Clases de personajes

TRUENAMER

Truenamers study the words that comprise the fabric of existence. They seek to unravel and comprehend the mysteries of the Multiverse by learning the truenames of as many of its components as possible. A truenamer learns new truenames as he progresses in level, which he can use as utterances to manipulate the world around him. All truenamers know the basic words of Truespeak that allow them to describe creatures that they encounter, so the new words they learn enable them to alter those creatures in very specific ways. As they continue to advance, they also learn to describe - and thus affect - inanimate objects and even places, which are more difficult to describe using truenames.

If you want to understand the secret language of the universe, the truenamer class is for you. By delving into the truenames of everything that surrounds you, you can reshape reality itself. You will speak words of power so potent that the cosmos will rearrange itself to match their meaning.

HACER UN TRUENAMER

At first, you will only be able to use Truespeak in a few ways, so your power will necessarily be limited. You will know only a few truenames, and more important, your ability to pronounce them is imperfect. You will encounter situations when you aren't as skilled with Truespeak as you need to be, and you say "ghaurtahlakranammio" when you meant to say "ghaurtalhakranammio." As a low-level truenamer, you might be able to increase an ally's effectiveness in combat or freeze an enemy in place, but you won't be commanding demons or altering the landscape - yet.

As you attain more levels, your power grows in three main ways. First, you gain access to new lexicons, expanding your abilities to influence items and places, as well as creatures. Second, you learn new utterances, each of which gives you a new way to affect creatures, objects, and places. Third, as you gain ranks in the Truespeak skill, you will naturally be able to pronounce truenames more reliably, especially the truenames of more powerful creatures.

In many ways, you're like a spellcaster. You would rather deliver an utterance or a recitation than attack with a weapon. By choosing the path of the truenamer, you give up a degree of flexibility compared to a spellcaster. You have a set of utterances and recitations you can make, and this set doesn't change from day to day the way a wizard can change her arsenal of prepared spells. But because you aren't casting spells, you don't have to worry about spell slots, spell levels, or running out of your most precious resource. You can continue to speak utterances and recitations as long as you can continue to succeed on Truespeak checks.

Intelligence and Charisma are the most important ability scores for you. Intelligence is the relevant ability score for the Truespeak skill; a high Intelligence will help you learn and remember the long strings of syllables and exact pronunciation of the truenames you know. Charisma provides the force and conviction behind your words. In game terms, it sets the save DC for many of your utterances.

Other ability scores matter less, because you would much rather deliver an utterance than swing a sword or shoot a bow. If you're spending points on a physical ability score, consider Constitution because it provides extra hit points - a resource everyone runs short on eventually.

The knowledge of truenames - and how to manipulate them - can be found among most races, but, as with the magic of wizards, the lore of truenamers requires a certain scholarly bent. Truenamers also spend significant time in libraries and other places of knowledge, and thus are more rare among less civilized (or at least, less urban) races.

Humans and dwarves, especially, find truename magic appealing. Dwarves find truename magic like a delightful puzzle to be solved: combinations of individual words of power, when put together a certain way, capable of achieving a specific effect. Scholarly dwarves are on the forefront of combining genealogy and truenames, discovering how the personal truenames of dwarves within the same clan have some common syllables.

Humans living in the centers of major cities have access to some of the libraries and other resources so essential to learning truenames. They're also natural explorers, crossing the globe in search of new things to name. The division of truenames into three lexicons is largely a human invention, and now all truenamers enjoy the convenience of the three classifications.

Truenamers can also be found among elves and gnomes, although such characters tend to prefer a more organic approach to magic. Halflings and half-orcs frequently lack the discipline or access to sources of knowledge to make truename magic feasible, although some clans and tribes might include members with ranks in Truespeak, and perhaps knowledge of a few truename spells.

Truenamers have no preferred alignment. Both the blackest hearts and the purest souls seek to understand the cosmos by mastering truename magic. Evildoers want to reshape the universe for their own ends - or for those of their dark masters. The defenders of all that is good want to use truenames to create a more just, compassionate world. The rigid complexities of truename linguistics appeal to lawful characters, while chaotic characters love how truename magic confounds society's rules as an agent of fundamental change.

JUGAR A UN TRUENAMER

The whole point of being a truenamer is that your words have impact. You're at the table to be heard. Whether you're a glib negotiator, a master of riddles, or a laconic hero who speaks only when she must, you should develop a distinctive style for your character's speech.

As a truenamer, you're particularly interested in defining things. You want to figure out the game world and accurately name all its contents. That's what drives you to solve puzzles, uncover hidden enemies, and undertake other adventures: the desire to catalog and name all you encounter.

Any deity with knowledge, lore, or speech in its pantheon is a natural for truenamers. But more than that, truenamers favor the creator deity (if one exists) in a given pantheon. Many truenamers have the explicit or implicit belief that the creator deity used the language of truenames to define everything in the universe at the moment of creation, essentially speaking every truename at the beginning of time. Not every truenamer believes in the connection between the creation of the universe and the power of truenames, but most do. This can sometimes get truenamers in trouble with strongly orthodox religions that lack a creator deity or don't incorporate truenames into their creation story.

In the standard D&D pantheon, truenamers tend to worship Boccob (N), Vecna (NE), or the patron deities of a specific race such as Corellon Larethian (elves, CG), Moradin (dwarves, LN), Garl Glittergold (gnomes, NG), or Yondalla (halflings, LG).

Truenamers of the FORGOTTEN REALMS setting often venerate Azuth (LN), Gond (N), Lathander (NG), Mystra (NG), or Oghma (N). Some truenamers worship Selune or Shar due to their importance in the world's creation myth. Others favor Deneir because they see a connection between truenames and the Deneiran Metatext. The racial patron deities find worshipers among truenamers, too.

The truenamers of the EBERRON setting worship Aureon (LN), Onatar (NG), or the Path of Light (kalashtar, LN).

Most members of other classes know little about the ways of truename magic, and thus most will judge you independently of your magical inclinations. Wizards and some clerics are the most likely to know something of your art, and many can be invaluable allies, aiding you in your research and complementing your utterances with their own powerful forms of magic. You also benefit from the presence of strong melee combatants, as do spellcasters, since they can keep enemies away from you while you shake the battlefield and strike terror into the hearts of your foes from a distance. Allies can become mistrustful once they see your power and realize that they too have truenames, and some will take time before they become comfortable with you knowing their personal truenames.

Although you don't cast spells, strictly speaking, you're effectively a spellcaster in a fight. In a typical combat round, you attempt an utterance, hoping to damage or otherwise confound your enemies in some way, or to aid your allies. If you are wounded, you might be able to use an utterance to heal yourself. But your interesting combat options revolve around the utterances you have at your disposal.

If a foe proves especially resilient to your truename magic, or if your offensive utterances have been repeated to an extent that you can no longer succeed on your Truespeak checks, your tactical role in a fight shifts from offense to defense and support.

Once you have undergone your initial training, you can continue your studies in the downtime between adventures, much the way a wizard learns new spells. You're always practicing the pronunciation of truenames you already know and trying to figure out the truenames you don't know yet. Occasionally, you might visit the library of your mentor or a truename-aware organization so you can learn more truenames. When you reach higher levels, you might advance the lore of truenames yourself, discovering new truenames and becoming the first truenamer to speak them aloud.

As you attain more levels in the truenamer class, the most important choice you face is which utterances to learn. Each utterance from the Lexicon of the Evolving Mind represents an action, and its reverse, that you can use against friends or enemies. Eventually, you learn words that you can use to form utterances that affect objects and places. At every level, you learn a new utterance that can affect creatures you encounter. The words you can learn also increase in difficulty (and therefore increase in power) as you gain levels, allowing access to new, more powerful utterances.

TRUENAMERS EN EL MUNDO

Truenamers are a good addition to a magic-rich campaign because they extend the boundaries of magic. What they do is unquestionably magical, but it doesn't involve spells, components, schools, or any of the other accoutrements normally associated with spellcasters.

Most truenamers are content to catalog new truenames, practice the truenames they already know, and engage in other linguistic and historical studies. Adventuring truenamers are an exception, however. They use truenames to bring their vision of the way the world should be that much closer to reality. Some are eager to find the truenames of monsters, places, and items that no sentient eyes have ever seen before - even if they have a hand in creating such things in the first place. Truenamers are curious about the world around them, so a high-level truenamer can make a good patron for lower-level PCs. Such truenamers often hire adventurers to gather rare items for study or to recover lost treasure troves of truenamer lore.

Perhaps the most famous truenamer is Khurufu the Eloquent, a human truenamer who lived centuries ago and founded several truenamer colleges that exist to this day. Khurufu lived to be more than 130 years old, although his mental faculties had diminished significantly from their peak. He didn't die so much as utter the truename for "ascend" and disappear. Some say that for centuries, Khurufu the Eloquent has been wandering the caves of Pandemonium, where the screaming wind drowns out his voice and makes rational thought impossible.

Several organizations of interest to truenamers exist, including the Collectors of the Lexicon and the Kingmakers.

Most people have an indifferent attitude toward truenamers, because truename magic is regarded as just another esoteric discipline. The average peasant doesn't distinguish between truenamers and wizards - they're all scholars who make magic, aren't they?

Truenamers likewise have few enemies. Logokron devils regard them as rivals and have starting attitudes of unfriendly.

TRUENAMER LORE

Characters with ranks in Knowledge (arcana) can research truenamers to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.

DC 10: Truenamers speak their magic aloud using long strings of what sounds like gibberish.

DC 15: Truenamers claim to tap into the power of a fundamental language of the universe, and if they know something's truename, they can affect it with their magic.

DC 20: Truenamers gradually learn more truenames and more ways to use each truename they know. They also can learn the personal truename of an individual creature, which gives them lots of power over that creature.

TRUENAMERS EN EL JUEGO

Truenamers rely on truename magic, obviously. But as long as truename magic is compatible with your ongoing campaign, you can introduce it gradually.

The most important way to keep the player of a truenamer happy is to let that truenamer use his most important utterances - especially those recently acquired. Mostly, though, truenamers are versatile enough to have fun in nearly any sort of encounter. You can pay attention to the types of utterances a truenamer takes to get a clue as to the types of encounters the player would enjoy most.

The underlying structure of the truenamer class is modular: He can use utterances and recitation feats. That leaves plenty of room to replace those elements described in this chapter with utterances and recitation feats invented by the truenamer or DM.

A truenamer, much as a spellcaster, can be a powerful ally or dire villain. In either case, he has an inquisitive mind and is eager to obtain any knowledge of truename magic the PCs have - possibly by any means. The first time a truenamer is encountered, the PCs are likely to assume him to be a wizard or sorcerer. Eventually, however, they will notice his unique delivery (no somatic or material components) and his unique approach to his art.

EL 9: Khetarin(NG male half-elf truenamer 9) found himself out of touch with his elven heritage from an early age. He felt that the elves' approach to magic as an almost living entity was too spiritual, when magic was really a tool to be studied and used. He discovered a reference to truename magic in a musty old tome in one of the elven libraries, and he was hooked. He eventually sought out a truename school in a distant human city, where he started down the path of the truenamer.

Khetarin es libresco y preocupado, pero puede ser digno y encantador si la ocasión lo requiere. Con frecuencia mira fijamente nuevos conocidos, lo que puede ser inquietante (está mentalmente Ensamblar el nombre verdadero apropiado para cada conocido se reúne, por si acaso), pero está muy bien informado y dispuesto a ayudar a cualquier grupo dedicado a promover el conocimiento y el bien común.

Alineación:Cualquier.

Golpear el dado: d6.

Habilidades de clase

The truenamer's class skills (and the key ability for each skill) are Concentración (Con), Oficio (Int), Conocimiento(all skills, taken individually) (Int), Realizar(oratory) (Cha), Truespeak (Int), and Usar dispositivo mágico (Cha).

Puntos de habilidad en el 1er nivel: (4 + Modificador Int) x 4.

Puntos de habilidad en cada nivel adicional: 4 + Modificador Int.


Tabla: El Truenamer

Nivel Base
Attack Bonus
Fortaleza
Save
Ref
Save
Será
Save
Especial Expresiones conocidas
Léxico de la
Evolving Mind
Léxico de la
Crafted Tool
Léxico de la
Perfected Map
primero +0 +0 +0 +2 Nombre verdadero personal conocido 1
Segundo +1 +0 +0 +3 Enfoque en el conocimiento 2
Tercera +2 +1 +1 +3 3
+3 +1 +1 +4 4 1
+3 +1 +1 +4 5 1
sexto +4 +2 +2 +5 Investigación de nombres verdaderos 6 1
séptimo +5 +2 +2 +5 Enfoque en el conocimiento 7 2
+6/+1 +2 +2 +6 Hazaña de recitación adicional 8 2 1
noveno +6/+1 +3 +3 +6 Ver el nombre 1/día 9 2 1
10º +7/+2 +3 +3 +7 Enfoque en el conocimiento 10 2 1
11º +8/+3 +3 +3 +7 11 3 1
12º +9/+4 +4 +4 +8 12 3 2
Día 13 +9/+4 +4 +4 +8 Envío 13 3 2
Día 14 +10/+5 +4 +4 +9 Enfoque en el conocimiento 14 3 2
Día 15 +11/+6/+1 +5 +5 +9 Hazaña de recitación adicional 15 4 2
Día 16 +12/+7/+2 +5 +5 +10 16 4 3
Día 17 +12/+7/+2 +5 +5 +10 Hablad a las masas 17 4 3
Día 18 +13/+8/+3 +6 +6 +11 18 4 3
Día 19 +14/+9/+4 +6 +6 +11 19 5 3
Día 20 +15/+10/+5 +6 +6 +12 Di mi nombre y ahí estoy 20 5 4

Tabla: Nivel máximo de expresión conocido

Clase
Level
Léxico de la
Evolving Mind
Léxico de la
Crafted Tool
Léxico de la
Perfected Map
primero primero
Segundo primero
Tercera Segundo
Segundo primero
Segundo primero
sexto Tercera primero
séptimo Tercera Segundo
Tercera Segundo primero
noveno Tercera Segundo primero
10º Segundo primero
11º Tercera primero
12º Tercera Segundo
Día 13 Tercera Segundo
Día 14 Tercera Segundo
Día 15 Segundo
Día 16 Tercera
Día 17 Tercera
Día 18 sexto Tercera
Día 19 sexto Tercera
Día 20 sexto
Características de la clase

Todas las siguientes son características de clase de truenamer.

Dominio de armas y armaduras: Eres hábil con armas simples y con armaduras ligeras, pero no con escudos.

Nombre verdadero personal conocido: Conoces tu verdadero nombre personal. No se puede pronunciar automáticamente; para hacerlo se requiere una comprobación de Truespeak con una CD igual a 15 + (2 × tus Dados de Golpe) + 2. Debido a que es tu nombre verdadero personal, obtienes una bonificación de +4 en la verificación de Truespeak.

Expresiones (esp): Tienes la capacidad de pronunciar expresiones, poderosas combinaciones de nombres verdaderos que pueden alterar el mundo que te rodea en formas fundamentales. Las expresiones existen en tres léxicos: el Léxico de la Mente en Evolución, el Léxico de la Herramienta Artesanal y el Léxico de la Mente en Evolución. Mapa perfeccionado. Comienzas a jugar conociendo un enunciado del primer nivel del Léxico de la Mente en Evolución, y obtienes un enunciado de este léxico en cada nivel de Truenamer que alcances. Obtiene acceso a niveles más altos de expresiones en los niveles indicados en la tabla: Nivel máximo de expresión Conocido. Cuando obtenga acceso a expresiones de nivel superior, puede elegir una expresión de ese nivel o de un nivel inferior, si lo desea.

Cada enunciado representa cientos de nombres verdaderos en su repertorio. Cuando se obtiene la palabra de refuerzo, por ejemplo, se dice Thanthan'ku'ul-Hrasechni cuando se lo entregas a tu aliado elfo Ranger y Yanu-Shankrini'Qalaasha cuando se lo entregas a tu gnomo Pícaro amigo.

La Clase de Dificultad para una tirada de salvación contra tus expresiones es 10 + 1/2 tu nivel de truenamer + tu modificador Cha. A partir del 4º nivel, también obtiene acceso a las expresiones de nivel 1 del Léxico de la herramienta fabricada, lo que le permite alterar objetos con sus nombres verdaderos. Obtienes acceso a enunciados de nivel superior de este léxico en los niveles 7º, 11º, 15º y 19º, como se indica en la Tabla: Nivel máximo de enunciado conocido.

A partir del nivel 8, obtienes acceso a las expresiones de nivel 1 del Léxico del Mapa Perfeccionado, lo que te permite alterar lugares con tu nombres verdaderos. Obtiene acceso a expresiones de nivel superior de este léxico en los niveles 12, 16 y 20, como se indica en la Tabla: Expresión máxima Nivel conocido.

Consulte Enunciados para conocer las reglas sobre cómo pronunciar correctamente los enunciados.

Enfoque de conocimiento (Ex): Como verdadero nombrador, pasas una gran cantidad de tiempo estudiando el mundo que te rodea en un esfuerzo por aprender nuevos nombres verdaderos. En los niveles indicados en la Tabla: El Truenamer, obtienes una bonificación permanente de +3 en una habilidad de Conocimiento de tu elección. Cada vez que consigas esta habilidad, puede aplicarlo a una habilidad de conocimiento diferente, o a la misma habilidad de conocimiento, si desea centrarse en un área de especialización en particular.

Investigación de nombres verdaderos: En el nivel 6, obtienes Investigación de nombre verdadero como proeza adicional.

Hazaña de recitación adicional: Al repetir su propio nombre verdadero personal una y otra vez con una inflexión particular, puede lograr varias curaciones Efectos a partir del 8º nivel. Elija una hazaña de recitación de la siguiente lista: Recitación del Estado Fortificado, Recitación de la Meditación Estado, recitación del estado consciente, recitación del estado sanguíneo y recitación del estado vital. Aun así, debe cumplir los requisitos previos para la hazaña de bonificación para tomarlo.

En el nivel 15, obtienes una segunda proeza de recitación adicional.

Ver el nombre (su): A partir del nivel 9, tienes la capacidad de ver desde lejos una criatura cuyo nombre verdadero personal conoces. Esta habilidad Funciona como el hechizo de adivinación, pero no requiere un espejo o un charco de agua para funcionar. En su lugar, debes hacer una prueba de Truespeak para la criatura como normal (consulta la habilidad Truespeak para obtener información sobre cómo hacer que una prueba de Truespeak afecte a una criatura). Si tu prueba tiene éxito, la criatura no lo hace Consigue una partida guardada para resistir la habilidad, pero solo puedes ver al sujeto durante 1 ronda. Puedes usar esta habilidad una vez al día.

Envío (Do): A partir del nivel 13, puedes hablar con criaturas cuyos nombres verdaderos personales conoces desde una gran distancia. Debes hacer un Prueba de Truespeak exitosa (CD 15 + 2 × CR del objetivo) para usar esta habilidad. Si tiene éxito, puede enviar un mensaje al sujeto como un hechizo de envío (nivel de lanzador igual a tu nivel de Truenamer). Puedes usar esta habilidad tres veces al día.

Hablad a las masas (Do): En el nivel 17, tienes la habilidad de afectar a un número de criaturas del mismo tipo de criatura con un solo expresión poderosa. Solo puedes afectar a criaturas del mismo tipo (humanoides, gigantes o dragones, por ejemplo) con un solo uso de esta habilidad, aunque podrías usarlo contra un grupo diferente de un tipo de criatura diferente en cada ronda. No hay dos de las criaturas a las que deseas afectar con tu La expresión puede estar a más de 30 pies de distancia, y la CD base para su prueba de Truespeak es igual a la más poderosa (CR más alta o más dados de golpe, si están afectando a los PJs) en el grupo. Por cada criatura a la que desees afectar con la expresión más allá de la primera, la CD de tu prueba de Truespeak aumenta en 2.

La Ley de la Resistencia se aplica a las expresiones alteradas por las palabras a las masas. Como resultado, los usos adicionales de una expresión modificada con speak A las masas puede ser más difícil, incluso si luego quieres usar la expresión en una sola criatura más tarde en el día. Por ejemplo, si Si se intenta usar una expresión contra cuatro gigantes de fuego (cada CR 10), la CD sería 15 + (2 × 10) + 6, o 41. Si su intento fue exitoso, y más tarde intentaste usar ese mismo enunciado contra un solo marut (CR 15), se aplica la Ley de Resistencia, y el CD sería 15 + (2 × 15) + 2, o 47.

Di mi nombre y estoy ahí (Do): En el nivel 20, desarrollas un nombre verdadero, no tu nombre verdadero personal, sino una especie de apodo verdadero, es decir, investido de poder cósmico de tal manera que otros que lo hablen puedan conjurarte. Siempre que alguien diga con éxito este nombre verdadero, puede aparecer en la ubicación de esa criatura como si la hubiera llevado allí por un hechizo de palabra de recuerdo. Sabes quién está diciendo tu verdadero nombre y puedes elegir no ser transportado si lo deseas. El apodo suele ser de una o dos sílabas tomadas de su verdadero nombre personal. Una criatura que pronuncie tu verdadero apodo no necesita hacer un Truespeak compruébalo para hacerlo.

La mayoría de los truenamers con esta habilidad enseñan el nombre verdadero a sus amigos y aliados para que puedan ser llamados cuando sea necesario.