Prestige Classes

Word Warrior

Requirements: To become a word warrior, you must fulfill all of the following requirements.
Base Attack Bonus: +5
Skills: Truespeak 8 ranks
Truenaming: Able to speak 2nd level truename effects
Weapon and Armour Proficiencies: Proficiency with all martial weapons

Hit Die: d8.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 3 + Str modifier.

Class Skills: The word warrior’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all) (Int), Ride (Dex), Speak Language (n/a), Swim (Str), and Truespeak (Int).

The Word Warrior

Level BAB Fort Ref Will Special Truenaming
1st +1 +2 +0 +2 Verbose strike
2nd +2 +3 +0 +3 +1 level of existing truenaming class
3rd +3 +3 +1 +3 Bonus feat +1 level of existing truenaming class
4th +4 +4 +1 +4 Battle cadence +1 level of existing truenaming class
5th +5 +4 +1 +4 +1 level of existing truenaming class
6th +6 +5 +2 +5 Bonus feat +1 level of existing truenaming class
7th +7 +5 +2 +5 Personal truename +2 +1 level of existing truenaming class
8th +8 +6 +2 +6 +1 level of existing truenaming class
9th +9 +6 +3 +6 Bonus feat +1 level of existing truenaming class
10th +10 +7 +3 +7 Martial truenamer

Class Features

All of the following are class features of the word warrior prestige class.
Weapon and Armour Proficiencies: A word warrior does not gain any additional weapon or armour proficiencies.
Verbose Strike (Ex): Beginning at 1st level, whenever you make a full attack you may use a swift action (instead of a move action) to use an utterance that targets an enemy you strike with one of the attacks in your full attack pattern.
Truenaming: At every level except 1st and 10th, you learn additional vocalizations as if you had gained a level in any one truenaming class you have previously gained levels in. These levels stack with your previous levels to determine your truenamer level.
Bonus Feats: At 3rd level, and again at 6th and 9th level, you gain a bonus fighter feat or truespeak feat you meet the requirements for.
Battle Cadence (Ex): Beginning at 4th level, you may begin or change a recitation as a swift action by increasing the DC to speak it by 2.
Personal Truename Bonus (Ex): A word warrior specializes in placing beneficial truespeak effects on himself to help in battle. At 7th level, you gain a +2 bonus on Truespeak checks to target yourself with a truespeak effect.
Martial Truenamer (Ex): At 10th level you can make a single strike as a standard action. If this strike succeeds, you may immediately use an utterance you know, with a +10 bonus on the Truespeak check involved to speak it.

The One with no Name

Being scholarly and studious, truenamers often fear their own kind above all else. No matter how skilled one gets in the workings of the true language of creation, there are always others who can turn that language against you. Some power-hungry truenamers with little thought of their own humanity go so far as to lock away their name, severing their vulnerability to the language of Truespeak. Though effective, this deed warps and distorts the truenamer’s sense of self, allowing her access to great power by performing arcane rituals on her body that leave her less and less human.

Requirements: To become one with no name, you must fulfill all of the following requirements.
Alignment: Any nongood
Skills: Knowledge (arcana) 13 ranks, Truepeak 13 ranks
Truenaming: Able to speak 4th level vocalizations
Special: Must posess a specially prepared Diminutive container of your choice worth at least 2,000 gp.

Hit Die: d4.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Int modifier.

Class Skills: The one with no name’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana), Speak Language (n/a), Spellcraft (Int), and Truespeak (Int).

One with no Name

Level BAB Fort Ref Will Special Truenaming
1st +0 +0 +0 +2 Ritual of rending +1 level of existing truenaming class
2nd +1 +0 +0 +3 Namelessness +2 +1 level of existing truenaming class
3rd +1 +1 +1 +3 Ritual of penetration +1 level of existing truenaming class
4th +2 +1 +1 +4 Namelessness +4 +1 level of existing truenaming class
5th +2 +1 +1 +4 Ritual of Fire
6th +3 +2 +2 +5 Namelessness +6 +1 level of existing truenaming class
7th +3 +2 +2 +5 Ritual of violation +1 level of existing truenaming class
8th +4 +2 +2 +6 Namelessness +8 +1 level of existing truenaming class
9th +4 +3 +3 +6 Ritual of rebirth +1 level of existing truenaming class
10th +5 +3 +3 +7 The one with no name

All of the following are class features of the one with no name prestige class.

Weapon and Armour Proficiencies: One with no name does not gain any additional weapon or armour proficiencies.

Ritual of Rending (Su): At 1st level, you learn the fundamental secret of your path: the ritual of rending. This horrific ritual rips your true name from you and locks it away. As part of the ritual, you write your personal truename on a slip of paper and seal it inside the container you provided to enter this prestige class (hereafter referred to as the phylactery).
You may perform the ritual with a successful Knowledge (arcana) check against a DC of 25. The ritual requires 8 hours of uninterrupted work. At the end of it, you are very different. You can now only use vocalizations while using your phylactery as a focus. However, you gain a profane bonus on Truespeak checks equal to 1/2 your class level (rounded up). You must perform this ritual to advance in this prestige class.
The ritual of rending leaves you with only one path in life open to you. After you have performed it, you must remain in this prestige class until you have reached level 10.

Phylactery: Regardless of its shape or origin, your phylactery now has the following characteristics: Diminutive size, hardness 20, and an amount of hp equal to your absolute limit. Your phylactery is immune to utterances and incantations. Your phylactery can be opened with a DC 25 Strength check or a DC 50 Open Lock check. If your phylactery is ever opened, you are completely and irrevocably destroyed.

Truenaming: At every level except 5th and 10th, you learn additional vocalizations as if you had gained a level in any one truenaming class you have previously gained levels in. These levels stack with your previous levels to determine your truenamer level.

Name resistance (Ex): Beginning at 2nd level, you become harder to affect with Truespeak. you gain name resistance 2. This name resistance increases by 2 at 4th, 6th, and 8th levels. Name resistance stacks. If you have name resistance from another source, you add them together to find your total name resistance.

Ritual of Penetration (Su): At 3rd level you discover a ritual that allows you to slip your vocalizations into the dead spots of the world. As part of this ritual, you carve intricate markings onto your body while anointing yourself with various oils. The ritual costs 5,000 gp in materials and requires 8 hours of uninterrupted work. You must succeed on a DC 25 Knowledge (arcana) check to perform this ritual. If you fail, the materials are wasted.
Once this ritual is complete, you permanently lose 3 hp from the carvings you have made in your body. These carvings cannot be healed by anything short of a wish or similar effect. If they are healed, you lose the benefit of this ritual.
You now ignore name resistance on a target of your utterances up to the value of your own name resistance (up to +8 at 10th level) when using your phylactery as a focus for your vocalizations. If the target posesses greater name resistance than you do, you need only deal with their ‘net’ name resistance; that is, their name resistance minus your own.

Ritual of Fire (Su): At 5th level you discover a ritual that allows you to sacrifice part of your body for greater power over the language of Truespeak. As part of this ritual, you anoint yourself with specially prepared oils, and light them on fire. The ritual costs 1,000 gp in materials and requires 8 hours of uninterruped work. You must succeed on a DC 25 Knowledge (arcana) check to perform this ritual. If you fail, the materials are wasted.
Once this ritual is complete, you begin to take 1d6 fire damage every round; this damage cannot be reduced through fire resistance or fire immunity. Every round you take fire damage, you may choose to burn 1 point off of one of your physical ability scores (Strength, Dexterity, or Constitution). Once you have burnt as many ability points as you wish, you may put out the fires as a full-round action. You may take no other actions in a round in which you burn an ability score point. Your physical ability scores cannot drop below 3. This is not ability drain or ability damage, and hence you cannot be immune for any reason to this ability score burn.
You add 2 to your absolute limit for every ability score point burnt in this way. Your ability scores cannot be restored by anything short of a wish or similar effect. If they are restored, you lose the benefit of this ritual.
You may perform this ritual multiple times.

Ritual of Violation (Su): At 7th level you discover a ritual that allows you to become something more than you were. As part of this ritual, you must insert seeds from plants that grow in the Far Realms into your body, allowing them to grow and change your physiology to something completely inhuman. The ritual costs 5,000 gp to obtain the seeds neccessary., and requires 8 hours of uninterrupted work. You must succeed on a DC 30 Knowledge (arcana) check to perform this ritual. If you fail, the seeds are wasted.
Once this ritual is complete, you take a -2 penalty to all saving throws you make as a result of your alien physiology. This penalty cannot be removed by anything short of a wish or similar effect. If it is removed, you lose the benefit of this ritual.
Your type becomes Aberration, and you gain damage reduction 10/good or 10/lawful, at your choice. Once you make this choice, you cannot change it. Your body becomes self-repairing, and thus you become immune to poisons, disease of any kind, and aging. You no longer take penalties or gain bonuses for aging, and you no longer have a maximum age; you are now effectively immortal.

Ritual of Rebirth (Su): At 9th level you discover a ritual that allows your name and thus your self to survive past the death of your body. As part of this ritual, you must remove one of your eyes and seal it inside a container exactly like the one you used to enter this prestige class (thus, worth at least 2,000 gp). You must succeed on a DC 35 Knowledge (arcana) check to perform this ritual. If you fail, the container is not wasted, but your eye is. To attempt the ritual again you must first get a regeneration or similar effect used on you to regrow the sacrificial eye.
Once this ritual is complete, you take a permanent -2 penalty to Spot checks and ranged attack rolls from the loss of your eye (assuming you have two; you are blinded if you only had one to begin with). Your eye cannot be replaced by anything short of a wish or similar effect. If it is healed, you lose the benefit of this ritual and the container becomes nonmagical once more.
If you die, even from your phylactery being opened, your consciousness is transferred to your new phylactery, which is the container used in this ritual. Your original phylactery is destroyed with your death. You inhabit the new phylactery as if by the magic jar spell. You may attempt to leave the container as normal for the spell; the Will save to avoid this is equal to 10 + 1/2 your character level + your Charisma modifier. Your caster level for this effect is equal to your character level. Once you have moved into a new body, it is remade over the course of the following 24 hours into a replica of your original body. After this 24 hours has passed, you may (if you so choose) redo this ritual, making a new phylactery in case this new body dies as well.
You may perform this ritual multiple times if you have more than two eyes, or if you wish to be blinded. When you die, you may choose which of your alternative phylacteries you would like to transfer to. When you assume a new body, any live phylacteries left have their eyes still missing off of your new form.

The One with no Name (Ex): At 10th level you are a void in the world where the language of Truespeak is concerned. You gain the namelessness special quality. In addition, you can now ignore namelessness when you speak an utterance using your phylactery as a focus.

The True Scribe

Some truenamers spend some time studying magical lore to uncover a way to scribe utterances and incantations onto scrolls.

Requirements: To become a true scribe, you must fulfill all of the following requirements.
Feats: Scribe Scroll
Skills: Spellcraft 4 ranks, Truespeak 6 ranks
Truenaming: Able to speak 2nd level vocalizations

Hit Die: d4.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Cha modifier.

Class Skills: The true scribe’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all) (Int), Perform (oratory) (Cha), Speak Language (n/a), Spellcraft (Int), and Truespeak (Int).

The True Scribe

Level BAB Fort Ref Will Special Truenaming
1st +0 +0 +0 +2 Scribe truescroll (1st) +1 level of existing truenaming class
2nd +1 +0 +0 +3 Scribe truescroll (2nd) +1 level of existing truenaming class
3rd +1 +1 +1 +3 Scribe truescroll (3rd) +1 level of existing truenaming class
4th +2 +1 +1 +4 Scribe truescroll (4th) +1 level of existing truenaming class
5th +2 +1 +1 +4 Scribe truescroll (5th) +1 level of existing truenaming class

All of the following are class features of the true scribe.

Weapon and Armour Proficiencies: A true scribe gains no additional weapon or armour proficiencies.

Scribe Truescroll (Ex): A true scribe learns how to create powerful scrolls written in the true language. Scribing a truescroll requires certain conditions:
• You must know the utterance or incantation you wish to scribe (recitations cannot be scribed, as they must be continually repeated to maintain their effect).
• You must posess specially prepared inks worth at least 25 gp per vocalization level.
• You must posess a normal sheet of paper.
By spending 10 minutes per vocalization level and by using the prepared inks, you can attempt to create the truescroll. This requires a Spellcraft check of 20 + twice the vocalization level.
When scribing a truescroll, you decide all augmentations on the vocalization as if you were speaking it yourself. After succeeding on the Spellcraft check to scribe the scroll, you must utter the vocalization, imbuing the scroll with the vocalization. You make a Truespeak check as normal, but with no name modifier to your check. You gain a competence bonus on this check equal to your class level, since you can take additional time to make sure the words are formed correctly.
Once you have made your Truespeak check, the scroll is ready to be used. It can be used as a standard action by anybody with at least enough ranks in Truespeak as the vocalization level of the effect stored within. Otherwise, using a truescroll follows all the same rules as reading a normal scroll.
After a truescroll has been used, the vocalization takes effect. The Truespeak check made to use the utterance or incantation is the Truespeak check you used to create the truescroll. Otherwise, the person reading the truescroll makes all pertinent decisions, such as the target of the utterance or incantation.
Once a truescroll has been read, the ink fades off of it, leaving a normal sheet of paper once more.
At 1st level, you can only scribe 1st level vocalizations onto a truescroll. At each class level, you gain the ability to scribe an additional level of vocalizations, even if you don’t yet know any vocalizations of that level.

Truenaming: At every level you learn additional vocalizations as if you had gained a level in any one truenaming class you have previously gained levels in. These levels stack with your previous levels to determine your truenamer level.

Gender: Male

Default Re: The Way Words Work (or, Truenaming that doesn't make me cry myself to sleep at ni
The Word Warrior

Spoiler
Word warriors blend truenaming and martial lore into one deadly fighting style.

Requirements: To become a word warrior, you must fulfill all of the following requirements.
Base Attack Bonus: +5
Skills: Truespeak 8 ranks
Truenaming: Able to speak 2nd level truename effects
Weapon and Armour Proficiencies: Proficiency with all martial weapons

Hit Die: d8.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 3 + Str modifier.

Class Skills: The word warrior’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all) (Int), Ride (Dex), Speak Language (n/a), Swim (Str), and Truespeak (Int).

Table 1.3: The Word Warrior
Level BAB Fort Ref Will Special
Truenaming

1st +1 +2 +0 +2 Verbose strike

2nd +2 +3 +0 +3 –
+1 level of existing truenaming class
3rd +3 +3 +1 +3 Bonus feat
+1 level of existing truenaming class
4th +4 +4 +1 +4 Battle cadence
+1 level of existing truenaming class
5th +5 +4 +1 +4 –
+1 level of existing truenaming class
6th +6 +5 +2 +5 Bonus feat
+1 level of existing truenaming class
7th +7 +5 +2 +5 Personal truename +2
+1 level of existing truenaming class
8th +8 +6 +2 +6 –
+1 level of existing truenaming class
9th +9 +6 +3 +6 Bonus feat
+1 level of existing truenaming class
10th +10 +7 +3 +7 Martial truenamer

Class Features

All of the following are class features of the word warrior prestige class.

Weapon and Armour Proficiencies: A word warrior does not gain any additional weapon or armour proficiencies.

Verbose Strike (Ex): Beginning at 1st level, whenever you make a full attack you may use a swift action (instead of a move action) to use an utterance that targets an enemy you strike with one of the attacks in your full attack pattern.

Truenaming: At every level except 1st and 10th, you learn additional vocalizations as if you had gained a level in any one truenaming class you have previously gained levels in. These levels stack with your previous levels to determine your truenamer level.

Bonus Feats: At 3rd level, and again at 6th and 9th level, you gain a bonus fighter feat or truespeak feat you meet the requirements for.

Battle Cadence (Ex): Beginning at 4th level, you may begin or change a recitation as a swift action by increasing the DC to speak it by 2.

Personal Truename Bonus (Ex): A word warrior specializes in placing beneficial truespeak effects on himself to help in battle. At 7th level, you gain a +2 bonus on Truespeak checks to target yourself with a truespeak effect.

Martial Truenamer (Ex): At 10th level you can make a single strike as a standard action. If this strike succeeds, you may immediately use an utterance you know, with a +10 bonus on the Truespeak check involved to speak it.

The One with no Name

Spoiler
Being scholarly and studious, truenamers often fear their own kind above all else. No matter how skilled one gets in the workings of the true language of creation, there are always others who can turn that language against you. Some power-hungry truenamers with little thought of their own humanity go so far as to lock away their name, severing their vulnerability to the language of Truespeak. Though effective, this deed warps and distorts the truenamer’s sense of self, allowing her access to great power by performing arcane rituals on her body that leave her less and less human.

Requirements: To become one with no name, you must fulfill all of the following requirements.
Alignment: Any nongood
Skills: Knowledge (arcana) 13 ranks, Truepeak 13 ranks
Truenaming: Able to speak 4th level vocalizations
Special: Must posess a specially prepared Diminutive container of your choice worth at least 2,000 gp.

Hit Die: d4.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Int modifier.

Class Skills: The one with no name’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana), Speak Language (n/a), Spellcraft (Int), and Truespeak (Int).

Table 1.4: One with no Name
Level BAB Fort Ref Will Special
Truenaming

1st +0 +0 +0 +2 Ritual of rending
+1 level of existing truenaming class
2nd +1 +0 +0 +3 Namelessness +2
+1 level of existing truenaming class
3rd +1 +1 +1 +3 Ritual of penetration
+1 level of existing truenaming class
4th +2 +1 +1 +4 Namelessness +4
+1 level of existing truenaming class
5th +2 +1 +1 +4 Ritual of Fire

6th +3 +2 +2 +5 Namelessness +6
+1 level of existing truenaming class
7th +3 +2 +2 +5 Ritual of violation
+1 level of existing truenaming class
8th +4 +2 +2 +6 Namelessness +8
+1 level of existing truenaming class
9th +4 +3 +3 +6 Ritual of rebirth
+1 level of existing truenaming class
10th +5 +3 +3 +7 The one with no name

All of the following are class features of the one with no name prestige class.

Weapon and Armour Proficiencies: One with no name does not gain any additional weapon or armour proficiencies.

Ritual of Rending (Su): At 1st level, you learn the fundamental secret of your path: the ritual of rending. This horrific ritual rips your true name from you and locks it away. As part of the ritual, you write your personal truename on a slip of paper and seal it inside the container you provided to enter this prestige class (hereafter referred to as the phylactery).

You may perform the ritual with a successful Knowledge (arcana) check against a DC of 25. The ritual requires 8 hours of uninterrupted work. At the end of it, you are very different. You can now only use vocalizations while using your phylactery as a focus. However, you gain a profane bonus on Truespeak checks equal to 1/2 your class level (rounded up). You must perform this ritual to advance in this prestige class.

The ritual of rending leaves you with only one path in life open to you. After you have performed it, you must remain in this prestige class until you have reached level 10.

Phylactery: Regardless of its shape or origin, your phylactery now has the following characteristics: Diminutive size, hardness 20, and an amount of hp equal to your absolute limit. Your phylactery is immune to utterances and incantations. Your phylactery can be opened with a DC 25 Strength check or a DC 50 Open Lock check. If your phylactery is ever opened, you are completely and irrevocably destroyed.

Truenaming: At every level except 5th and 10th, you learn additional vocalizations as if you had gained a level in any one truenaming class you have previously gained levels in. These levels stack with your previous levels to determine your truenamer level.

Name resistance (Ex): Beginning at 2nd level, you become harder to affect with Truespeak. you gain name resistance 2. This name resistance increases by 2 at 4th, 6th, and 8th levels. Name resistance stacks. If you have name resistance from another source, you add them together to find your total name resistance.

Ritual of Penetration (Su): At 3rd level you discover a ritual that allows you to slip your vocalizations into the dead spots of the world. As part of this ritual, you carve intricate markings onto your body while anointing yourself with various oils. The ritual costs 5,000 gp in materials and requires 8 hours of uninterrupted work. You must succeed on a DC 25 Knowledge (arcana) check to perform this ritual. If you fail, the materials are wasted.

Once this ritual is complete, you permanently lose 3 hp from the carvings you have made in your body. These carvings cannot be healed by anything short of a wish or similar effect. If they are healed, you lose the benefit of this ritual.

You now ignore name resistance on a target of your utterances up to the value of your own name resistance (up to +8 at 10th level) when using your phylactery as a focus for your vocalizations. If the target posesses greater name resistance than you do, you need only deal with their ‘net’ name resistance; that is, their name resistance minus your own.

Ritual of Fire (Su): At 5th level you discover a ritual that allows you to sacrifice part of your body for greater power over the language of Truespeak. As part of this ritual, you anoint yourself with specially prepared oils, and light them on fire. The ritual costs 1,000 gp in materials and requires 8 hours of uninterruped work. You must succeed on a DC 25 Knowledge (arcana) check to perform this ritual. If you fail, the materials are wasted.

Once this ritual is complete, you begin to take 1d6 fire damage every round; this damage cannot be reduced through fire resistance or fire immunity. Every round you take fire damage, you may choose to burn 1 point off of one of your physical ability scores (Strength, Dexterity, or Constitution). Once you have burnt as many ability points as you wish, you may put out the fires as a full-round action. You may take no other actions in a round in which you burn an ability score point. Your physical ability scores cannot drop below 3. This is not ability drain or ability damage, and hence you cannot be immune for any reason to this ability score burn.

You add 2 to your absolute limit for every ability score point burnt in this way. Your ability scores cannot be restored by anything short of a wish or similar effect. If they are restored, you lose the benefit of this ritual.

You may perform this ritual multiple times.

Ritual of Violation (Su): At 7th level you discover a ritual that allows you to become something more than you were. As part of this ritual, you must insert seeds from plants that grow in the Far Realms into your body, allowing them to grow and change your physiology to something completely inhuman. The ritual costs 5,000 gp to obtain the seeds neccessary., and requires 8 hours of uninterrupted work. You must succeed on a DC 30 Knowledge (arcana) check to perform this ritual. If you fail, the seeds are wasted.

Once this ritual is complete, you take a -2 penalty to all saving throws you make as a result of your alien physiology. This penalty cannot be removed by anything short of a wish or similar effect. If it is removed, you lose the benefit of this ritual.

Your type becomes Aberration, and you gain damage reduction 10/good or 10/lawful, at your choice. Once you make this choice, you cannot change it. Your body becomes self-repairing, and thus you become immune to poisons, disease of any kind, and aging. You no longer take penalties or gain bonuses for aging, and you no longer have a maximum age; you are now effectively immortal.

Ritual of Rebirth (Su): At 9th level you discover a ritual that allows your name and thus your self to survive past the death of your body. As part of this ritual, you must remove one of your eyes and seal it inside a container exactly like the one you used to enter this prestige class (thus, worth at least 2,000 gp). You must succeed on a DC 35 Knowledge (arcana) check to perform this ritual. If you fail, the container is not wasted, but your eye is. To attempt the ritual again you must first get a regeneration or similar effect used on you to regrow the sacrificial eye.

Once this ritual is complete, you take a permanent -2 penalty to Spot checks and ranged attack rolls from the loss of your eye (assuming you have two; you are blinded if you only had one to begin with). Your eye cannot be replaced by anything short of a wish or similar effect. If it is healed, you lose the benefit of this ritual and the container becomes nonmagical once more.

If you die, even from your phylactery being opened, your consciousness is transferred to your new phylactery, which is the container used in this ritual. Your original phylactery is destroyed with your death. You inhabit the new phylactery as if by the magic jar spell. You may attempt to leave the container as normal for the spell; the Will save to avoid this is equal to 10 + 1/2 your character level + your Charisma modifier. Your caster level for this effect is equal to your character level. Once you have moved into a new body, it is remade over the course of the following 24 hours into a replica of your original body. After this 24 hours has passed, you may (if you so choose) redo this ritual, making a new phylactery in case this new body dies as well.

You may perform this ritual multiple times if you have more than two eyes, or if you wish to be blinded. When you die, you may choose which of your alternative phylacteries you would like to transfer to. When you assume a new body, any live phylacteries left have their eyes still missing off of your new form.

The One with no Name (Ex): At 10th level you are a void in the world where the language of Truespeak is concerned. You gain the namelessness special quality. In addition, you can now ignore namelessness when you speak an utterance using your phylactery as a focus.

The True Scribe

Spoiler
Some truenamers spend some time studying magical lore to uncover a way to scribe utterances and incantations onto scrolls.

Requirements: To become a true scribe, you must fulfill all of the following requirements.
Feats: Scribe Scroll
Skills: Spellcraft 4 ranks, Truespeak 6 ranks
Truenaming: Able to speak 2nd level vocalizations

Hit Die: d4.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Cha modifier.

Class Skills: The true scribe’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all) (Int), Perform (oratory) (Cha), Speak Language (n/a), Spellcraft (Int), and Truespeak (Int).

Table 1.5: The True Scribe
Level BAB Fort Ref Will Special
Truenaming

1st +0 +0 +0 +2 Scribe truescroll (1st)
+1 level of existing truenaming class
2nd +1 +0 +0 +3 Scribe truescroll (2nd)
+1 level of existing truenaming class
3rd +1 +1 +1 +3 Scribe truescroll (3rd)
+1 level of existing truenaming class
4th +2 +1 +1 +4 Scribe truescroll (4th)
+1 level of existing truenaming class
5th +2 +1 +1 +4 Scribe truescroll (5th)
+1 level of existing truenaming class

All of the following are class features of the true scribe.

Weapon and Armour Proficiencies: A true scribe gains no additional weapon or armour proficiencies.

Scribe Truescroll (Ex): A true scribe learns how to create powerful scrolls written in the true language. Scribing a truescroll requires certain conditions:

• You must know the utterance or incantation you wish to scribe (recitations cannot be scribed, as they must be continually repeated to maintain their effect).
• You must posess specially prepared inks worth at least 25 gp per vocalization level.
• You must posess a normal sheet of paper.

By spending 10 minutes per vocalization level and by using the prepared inks, you can attempt to create the truescroll. This requires a Spellcraft check of 20 + twice the vocalization level.

When scribing a truescroll, you decide all augmentations on the vocalization as if you were speaking it yourself. After succeeding on the Spellcraft check to scribe the scroll, you must utter the vocalization, imbuing the scroll with the vocalization. You make a Truespeak check as normal, but with no name modifier to your check. You gain a competence bonus on this check equal to your class level, since you can take additional time to make sure the words are formed correctly.

Once you have made your Truespeak check, the scroll is ready to be used. It can be used as a standard action by anybody with at least enough ranks in Truespeak as the vocalization level of the effect stored within. Otherwise, using a truescroll follows all the same rules as reading a normal scroll.

After a truescroll has been used, the vocalization takes effect. The Truespeak check made to use the utterance or incantation is the Truespeak check you used to create the truescroll. Otherwise, the person reading the truescroll makes all pertinent decisions, such as the target of the utterance or incantation.

Once a truescroll has been read, the ink fades off of it, leaving a normal sheet of paper once more.

At 1st level, you can only scribe 1st level vocalizations onto a truescroll. At each class level, you gain the ability to scribe an additional level of vocalizations, even if you don’t yet know any vocalizations of that level.

Truenaming: At every level you learn additional vocalizations as if you had gained a level in any one truenaming class you have previously gained levels in. These levels stack with your previous levels to determine your truenamer level.

The Sinspeaker

Sinspeakers combine the wretched words of the Dark Speech with the perfect lexicon of Truespeech to achieve dread power over the physical manifestation of language.

Requirements: To become a sinspeaker, you must fulfill all of the following requirements.
Alignment: Any evil
Feats: Dark Speech (BoVD 48)
bMust speak Abyssal or Infernal
Skills: Knowledge (religion) 4 ranks, Perform (oratory) 4 ranks
Truenaming: Able to speak 3rd level utterances

Hit Die: d6.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Cha modifier.

Class Skills: The sinspeaker’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (all) (Int), Perform (oratory) (Cha), Speak Language (n/a), and Truespeak (Int).

The Sinspeaker

Level BAB Fort Ref Will Special Truenaming
1st +0 +0 +0 v+2 Confident speaker, empowered speech
2nd +1 +0 +0 +3 Profane speech +1 +1 level of existing truenaming class
3rd +1 +1 +1 +3 Lure of evil +1 level of existing truenaming class
4th +2 +1 +1 +4 Profane speech +2 +1 level of existing truenaming class
5th +2 +1 +1 +4 Deep corruption +1 level of existing truenaming class
6th +3 +2 +2 +5 Profane speech +3 +1 level of existing truenaming class
7th +3 +2 +2 +5 Irresistable dread +1 level of existing truenaming class
8th +4 +2 +2 +6 Profane speech +4 +1 level of existing truenaming class
9th +4 +3 +3 +6 Insidious power +1 level of existing truenaming class
10th +5 +3 +3 +7 Master of the darkness, profane speech +5 +1 level of existing truenaming class

All of the following are class features of the sinspeaker.

Weapon and Armour Proficiencies: A sinspeaker gains no additional weapon or armour proficiencies.

Confident Speaker (Ex): You have spent a great deal of time using words. You may activate any of your Dark Speech effects as a move action instead of a standard action.

Empowered Speech (Ex): Whenever you use a facet of the Dark Speech that would deal you Charisma or Constitution damage, you may attempt a Truespeak check to avoid the damage. The DC of the check is equal to 20 + twice the amount of ability damage that would normally be dealt to you by using the Dark Speech.

Profane Speech (Ex): Beginning at 2nd level, the intricacies of the Dark Language strengthen the words of power of the true language. Whenever you speak a vocalization in the same round that you use a facet of the Dark Speech, you gain a +1 profane bonus on your Truespeak check made to use the vocalization. This bonus increases by +1 every two levels after 2nd.

Truenaming: At every level except 1st, you learn additional vocalizations as if you had gained a level in any one truenaming class you have previously gained levels in. These levels stack with your previous levels to determine your truenamer level.

Lure of Evil (Ex): Beginning at 3rd level, your dark power infects your honest truenaming. Whenever you use an utterance against a good-aligned being, you add your class level to your absolute limit.

Deep Corruption (Ex): Beginning at 5th level, whenever you use the corruption facet of your Dark Speech, you can combine it with the reversed version of the harden the metal incantation. You must know the harden the metal incantation to use this ability. By combining the two into a single vocalization, you reduce the hardness of the object chosen by 3/4. To gain this benefit you must augment the DC of harden the metal as much as you can, although you do not gain the normal benefit of it. You must succeed on the Truespeak check to use harden the metal for this ability to work. Otherwise, this ability works exactly like the corruption facet of your Dark Speech, except for the increased reduction in hardness.

Irresistable Dread (Ex): Beginning at 7th level, you can speak words of darkness that worm their way into the most resistant of hearts. You add your Profane Speech bonus as a profane bonus to the DC to resist the dread facet of your Dark Speech. The DC of the Truespeak check made to use your Empowered Speech class feature for this use of your Dark Speech is increased by twice the bonus you apply to this ability.

Insidious Power (Ex): Beginning at 9th level, you may use the power facet of your Dark Speech as a move action immediately before you use a vocalization to gain an additional effect. You apply the caster level bonus as a +2 bonus to your truenamer level instead. The main benefit of this is that it allows you to augment the DC of the vocalization by 2 additional points than you would normally be able to augment it by. This is a unique ability, and does not confer the ability to increase the DC of your vocalizations beyond the normal limit at ANY other time. If you use this ability, you do not gain any benefit from the use of the power facet of your Dark Speech made in the first move action.

Master of the Darkness (Ex): At 10th level, your irresistable words command the loyalty of the minions of evil. Whenever you use the dark unity facet of your Dark Speech, you treat the Hivemind created as if it were dominated by you instead of under the effect of a suggestion. This effect lasts for a number of rounds equal to a Truespeak check made by you, at which point the Hivemind disbands. You may only have one Hivemind dominated in this fashion at a time.

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