your world and you're willing to give it a cut of your ph4t l00tz, you can count on getting at least a +5 from them.

Do also note that there are other benefits for being a member of the Assembly. If you get your affiliation score up to 16, you get one skill from a certain list added to your class skill list. You'll probably take Spellcraft, though Decipher Script is thematically appropriate. (No, Truenamers don't get either of those out of the box. This should not surprise you by now.)

Talk Isn't Cheap: Check-Boosting Items

Certain items can boost Truespeak checks, and these are the only items we'll be discussing in this section. The most obvious is the Amulet of the Silver Tongue, which gives a bonus of a weird type (enhancement). It comes in flavors of +5 and +10, and it's probably the first big thing on your wishlist. Get one. Protect it.

The next item to get (well, technically, you should get this one first, just because of the cost) is a masterwork tool of Truespeak. Yeah, I know, not every GM will let you get a masterwork tool of every skill, but you lose nothing by asking. A few suggestions for how to fluff it:
  • A megaphone
  • A book. I hate books as MW tools, but that's just me. (Bonus: If you genuinely convince your GM that this guide counts as a MW tool, I'll mention you here!)
  • Some kind of drink or throat spray to keep your vocal cords from getting tired (this one might need refilling, like a healer's kit)
  • ”A tool! What do you mean, what kind of tool? A masterwork one! It's written right here on my sheet, c'mon.”

The third item you might consider is an item familiar. I'm on record as being against item familiars, and I still stand by that. They present the GM with an annoying choice (let the player get a benefit that may or may not be proportional to that of other feats, or punish them perhaps unreasonably harshly by invoking the drawback that they theoretically accepted when they took the feat?), which they really don't need (GMing is hard work, and we don't want to make their jobs any harder). That said, it is a damn good way of boosting your skill checks, and if you ONLY use it for that, I don't think it's broken or especially out of line (nor is your GM tempted to take it away). Basically, if you can get by without one, do so. You'll probably be happier for it. If you feel like you really need it, take it, but only use it to boost your Truespeak checks, and try very hard not to give your GM a reason to take it away.

The Amulet of the Silver Tongue, the MW tool, and the item familiar are the big three, but there are some other items that you might want to use to boost your check even more.
  • A Luckstone (DMG) will give you a +1 of an uncommon bonus type, but it's expensive.
  • Potions or wands of skill-boosting spells (Guidance of the Avatar, Divine Insight, Improvisation if you can get the CL up, (Greater) Heroism, Surge of Fortune, etc.) are nice to have as backup, though you don't want to rely on them (partially because of action economy, partially because of gold economy). Make sure you don't end up with overlapping bonuses.
  • Skill Shards (MIC) are another consumable but useful boost.
  • A custom competence item is always a point of contention. It's probably the most straightforward custom item in the game, but since the item creation rules are guidelines and not hard-and-fast rules, items that give a competence bonus to Truespeak aren't RAW, so you can't rely on them. If your GM lets you take one, do so. Do so now. If your GM doesn't allow it, you're not done for yet, but you will have to work harder.
__________________
In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers ALL HAIL KING TORG!

Quote:
Originally Posted by Doc Roc View Post
Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
When you ask a question, and I respond with something about the Truenamer, it might be because I think it's the best answer. More likely, though, is that I'm saying it because no one else will.

Last edited by Zaq : 04-05-2012 at 02:05 AM.
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Old 09-04-2011, 01:14 AM   Top  -  End  -  #5
Zaq
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Default Re: In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

Saying the Words: Utterances

And here we go. This is the meat and potatoes of Truenaming: your utterances. These are your powers, your spells, your options. This is what you do. Well, it's at least what you TRY to do, but if you're optimizing, the check itself shouldn't be an issue. Now we're going to take a look at what happens when the check succeeds, and what we can do to make the whole thing worthwhile. (Spoiler alert: Not terribly much.)

Lexicon of the Evolving Mind

These are the big ones. You'll be using one of these more often than not, and you'll learn way more of them than the other lexicons. (Note that whenever I say “You get X of these,” I mean that that's how many you'll get if you always learn an utterance from the highest level that's available.)

A note on the Word of Nurturing line: You'll want one or two of these, but not more than that. Assuming that your check is high enough to muscle past at least a few dings from the Law of Resistance, they basically function as healsticks (wands of Lesser Vigor, don'cha know). The fact that you have to concentrate on the damaging versions is kind of a turn-off (and does mean that investing in multiple versions to stack them or spread them out is . . . hard to make worthwhile, just thanks to your actions), but they're also damned near impossible to stop (no save, you can ignore SR by increasing the Truespeak check, typeless but magical damage . . . it basically takes regeneration or immunity to all damage to stop them from hurting), which is situational but nifty nonetheless. As a very soft rule, if you're starting at mid-high levels, I'd say to take one that's one level below your highest-level utterance, but I can't stress enough that that's just a very rough guideline.

Level 1 LEM:

Spoiler


Level 2 LEM:

Spoiler


Level 3 LEM:

Spoiler


Level 4 LEM:

Spoiler


Level 5 LEM:

Spoiler


Level 6 LEM:

Spoiler
__________________
In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers ALL HAIL KING TORG!

Quote:
Originally Posted by Doc Roc View Post
Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
When you ask a question, and I respond with something about the Truenamer, it might be because I think it's the best answer. More likely, though, is that I'm saying it because no one else will.

Last edited by Zaq : 09-05-2011 at 05:19 AM.
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Old 09-04-2011, 01:15 AM   Top  -  End  -  #6
Zaq
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Default Re: In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

Saying More Words: Utterances Continued

Lexicon of the Crafted Tool:

These tend to be just toys, really, rather than anything really useful. This section will be pretty fast, since there are only ten of these printed. Yup, there are two per level. You get one of them. Choose well.

Level 1 LCT:

Spoiler


Level 2 LCT:

Spoiler


Level 3 LCT:

Spoiler


Level 4 LCT:

Spoiler


Level 5 LCT:

Spoiler


Lexicon of the Perfected Map:

You get four of these babies, one per level. There are two gems, and the rest are forgettable. Since WotC forgot to put the Truespeak DC in the book (no, really, this is from the errata file), I'll just tell you that the DC is 25 + 5 per level of the utterance, with an additional +5 “if the area is a magical location,” whatever that means. Yes, LPM utterances are the only utterances where higher-level ones are harder to say than lower-level ones. Weird, huh?

Level 1 LPM:

Spoiler


Level 2 LPM:

Spoiler


Level 3 LPM:

Spoiler


Level 4 LPM:

Spoiler
__________________
In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers ALL HAIL KING TORG!

Quote:
Originally Posted by Doc Roc View Post
Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
When you ask a question, and I respond with something about the Truenamer, it might be because I think it's the best answer. More likely, though, is that I'm saying it because no one else will.

Last edited by Zaq : 09-04-2011 at 01:53 PM.
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Old 09-04-2011, 01:16 AM   Top  -  End  -  #7
Zaq
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Default Re: In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

Translating the Words: Multiclassing

First, a warning. Truenamers are fundamentally casters, and we all know that losing caster levels is bad. That said, just how bad it is really depends on what level you are. A lot of the higher-level utterances don't really stick out as must-haves, so honestly, it's a lot easier to give up 6th level utterances than it is to give up 9th level spells. Losing a single level does mean that you won't get Conjunctive Gate, but unless you're going to hit level 20, that's not an issue. What might be an issue is not getting Speak Unto the Masses. If you think the game might hit level 17, you'll want to think long and hard about losing Truenamer levels.

Factotum: Hailing from Dungeonscape, a dip into Factotum (with Able Learner, ideally) is as good for a Truenamer as it is for everyone else, since you'll finally have something to spend all your skill points on. You can even afford to do this at 1st level, since you won't have to buy Truespeak cross-class. You won't get much use out of the Inspiration abilities with only 1-3 levels of Factotum, and the 1/day skill boost from Cunning Knowledge is tied to your Factotum level (so don't think it makes you autosucceed on a Truespeak check once per day), but it's something. Take either 1 level or 3 . . . 1 level opens up the skills (with Able Learner) and a little bit of use for your INT, and 3 levels gets you the delicious Brains over Brawn ability. Too much more than that, though, and you're pretty much more Factotum than Truenamer.

Rogue: Like Factotum, only not quite as good. You'd dip Rogue for the same reason you'd dip Factotum: to open up additional skills with Able Learner. Factotum does it better, unfortunately.

Marshal: This class comes to us from the Miniatures Handbook. What you want out of it is the Motivate Intelligence aura, which lets you add your CHA mod as a circumstance bonus to any INT-based skills you use, including Truespeak and Knowledge. If you have a good CHA anyway (for UMD or utterance save DCs) and you're desperate for bonuses, this might be worth it. If you don't have especially good stats, though, this probably isn't worth the level. It does at least give you armor proficiency, though, so there's that.

Incarnate: From Magic of Incarnum, the Incarnate does absolutely nothing* to advance your Truenaming, but even a single level in it can drastically increase your out-of-combat options if you know what you're doing. Not for everyone, and don't go too deep lest you forget to come out, but having a couple soulmelds never hurt anyone. * Okay, technically, the Lucky Dice can give you a +1 bonus on Truespeak checks, but it costs your swift action every round, making it such a bad deal that I don't even really consider it to be there at all.

Exemplar: There's a little bit of controversy about this Complete Adventurer PrC. I am officially of the opinion that Skill Mastery does not apply to Truespeak for the same reason that it doesn't apply to UMD (it's not stress or distraction that's preventing you from taking 10; it's a clause in the skill itself), but hey, you might apply it to something else. That said, you'll still get a quick +4 competence bonus, which can be worth it if you don't have a competence item. Whether that's better than a new utterance and another step along the path in your primary class is up to you, and basically depends on how much you like high-level utterances and how desperate you are for bonuses. This class isn't hard to qualify for, at least. (A note about Skill Mastery: if your GM believes that Skill Mastery lets you take 10 on Truespeak, it might be worth it to take a look at the feat Hardened Criminal on pg. 95 of City of Stormreach, which has language that's even looser than Skill Mastery and is available for just two feats. Now, whether two feats is cheaper than one level is an open question, but Hardened Criminal comes online at a MUCH lower level than Exemplar. Either way, check it out. If you have a tolerant GM and a taste for CharOp tricks, the prereq feat is Iron Will, which you can buy from the Otyugh Hole.)

Uncanny Trickster: Coming from Complete Scoundrel, this is one of the only two PrCs that advances utterances (the other is Legacy Champion, and this gives you more out of the deal). This class is 3 levels long, and the last 2 advance all your Truenamer features, including utterances. In exchange, you'll get a greatly expanded skill list with way more skill points (even though you have to buy Truespeak cross-class, unless you have Able Learner), a few levels with a good Reflex save, and some bonuses to working with skill tricks. The downside is that it's hard to make a Truenamer qualify for a lot of skill tricks (you're pretty much getting Collector of Stories and that's it), and you need to know four skill tricks to get in. This is much easier if you took a dip in Factotum with Able Learner, of course.

Asking Nicely: Not-Quite-RAW PrCs

If your GM is very nice, you might be able to convince him or her to let a few PrCs that are especially thematically appropriate advance Truenaming, even though they don't do so by RAW. Since this isn't RAW, I won't spend too long here, but you might consider asking.

Paragnostic Apostle: You can qualify for this Complete Champion PrC by RAW, but you can't do much with it. You'll get a slightly expanded skill list (though Truespeak will be cross-class for you), a Bardic Knowledge-style effect, and a few little bonuses that mostly won't apply to your utterances. It does advance your standing with the Assembly (which is the main benefit), and a couple of the Knowledge Is Power boosts are acceptable, but this is more a thematic choice than a powerful one.

Human Paragon: The Paragon classes from Unearthed Arcana aren't quite base classes and aren't quite prestige classes, but I didn't want to devote an entire section to it. You can easily qualify (the only prereq is basically to be a human, though ask if having the [human] subtype will get an illumian in the door). This is 3 levels long, 2 of which advance casting. You'll get to choose your own skill list (so you can get a few levels of actually taking other skills), you'll get a permanent class skill (so you can expand your Truenamer list a bit . . . or get Truespeak always in-class and dip away, but whatever), you'll get a bonus feat, and you'll get a stat boost, which will probably be INT. Worth a lost Truenamer level? You tell me. Decent choice if your GM allows it, though.

Urban Savant: Tucked away on page 100 of Cityscape, this PrC has 9/10 casting advancement, loses the caster level at the END (so you can just take 9 levels and be happy), and has a really cool knowledge focus. You already have crazy high Knowledge checks, and this lets you do something with them. You'll have to convince your GM that the Paragnostic Assembly is close enough to the League of Eyes, but if you're even considering taking this class at all, your GM's willing to work with you. You'll get an expanded skill list (even taking cross-class Truespeak, you're coming out ahead), you'll get something to do with your Knowledge checks, and you'll get a good Reflex save. Decent enough.

Dialects of the Words: Truenaming PrCs

Weirdly enough, none of the PrCs in Tome of Magic advance utterances. Not one. Yeah. They're not really made with Truenamers in mind, it would seem . . . nor are they written with anyone else in mind, really.

Acolyte of the Ego:
Spoiler


Bereft:
Spoiler


Brimstone Speaker:
Spoiler


Disciple of the Word:
Spoiler


Fiendbinder:
Spoiler
__________________
In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers ALL HAIL KING TORG!

Quote:
Originally Posted by Doc Roc View Post
Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
When you ask a question, and I respond with something about the Truenamer, it might be because I think it's the best answer. More likely, though, is that I'm saying it because no one else will.

Last edited by Zaq : 09-07-2011 at 07:56 PM.
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Old 09-04-2011, 01:17 AM   Top  -  End  -  #8
Zaq
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Default Re: In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

Naughty Words: A Repository of Dirty Tricks


This section contains a bunch of stuff that, well, may or may not fly at any given table. Some of it is broken. Some of it is abusive. Some of it is merely interesting. Most of it is, I would venture, totally unintended. Let me be clear: I may or may not agree with any given tactic mentioned here, and I don't recommend necessarily using them in any game. There are some that are only mildly abusive, there are some that I'm not totally convinced work, and there are some that unambiguously work and unambiguously shouldn't. None of it will let you measure up in power to any T1 or T2 caster who knows what they're doing, but it's here mostly so that I can give it a token nod. With each one, I will include a “cheese rating,” which represents my opinion and my opinion alone. Ask your GM before you try to use any of this stuff, and do NOT expect “well, some guy on the Internet gave it a cheese rating of only 2/5!” to fly as a defense. Use with caution, and DON'T complain if your GM bans or nixes any of this stuff.

I will note that not all of this stuff is really that bad. This section basically boils down to “anything that I could see a GM raising an eyebrow over” or worse. You shouldn't have to feel ashamed after using all of these. Just after using some of them. You'll know them when you see them.

The Extraplanar Bouncer
Spoiler


Broken? Naw, I Rebuilt It
Spoiler


This Truename Sounds Like “Iron Heart Sur . . .”
Spoiler


My Level or Yours?
Spoiler


Suddenly, Rerolls!
Spoiler


Cramming for the Test
Spoiler


Sympathetic Healing
Spoiler


This One's All You, WotC
Spoiler


Unstoppable? We'll See About That
Spoiler


Scanning, One Moment Please
Spoiler


404: Truename Not Found
Spoiler


Truename Targeting Online
Spoiler


I Can See Forever
Spoiler


Origami Sword of Death
Spoiler


Hear My Words, O Dark Master!
Spoiler


I Can't Read, but Boy, Can I Speak
Spoiler


It's Just Level 2, I Swear
Spoiler


Soul Goes Where?
Spoiler
__________________
In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers ALL HAIL KING TORG!

Quote:
Originally Posted by Doc Roc View Post
Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
When you ask a question, and I respond with something about the Truenamer, it might be because I think it's the best answer. More likely, though, is that I'm saying it because no one else will.

Last edited by Zaq : 12-08-2011 at 02:02 AM.
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Old 09-04-2011, 01:18 AM   Top  -  End  -  #9
Zaq
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Default Re: In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

Denying the Words: Straying from the Mold

In my mind, it's pretty clear what the Truenamer is “meant” to do, or at least what they end up being good at doing. You're the smart guy who tells us what the monsters are and then applies weird effects to them, right? Well, what if you don't want to be the know-it-all buffer/debuffer? What if you want more out of the character? To what extent can you forge a new destiny and still earn your share of the XP?

Well, the Truenamer isn't a well-designed class. I've put so much effort into the know-it-all focus mostly because it works, not just because I like it. Most people would rather play to their strengths than to their weaknesses, and it's a particular strength of the class. That said, here are some rough ideas for breaking the mold a little bit while still staying a Truenamer, at least mostly.

Truenamers get enough buffs to make sorta-kinda okay gishes, and Quicken provides native action economy while doing so. If you're willing to keep the brainiac theme, Knowledge Devotion is a solid attack and damage buff that will almost always be on. Your big weakness will be defense . . . relatively few utterances will do much to protect you once you get into melee. I don't have an easy answer for fixing that (UMD, maybe? Just don't start down the partially-charged-wand route), but you can buff yourself up and head in swinging.

You might try being more of a jack-of-all-trades/skillmonkey. Universal Aptitude makes up a LOT of ground, and a quick dip in a skill-heavy class plus Able Learner will go a long way. This isn't something that's unique to you, of course (though Universal Aptitude is), but it's something. You might even take Recitation of Mindful state, though the bonus will still be insultingly tiny.

Being some kind of beastmaster/hordemaster is a decent choice, simply because it's usually easier to affect pets and cohorts with utterances. If you're allowed to take Leadership, this is an option, and of course Wild Cohort, Hidden Talent (Astral Construct), and the like have already been mentioned. If you're an illumian with the Krau sigil, one level dipped into an arcane casting class (maybe Bard, for the skill points) will still get you CL 3, qualifying you for Obtain Familiar. This is generally a bad idea, but it's a funny one.

If you've got a real taste for the bizarre, you might try being a crafter of some kind. Utterances can be made into magic items, though the rules aren't 100% clear about how they work. It might be a way to get around the Law of Sequence, though.


Spelling the Words: Truename Magic

I make no apologies for the awful pun. Anyway, the big problem with the Truename-flavored spells is that they often require personal truenames. Researching a personal truename is a really annoying process that takes multiple weeks in-game, which is certainly not an option that I want to assume everyone has. In short, if you have to know the personal truename of the target for the spell to work, the spell probably sucks. That's all there is to it. I've never seen a game where you can just casually spend weeks on end in-game looking up personal truenames (spending 1,000 gold per week, I might add). That's just not a healthy assumption to make. Even if you can, a lot of the spells require the personal truenames of your enemies, which are obviously a little more limited in use than the personal truenames of your friends (after all, if all goes well, you'll only need to deal with the enemies once). It's a poorly designed system all around, though this should surprise nobody at this point.

Of course, it should also go without saying that a character interested in Truename spells is going to have to put nearly as much effort into boosting their Truespeak check as a Truenamer is. They might not rely on their Truespeak check quite as heavily, but if the spell fails when you flub the check, well, that's a lot of effort (and a turn, and a spell slot) wasted, which nobody wants. What I'm saying is that using these spells is a fairly major investment, and I frankly don't see them being worthwhile.

Spoiler
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Quote:
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Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
When you ask a question, and I respond with something about the Truenamer, it might be because I think it's the best answer. More likely, though, is that I'm saying it because no one else will.

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Old 09-04-2011, 01:19 AM   Top  -  End  -  #10
Zaq
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Default Re: In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

Reserved just in case.

Possible candidates for addition: Sample builds, a more in-depth item list, alternate rule sets (e.g., gestalt), the GM's point of view . . . taking suggestions.
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Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
When you ask a question, and I respond with something about the Truenamer, it might be because I think it's the best answer. More likely, though, is that I'm saying it because no one else will.

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Old 09-04-2011, 01:20 AM   Top  -  End  -  #11
Zaq
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That's everything. Post away, folks!
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Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
When you ask a question, and I respond with something about the Truenamer, it might be because I think it's the best answer. More likely, though, is that I'm saying it because no one else will.

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Old 09-04-2011, 01:24 AM   Top  -  End  -  #12
RaggedAngel
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Default Re: In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

Aria, my long-lived and long-loved Truenamer and me are both huge fans of you, Zaq. I look forward to seeing this guide grow, expand, and shine, despite the... difficulty of the subject matter.

Perhaps we should open up a clinic, for those of us who just can't help but play a Truenamer. Not to get our love of badass word-magic removed, but to help us learn to taste ice cream again.
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Old 09-04-2011, 01:47 AM   Top  -  End  -  #13
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Default Re: In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

I actually laughed aloud at the title. I feel blasphemous now.

As for the actual guide, it looks really handy. My group isn't very homebrew-friendly, so a compendium tricks that (arguably) work within the scope of the existing rules is useful indeed.
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Old 09-04-2011, 02:16 AM   Top  -  End  -  #14
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Default Re: In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

Can Buommi Truespeak? Without breaking their vow, I mean. Breaking the vow penalizes skill checks (including Truespeak!), and the penalties stack, and there's no way to remove them, and each time you do adds a whole day to their duration, and there is no cap. (How'd you like a nice fat -20 to Truespeak?)

The Cha penalty just adds insult to injury.


Anyway, excellent guide, have many cookies.
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Old 09-04-2011, 08:12 AM   Top  -  End  -  #15
Akal Saris
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Default Re: In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

Nice, always good to see some love for the poor truenamer :)

I'd like recommend a prestige class for them - the Legacy Champion from Weapons of Legacy. It gives 8/10 advancement of truenaming, and trades away 2 levels of truenaming for better HP, BAB, and saves, as well as various special abilities added/changed for the legacy weapon, suck as flat bonuses to skill checks. I saw it mentioned in the Uncanny Trickster description, but I think it deserves a second look, especially considering how few PrCs there are for truenamers already.
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Old 09-04-2011, 10:43 AM   Top  -  End  -  #16
OMG PONIES
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Part shameless plug, part gratitude for your previous guide/journal, here is Sortes, a Truenamer that just took gold in round XXIII of the Iron Chef Optimization contest.

Knowledge Domain and Oracle Domain can help you with learning personal truenames (not to mention your ranking within the Paragnostic Assembly), and the 9th-level spell of the Destiny Domain allows you to reroll every Truespeak check for the duration of the spell.

While other fast-progression casters may be more powerful, the Divine Crusader fits nicely with the flavor of a truenamer's devotion to Truenaming and magic. Also, the capstone ability gives you the outsider type, so you can polymorph into a logokron devil for a +10 racial bonus to Truespeak checks that stacks with everything else.

EDIT: Can the Analyze Item/trap trick be used in conjunction with Spell Rebirth as a readied action? Round 1, you analyze the whatever and see that it's trapped. Round 2, you ready an action to utter Spell Rebirth as your fearless friend activates the trap. You utter, and it automatically dispels the spell "affecting" them before the bad stuff actually even happens. Could it work?
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Old 09-04-2011, 12:08 PM   Top  -  End  -  #17
Zaq
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Originally Posted by RaggedAngel View Post
Aria, my long-lived and long-loved Truenamer and me are both huge fans of you, Zaq. I look forward to seeing this guide grow, expand, and shine, despite the... difficulty of the subject matter.

Perhaps we should open up a clinic, for those of us who just can't help but play a Truenamer. Not to get our love of badass word-magic removed, but to help us learn to taste ice cream again.
I was able to taste ice cream after the first topic, but I'm not sure I still can. I'm a little scared to try.

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Originally Posted by flumphy View Post
I actually laughed aloud at the title. I feel blasphemous now.

As for the actual guide, it looks really handy. My group isn't very homebrew-friendly, so a compendium tricks that (arguably) work within the scope of the existing rules is useful indeed.
I live to serve! One of the many factors that pushed me to finally write this thing is that I thought of that title and couldn't stop giggling at it. I just had to share it. 22,500 words later, I'm glad it made you laugh.

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Originally Posted by Psyren View Post
Can Buommi Truespeak? Without breaking their vow, I mean. Breaking the vow penalizes skill checks (including Truespeak!), and the penalties stack, and there's no way to remove them, and each time you do adds a whole day to their duration, and there is no cap. (How'd you like a nice fat -20 to Truespeak?)

The Cha penalty just adds insult to injury.


Anyway, excellent guide, have many cookies.
Heh, it was just something I threw in there to be silly. Truespeech definitely isn't normal speech, so they MIGHT be able to sing it. Hell if I know. It was just something that made me laugh.

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Originally Posted by Akal Saris View Post
Nice, always good to see some love for the poor truenamer :)

I'd like recommend a prestige class for them - the Legacy Champion from Weapons of Legacy. It gives 8/10 advancement of truenaming, and trades away 2 levels of truenaming for better HP, BAB, and saves, as well as various special abilities added/changed for the legacy weapon, suck as flat bonuses to skill checks. I saw it mentioned in the Uncanny Trickster description, but I think it deserves a second look, especially considering how few PrCs there are for truenamers already.
The BAB and saves are actually exactly the same, so the only real benefit is a d8 HD instead of a d6 and an expanded skill list. While I can respect an expanded skill list, if I'm going to take a prereq feat and lose at least one level of Truenamer, I'd rather just take Able Learner and dip Factotum, since it's faster and even more flexible, especially since the only added skills are Decipher Script and Gather Info. That said, it might be an option for folks who don't have access to Able Learner. I might add it later.

Quote:
Originally Posted by OMG PONIES View Post
Part shameless plug, part gratitude for your previous guide/journal, here is Sortes, a Truenamer that just took gold in round XXIII of the Iron Chef Optimization contest.

Knowledge Domain and Oracle Domain can help you with learning personal truenames (not to mention your ranking within the Paragnostic Assembly), and the 9th-level spell of the Destiny Domain allows you to reroll every Truespeak check for the duration of the spell.

While other fast-progression casters may be more powerful, the Divine Crusader fits nicely with the flavor of a truenamer's devotion to Truenaming and magic. Also, the capstone ability gives you the outsider type, so you can polymorph into a logokron devil for a +10 racial bonus to Truespeak checks that stacks with everything else.

EDIT: Can the Analyze Item/trap trick be used in conjunction with Spell Rebirth as a readied action? Round 1, you analyze the whatever and see that it's trapped. Round 2, you ready an action to utter Spell Rebirth as your fearless friend activates the trap. You utter, and it automatically dispels the spell "affecting" them before the bad stuff actually even happens. Could it work?
Sortes was one reason that I didn't judge last round (certainly not the only reason, of course). There was no way I could judge him fairly. Congrats on that, by the way. As for Spell Rebirth . . . I think that's firmly in "ask your GM" territory, but I'd personally consider allowing it to at least give your friend a save for half damage (or maybe you get to make a Reflex save for half damage on their behalf, since you have to be faster than the trap, and it does have to affect them at least a little bit). Definitely worth trying, but I'm not going to say that it absolutely works by RAW, at least not if the trap is a damage trap instead of a curse trap.
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Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
When you ask a question, and I respond with something about the Truenamer, it might be because I think it's the best answer. More likely, though, is that I'm saying it because no one else will.

Last edited by Zaq : 09-04-2011 at 12:12 PM.
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Old 09-04-2011, 01:00 PM   Top  -  End  -  #18
Xtomjames
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Default Re: In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

I would like to point out a few things that were more or less glanced over by Zaq in his FAQ.

Truename research is far more useful than he lets on, for one, you can take the time to learn the truename of spells, or any object. This actually can break the game because a truenamer that finally gets the Truenamer Research feat can, if he has access to a spellbook or library or scroll, learn any level spell and potentially use it once the truename is learned. In one campaign my truenamer learned the truename of the Limited Wish spell at level 2 and had complete access to it far before any character should. And because a truenamer's abilities lie in the ability to enact a truename, he is only limited by universal laws (as found in ToM) as to how often he can use learned spells. Thus a truenamer is far more versatile than explained. They can become very powerful very early on, and with high Int and bonuses to knowledge skills and the truespeak skill they can accomplish various magic very quickly with successful skill checks.

The fun part about this is that See The Named then works for known spells, any object that has that spell or any creature that can cast that spell pops up on the Truenamer's "radar" sort to speak.

Lastly, Zaq failed to mention the number one reason why the Truenamer is actually a very broken class (and therefore fun), a truenamer can cast a spell or utterance on a person without line of sight or affect, they can cast a spell on a creature, object, or thing that they know the truename of, from anywhere and affect that creature, they're also immune to many of the affects that dampen magic. Anti-magic fields don't necessarily apply to them and dispelling an utterance is impossible (except for another truenamer).

Lastly Truenamers can become masters of Dark Utterances and are most often immune to the affects of Dark Utterances cast on to them.

Otherwise a very nice guide that I'll be referencing in the future.
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Old 09-04-2011, 01:06 PM   Top  -  End  -  #19
RaggedAngel
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Originally Posted by Xtomjames View Post
I would like to point out a few things that were more or less glanced over by Zaq in his FAQ.
And so it begins.
Quote:
Truename research is far more useful than he lets on, for one, you can take the time to learn the truename of spells, or any object. This actually can break the game because a truenamer that finally gets the Truenamer Research feat can, if he has access to a spellbook or library or scroll, learn any level spell and potentially use it once the truename is learned. In one campaign my truenamer learned the truename of the Limited Wish spell at level 2 and had complete access to it far before any character should.
This is not a thing that you can do. I don't know where you got this, but it's not RAW.
Quote:
And because a truenamer's abilities lie in the ability to enact a truename, he is only limited by universal laws (as found in ToM) as to how often he can use learned spells. Thus a truenamer is far more versatile than explained. They can become very powerful very early on, and with high Int and bonuses to knowledge skills and the truespeak skill they can accomplish various magic very quickly with successful skill checks.
Again, you can't cast spells with Truespeak. If you could, it would be broken in the other direction.
Quote:
The fun part about this is that See The Named then works for known spells, any object that has that spell or any creature that can cast that spell pops up on the Truenamer's "radar" sort to speak.
This isn't how See the Named works, and even if it was, it wouldn't work like this. It's like a Scrying spell, not "radar."
Quote:
Lastly, Zaq failed to mention the number one reason why the Truenamer is actually a very broken class (and therefore fun), a truenamer can cast a spell or utterance on a person without line of sight or affect, they can cast a spell on a creature, object, or thing that they know the truename of, from anywhere and affect that creature, they're also immune to many of the affects that dampen magic. Anti-magic fields don't necessarily apply to them and dispelling an utterance is impossible (except for another truenamer).
He didn't mention this because it isn't true. They need line of sight, they need to be within range, and they can't Speak in an Antimagic Field.
Quote:
Lastly Truenamers can become masters of Dark Utterances and are most often immune to the affects of Dark Utterances cast on to them.
This statement makes me think that you have regeneration overcome by fire and acid, if you get what I mean. I don't know where you're getting the rules for Truespeak in your game, but it isn't the Tome of Magic.
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Old 09-04-2011, 01:25 PM   Top  -  End  -  #20
Zaq
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Default Re: In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

Thank you, RaggedAngel. What she said.

For the record, folks, none of what Xtomjames said is true.
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Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
When you ask a question, and I respond with something about the Truenamer, it might be because I think it's the best answer. More likely, though, is that I'm saying it because no one else will.
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Old 09-04-2011, 01:48 PM   Top  -  End  -  #21
Xtomjames
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And so it begins.

This is not a thing that you can do. I don't know where you got this, but it's not RAW.

Again, you can't cast spells with Truespeak. If you could, it would be broken in the other direction.

This isn't how See the Named works, and even if it was, it wouldn't work like this. It's like a Scrying spell, not "radar."

He didn't mention this because it isn't true. They need line of sight, they need to be within range, and they can't Speak in an Antimagic Field.

This statement makes me think that you have regeneration overcome by fire and acid, if you get what I mean. I don't know where you're getting the rules for Truespeak in your game, but it isn't the Tome of Magic.

And I'll disagree with you all and out here.

No where in the section on truenaming or the truenamer class does it say you Can't learn the truename of a spell. It does say that "Truenames encompass reality in it's entirety" and that includes spells. All things have a truename which can be used to command that thing or enact it. This is a fact of how the truenamer and truespeech functions.

So regardless of how much you may state it as false, it is absolutely true that a truenamer can learn and utilize spells via their truename. You're correct there is no RAW in the book that covers this because it is up to the DM to come up with true names and the truenamer class and the ability to use truenames is very liquid compared to most classes.

They even state in the section on utterances and lexicons that the lexicons are limited as written and it's more or less up to the players and DM to expand upon them.

Truename research applies to ALL things, period. All objects, all spells, all people, all creatures, all materials, places, etc. You use truename research to uncover the truenames of something. This again includes spells.

See the Named works in one of two ways depending on how you read it. Because it does state it "works as the scrying spell" but without the need of a focus, then in the case of scrying on a specific spell it'd act more like detect magic but for that specific spell.

While discovering the personal truename is relegated in explanation to living creature as explained on 197, and as per described in the Truename Research section on the previous page, the rules for discovering the truename of a spell work just the same (as is the case for any object).

Now, you may interpret the rules and the reading on truenames as limited (as you have) but it doesn't mean that the RAW doesn't include spells, as it most certainly does by the very wording of the section's introduction and general functionality of truespeech.
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Old 09-04-2011, 01:52 PM   Top  -  End  -  #22
Analysis
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I'd like to play in a campaign where Truenaming was the only kind of magic. No Vancian, psionics, incarnum, ToB, factota. Maybe monks. Yes. Truenamers, ninja and monks, nothing else. Monsters with SLAs could keep them, but caster monsters get Truenaming instead. What would it play like, I wonder?
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Old 09-04-2011, 01:54 PM   Top  -  End  -  #23
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Snip-ity-snip
Rather than reply point-by-point, which seems excessive and like a waste of time, I'll make a statement for you to brood on:

We're discussing RAW. You're discussing houserules that you have with your group, and treating them like RAW.
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Old 09-04-2011, 01:57 PM   Top  -  End  -  #24
Zaq
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Spoiler
You know what, you're right. Truenamers are great when you completely ignore the rules and make them up as you go.

I'm not going any deeper into this particular conversation. My guide is about how Truenamers actually work, not about how we want them to work.
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Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
When you ask a question, and I respond with something about the Truenamer, it might be because I think it's the best answer. More likely, though, is that I'm saying it because no one else will.

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Old 09-04-2011, 02:05 PM   Top  -  End  -  #25
RaggedAngel
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Default Re: In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

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Originally Posted by Zaq View Post
You know what, you're right. Truenamers are great when you completely ignore the rules and make them up as you go.

I'm not going any deeper in to this particular conversation. My guide is about how Truenamers actually work, not about how we want them to work.
To swing us back onto topic, I have a few ideas for some example builds for the thus-far unused post:

1. The 'ideal' Truenamer; and Illumian member of the Paragnostic Assembly with an Item Familiar, and the 'optimal' selection of utterances.
2. A "solid" Truenamer gish, busting out the Knowledge Devotion and... other things. Slightly less optimized for pure Truespeak, perhaps.
3. A Truenamer who can do more than Truename; a Raptoran Dragonborn with Soulmelds or somesuch thing.
4. A good gestalt build, or several. We could even bust out a Shadowcaster Truenamer, which would be awesome.
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Old 09-04-2011, 02:41 PM   Top  -  End  -  #26
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Default Re: In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

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I'd like to play in a campaign where Truenaming was the only kind of magic. No Vancian, psionics, incarnum, ToB, factota. Maybe monks. Yes. Truenamers, ninja and monks, nothing else. Monsters with SLAs could keep them, but caster monsters get Truenaming instead. What would it play like, I wonder?
Combats would take forever, because everybody now sucks. Any bruiser monster would completely kill everything forever, because none of the three classes have good BAB, large damage potential or armour.
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Old 09-04-2011, 02:44 PM   Top  -  End  -  #27
The Glyphstone
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Default Re: In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

Wow, Zaq, you got awfully bitter between your original guide and this one.
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Old 09-04-2011, 03:45 PM   Top  -  End  -  #28
Analysis
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Originally Posted by Flickerdart View Post
Combats would take forever, because everybody now sucks. Any bruiser monster would completely kill everything forever, because none of the three classes have good BAB, large damage potential or armour.
Sorry, I was unclear. Those would be the only magical classes, there would still be rogues, fighters, barbarians and so forth.
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Old 09-04-2011, 03:53 PM   Top  -  End  -  #29
Steward
Ogre in the Playground
 
Join Date: Dec 2005
Location: 
Danville
Default Re: In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

I really like the way you wrote this. I'm never, ever going to play this class but I love the bitterly sardonic tone you used. If you ever make an audio version of this, try and see if you can get Ricky Gervais to read it.
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Old 09-04-2011, 03:56 PM   Top  -  End  -  #30
Coidzor
Colossus in the Playground
 
 
Join Date: Oct 2008
Location: 
Lost in a haunted wood
Gender: Male
Default Re: In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

Quote:
Originally Posted by The Glyphstone View Post
Wow, Zaq, you got awfully bitter between your original guide and this one.
...I... I kinda wonder if it makes me a bad person that I like this because of that...
__________________
"Children afraid of the night
Who have never been happy or good." - September 1, 1939. W.H. Auden

Quote:
Originally Posted by Keld Denar View Post
+3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
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