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Truename

Magic
The Way Words Work
(or, Truenaming that doesn't make me cry myself to sleep at night)

The original Truenaming concept, under the D20 rule system, is property of Wizards of
the Coast. It can be found in the Tome of Magic.
The Truenaming concept in this document is developed by Kellus (and culprits) and
can be found here: http://www.giantitp.com/forums/showthread.php?t=90961
This document was compiled and edited by Evincar.

Document version : 1.1


Last edited : August 13, 2010
Index
The Way Words Work ............................................................................................................. 1
Index ........................................................................................................................................ 2
General Nonsense ................................................................................................................... 3
How it Works........................................................................................................................... 3
Utterances ................................................................................................................................. 3
Absolute Limit for Racial Hit Dice ........................................................................................... 4
Incantations ............................................................................................................................... 4
Recitations ................................................................................................................................. 5
Augmenting Vocalizations ........................................................................................................ 5
Utterance name modifiers ........................................................................................................ 5
Discovering Truenames ............................................................................................................ 6
Defending against Truespeak................................................................................................... 6
New skills ................................................................................................................................ 8
Truespeak (Int; Trained-Only) ................................................................................................. 8
Classes ..................................................................................................................................... 9
The Truenamer .......................................................................................................................... 9
The Lexeme.............................................................................................................................. 10
New Feats.............................................................................................................................. 15
Utterances ............................................................................................................................. 18
Utterance Augmentation ........................................................................................................ 18
Utterances by level .................................................................................................................. 18
The Utterances ........................................................................................................................ 19
Incantations .......................................................................................................................... 31
Incantations by level ............................................................................................................... 31
The Incantations ..................................................................................................................... 32
Recitations ............................................................................................................................. 40
Recitations by level ................................................................................................................. 40
The Recitations ........................................................................................................................ 41
Prestige Classes .................................................................................................................... 47
The Alias .................................................................................................................................. 47
The Astral Namemaker .......................................................................................................... 49
The Cosmos Translator ........................................................................................................... 52
The Fiendbinder ...................................................................................................................... 55
The Gospelblade ...................................................................................................................... 57
The Hidden Word .................................................................................................................... 59
The Rhyme Witch .................................................................................................................... 61
The Sinspeaker ........................................................................................................................ 63
The True Scribe ....................................................................................................................... 66
The Truesinger ........................................................................................................................ 67
The Word Warrior ................................................................................................................... 70
Racial substitution levels ..................................................................................................... 72
Illumian Truenamer................................................................................................................ 72
New magic items ................................................................................................................... 74
Activating Truespeak Items ................................................................................................... 74
Wondrous Items ...................................................................................................................... 74
Parchment That Remembers.................................................................................................. 74
New monsters........................................................................................................................ 75
Echo Wing ................................................................................................................................ 75
Ink Golem ................................................................................................................................ 77
Word Archon ............................................................................................................................ 79
General Nonsense
So here’s the scoop: truenaming sucks. It’s got great flavor, and it’s a fantastic
idea in fantasy, but Tome of Magic did a terrible job of translating it to 3.5. Not
only was it practically unusable, but there was nothing special about it. There
was nothing a truenamer could do that any other spellcaster couldn’t do better
and earlier.
So here’s my take on it. I’ve rebuilt the system from the ground up, incorporating
some mechanical ideas from psionics and warlocks to provide you with a new
take on truespeech. Please, tell me what you think!

How it Works • Effective spell level of 1/2 the


truenamer’s vocalizer level.
A truenamer has a whole bunch of • Do not stack with themselves.
weapons in his arsenal. Uses of
truenaming fall into three general
categories: utterances, incantations,
and recitations. All three share the
Utterances
same basic qualities: Utterances are the most powerful
abilities a truenamer will gain. These
• Activated as a move action.
are words and phrases of truespeech
• Activation does not provoke attacks that cause some kind of hindering or
of opportunity. harmful effect to his foes, or a helpful
• Not subject to spell resistance or effect to his allies. Now, a truenamer
spell immunity. can’t just go around using whatever
utterances he wants, whenever he
• Does not allow saving throws. wants. To start with, all utterances
• Subject to namelessness and name are subject to the truenamer’s
resistance. absolute limit.
• Extraordinary ability (Ex). An utterance by a truenamer can
only affect a target whose current hp
• Reversible (a thematically opposite
is equal to or below his absolute
effect) (utterances and incantations
limit.
only).
Your absolute limit is added to every
• Come in 6 levels.
time you gain a level in a truenaming
• Require a Truespeak check to use. class or prestige class. For example,
• Augmentable by voluntarily as a truenamer you add a value to it
increasing the Truespeak DC. every level equal to 1 + your
Charisma modifier. Your absolute
• Require you to speak. limit does not change retroactively
• Never require material components with ability increases. Temporary
or XP. bonuses to an ability score do not
change the increase of your absolute
• Target a creature within line of
sight to you, regardless of distance.
limit. Permanent increases, including Table1: Absolute Limit and RHD
inherent bonuses, do apply.
Type Absolute Limit
• For example, Torgoth the Mighty Aberration 2 + Cha modifier
has a Cha of 17, or +3. He gains Animal Wis modifier
three levels of truenamer, making his Animal (dinosaur) 3 + Wis modifier
absolute limit 12. Then he gains a Construct 1 + Str modifier
fourth level, and adds +1 to his Dragon 2 + Con modifier
Charisma score, making it an 18, or a Elemental 2 + Cha modifier
+4 modifier. He adds 5 to his Fey 2 + Cha modifier
absolute limit at this level, but does Giant 1 + Wis modifier
not change the additions from Humanoid 2 + Cha modifier
previous levels. Magical Beast 2 + Wis modifier
An utterance can be used on a willing Monstrous
2 + Cha modifier
target even if their hp is above the Humanoid
truenamer's absolute limit. Ooze 1 + Cha modifier
Outsider 2 + Cha modifier
Plant 2 + Wis modifier
Undead 2 + Cha modifier
Vermin 1 + Wis modifier

Incantations
So you’re probably thinking, “Kellus,
you handsome devil! Utterances have
an hp limit on what they can effect!
Doesn’t this mean that I, a full
caster, am useless against enemies
with oodles of health?!”
The answer is no. Utterances are the
most powerful weapons in your
arsenal, but they’re not the only
thing you got going for you. When an
enemy is too strong (at the moment)
to target with an utterance, you can
use incantations to target him
Absolute Limit for Racial Hit Dice indirectly. This can include
Monsters that use truenaming have launching projectiles at him, altering
an absolute limit for their the terrain to your advantage, or
vocalizations based on their hit dice other such effects that don’t target
and type. At every racial hit die, such your enemy directly.
monsters gain a bonus to their Now of course you’re thinking, “what
absolute limit as shown on the about that stupid law of resistance
following chart (minimum +1). from the Tome of Magic? Remember,
the arbitrary mechanic where words
get harder to say as you say them
more often? What about that?”
The happy news is that the Law of voluntarily increase the DC of the
Resistance (and the Law of Sequence, check in order to gain a better effect.
for that matter) is gone. Yes, this This is sort of like psionic
means at-will abilities, if you can augmentation. The key thing here is
make the skill checks. that when augmenting a truespeak
effect, you can only increase the
Truespeak DC by an amount equal to
your truenamer level. Everybody get
Recitations
that?
Recitations are sort of similar to
You can only increase the Truespeak
stances from the Tome of Battle,
DC to use a truespeak effect by an
except different. The idea behind a
amount equal to or less than your
recitation is that you’re repeating
truenamer level.
your own truename with a different
cadence, altering yourself. Like all You decide if you want to augment
truename effects, a recitation can be an effect before you use it. Thus, you
activated with a move action, and set the DC before you make the
typically provides a defensive or check, increasing its power to a risk
otherwise helpful effect so long as level that you feel comfortable with.
you maintain it. Now here’s the Every truespeak effect has a specific
catch: you can maintain a recitation way to augment it, but all utterances
as only a swift action every round, share one common augment:
but while you’ve got a recitation
going you can’t use truenaming! Yes, • For every +1 modifier applied to
that means you give up your most the DC in this way, the absolute limit
powerful class feature for the for this one utterance is increased by
duration of the effect. 1.

You don’t need to take an action to A vocalization may have multiple


end a recitation, it ends naturally if means of augmenting it. You can
you don’t take a swift action to mix-and-match whatever you want,
maintain it. Recitations are so long as the total modifier to the
exceedingly helpful for truenamers Truespeak DC doesn't go over your
that enter melee, multiclass truenamer level.
truenamers, or for truenamers that
need to focus on defense or escape.
While you maintain a recitation, you Utterance name modifiers
don’t need to make additional
Truespeak checks to gain the benefit. Utterances require a name for the
target to be used. You may use a true
name, a given name, or a nickname
for this requirement. These are
Augmenting Vocalizations described in detail below (see
Every truespeak effect has a ‘Discovering Truenames’), but the
Truespeak DC to use properly. bottom line is that the more accurate
Failure on this check means that the name you use, the easier it is to use
effect simply fails to happen. your utterance against them. The
However, if you’re feeling brave, modifier applied to your Truespeak
lucky, or just plain stupid, you can
check to deliver an utterance is discover a given name, as this should
summarized below: be handled by the DM in the game.
Table 2: Name Modifiers to • A truename is the name the
Truespeak Checks universe knows someone by.
Everything, and I mean everything
Name Modifier
has a truename. Even if it’s, you
Nickname -2
know, inanimate. Doesn’t matter.
Given name +0
Unfortunately, most truenames,
Truename +4
spelled out phonetically, look like you
went to sleep on a keyboard for a few
minutes, with a whole bunch of
Discovering Truenames apostrophes thrown in for good
As a truenamer, you know your own measure. You can research
truename. Lucky you. Unfortunately, truenames, in any kind of library or a
your utterances are most likely to hall of records or lore. Now,
succeed when you also know your truenames can be tough to find, and
enemy’s truenames. Learning a generally the more famous or
truename requires research. You can, renowned (or old) someone is, the
however, get by with only knowing easier it’ll be to find their truename.
the given name of a creature, or (gods Finding a truename requires a
forbid) a nickname. Knowledge check appropriate to the
target’s creature type (see the
• A nickname, when it comes to Knowledge skill in the Player’s
truenaming, is a vague description of Handbook for more information on
a creature. Odds are you’re not going creature types and the Knowledge
to know the name of a dire bunny skill), a Truespeak check, and about
that attacks you in the woods, so you an hour of solid research. You also
can specify this thing by saying the need the given name (see above) of a
equivalent of ‘that furry thing with creature before you can find its
the fangs’, except in truespeech. This truename. The base DC of both
is cumbersome and ineffective to use checks required to uncover a
with your utterances, so your truename is 25, but this can be
Truespeak check to use the utterance adjusted based the notoriety and the
takes a penalty of -2. age of the target. This modifier
• A given name is just what it sounds should be determined by the DM
like: a creature’s birth name. They based on the specific circumstances,
generally know this themselves, as and shouldn’t be any higher than +10
opposed to their truename, which is or any lower than -10.
Mysterious And Hidden™. Using a
given name is reasonably effective
with utterances, and as such you
Defending against Truespeak
take no penalty on your Truespeak
check. In a game, discovering birth Like anything, truespeak can be
names can be a fun side quest or defended against. It’s extraordinary
hidden agenda for a truenamer, in nature, and not vulnerable to spell
especially for a target that’s taken resistance, so conventional magical
pains to cover it up or who goes by an defenses aren’t exceedingly helpful.
alias. There are no mechanics to
However, there are methods that can made to activate the truespeak effect.
be used to protect yourself. Whoever loses the opposed check is
dazed for one round. If the
• Detecting Truespeak: When a
truenamer loses, the truespeak effect
truespeak effect is used within line of
fails to occur, exactly as if he had
sight of someone, they can make a
failed the Truespeak check to deliver
Knowledge (arcana) check against a
it.
DC of 10 + the speaker’s truenamer
level to detect it as a truespeak • Name Resistance (Ex): If a creature
effect. has name resistance, its name is
exceptionally difficult to speak in the
• Counterspeaking: A truenamer (or
language of Truespeech. The DC to
anyone with ranks in Truespeak) can
target such a creature with a
attempt to counter a truespeak effect
truespeak effect increases by the
as an immediate action. This can
amount specified in its name
only be attempted when they are
resistance ability entry.
affected by a truespeak effect, and
detect it for what it is (see above). • Namelessness (Ex): If a creature
The counterspeaker must make a has namelessness, it is completely
Truespeak check against the check immune to utterances.
New skills
Truespeak (Int; Trained-Only)
Truespeak is an Intelligence-based existing languages. When someone
skill primarily used in conjunction has ranks in Truespeak, it means
with truespeak effects (utterances, they’ve practiced dissecting other
incantations, and recitations). languages and studying linguistic
However, it follows several special roots to break apart other tongues in
rules. search of some parts of the original
language.
• A natural 20 on a Truespeak check
is always a success (except for The only synergy bonus gained for
opposed Truespeak checks). Truespeak is a +1 synergy bonus for
every two additional languages
• A natural 1 on a Truespeak check
beyond their racial languages that
is always a failure (except for
someone knows (as in, actually
opposed Truespeak checks).
knows knows, not by dint of magic.
• Truespeak cannot be improved No, not even with permanency. The
with magic items, spells, item insight comes from the study, not the
familiars, or masterwork tools. simple knowledge of how to speak it).
• You can never take 10 or 20 on a The maximum bonus you can get in
Truespeak check. this way is +5, or 10 additional
languages that you’ve learned by
Now here’s the dirty little secret. purchasing them with skill ranks
Nobody actually speaks truespeech. (see the Speak Language skill in the
It’s impossible. Instead, people try to Player’s Handbook for more
replicate the lost language with information on learning languages).
Classes
The Truenamer
Alignment: Any.
Hit Die: d6.
Skill Points at 1st Level: (4 + Int
modifier) x 4.
Skill Points at Each Additional
Level: 4 + Int modifier.
Absolute Limit Increase at Each
Level: 2 + Cha modifier.
Class Skills: The truenamer’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), and
Truespeak (Int).

Table 3: The Truenamer

Level BAB Fort Ref Will Special Utter Incant Recit

Known personal truename,


1st +0 +0 +0 +2 2 2 0
truenaming
2nd +1 +0 +0 +3 Recitation of the Unclouded Eye 3 2 0
3rd +1 +1 +1 +3 – 4 3 1
4th +2 +1 +1 +4 2nd level truenaming 5 3 1
5th +2 +1 +1 +4 Bonus feat 6 4 1
6th +3 +2 +2 +5 – 7 4 2
7th +3 +2 +2 +5 3rd level truenaming 8 5 2
8th +4 +2 +2 +6 – 9 5 2
9th +4 +3 +3 +6 – 10 6 3
10th +5 +3 +3 +7 Bonus feat, 4th level truenaming 11 6 3
11th +5 +3 +3 +7 – 12 7 3
12th +6/+1 +4 +4 +8 – 13 7 4
13th +6/+1 +4 +4 +8 5th level truenaming 14 8 4
14th +7/+2 +4 +4 +9 – 15 8 4
15th +7/+2 +5 +5 +9 Bonus feat 16 9 5
16th +8/+3 +5 +5 +10 6th level truenaming 17 9 5
17th +8/+3 +5 +5 +10 – 18 10 5
18th +9/+4 +6 +6 +11 – 19 10 6
19th +9/+4 +6 +6 +11 – 20 11 6
20th +10/+5 +6 +6 +12 Bonus feat, perfect dialect 21 11 6
Class Features 4th, 7th, 10th, 13th, and 16th class
levels, you may begin to select from
All of the following are class features
the next level of truename effects.
of the truenamer class.
Once you learn a truename effect,
Weapon and Armor Proficiencies: A
you know it. You cannot unlearn it or
truenamer is proficient with all
replace it at any time.
simple weapons, light armor, and
medium armor. A truenamer is not Recitation of the Unclouded Eye: At
proficient with any kind of shield. 2nd level, you learn the Recitation of
the Unclouded Eye as a bonus
Known Personal Truename (Ex): You
recitation.
know your truename. As such, you
have a +4 bonus on Truespeak checks Bonus Feats: At 5th level, and again
made to use truename effects on at 10th, 15th, and 20th level, you
yourself, as shown in Table 1.1: may select a bonus truespeak feat
Name Modifiers to Truespeak DCs. you meet the requirements for.
Truenaming: You can use Perfect Dialect (Ex): At 20th level,
truenaming. At every class level, you you may take 10 on Truespeak
learn additional truename effects, as checks. This is an exception to the
shown on Table 1.2: The Truenamer. rule that you can never take 10 on
Your truenamer level for your Truespeak checks, and does not
truename effects is equal to your mean that other classes can learn to
class level. take 10 on Truespeak checks through
other class features such as Skill
To begin with, you may only select
Mastery.
1st level truename effects. At your

The Lexeme
The lexeme takes a different much more focused than a
approach to truenaming than a truenamer’s, it’s also more variable
conventional truenamer. Instead of and potent.
even trying to grasp the subtleties Lexemes record vocalizations in a
and underpinnings of the true glossary, a book they carry around
language, she is only interested in that they must study before being
what words she needs to say to make able to recite passages of truespeech.
something happen. A lexeme In many ways, lexemes and
develops a near-photographic mind truenamers are as wizards and
as she commits enormous passages of sorcerers. They both tap into the
truespeak, along with other trivia, same source of power, but do so in an
facts, and figures to memory. As entirely different way.
such, while a lexeme’s vocabulary is
Alignment: Any.
Hit Die: d4.
Skill Points at 1st Level: (2 +
Int modifier) x 4.
Skill Points at Each Additional
Level: 2 + Int modifier.
Absolute Limit Increase at
Each Level: 2 + Int modifier.
Class Skills: The lexeme's class
skills (and the key ability for
each skill) are Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge (all)
(Int), Perform (oratory) (Cha), Speak Language (n/a), and Truespeak (Int).

Table 4 : The Lexeme

Unique Unique
Level BAB Fort Ref Will Special Utterances Incantations
per Day per Day

1st +0 +0 +0 +2 Glossary, truenaming 2 2


2nd +1 +0 +0 +3 Confident speaker 2 2
3rd +1 +1 +1 +3 Encyclopedic knowledge 3 2
4th +2 +1 +1 +4 2nd level truenaming 3 3
5th +2 +1 +1 +4 Facts and figures 4 3
6th +3 +2 +2 +5 +1 truenamer level 4 3
7th +3 +2 +2 +5 3rd level truenaming 5 4
8th +4 +2 +2 +6 Fast research 5 4
9th +4 +3 +3 +6 Intrinsic almanac 6 4
10th +5 +3 +3 +7 4th level truenaming 6 5
11th +5 +3 +3 +7 – 7 5
12th +6/+1 +4 +4 +8 +1 truenamer level 7 5
13th +6/+1 +4 +4 +8 5th level truenaming 8 6
14th +7/+2 +4 +4 +9 Self-sufficient study 8 6
15th +7/+2 +5 +5 +9 Immediate insight 9 6
16th +8/+3 +5 +5 +10 6th level truenaming 9 7
17th +8/+3 +5 +5 +10 – 10 7
18th +9/+4 +6 +6 +11 +1 truenamer level 10 7
19th +9/+4 +6 +6 +11 – 11 8
20th +10/+5 +6 +6 +12 The library that lives 11 8
Class Features lexeme may study for that day is
reduced by 1. For example, if a 10th
All of the following are class features
level lexeme does not have any 3rd
of the lexeme.
level utterances recorded in her
Weapon and Armor Proficiencies: A glossary, she can only study 5
lexeme is proficient with all simple utterances for the day instead of the
weapons and light armor. A lexeme is usual 6. Likewise, if a 20th level
not proficient with any kind of shield. lexeme only has 6th level
Glossary: Unlike a traditional incantations recorded in her glossary,
truenamer, a lexeme keeps a special and none from 1st to 5th level, she
kind of journal, called a glossary. Her may only study 3 incantations for the
glossary contains all of the truespeak day instead of the usual 8 (she loses
research she has undertaken. 1 for each level she has no
incantations recorded from).
A lexeme does not automatically
learn new vocalizations every time To use a vocalization, the lexeme
she levels up. Instead, she must find must succeed on a Truespeak check
a library, hall of records, or other to speak it correctly, just like a
similar location where she can truenamer. Until she studies her
research truespeech. After a full day glossary again after a full rest, she
of studying in such a location, she has access to the vocalizations
may add a vocalization she is selected, and may use them as much
qualified for to her glossary. There is or as little as she likes.
no limit to the number of If a lexeme ever loses her glossary,
vocalizations a lexeme may have in she may not change the vocalizations
her glossary at any one time. A 1st she currently has studied, but
level lexeme begins play with three neither does she lose access to them.
1st level utterances and three 1st She may rewrite her entire glossary
level incantations in her glossary. with a full week’s work and a library,
Every day, a lexeme must select a hall of records, or other similar
number of vocalizations to location. This produces a glossary
familiarize herself with for that day. which contains every vocalization
This requires a full hour of reading that was in her glossary when it was
her glossary. She must get a full rest lost or stolen.
(usually eight hours) before she may A lexeme can copy a vocalization
study her glossary. Once she has from another lexeme’s glossary. This
studied it, she may select a number requires only an hour of work, and a
of unique utterances and Decipher Script check equal to 15 +
vocalizations for the day as shown on twice the vocalization level.
Table 4: The Lexeme.
Truenaming: A lexeme can use
A lexeme must select at least one truenaming. At most class levels, she
utterance and one incantation from gains additional unique vocalizations
each vocalization level available to per day, as shown on Table 1.3: The
her. If she does not have any Lexeme. A lexeme’s truenamer level
vocalizations of a particular level for the purposes of her vocalizations
recorded in her glossary, the number is for all intents and purposes her
of unique vocalizations of that type lexeme level. However, she may take
(utterances or incantations) that the
longer to speak a memorized phrase make any kind of Knowledge check,
with more confidence. even if she has 0 ranks in the skill.
If a lexeme takes a standard action Facts and Figures (Ex): Beginning at
(instead of a move actions) to speak a 5th level, a lexeme may make a
vocalization, she gains a +1 bonus to special facts and figures knowledge
her effective truenamer level for this check with a bonus equal to her
one vocalization. lexeme level + her Intelligence
modifier to see whether she knows
If a lexeme instead takes a full-round
some relevant information about
action to speak a vocalization, she
statistics, birth names, dates, or
gains a +2 bonus to her effective
places. This check follows all the
truenamer level for this one
same rules and Difficulty Classes as
vocalization.
a regular Knowledge skill check, and
To begin with, a lexeme may only all of the lexeme’s class features
learn 1st level truename effects. At which improve Knowledge skills also
her 4th, 7th, 10th, 13th, and 16th apply to this ability. Facts and
class levels, she may begin to select Figures may be used in place of
from the next level of truename bardic knowledge, lore, or a similar
effects. ability to qualify for a prestige class,
A lexeme only ever learns utterances feat, or other relevant venue.
and incantations. Although she is Truenamer Level Bonus: At 6th,
masterful at reciting memorized 12th, and 18th levels, a lexeme gains
passages of truespeak, using a a +1 bonus to her effective truenamer
recitation requires modulations and level all the time.
inflections of the voice that can only
Fast Research (Ex): Beginning at 8th
be grasped through the extensive
level, a lexeme begins to house a vast
study of the truenamer.
repository of facts, names, dates, and
Confident Speaker (Ex): Because a places in her head. She may make a
lexeme learns vocalizations through truename research check in half the
rote memorization instead of normal time (30 minutes).
studying the roots of the language
Intrinsic Almanac (Ex): Beginning at
itself, her vocalizations are much
9th level, a lexeme gains a
more reliable than a truenamer’s
competence bonus on all her
when she takes the time to say them
Knowledge checks equal to 1/2 her
properly.
class level. In addition, she doubles
Beginning at 2nd level, whenever a all synergy bonuses granted by
lexeme uses a standard or full-round having ranks in Knowledge skills.
action to speak a vocalization, she
Self-Sufficient Study (Ex): At 14th
gains a competence bonus on her
level, the lexeme no longer requires a
Truespeak checks equal to 1/2 her
library, hall of records, or similar
class level. This bonus applies only to
location to research truenames.
vocalizations learned through this
class. She adds this same bonus to Immediate Insight (Ex): Beginning at
her absolute limit. 15th level, a lexeme reduces the time
necessary to make any kind of
Encyclopedic Knowledge (Ex):
Knowledge check by half. This
Beginning at 3rd level, a lexeme may
includes her truename research
checks, and stacks with her Fast store of knowledge in her mind. She
Research class feature, meaning that may always choose to take 20 on any
such checks now take one quarter kind of Knowledge check without
their original time (15 minutes). increasing the time required for the
skill check.
The Library That Lives (Ex): At 20th
level, a lexeme has an incredible
New Feats
Ardent Truenamer [Truename] Requirements: Truespeak 6 ranks, 1
previous truename feat.
Even while you pursue other Benefit: You can apply a special
interests, you continue to practice augment to any utterance or
your truenaming. incantation with a duration of 5
Requirements: Truespeak 4 ranks, rounds. By increasing the DC to
ability to speak utterances. speak the utterance by 5, the original
duration of the effect is doubled.
Benefit: You add a value to your
absolute limit equal to the number of Extra Utterance [Truename]
class levels you have which do not
normally contribute to it. If in the You managed to squeeze one more
future you gain a level in a class lesson into your schedule.
which does not add to your absolute Requirements: Truespeak 8 ranks,
limit, you still add 1 to it. ability to speak utterances.
Devoted Truenamer [Truename] Benefit: If you learn vocalizations
like a truenamer, you learn one
You have spent long hours studying utterance of a level you can already
the roots of the true language, and speak. If you memorize vocalizations
the results are starting to show as like a lexeme, you instead can
you surpass your peers. memorize one additional utterance
Requirements: Truespeak 4 ranks each day, but not of the highest level
you can choose from. If you have
Benefit: You gain a +1 bonus to
levels in classes that allow you to
Truespeak checks.
prepare utterances in both ways, you
Special: You can take this feat have clearly made some very bad
multiple times. Its effects stack. decisions multiclassing, but
nonetheless gain both benefits of this
Empower Utterance [Truename] feat.
Your utterances have a bit more Eye of Ethics [Truename]
punch to them.
Requirements: Truespeak 9 ranks, 1 Many truths open themselves before
previous truename feat. your unclouded eyes.

Benefit: You can apply a special Requirements: Ability to speak


augment to any utterance. By recitations, must be able to speak the
increasing the DC to speak the recitation of the unclouded eye,
utterance by 5, all variable, numeric Truespeak 8 ranks.
effects are increased by 50%. Benefit: While you are inthe
recitation of the unclouded eye, you
Extend Truespeech [Truename]
can see the alignment of all beings
Your truespeak effects linger long you lay eyes on. This does not
after your words have faded. penetrate effects such as
undetectable alignment.
Eye of Nomenclature With a memory like yours, who needs
[Truename] books?
Many truths open themselves before Requirements: Int 19, Glossary class
your unclouded eyes. feature.
Requirements: Ability to speak Benefit: You have committed vast
recitations, must be able to speak the tracts of your glossary to memory. If
recitation of the unclouded eye, lost, stolen, or destroyed, you can
Truespeak 15 ranks. rewrite your glossary with a single
day’s work and do not need access to
Benefit: While you are in the
any external resources.
recitation of the unclouded eye, you
perceive the given name of all beings Normal: Normally if you lose your
you lay eyes on. This ability does not glossary, it takes a week’s time to
work if the being has name rewrite it with reference to a library,
resistance or the namelessness hall of records, or similar institute.
special quality.
Obscure Truename [Truename]
Eye of Vitality [Truename]
You have gone to great pains to
Many truths open themselves before obscure your name in the universe.
your unclouded eyes. Requirements: –
Requirements: Ability to speak Benefit: You gain name resistance 2.
recitations, must be able to speak the This stacks with name resistance you
recitation of the unclouded eye, get from any other source.
Truespeak 5 ranks.
Special: You can take this feat
Benefit: While you are inthe multiple times. Its effects stack.
recitation of the unclouded eye, you
can glean the exact hp value of all Penetrating Truespeech
beings you lay eyes on. This ability [Truename]
does not work if the being has name
resistance or the namelessness Your truespeak effects penetrate
special quality. through your foe’s attempts to
obscure their name.
Maximize Utterance Requirements: Truespeak 12 ranks.
[Truename]
Benefit: You gain a +3 bonus on
Your utterances are irresistible. Truespeak checks made to use a
Requirements: Truespeak 13 ranks, 2 truespeak effect against a target with
previous truename feats. name resistance.

Benefit: You can apply a special Practiced Truenamer


augment to any utterance. By [Truename]
increasing the DC to speak the
utterance by 10, all variable, numeric Although you’ve broadened your
effects are maximized, as if they had studies, you’ve kept up on your
rolled for their maximum potential truename training.
result. Requirements: Truespeak 5 ranks.
Mental Lexicon [Truename]
Benefit: Your truenamer level Requirements: Truespeak 7 ranks
increases by 4. Your truenamer level Benefit: You gain a +3 bonus on
cannot exceed your character level. Truespeak checks made to
Scourged Name [Truename] counterspeak against another
truenamer.
You have hunted down and destroyed
all the references to your truename Truename Research [Truename]
that you can find. You’re a true sleuth when it comes to
Requirements: Obscure Truename discovering truenames.
Benefit: The DC for any Knowledge Requirements: Int 17, Truespeak 10
check made to uncover your ranks
truename increases by 5. Benefit: You can make any kind of
Too Many Eyes [Truename] Knowledge check to uncover a
personal truename, even if you have
You’ve got enough eyes to sink a no skill ranks in the necessary
fleet. Knowledge skill. In addition, you
gain a +4 bonus on Knowledge checks
Requirements: Ability to speak
to uncover personal truenames.
recitations, Eye of Ethics, Eye of
Nomenclature, Eye of Vitality, must Truename Training [Truename]
be able to speak the recitation of the
unclouded eye. You’ve expanded your studies to
include languages and ancient words.
Benefit: While you are inthe
recitation of the unclouded eye, you Requirements: Int 15
cannot be flanked. Benefit: Truespeak and Speak
Truename Rebuttal [Truename] Language are always class skills for
you.
You’re accomplished at foiling enemy
truenamers.
Utterances
Utterance Augmentation
I said it before, but just in case you’re skimming or something, here it is again.
All utterances have their own special augment, but all utterances can use the
following augment:
• For every +1 modifier applied to the DC in this way, the absolute limit for this
one utterance is increased by 1.
And verily, it bears mentioning again that even if you use an utterance’s special
augment and this universal augment together, you cannot increase the DC by
more than your truenamer level.

Utterances by level
Level 1 Level 4
• Phrase of Speed • Phrase of Flight
• Phrase of Vigor • Phrase of Teleportation
• Syllable of Entropy • Syllable of Cleansing
• Syllable of Pain • Syllable of the Minotaur
• Word of Battle • Word of Precision
• Word of Defense • Word of Temporal Acuity
Level 2 Level 5
• Phrase of Balance • Phrase of Bombardment
• Phrase of Fear • Phrase of Spirits
• Syllable of Affliction • Syllable of Temporal Displacement
• Syllable of Lightning • Syllable of Tesseract
• Word of Combustion • Word of Mental Fatigue
• Word of Drowning • Word of Wizardly Woe
Level 3 Level 6
• Phrase of Perfection • Phrase of Domination
• Phrase of Wrestling • Phrase of Temporal Acceleration
• Syllable of Confusion • Syllable of Death
• Syllable of Swiftness • Syllable of Soul Entrapment
• Word of Dragons • Word of Conjunctive Action
• Word of Stone • Word of the Two Fates
The Utterances
Phrase of Balance Augmentation (reverse): For every +4
modifier applied to the DC, the
Utterance 2 energy resistance granted increases
by 5. Alternatively, by increasing the
Base DC: 18
DC by 20, the target gains immunity
Duration: 5 rounds to the specified energy types.
Normal: The target receives a +4 d6 Roll Energy Type
truespeak bonus to avoid being bull 1 Fire
rushed or tripped while standing on 2 Cold
the ground. 3 Acid
Reverse: The target takes a -4 4 Electricity
truespeak penalty to avoid being bull 5 Sonic
rushed or tripped while standing on Target takes 1.5x as much damage
the ground. from the attack this round; roll
6
again to determine energy type,
Augmentation (normal): By ignoring further 6s.
increasing the DC by 10, the target
can immediately stand up from a Phrase of Domination
prone position without using an
action. The target still receives the Utterance 6
normal bonus from this utterance. Base DC: 42
Augmentation (reverse): By Duration: 5 rounds
increasing the DC by 10, the target
Normal: The target must succeed on
falls prone. The target still receives
an opposed Will save against you
the normal penalty from this
each round. If you succeed, you may
utterance.
choose the target’s actions for that
Phrase of Bombardment round.
Reverse: The target is freed from any
Utterance 5 kind of mental domination or
Base DC: 34 influence for the duration of this
effect.
Duration: 5 rounds
Augmentation (normal): For every +5
Normal: The target takes 10 damage
modifier applied to the DC, the
each round of a random energy type,
duration of this effect is increased by
as shown on the chart below (rolled
1 round.
randomly each round).
Augmentation (reverse): For every +5
Reverse: The target gains resistance
modifier applied to the DC, the
5 against one of the following energy
duration of this effect is increased by
types: fire, cold, acid, electricity, or
1 round.
sonic.
Special: You may only have one
Augmentation (normal): For every +6
target at a time under the influence
modifier applied to the DC, the
of the normal version of this
damage each round increases by 5.
utterance.
Phrase of Fear by 1 round. Alternatively, for every
+5 modifier to the DC, you can
Utterance 2 increase the fly speed granted by 1/2
Base DC: 22 the target's base land speed (rounded
down to the nearest 5ft. increment).
Duration: 5 rounds
Finally, for every +2 modifier applied
Normal: The fear of the target to the DC, you can alternatively
improves by one step (normal to choose to increase the
shaken, shaken to frightened, maneuverability granted by 1 stage
frightened to panicked). up to a maximum of perfect.
Reverse: The fear of the target is Augmentation (reverse): For every +4
reduced by one step (panicked to modifier applied to the DC, the
frightened, frightened to shaken, duration of this utterance improves
shaken to normal). by 1 round. Alternatively, by
Augmentation (normal): By increasing the DC by 10, you can
increasing the DC by 13, you may negate any effects which would slow
increase the fear of the target by 2 the creature while falling such as the
steps. slow fall class feature or the feather
fall spell.
Augmentation (reverse): By
increasing the DC by 13, you may Phrase of Perfection
decrease the fear of the target by 2
steps. Utterance 3

Note: A creature cannot be under the Base DC: 24


influence of this utterance multiple Duration: 5 rounds
times at once. Any new use of the
Normal: The target gains a +2
utterance replaces the effects of the
truespeak bonus to one ability score
previous vocalization.
of your choice.
Phrase of Flight Reverse: The takes a -2 truespeak
penalty to one ability score your
Utterance 4
choice.
Base DC: 31
Augmentation (normal): For every +3
Duration: 5 rounds modifier applied to the DC, you may
Normal: The target gains a fly speed increase the bonus granted by this
equal to their land speed (average). effect by +1.

Reverse: The target loses any method Augmentation (reverse): For every +3
of flight, whatever the source. The modifier applied to the DC, you may
effect is not dispelled or removed, increase the penalty applied by this
merely suppressed for the duration of effect by -1.
the utterance. The target Special: A target may only benefit
immediately begins to fall if in the from one use of this utterance at a
air. time, even if you target a different
Augmentation (normal): For every +4 ability score.
modifier applied to the DC, the
duration of this utterance improves
Phrase of Speed Phrase of Teleportation

Utterance 1 Utterance 4
Base DC: 14 Base DC: 32
Duration: 5 rounds Duration: 5 rounds
Normal: The target receives a +10ft. Normal: The target may use a swift
truespeak bonus to all forms of action for each round of the duration
movement. to teleport up to 15ft (as the
Reverse: The target takes a -10ft. dimension door spell).
truespeak penalty to all forms of Reverse: The target cannot use
movement, to a minimum of 5ft. conventional teleportation of any
kind.
Augmentation (normal): For every +4
modifier applied to the DC, the speed Augmentation (normal): For every +5
increase granted by this utterance modifier applied to the DC, the
improves by 5ft. distance the target can teleport each
round increases by 5ft.
Augmentation (reverse): For every +4
modifier applied to the DC, the speed Augmentation (reverse): By
penalty applied by this utterance increasing the DC by 15, the target
improves by 5ft. cannot use planar travel, either.

Phrase of Spirits Phrase of Temporal


Acceleration
Utterance 5
Utterance 6
Base DC: 40
Base DC: 48
Duration: 5 rounds
Duration: 5 rounds
Normal: The becomes incorporeal
and gains a fly speed equal to half Normal: The target gains 1 extra
their land speed (perfect standard action to use in each round
maneuverability) (minimum 5ft.). of the duration of this effect.
Reverse: The target loses Reverse: The target loses its
incorporeality and any supernatural standard action in each round of the
fly speed derived from said duration of this effect.
incorporeality. Augmentation (normal): By
Augmentation (normal): For every +5 increasing the DC by 20, the target
modifier applied to the DC, the fly instead gets two full complements of
speed granted by this utterance actions (i.e. an additional swift,
improves by 5ft. move, and standard action) each
round of the duration of this effect.
Augmentation (reverse): For every +8
modifier applied to the DC, the Augmentation (reverse): By
duration of this utterance improves increasing the DC by 20, the target
by 1 round. cannot make use of any time-based
effect for the duration of the effect,
including (but not limited to)
precognition, time stop, time hop, or
similar effects based on the DM’s and cannot initiate grapples for the
judgment. duration of this utterance.
Special: A specific target can only be Augmentation (normal): For every +3
affected by this utterance once a day. modifier applied to the DC, the bonus
granted by this utterance improves
Phrase of Vigor by +1.
Utterance 1 Augmentation (reverse): For every +3
modifier applied to the DC, the
Base DC: 12
penalty applied by this utterance
Duration: 5 rounds improves by -1.
Normal: The target automatically Syllable of Affliction
succeeds on stabilization checks, and
doesn’t take damage from bleeding Utterance 2
wounds.
Base DC: 20
Reverse: All wounds dealt to the
Duration: Instantaneous
target before the duration expires
deal 1 additional damage for the Normal: The target is either dazzled
duration of the utterance as the or fatigued for 1 minute or until the
wound bleeds. Multiple wounds stack condition is removed by other means.
for this effect, up to a maximum of 5 Multiple uses of this utterance don’t
bleeding wounds. stack on the same creature, even if
they apply a different condition.
Augmentation (normal): By
increasing the DC by 5, the target Reverse: The target is healed of a
also receives the benefit of a Heal dazzled or fatigued condition.
check (result equal to your Augmentation (normal): By
Truespeak check to use this increasing the DC of this utterance,
utterance). you can apply more powerful
Augmentation (reverse): For every +4 conditions, as shown on the following
modifier applied to the DC, the chart.
maximum number of bleeding
DC increase Condition
wounds improves by 1, and the
+2 Entangled
duration improves by 1 round.
+6 Sickened
Phrase of Wrestling +10 Exhausted
+12 Nauseated
Utterance 3 +14 Deafened
Base DC: 26 +16 Blinded
+20 Paralyzed
Duration: 5 rounds
Normal: The target gains a +2 Augmentation (reverse): By
truespeak bonus to grapple checks, increasing the DC of this utterance,
and gains the improved grab ability. you can remove more powerful
Reverse: The target takes a -2 conditions, as shown on the above
truespeak penalty to grapple checks, chart.
Syllable of Cleansing Augmentation (reverse): If you
increase the DC by 9, all morale
Utterance 4 bonuses and penalties currently
Base DC: 30 affecting the target are removed. If
the morale effect comes froma
Duration: Instantaneous
continual source, the bonus or
Normal: The target may immediately penalty is merely suppressed on the
make a saving throw against a target for 1 minute. This does not
poison or disease in their body, as if stop the target from providing a
enough time had elapsed to allow morale bonus or penalty to someone
them to make a new save against it. else.
If they succeed, the poison or disease
(generally) ends, as normal for the Syllable of Death
poison or disease.
Utterance 6
Reverse: The target takes a -10
Base DC: 65
truespeak penalty on their next
saving throw against poison or Duration: Instantaneous
disease. Normal: The target dies. If you fail
Augmentation (normal): For every +3 the Truespeak check to deliver this
modifier applied to the DC, the utterance, you die.
saving throw the character makes Reverse: The target is restored to life
gains a cumulative +1 truespeak at full hp, with no adverse effects.
bonus. This version of the effect requires a
Augmentation (reverse): For every +3 body to target. If you fail the
modifier applied to the DC, the save Truespeak check to deliver this
penalty applied by this utterance utterance, you die.
improves by -1. Augmentation (normal): This
Syllable of Confusion utterance cannot be augmented in
any way.
Utterance 3 Augmentation (reverse): This
Base DC: 28 utterance cannot be augmented in
any way.
Duration: Instantaneous
Normal: The target becomes confused Syllable of Entropy
until it acts normally (rolling 11-20
Utterance 1
to determine its actions).
Base DC: 15
Reverse: The target becomes clear-
headed, ending rage, frenzy, or Duration: Instantaneous
confusion. Normal: The target takes 1d4
Augmentation (normal): If you negative energy damage. If undead,
increase the DC by 15, the target they instead gain 1d4 temporary hit
must roll twice each round while point.
confused, and you may select which Reverse: The target gains 1d4
roll applies. temporary hit points. If undead, they
instead take 1d4 positive energy you may improve the vulnerability
damage. effect duration by 1 minute. It still
only applies against one effect within
Augmentation (normal): For every +1
the duration (the first one to damage
modifier applied to the DC, effect
the target).
grants 1 additional temporary hit
point to an undead. For every +2 Augmentation (reverse): For every +3
modifier applied to the DC in this modifier applied to the DC, the
way, the target takes 1d4 additional electricity resistance provided by this
negative energy damage. utterance improves by 5.
Alternatively, for every +4 modifier
Augmentation (reverse): For every +1
applied to the DC, you may improve
modifier applied to the DC, effect
the resistance effect duration by 1
grants 1 additional temporary hit
minute. It still only applies against
point to a living being. For every +2
one effect within the duration (the
modifier applied to the DC in this
first one to damage the target).
way, an undead takes 1d4 additional
positive energy damage. Syllable of the Minotaur
Special: Temporary hit points
granted by this utterance last for up Utterance 4
to 1 hour or until lost. They do not Base DC: 31
stack with temporary hit points from
Duration: Instantaneous
any other source.
Normal: The target is trapped in a
Syllable of Lightning mental maze. Each round, they must
attempt a Survival check as a move
Utterance 2 action against a DC of 15 (the DC to
Base DC: 19 avoid getting lost in the wilderness).
Success indicated that they can
Duration: Instantaneous
otherwise act normally that turn.
Normal: The target takes 1d4 Failure indicates they cannot take
electricity damage. In addition, the any other actions that turn. A target
target takes a penalty against the must succeed on their Survival check
next electricity effect, if any, that three times before this effect ends.
targets it within 1 minute: it loses This is a maze-based effect, and
electricity immunity against this minotaurs and the like are immune
effect, and its electricity resistance is to it.
reduced by 5 for the purposes of this
Reverse: The target gains the
one effect.
Natural Cunning ability; they
Reverse: The target gains electricity become immune to maze spells (as
resistance 5 against the next well as the offensive application of
electricity effect to target it within 1 this utterance), prevents them from
minute. becoming lost, allows them to follow
Augmentation (normal): For every +2 tracks, and prevents them from being
modifier applied to the DC, the caught flat-footed. To maintain this
electricity damage dealt by this effect effect, the target must succeed on a
improves by 1d4. Alternatively, for Survival check every round as a free
every +4 modifier applied to the DC, action. The DC for this effect begins
at 15, and increases by +2 every time striking them from without. The
they succeed on the check. target becomes exceptionally
sensitive to sounds and vibrations.
Augmentation (normal): For every
They gain a +2 truespeak bonus on
+10 modifier applied to the DC, the
Listen checks, and their blindsense
target must succeed on one
or blindsight, if any, increases by 5ft.
additional Survival check before the
However, they also take half again as
effect ends.
much damage from the next sonic
Augmentation (reverse): For every +4 effect that hits them, which then
modifier applied to the DC, the ends this effect. Left to its own
target receives a +2 bonus on the devices, the bonus lasts for 1
Survival check made to maintain this round/vocalizer level.
effect.
Augmentation (normal): For every +4
Syllable of Pain modifier applied to the DC, the sonic
damage increases by 1d6, and they
Utterance 1 are deafened for 1 additional round.
Base DC: 13 Augmentation (reverse): For every +4
Duration: Instantaneous modifier applied to the DC, the
Listen bonus increases by +1, and the
Normal: The target takes 1d6 blindsight/blindsense extension
nonlethal damage. improves by 5ft.
Reverse: The target heals 1d6
Syllable of Soul Entrapment
nonlethal damage.
Augmentation (normal): For every +2 Utterance 6
modifier applied to the DC, the Base DC: 45
nonlethal damage dealt by this
utterance improves by 1d6. Duration: Instantaneous

Augmentation (reverse): For every +2 Normal: This utterance must be used


modifier applied to the DC, the in the round following the target’s
nonlethal damage healed by this death. The target’s soul is imprisoned
utterance improves by 1d6. in some object on your person. This
prevents any kind of attempt to
Syllable of Shouting restore it to life, unless the caster
possesses the object specified by you.
Utterance 2
Reverse: This utterance summons
Base DC: 18 the soul of the target to be restored to
Duration: Instantaneous; see text. life, even if it is trapped by the
normal version of this utterance or a
Normal: The target is struck with
similar effect or has been destroyed
loud, painful vibrations as you
completely. This does not actually
scream at the top of your lungs. They
restore life to someone, but it
take 1d6 sonic damage, and are
provides the soul so that such an
deafened for 1 round.
attempt can take place without
Reverse: The reverse of this resorting to wish, miracle, reality
utterance internalizes the vibrations revision, or similar.
created in your target rather than Augmentation (normal): For every +5
modifier applied to the DC, you can Duration: Instantaneous
use this utterance 1 additional round Normal: The target creature is
after the death of the target. shunted forward through time, as if
Augmentation (reverse): If you by the time hop psionic power, for
increase the DC of the utterance by 1d6 rounds.
16, neither the target nor the caster Reverse: The target creature is
of the resurrection effect aided by replaced by an earlier version of
this utterance lose any XP in the use itself. The duration of any timed
of the resurrection magic, even if the effects currently affecting it are
spell, power, or similar effect would increased by 1d6 rounds, to a
normally consume XP. maximum length of their original
Syllable of Swiftness duration.
Augmentation (normal): For every
Utterance 3 +10 modifier applied to the DC, the
Base DC: 24 time-shunting effect extends an
additional 1d6 rounds.
Duration: Instantaneous
Augmentation (reverse): For every
Normal: The target may immediately
+10 modifier applied to the DC, the
make a single melee attack. To
duration of effects currently affecting
benefit from this, the target must
the target improve by an additional
have at least one attack of
1d6 rounds, to a maximum length of
opportunity remaining this round
their original duration.
(this consumes its attack of
opportunity). Special: A target creature can only be
affected by the reversed effect of this
Reverse: The target cannot make an
power once every hour.
attack of opportunity against the
next opportunity presented to it, if Syllable of Tesseract
any, within the next minute.
Utterance 5
Augmentation (normal): For every +8
modifier applied to the DC, the Base DC: 40
target may immediately take one Duration: Instantaneous
additional attack if it has enough
attacks of opportunity remaining this Normal: You teleport to an
round. unoccupied square you can see.
Augmentation (reverse): For every +8 Reverse: You can teleport part of the
modifier applied to the DC, the target to another unoccupied square
target cannot make one additional within 60ft. of it. The target’s current
attack of opportunity within the next hp is halved, and it appears
minute. randomly in one of the two squares
(roll a d2). The target may make a
Syllable of Temporal Reflex save against a DC of 20 to
Displacement choose which square to appear in.
Utterance 5 Augmentation (normal): If you
increase the DC by 18, you can
Base DC: 34
attempt to teleport to a square you
can’t see. You can describe its Reverse: The target takes a -1
location in whatever terms you like, truespeak penalty on attack and
but you may not speak generally damage rolls with melee weapons.
about it (ie. you could say “the square Augmentation (normal): For every +2
20ft. in front of me”, but not “the modifier applied to the DC, you may
closest unoccupied square on the extend the effect by 1 round, or
other side of this door”). If the square improve the bonus granted by this
is occupied by a living creature, you utterance by +1.
are considered grappled by it. If the
square is occupied by an inanimate Augmentation (reverse): For every +2
object, you are shunted to the closest modifier applied to the DC, you may
space, and take 10d6 damage. If the extend the effect by 1 round, or
square is fully occupied by something improve the penalty applied by this
akin to a wall or other obstacle larger utterance by -1.
than you, you instead are embedded
Word of Causticity
in it and take whatever effect is
appropriate for the substance (ie. for Utterance 2
a stone wall you would start to
suffocate, for a gelatinous cube you Base DC: 19
would be engulfed, etc.). The penalty Duration: 1 round
for a bad teleport in this scenario
Normal: The target is splattered with
requires a fair bit of DM adjudication
hideous painful and extraordinarily
to determine the consequences.
pungent acid. They take 1d4 acid
Augmentation (reverse): If you damage, and their armor bonus to
increase the DC by 18, this effect AC, if any, is reduced by up to 2
instead teleport parts of the target against the next attack made against
into two additional unoccupied them within the following round. If
squares, each of which is within 60ft. no attack is made against them, this
of the target. The target’s hp is effect is lost.
instead reduced to one third of its
Reverse: The target’s body becomes
current value, and the target
exceptionally stiff and unyielding.
randomly appears in one of the three
They gain acid resistance 5, as well
squares. The target may make a DC
as damage reduction 1/–. This stacks
25 Reflex save to choose which
with other, similar damage
square to appear in.
reduction.
Word of Battle Augmentation (normal): For every +2
modifier applied to the DC, the
Utterance 1
damage increases by 1d4; also, the
Base DC: 13 armor penalty against the next
Duration: 1 round attack improves by 1. Alternatively,
for every +6 modifier applied to the
Normal: The target gains a +1 DC, the armor penalty applies
truespeak bonus on attack and against one additional attack made
damage rolls with melee weapons. within the following round.
Augmentation (reverse): For every +4
modifier applied to the DC, the acid
resistance increases by 5, and the Augmentation (normal): For every
damage reduction improves by 1/–. +10 modifier applied to the DC, the
duration of this effect is increased by
Word of Combustion 1. The target must treat each round
individually, however; he may not
Utterance 2
reverse multiple rounds’ worth of
Base DC: 21 actions at once.
Duration: 1 round Augmentation (reverse): For every
Normal: The target takes 1d6 fire +10 modifier applied to the DC, the
damage, and immediately catches on duration of this effect increases by 1.
fire for 1 round. Unlike conventional Special: A target can only be affected
fires, no Reflex saving throws are by this utterance once per day.
provided against this effect, but the
flames extinguish themselves after Word of Defense
the duration.
Utterance 1
Reverse: If the target is on fire, the
Base DC: 12
flames immediately extinguish. In
addition, the target gains fire Duration: 1 round
resistance 5. Normal: The target receives a +1
Augmentation (normal): For every +3 truespeak bonus to AC.
modifier applied to the DC, the fire Reverse: The target takes a -1
damage dealt by this utterance truespeak penalty to AC.
improves by 1d6, and the duration
increases by 1 round. Augmentation (normal): For every +2
modifier applied to the DC, you may
Augmentation (reverse): For every +3 extend the effect by 1 round, or
modifier applied to the DC, the fire improve the bonus granted by this
resistance granted by this utterance utterance by +1.
improves by 5, and the duration
increases by 1 round. Augmentation (reverse): For every +2
modifier applied to the DC, you may
Word of Conjunctive Action extend the effect by 1 round, or
improve the penalty applied by this
Utterance 6 utterance by -1.
Base DC: 52
Word of Dragons
Duration: 1 round
Utterance 3
Normal: The target may attempt two
different courses of action during the Base DC: 26
following round. After he has seen Duration: 1 round
how each course of action would go,
he may select whichever he prefers to Normal: The target gains a fly speed
have actually occurred. equal to twice its land speed
(clumsy). In addition, it gains a
Reverse: The target cannot take any breath weapon that can be used once
actions during the duration of this in the duration of the effect as a
effect. standard action. This breath weapon
is a 30ft. cone or 60ft. line, at the Augmentation (reverse): For every +4
target’s discretion, and deals 3d6 fire modifier applied to the DC, the
damage. Targets of this breath duration of the utterance improves
weapon may attempt a Reflex saving by 1 round.
throw (DC 10 + 1/2 breather’s HD +
breather’s Con modifier) for half Word of Hoarfrost
damage.
Utterance 1
Reverse: The target loses the
Base DC: 15
extraordinary ability to fly, and
begins to fall. In addition, if it Duration: 1 round; see text
possesses a breath weapon, it cannot Normal: The target is coated in a
use it for the duration of the effect. freezing layer of rime icing. They
Augmentation (normal): For every +4 take 1d4 cold damage, and take the
modifier applied to the DC, the same amount of damage at the
duration increases by 1 round, and beginning of your next turn. In
the damage dealt by the breath addition, all of the movement speeds
weapon increases by 1d6. are halved until they take the second
damage.
Augmentation (reverse): For every +4
modifier applied to the DC, the Reverse: The target gains cold
duration increases by 1 round. resistance 5 and seems to pulse with
an inner fire. They become feverish
Word of Drowning and energized, granting them a +5ft.
truespeak bonus to all of their
Utterance 2 movement speeds.
Base DC: 18 Augmentation (normal): For every +2
Duration: 1 round modifier applied to the DC, the
initial and secondary damage
Normal: The target loses the
increases by 1d4. Alternatively, for
extraordinary ability to breathe
every +7 modifier applied to the DC,
water, any racial swim speed, any
the effect lasts one additional round.
racial Swim bonus, and the ability to
take 10 on Swim checks. Augmentation (reverse): For every +4
modifier applied to the DC, the cold
Reverse: The target gains a swim
resistance increases by 5, and the
speed equal to its land speed, a +8
bonus to speed increases by 5ft.
racial bonus on Swim checks, and the
ability to take 10 on Swim checks to Word of Mental Fatigue
avoid some special hazard, even if
stress or distraction would normally Utterance 5
prevent him from doing so. In
Base DC: 35
addition, he gains the ability to
breathe water as well as air for the Duration: 1 round
duration of the effect. Normal: The target’s manifester level
Augmentation (normal): For every +4 takes a -2 truespeak penalty, and it
modifier applied to the DC, the loses 5 of its power points for the day.
duration of the utterance improves After the effect ends, its manifester
by 1 round.
level is restored to normal, but it Augmentation (normal): If you
does not regain the power points. increase the DC by 12, the effect is
permanent.
Reverse: The target gains a
temporary +2 truespeak bonus to its Augmentation (reverse): If you
manifester level, and gains 5 increase the DC by 8, the
temporary power points to use petrification effect is permanently
during the duration of the effect. removed.
Augmentation (normal): For every +6 Word of Temporal Acuity
modifier applied to the DC, the
target loses 5 additional power Utterance 4
points.
Base DC: 30
Augmentation (reverse): For every +6
Duration: 1 round
modifier applied to the DC, the
target receives 5 additional Normal: The target gains a +15
temporary power points to use truespeak bonus to initiative for the
during the duration of the effect. duration of this effect (their initiative
drops down to its original value
Word of Precision afterwards).
Utterance 4 Reverse: The target takes a -15
truespeak penalty to initiative for the
Base DC: 30 duration this effect (their initiative
Duration: 1 round rises to its original value afterwards).
Normal: The target becomes Augmentation (normal): For every +2
vulnerable to precision-based modifier applied to the DC, the
damage and critical hits. initiative bonus granted increases by
+1. Alternatively, for every +10
Reverse: The target loses the ability
modifier applied to the DC, the
to deal precision damage or strike
duration of this effect increases by 1
critical hits.
round.
Augmentation (normal): For every +6
Augmentation (reverse): For every +2
modifier applied to the DC, you may
modifier applied to the DC, the
extend the effect by 1 round.
initiative penalty applied improves
Augmentation (reverse): For every +6 by -1. Alternatively, for every +10
modifier applied to the DC, you may modifier applied to the DC, the
extend the effect by 1 round. duration of this effect increases by 1
round.
Word of Stone
Word of the Two Fates
Utterance 3
Base DC: 25 Utterance 6

Duration: 1 round Base DC: 46

Normal: The target is petrified. Duration: 1 round

Reverse: If the target is petrified, the Normal: The target may roll two dice
effect is suppressed. for every die they would normally roll
during the duration of this effect, and Normal: The target’s caster level
select whichever result they prefer. takes a -2 truespeak penalty, and it
must make a Concentration check
Reverse: The target must roll two
against the result of your Truespeak
dice for every die they would
check used to activate this utterance
normally roll during the duration of
in order to cast a spell while this
this effect, and you may select
effect persists.
whichever result you prefer.
Reverse: The target gains a
Augmentation (normal): For every
temporary +2 truespeak bonus to its
+10 modifier applied to the DC, the
caster level, and doesn’t need to
duration of this effect improves by 1
make a Concentration check to cast
round.
spells while this effect persists.
Augmentation (reverse): For every
Augmentation (normal): For every +6
+10 modifier applied to the DC, the
modifier applied to the DC, the
duration of this effect improves by 1
duration of this effect improves by 1
round.
round.
Word of Wizardly Woe Augmentation (reverse): For every +6
modifier applied to the DC, the
Utterance 5
duration of this effect improves by 1
Base DC: 35 round.
Duration: 1 round

Incantations
Incantations act very much like utterances, but don’t target creatures. Instead
they target items, the environment, or otherwise indirectly affect combat.
It’s also worth noting here again that you can’t increase the DC of any truespeak
effect by more than your truenamer level.

Incantations by level
Level 1 Level 3
• Harden the Metal • Break the Sword
• Move the Arrow • Open the Way
• Purify the Food • Shroud the Earth
• Slick the Surface • View the Secret
Level 2 Level 4
• Heat the Metal • Dissolve the Bonds
• Sharpen the Blade • Move the Token
• Sully the Unseen • Seize the Item
• Swallow the Light • Transmute the Iron
Level 5 Level 6
• Empower the Potion • Call the Wind
• Flip the Ground • Rebuild the Dweomer
• Foil the Senses • Rewrite the World
• Stiffen the Air • Unhinge the Earth

The Incantations
Break the Sword Normal: This incantation causes an
enormous blast of wind to strike in
Incantation 3 an area 100ft. in radius centered
around you. You may choose the
Base DC: 22
direction the wind comes from. The
Duration: Instantaneous wind is travelling at 50 mph and
Normal: This incantation breaks a thus is classed as severe. If there is
nonmagical weapon of a hardness of existing wind, it combines additively
10 or less as if it had been sundered. with your windstorm’s speed as long
as you use the same direction.
Reverse: This incantation repairs a Otherwise, its speed is subtracted
weapon of a hardness of 10 or less from the speed of your wind. You are
that has been sundered. All of the immune to the effects of your own
pieces must be present to remake the wind.
weapon. This ability works on
magical weapons as well, but does Reverse: When reversed, this
not replenish any used magical incantation slows all wind in an area
abilities the weapon may possess. 100ft. in radius centered around you
by 10 mph.
Augmentation (normal): For every +1
modifier applied to the DC, the Augmentation (normal): For every +1
maximum hardness of a weapon modifier applied to the DC, the speed
targeted by this effect improves by 1. of your wind increases by 10 mph.
Alternatively, if you increase the DC Augmentation (reverse): For every +1
by 10, you may attempt to sunder a modifier applied to the DC, the speed
magical weapon by succeeding on a of the wind in the area decreases by
truenamer level check against its an additional 10 mph.
caster level.
Dissolve the Bonds
Augmentation (reverse): For every +1
modifier applied to the DC, the Incantation 4
maximum hardness of a weapon
Base DC: 26
targeted by this effect improves by 1.
Duration: Instantaneous
Call the Wind
Normal: This incantation removes
Incantation 6 bonds, whether natural or magical in
nature. If physical, they simply slide
Base DC: 40
off the target, while they simply
Duration: 1 round
dissolve if they are magical. Any during the duration of this effect, the
restraining effect subject to freedom spell is modified by your metamagic
of movement is applicable to this effect.
incantation. While this removes the Reverse: This incantation depletes
bonds on the target, it does not the power of a magic item. It targets
remove the spell itself. For example, a charged item such as a wand or
it removes the restrictions of an staff, and destroys 1d6 charges
entangle spell on the target, but it stored in it.
does not end the spell or prevent the
target from being caught by the vines Augmentation (normal): For every +7
again. modifier applied to the DC, this level
of spell adjustment you can apply
Reverse: This incantation conjures with metamagic increases by 1. You
conventional ropes which are used to can apply multiple metamagic
bind the target. You may substitute effects, so long as the combined spell
your Truespeak check made to use level adjustment does not exceed the
this incantation as the Use Rope total provided by this effect.
check made to tie the knots. If the
bonds are removed, the ropes vanish. Augmentation (reverse): For every +5
This is a finicky application of the modifier applied to the DC, you
utterance, and the target cannot be destroy an additional 1d6 charges.
moving for it to work. Thus, it is
Flip the Ground
useless against most targets in
combat, although is still effective Incantation 5
against a pinned creature.
Base DC: 32
Augmentation (normal): For every +4
modifier applied to the DC, this effect Duration: 5 rounds
can target 1 additional being. Normal: This incantation causes
Augmentation (reverse): For every +2 gravity to reverse in a cylinder 5ft. in
modifier applied to the DC, you gain radius and 20ft. in height centered
a +1 competence bonus on the around a point of your choice.
equivalent Use Rope check made to Everything in the area is affected as
tie the ropes. if by reverse gravity.
Reverse: When reversed, this
Empower the Potion
incantation doubles the weight of all
Incantation 5 items and beings in a cylinder 10ft.
in radius and 10ft. in height centered
Base DC: 30 around a point of your choice. They
Duration: 1 round return to their normal weight if they
leave the area before the duration
Normal: The name of this ends.
incantation is misleading; it can
target any magical item with a spell Augmentation (normal): For every +6
stored in it, including potions, wands, modifier applied to the DC, you can
scrolls, and similar items. You may increase the radius of the cylinder by
apply any metamagic effect with a +1 5ft. Alternatively, for every +3
spell adjustment level to the spell modifier applied to the DC, you can
stored within it. If the item is used increase the height of the cylinder by
5ft. Finally, for every +4 modifier penalty applied by this effect
applied to the DC, the duration of the improves by +1.
effect increases by 1 round.
Harden the Metal
Augmentation (reverse): For every +5
modifier applied to the DC, you can Incantation 1
increase the radius of the cylinder by
Base DC: 14
5ft. Alternatively, for every +2
modifier applied to the DC, you can Duration: 5 rounds
increase the height of the cylinder by Normal: This incantation improves
5ft. Finally, for every +4 modifier the hardness of one piece of
applied to the DC, the duration of the equipment by 5.
effect increases by 1 round.
Reverse: This incantation reduces
Foil the Senses the hardness of one piece of
equipment by 5.
Incantation 5
Augmentation (normal): For every +6
Base DC: 28 modifier applied to the DC, the
Duration: 5 rounds increase in hardness improves by 5.
Normal: The environment becomes Augmentation (reverse): For every +6
blurry and hard to focus on. Anybody modifier applied to the DC, the
within 50ft. of you gains a +5 reduction in hardness improves by 5.
truespeak bonus to Hide and Move
Heat the Metal
Silently skill checks as the
environment becomes easier to sneak Incantation 2
around in. This is a very subtle
change, and requires a Spot check Base DC: 19
against your Truespeak check to Duration: 7 rounds
notice the difference in the
Normal: This incantation acts as the
environment.
heat metal spell, albeit with
Reverse: The environment stands out truespeak characteristics (i.e. no
in sharp relief to anyone trying to range restriction, no saving throw,
hide. Anybody within 50ft. of you etc.)
takes a -5 truespeak penalty to Hide
Reverse: This incantation acts as the
and Move Silently skill checks. In
addition, nobody in this area can
chill metal spell, albeit with
truespeak characteristics (i.e. no
gain concealment from a terrain
range restriction, no saving throw,
feature so long as this effect persists.
etc.)
This is a very subtle change, and
requires a Spot check against your Augmentation (normal): For every +2
Truespeak check to notice the modifier applied to the DC, the fire
difference in the environment. damage inflicted by the effect
improves by 1d4.
Augmentation (normal): For every +2
modifier applied to the DC, the bonus Augmentation (reverse): For every +2
granted by this effect improves by +1. modifier applied to the DC, the cold
damage inflicted by the effect
Augmentation (reverse): For every +2
improves by 1d4.
modifier applied to the DC, the
Move the Arrow radius of 10ft. Anybody attempting a
teleportation effect from within that
Incantation 1 area must make a caster level check
Base DC: 13 against a DC of 10 + your truenamer
level or the effect fails.
Duration: 1 round
Augmentation (normal): For every +1
Normal: While this effect lasts, you
modifier applied to the DC, the
may use an immediate action to add
maximum weight of the object
a +2 competence bonus to a ranged
increases by 5 lb. Alternatively, for
weapon attack roll.
every +1 modifier applied to the DC,
Reverse: You gain a +2 deflection the maximum distance you can
bonus to AC against ranged weapons. teleport it increases by 10ft.
Augmentation (normal): For every +2 Augmentation (reverse): For every +3
modifier applied to the DC, the modifier applied to the DC, you can
competence bonus granted by this increase the radius of the effect by
effect improves by +1. Alternatively, 5ft. Alternatively, for every +1
for every +4 modifier applied to the modifier applied to the DC, the DC to
DC, the duration of the effect resist the effect increases by 1.
improves by 1 round.
Open the Way
Augmentation (reverse): For every +2
modifier applied to the DC, the bonus Incantation 3
to AC granted by this effect improves
Base DC: 23
by +1. Alternatively, for every +4
modifier applied to the DC, the Duration: 5 rounds
duration of the effect improves by 1 Normal: This incantation creates a
round. passageway through a solid object
Move the Token that is no more than 5ft. thick. The
passageway is large enough for a
Incantation 4 single Medium-sized person at a time
to move through it.
Base DC: 27
Reverse: This incantation removes a
Duration: Instantaneous or 5 rounds
single passageway by filling it in
(reverse)
with material similar to the area
Normal: This incantation teleports around it. For example, if it is a
an unattended nonmagical object doorway through a stone wall, the
weighing up to 10 lb up to 10ft. in a doorway is filled with stone of the
direction of your choice. You may not same thickness as the wall around it.
imbed the object in living matter,
Augmentation (normal): For every +6
although if you choose to place it in a
modifier applied to the DC, this effect
solid object, it is shunted to the
can target an object 5ft. thicker than
nearest available space and takes
normal.
1d6 points of damage (penetrating
hardness) per 5ft. shunted. Augmentation (reverse): For every +4
modifier applied to the DC, the
Reverse: When reversed, this
duration of this effect improves by 1
incantation stops teleportation
round.
effects in an area around you with a
Purify the Food stored in it. This incantation will
work on any item short of an artifact,
Incantation 1 although a single magic item can
Base DC: 11 only be affected once in any given 24-
hour period.
Duration: Instantaneous
Reverse: This incantation targets a
Normal: This incantation removes
magic item with a spell stored in it,
poison from a specified food. It can
such as a potion, wand or scroll.
target one normal portion sufficient
Staffs are not valid targets, as they
for a single person with each use. It
don't actually store a spell in them.
can only remove the poison if the
The item is subsumed as if the spell
Fortitude save DC of the poison is
stored in it had been cast. If it has
less than the Truespeak check made
charges, it loses 1d10 charges. This
to speak this incantation. This
incantation will work on any item
incantation cannot remove magical
short of an artifact, although a single
poisons. It also renders the food
magic item can only be affected once
almost entirely flavorless.
in any given 24-hour period.
Reverse: When reversed, this
Augmentation (normal): This
incantation makes a portion of food
incantation cannot be augmented.
taste delicious, enhancing its normal
flavor. This also helps mask any Augmentation (reverse): This
poison that might be in it, and forces incantation cannot be augmented.
anybody eating it to take a -2
circumstance penalty to any Rewrite the World
Fortitude save made against poison Incantation 6
in the food.
Base DC: 60
Augmentation (normal): For every +2
modifier applied to the DC, one Duration: Instantaneous
additional portion of food can be Normal: One of the most powerful
targeted. truename effects, this incantation
Augmentation (reverse): For every +2 rewrites the world to include a
modifier applied to the DC, one revision introduced by you. You can
additional portion of food can be change virtually anything you can
targeted. imagine, but the world will always
take the simplest method possible to
Rebuild the Dweomer introduce your change. The actual
mechanics of this effect are left up to
Incantation 6 the DM to adjudicate, but this effect
Base DC: 33 can provide any benefit a wish spell
or similar effect can manage. The
Duration: Instantaneous
truenamer using this incantation
Normal: This incantation restores a takes a -5 penalty to Truespeak
magic item to the same state it was checks for 24 hours after using this
in, in the previous round. For incantation. This penalty stacks with
example, a wand targeted by this itself.
effect would regain a charge, while a
Reverse: This potent version of the
scroll targeted would regain the spell
incantation can reverse a wish,
miracle, reality revision, rewrite the Sharpen the Blade
world, or similar effect which
occurred within the previous round. Incantation 2
All consequences caused by this Base DC: 21
effect are removed or otherwise
Duration: 5 rounds
undone. The truenamer using this
incantation takes a -5 penalty to Normal: This incantation targets a
Truespeak checks for 24 hours after weapon that deals slashing damage.
using this incantation. This penalty Its critical threat range is improved
stacks with itself. by 1. This effect stacks with effects
such as keen weapon.
Augmentation (normal): This
incantation cannot be augmented. Reverse: This incantation targets a
weapon that deals slashing damage.
Augmentation (reverse): This
Its critical threat range is modified to
incantation cannot be augmented.
20/x2.
Seize the Item Augmentation (normal): For every +4
modifier applied to the DC, the
Incantation 4 duration of this effect improves by 1
Base DC: 26 round.
Duration: Instantaneous Augmentation (reverse): For every +4
modifier applied to the DC, the
Normal: This incantation causes a
duration of this effect improves by 1
single unattended object weighing no
round.
more than 5 lb to fly into your hand.
The item can be no more than 30ft. Shroud the Earth
away.
Reverse: This incantation is a disarm Incantation 3
attempt against the target. You may Base DC: 23
substitute a truenamer level check as
Duration: 10 rounds
your disarm check. The target cannot
attempt to disarm you if the attempt Normal: This incantation causes
fails. This is still a disarm check, and light snow to fall in a 10ft. radius
you can thus benefit from bonuses circle centered around a point of your
such as the Improved Disarm feat. choice. It takes 1 round for effects of
the snow to take effect as it starts to
Augmentation (normal): For every +2
pile up. After the duration has
modifier applied to the DC, the
expired, the snow stops falling and
maximum weight of the object
the snow either melts or remains as
increases by 5 lb. Alternatively, for
determined by the environment.
every +2 modifier applied to the DC,
the maximum range of this Reverse: When reversed, this
incantation increases by 10ft. incantation causes all snow in a 10ft.
radius circle centered around a point
Augmentation (reverse): For every +2
of your choice to instantly sublimate,
modifier applied to the DC, you gain
leaving barren ground beneath.
a +1 bonus on the disarm check.
Augmentation (normal): For every +3
modifier applied to the DC, the
radius of the circle increases by 5ft. Stiffen the Air
Alternatively, by increasing the DC
by 15, you can cause heavy snow to Incantation 5
fall instead. It is treated as light Base DC: 28
snow the first round, and heavy snow
Duration: 5 rounds
for the remaining duration.
Normal: This incantation hardens air
Augmentation (reverse): For every +3
into a rigid material. It allows you to
modifier applied to the DC, the
create four separate 5ft. by 5ft.
radius of the circle increases by 5ft.
square platforms out of air. These
Slick the Surface can be at any elevation you like, but
they cannot move after you have
Incantation 1 used the incantation.
Base DC: 15 Reverse: This incantation quells any
air effects in the area. It targets a
Duration: 5 rounds
wind wall, gust of wind, or similar
Normal: A 10ft. by 10ft. space effect, and suppresses the effect for
becomes covered with a slippery the duration of the incantation.
substance. Anybody who moves
Augmentation (normal): For every +6
through the square must make a DC
modifier applied to the DC, you can
10 Balance check or fall prone.
create one additional platform.
Standing up requires another
Balance check against the same DC. Augmentation (reverse): For every +4
modifier applied to the DC, the
Reverse: A 10ft. by 10ft. space
duration of this effect increases by 1
becomes exceptionally sticky. Moving
round.
through this space consumes 10ft. of
a creature’s speed for every 5ft. Sully the Unseen
traversed. In addition, if a creature
ends their turn on the surface, they Incantation 2
must make a DC 10 Strength check
Base DC: 20
or be unable to move off the space for
1 turn. Duration: 1 round
Augmentation (normal): For every +4 Normal: While this effect lasts,
modifier applied to the DC, another invisibility is impossible in a 50ft.
5ft. by 5ft. square adjacent to the burst around you as dirt and other
original area is affected. particulate attaches itself to every
Alternatively, for every +5 modifier being in the area.
applied to the DC, the duration Reverse: This incantation targets one
improves by 1 round. person. All dirt and other substances
Augmentation (reverse): For every +4 fly off the target, leaving them
modifier applied to the DC, another exceptionally clean, as if they had
5ft. by 5ft. square adjacent to the just taken a bath.
original area is affected. Augmentation (normal): For every +3
Alternatively, for every +5 modifier modifier applied to the DC, the range
applied to the DC, the duration of the burst increases by 10ft.
improves by 1 round.
Augmentation (reverse): For every +1 that it is made of a different metal,
modifier applied to the DC, this effect such as cold iron, silver, or
targets 1 additional being. adamantine. Although this is chiefly
for the purposes of overcoming
Swallow the Light damage reduction, the weapon still
gains any other properties associated
Incantation 2
with the material, such as the -1
Base DC: 17 penalty to attack rolls for being made
Duration: 5 rounds of silver.

Normal: This incantation causes Reverse: This incantation alters the


magical darkness to permeate an composition of one weapon so that it
area 10ft. in radius, centered around is made of conventional iron.
a point of your choice. Augmentation (normal): For every +5
Reverse: When reversed, this modifier applied to the DC, you can
incantation dispels any magical target an additional weapon. You do
darkness in an area 10ft. in radius, not need to make all the targets into
centered around a point of your the same kind of metal.
choice. You must make a truenamer Augmentation (reverse): For every +5
level check against a DC of 10 + the modifier applied to the DC, you can
caster level of the effect to dispel the target an additional weapon.
darkness.
Unhinge the Earth
Augmentation (normal): For every +2
modifier applied to the DC, the Incantation 6
radius of the area effected increases
Base DC: 31
by 5ft. Alternatively, by increasing
the DC by 10, you can make the Duration: Instantaneous
darkness so deep that darkvision Normal: This incantation transforms
cannot penetrate it. At this point, the area in 100ft. around you into
only devils and others with the See in difficult terrain (see the Player’s
Darkness ability can see through it. Handbook, page 148). In addition, all
Augmentation (reverse): For every +2 beings standing on the ground in the
modifier applied to the DC, the area aside from you are blown away.
radius of the area effected increases They are knocked 1d4 x 10ft. away
by 5ft. Alternatively, for every +1 from you, and fall prone. Only
modifier applied to the DC, you gain targets of your size or smaller are
a +1 bonus on the opposed level affected by this.
check. Reverse: This incantation removes
Transmute the Iron all terrain features that provide
cover in an area of 100ft. around you
Incantation 4 as the earth swallows any
aberrational feature to smooth out at
Base DC: 25
your command. If in an urban
Duration: 5 rounds setting, buildings are not affected by
Normal: This incantation alters the this. Rubble, trees, bushes, and the
composition of one iron weapon so like are removed from the area.
Augmentation (normal): For every +5 Your body is treated as helpless for
modifier applied to the DC, beings in the duration of the effect.
the area are knocked an additional Reverse: This incantation prevents
1d4 x 10ft. away from you. you from being scryed or otherwise
Augmentation (reverse): This viewed remotely. If an area is being
incantation cannot be augmented. viewed, you simply fail to appear in
it. If you personally are being viewed,
View the Secret the effect fails.
Incantation 3 Augmentation (normal): For every +4
modifier applied to the DC, the
Base DC: 23
duration of this effect improves by 1
Duration: 5 rounds round.
Normal: This incantation allows you Augmentation (reverse): For every +4
to view a location you have modifier applied to the DC, the
previously visited. For the duration duration of this effect improves by 1
of the effect, you can see and hear the round.
location as if you were actually there.

Recitations
Just to recap, here are the properties of recitations:
• Move action to activate (just like all truename effects)
• Swift action each round to sustain the effect
• Cannot use other truename effects while active
• Not reversible (no opposed effect)
• Not subject to your absolute limit
• No set duration
• Only targets you

And just to be clear, you cannot increase the DC of a truename effect by more
than your truenamer level.

Recitations by level
Level 1 Level 2
• Recitation of the Cunning Step • Recitation of the Ardent Arcanist
• Recitation of the Harried Step • Recitation of the Sanguine State
• Recitation of the Unclouded Eye • Recitation of the Puma's Grace
• Recitation of the Wise Man • Recitation of the Unheard Voice
• Recitation of the Unimpeachable • Recitation of the Untouched Snow
Soul • Recitation of the Warrior’s Arm
Level 3 Level 5
• Recitation of the Barricaded Mind • Recitation of the Broken Spell
• Recitation of the Eclipsed Sun • Recitation of the Hydra's Bane
• Recitation of the Heart's Cage • Recitation of the Shattered Mind
• Recitation of the Fortified Body • Recitation of the Unscribed Name
• Recitation of the Imposed Pull Level 6
• Recitation of the Vital Heart • Recitation of the Ethical Bent
Level 4 • Recitation of the Reaper’s Foil
• Recitation of the Shooting Star • Recitation of the Rejuvenated Self

The Recitations
Recitation of the Ardent Duration: Recitation
Arcanist Effect: You gain a +2 truespeak
bonus to Will saving throws.
Recitation 2
Augmentation: For every +3 modifier
Base DC: 19
applied to the DC, the bonus to your
Duration: Recitation Will saving throws increases by +1.
Effect: You gain a +2 truespeak Alternatively, if you increase the DC
bonus to your arcane caster level. In of the Truespeak check by 14, you
addition, if you can use invocations gain the mettle of mind ability.
you can use an invocation with a Whenever you succeed on the saving
casting time of 1 standard action as a throw against an effect that offers a
move action if you succeed on a Will save for half damage or partial
Truespeak check when you use it (DC effect, you instead take no damage or
15 + 2x the effective spell level of the are otherwise unaffected.
invocation). Finally, you do not Recitation of the Broken
provoke attacks of opportunity for Spell
casting arcane spells or using spell-
like abilities. Recitation 5
Augmentation: For every +4 modifier Base DC: 28
applied to the DC, the bonus to your Duration: Recitation
caster level increases by +1.
Effect: You gain spell resistance 10.
Recitation of the Barricaded
Mind Augmentation: For every +1 modifier
applied to the DC, your spell
Recitation 3 resistance increases by 1.
Base DC: 23
Recitation of the Careful mysteries, spell-like mysteries
Drop become supernatural mysteries).
Recitation 1 Augmentation: For every +4 modifier
applied to the DC, the bonus to your
Base DC: 12
caster level improves by +1.
Duration: Recitation
Recitation of the Ethical
Effect: You are treated as if under Bent
the effects of a feather fall ability. In
addition, you gain a +2 truespeak Recitation 6
bonus on Balance checks. Base DC: 34
Augmentation: For every +2 modifier Duration: Recitation
applied to the DC, the bonus to your
Balance checks improves by +1. Effect: You gain an alignment
subtype. You must have the
Recitation of the Cunning alignment aspect desired in your
Step alignment. Your attacks
automatically overcome damage
Recitation 1
reduction as if they were aligned to
Base DC: 14 the alignment you choose. In
Duration: Recitation addition, you gain damage reduction
5, penetrated only by the opposed
Effect: You gain an uncanny ability alignment to the alignment you
to watch out for danger. You gain the choose.
trapfinding ability, which means you
can use the Search skill to locate Augmentation: For every +2 modifier
traps with a DC over 20. See the applied to the DC, the damage
rogue class feature of the same name. reduction provided improves by 1.
In addition, you gain trap sense +1. Recitation of the Fortified
You apply this bonus to your saving Body
throws against traps.
Recitation 3
Augmentation: For every +4 modifier
applied to the DC, your trap sense Base DC: 22
increases by +1. Duration: Recitation
Recitation of the Eclipsed Effect: You gain a +4 truespeak
Sun bonus to AC and damage reduction
2/–.
Recitation 3
Augmentation: For every +4 modifier
Base DC: 21
applied to the DC, the bonus to your
Duration: Recitation AC increases by +1 and your damage
Effect: You gain a +2 truespeak reduction improves by 1/–.
bonus to your caster level for Recitation of the Harried
mysteries. In addition, you may use Step
all of your mysteries as if they were
one grade easier to cast (arcane spell Recitation 1
mysteries become spell-like Base DC: 16
Duration: Recitation Augmentation: For every +2 modifier
applied to the DC, the bonus to your
Effect: Your land speed increases by
sunder checks and sunder damage
10ft. and you gain a +1 deflection
improves by +1.
bonus to AC.
Augmentation: For every +3 modifier Recitation of the Imposed
applied to the DC, your land speed Pull
increases by an additional 10ft., and
Recitation 3
you gain an additional +1 deflection
bonus to AC. Base DC: 24

Recitation of the Heart’s Duration: Recitation


Cage Effect: You gain the ability to treat
the world as if it had subjective
Recitation 3 gravity. You gain the benefit of a
Base DC: 32 spider climb effect.
Duration: Recitation Augmentation: If you increase the
DC of the Truespeak check by 9, you
Effect: You gain a +4 truespeak
gain a fly speed equal to your land
bonus on binding checks. In addition,
speed with good maneuverability.
you only need to wait 4 turns to use
any vestige’s ability which requires Recitation of the Puma’s
you to normally wait 5 turns before it Grace
can be used again.
Recitation 2
Augmentation: For every +3 modifier
applied to the DC, the bonus to your Base DC: 17
binding checks improves by +1. Duration: Recitation
Recitation of the Hydra’s Effect: You gain a +2 truespeak
Bane bonus to Reflex saving throws.
Recitation 5 Augmentation: For every +3 modifier
applied to the DC, the bonus to your
Base DC: 29 Reflex saving throws increases by +1.
Duration: Recitation Alternatively, if you increase the DC
of the Truespeak check by 10, you
Effect: Your melee attacks deal
gain the evasion ability. Whenever
either entirely fire or entirely acid
you succeed on the saving throw
damage, at your choice. This includes
against an effect that offers a Reflex
extra damage from critical hits and
save for half damage, you instead
abilities such as sneak attack.
take no damage or are otherwise
Weapon special enhancements, such
unaffected.
as a frost enhancement, are not
altered. You must decide to use Recitation of the Reaper’s
either fire or acid damage when you Foil
first activate this recitation. In
addition, you gain a +2 bonus on Recitation 6
sunder checks and sunder damage Base DC: 31
rolls.
Duration: Recitation
Effect: You become immune to Base DC: 28
critical hits and precision-based Duration: Recitation
damage, as well as death from
massive damage. If you fall below -10 Effect: You gain power resistance 10.
hp, you automatically heal half your Augmentation: For every +1 modifier
normal hp and this recitation ends. applied to the DC, your power
Once it has ended in this way, you resistance improves by 1.
cannot reenter this recitation for 1
minute. Recitation of the Shooting
Star
Augmentation: If you increase the
DC of this recitation by 15, you are Recitation 4
healed fully when your hp drops
Base DC: 25
below 0, and you also become
immune for the duration of the Duration: Recitation
recitation to any death effect. Effect: You gain a truespeak bonus
Recitation of the equal to your Intelligence modifier on
Rejuvenated Self ranged attack rolls and damage rolls.
In addition, you don’t provoke
Recitation 6 attacks of opportunity for using a
Base DC: 31 ranged weapon.

Duration: Recitation Augmentation: For every +3 modifier


applied to the DC, the bonus on
Effect: You gain fast healing 5. attack and damage rolls increases by
Augmentation: For every +4 modifier +1.
applied to the DC, your fast healing
Recitation of the Unclouded
increases by 1. Eye
Recitation of the Sanguine
State Recitation 1
Base DC: 10
Recitation 2
Duration: Recitation
Base DC: 19
Effect: You can see whether any
Duration: Recitation being can be affected by an utterance
Effect: You gain immunity to poison. or not (i.e. whether their current hp
If you are currently poisoned, the is at or below your absolute limit).
poison is purged from you. If undead, Targets that can currently be
you gain immunity to ravages (see affected by an utterance are cast in a
the Book of Exalted Deeds for more blue light, while targets whose hp is
information on ravages). currently too high are shown as
normal.
Augmentation: This recitation cannot
be augmented. Augmentation: If you increase the
DC of this recitation by 1, you can
Recitation of the Shattered use other vocalizations while in this
Mind state, although you cannot activate a
second recitation without first
Recitation 5
lapsing this one. Alternatively, if you
increase the DC of this recitation by DC of the Truespeak check by 12, you
10, you automatically learn the gain the mettle of body ability.
current hp of any enemy you can see. Whenever you succeed on the saving
throw against an effect that offers a
Recitation of the Unheard Fortitude save for half damage or
Voice
partial effect, you instead take no
Recitation 2 damage or are otherwise unaffected.

Base DC: 21 Recitation of the Untouched


Snow
Duration: Recitation
Effect: You create an area of silence. Recitation 4
This area has no significant radius, Base DC: 25
and applies only to the square you
Duration: Recitation
are in. You may continue this
recitation despite the silenced area. Effect: You become invisible. This
This is an exception to the rule that effect ends if you attack anyone or
you cannot Truespeak in an area of otherwise take a hostile action.
silence. Augmentation: If you increase the
Augmentation: For every +8 modifier DC of the Truespeak check by 16,
applied to the DC, you may increase your invisibility does not end because
the radius of the effect by 5 ft. of attacking or otherwise taking a
hostile action.
Recitation of the Unscribed
Name Recitation of the Vital
Heart
Recitation 5
Recitation 3
Base DC: 28
Base DC: 22
Duration: Recitation
Duration: Recitation
Effect: You gain name resistance 5.
Effect: You gain immunity to
Augmentation: For every +3 modifier
nonmagical diseases. If you are
applied to the DC, your name
currently infected with a disease, it is
resistance improves by 1.
purged from you.
Recitation of the Augmentation: If you increase the
Unimpeachable Soul
DC of this recitation by 10, you
Recitation 2 become immune to magical diseases
as well, such as mummy rot or
Base DC: 19 lycanthropy.
Duration: Recitation
Recitation of the Warrior’s
Effect: You gain a +2 truespeak Arm
bonus to Fortitude saving throws.
Recitation 4
Augmentation: For every +3 modifier
applied to the DC, the bonus to your Base DC: 25
Fortitude saving throws increases by Duration: Recitation
+1. Alternatively, if you increase the
Effect: You gain a truespeak bonus Duration: Recitation
equal to your Intelligence modifier on Effect: You gain a truespeak bonus
melee attack rolls and damage rolls. on unarmed attack rolls equal to
In addition, you can make one your Intelligence modifier. In
additional attack in a full attack addition, you gain a +4 truespeak
pattern at your highest base attack bonus to your Wisdom score. Finally,
bonus, but all the attacks made in you unarmed damage increases to
that pattern take a -2 penalty. equal the unarmed damage of a
Augmentation: For every +3 modifier monk of your character level.
applied to the DC, the bonus on Augmentation: For every +3 modifier
attack and damage rolls increases by applied to the DC, the bonus on
+1. attack and damage rolls increases by
Recitation of the Wise Man +1. Alternatively, for every +5 bonus
applied, the bonus to your Wisdom
Recitation 1 score improves by +1.
Base DC: 16
Prestige Classes
The Alias
An alias knows and cares about only one truename: his own. By delving into the
subtleties and nuances of what a truename actually is, an alias learns how to
warp and shift his own and can invent new truenames for himself. They are the
ultimate spies, changing not just their faces and mannerisms but their entire
identity. An alias operating under a cover identity could be anyone, anywhere.
Although they don’t learn traditional truenaming, aliases are masters of a
hundred skills, and learn how to speak recitations by varying the cadence of their
own truename.

Requirements: To become an alias, a character must fulfill all of the following


requirements.
Feat: Deceitful or Skill Focus (Bluff or Disguise)
Skills: Bluff 8 ranks, Diplomacy 4 ranks, Disguise 8 ranks, Forgery 4 ranks,
Sense Motive 4 ranks, Truespeak 8 ranks
Special: Inspiration class feature, must know your own personal truename.

Hit Die: d6
Skill Points at Each Level: 6 + Int modifier
Absolute Limit Increase at Each Level: 2 + Int modifier. Although an alias
doesn’t progress normal truenaming, they still study the topic closely.
Class Skills: All. Like a factotum, an alias continues to study an enormous
breadth of topics.

Table 15: The Alias

Recitations
Level BAB Fort Ref Will Special
Known

1st +0 +0 +0 +2 Cunning tongue, jack of all trades, truenaming 1


2nd +1 +0 +0 +3 Cunning disguise 2
3rd +2 +1 +1 +3 Cunning disguise (quick change) 2
4th +3 +1 +1 +4 2nd level truenaming 3
5th +3 +1 +1 +4 Cunning disguise (illusory form) 4
6th +4 +2 +2 +5 Cunning disguise (surefire disguise) 4
7th +5 +2 +2 +5 3rd level truenaming 5
8th +6 +2 +2 +6 Cunning disguise (deep cover) 6
9th +6 +3 +3 +6 Cunning disguise (double talk) 6
Cunning disguise (true disguise), 4th level
10th +7 +3 +3 +7 7
truenaming
Class Features than the surface. You may expend 1
point of inspiration and make a
All of the following are class features
Truespeak check against a DC of 15
of the alias.
in order to gain special benefits of
Weapon and Armor Proficiencies: this disguise. If you fail at the
You gain no additional weapon or Truespeak check, the inspiration
armor proficiencies. point is still wasted.
Cunning Tongue (Ex): You have The basic benefit of a cunning
studied quite a bit of truenaming. disguise is to interact with your
You can spend a single point of recitations. Whenever you are
inspiration to gain a bonus equal to operating in a cunning disguise, you
your class level on a single gain a +6 modifier on Truespeak
Truespeak check. You can spend a checks made to use recitations,
number of inspiration points on a because this is a name you created as
single Truespeak check equal to your opposed to one you simply know. This
Intelligence modifier. bonus replaces the normal name
Jack of All Trades (Ex): Alias levels modifier to Truespeak checks. In
stack with factotum levels to addition, while in a cunning disguise,
determine your inspiration points per you gain immunity to any attempt to
day, and for your effective factotum detect your alignment. You are
level when using class features such treated as if you are under the effects
as Opportunistic Piety and Cunning of an undetectable alignment spell,
Knowledge. These levels also stack to except it is always active while in
determine the number of spells you disguise.
may prepare with your Arcane In addition, as you advance in this
Dilettante class feature, and the class, you gain additional ways to
highest level of spell you can access. benefit from the disguise.
Truenaming: You can use Quick Change: Beginning at 3rd
truenaming. At every level indicated level, you can increase the DC of the
on Table: The Alias, you learn a new Truespeak check by 4 and spend one
recitation. Because of your additional point of inspiration in
specialized focus, you never learn order to adopt the disguise in one-
other types of vocalizations. Your tenth of the normal time (1d3
vocalizer level for recitations gained minutes).
from this class is equal to the sum of
your factotum and alias class levels. Illusory Form: Beginning at 5th
level, you can increase the DC of the
If you have vocalizations from
Truespeak check by 6 in order to gain
another class, you may add your
the benefit of an alter self effect
alias class levels to your vocalizer
when adopting the disguise of a being
level for other vocalizations, but not
of your creature type. This does
your factotum level.
confer the bonus to Disguise checks,
Cunning Disguise (Ex): Whenever but does not reduce the time required
you adopt a disguise with the to create the disguise.
Disguise skill, you can create a
truename for the guise, making your Surefire Disguise: Beginning at 6th
level, you can increase the DC of the
deception run much more deeply
Truespeak check by 8 and spend one identity; they reveal nothing relating
additional point of inspiration in to your alias persona.
order to see the result of your Double Talk: Beginning at 9th level,
Disguise check. If you wish, you can increase the DC of the
afterwards you may alter this check Truespeak check by 14 in order to
to a 10, as if you had simply taken 10 create a name that can be said in two
on the check. You can use this ability different ways at the same time. You
even if stress or distraction would can maintain two recitations at once
normally preclude taking 10 on the while in your cunning disguise.
Disguise check.
True Disguise: Beginning at 10th
Deep Cover: Beginning at 8th level, level, you can increase the DC of the
you can increase the DC of the Truespeak check by 15 in order to
Truespeak check by 13 in order to gain the benefit of a polymorph effect
operate under a very deep cover. when adopting the disguise of a being
Your form so closely resembles that of your creature type. This does not
of your persona that divination spells reduce the time required to create
detect only information to your cover the disguise.

The Astral Namemaker


Any psionic shaper can throw ectoplasm together to make a construct. But only
the most skilled in truespeech learn how to create a new truename out of
nothing. Astral namemakers create truenames for their astral constructs as they
make them, giving them an identity and infusing them with the power of
truespeech. Named constructs are often much more “real” than normal astral
constructs in the way they act and behave, due to their inclusion within the
language of the universe.

Requirements: To become an astral namemaker, a character must fulfill all of the


following requirements.
Feat: Boost Constuct
Manifesting: Must be able to manifest the astral construct power.
Skills: Truespeak 8 ranks, Knowledge (psionics) 6 ranks
Truenaming: Must be able to speak 1st level recitations.

Hit Die: d4.


Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Int modifier.
Class Skills: The astral namemaker’s class skills (and the key ability for each
skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha),
Knowledge (all) (Int), Profession (Wis), Psicraft (Int), Speak Language (n/a),
Truespeak (Int), and Use Psionic Device (Cha).
Table 11: The Astral Namemaker

Level BAB Fort Ref Will Special Truenaming

Font of power, name construct +1 level of existing truenaming


1st +0 +0 +0 +2
(self-sustaining) class
+1 level of existing truenaming
2nd +1 +0 +0 +3 Name construct (durable)
class
+1 level of existing truenaming
3rd +1 +1 +1 +3 –
class
4th +2 +1 +1 +4 Name construct (boost) –
+1 level of existing truenaming
5th +2 +1 +1 +4 Name construct (recitation)
class
+1 level of existing truenaming
6th +3 +2 +2 +5 –
class
+1 level of existing truenaming
7th +3 +2 +2 +5 Name construct (extended)
class
Name construct (improved
8th +4 +2 +2 +6 –
boost)
+1 level of existing truenaming
9th +4 +3 +3 +6 –
class
+1 level of existing truenaming
10th +5 +3 +3 +7 Name construct (legion)
class

Class Features the astral construct power, the astral


namemaker may make a Truespeak
All of the following are class features
check in order to give a truename to
of the astral namemaker.
the construct created. An astral
Weapon and Armor Proficiencies: An namemaker gains a +6 modifier on
astral namemaker gains no any Truespeak checks to target an
additional weapon or armor astral construct she has named with
proficiencies. a vocalization. This bonus replaces
Font of Power: Astral namemaker the normal bonus for knowing a
levels stack with any one psionic creature’s truename, as described on
class the character has levels in to Table 1.1: Name Modifiers to
determine the number of power Truespeak Checks.
points per day they receive. In The DC for the Truespeak check
addition, the character may use her required to use this ability is equal to
character level as her effective 15 + the level of the astral construct.
manifester level when determining In addition, she may choose to add
how many power points she may additional benefits to it by increasing
spend to augment the astral the DC of the check. The astral
construct power. namemaker adds no name modifier
Name Construct (Ex): At 1st level, to this check, since her targets do not
the astral namemaker learns how to yet have names. As the astral
use Truespeak to create an entirely namemaker advances, she gains
new being. Whenever she manifests additional options to augment her
constructs when giving them a name, constructs in play at once, you can
as described here. There is no limit maintain all of their recitations with
on the DC the astral namemaker can a single swift action every round. If
use for this ability, meaning she can you manifest more than one astral
add as many of these benefits as she construct with the same Truespeak
likes so long as she can make the check, you may select a different
skill check. recitation for each of them if you so
desire.
If the astral namemaker fails the
Truespeak check when manifesting Extended: Beginning at 7th level, by
the power, the entire power fails and increasing the Truespeak DC by 9,
the power points are wasted. the astral construct’s duration
becomes 1 minute/level instead of 1
Self-Sustaining: Beginning at 1st
round/level.
level, by increasing the Truespeak
DC by 2, the astral construct does Improved Boost: Beginning at 8th
not count against the astral level, by increasing the Truespeak
namemaker’s limit of one astral DC by 10, the astral construct gains
construct in creation at any one time one additional special ability from
(as described in Complete Psionic). Menu C (Expanded Psionics
Durable: Beginning at 2nd level, by Handbook page 186). This benefit
stacks with the Boost Construct feat
increasing the Truespeak DC by 4,
as well as with the earlier Boost
the astral construct becomes more
benefit of Name Construct.
durable. They receive a +3 truespeak
bonus on any manifester level checks Legion: Beginning at 10th level, by
made to protect them against dispel increasing the Truespeak DC by 15,
psionics or a similar effect, and a +3 whenever the astral namemaker
truespeak bonus on saving throws to manifests the astral construct power,
resist dismiss ectoplasm. These she may create two identical
bonuses stack with those of the ecto constructs instead of one. The
protection power (see Expanded constructs created may have the
Psionics Handbook, page 97). same menu abilities or different
ones, at her option. However, since
Boost: Beginning at 4th level, by
the same Truespeak check is used to
increasing the Truespeak DC by 6,
create both of them, if she wants to
the astral construct gains one
use any other Name Construct
additional special ability from Menu
benefits, she applies the same benefit
A or Menu B (Expanded Psionics
to each of them.
Handbook page 186). This benefit
stacks with the Boost Construct feat. Truenaming: At every level except
4th and 8th, you learn additional
Recitation: Beginning at 5th level, by
vocalizations as if you had gained a
increasing the Truespeak DC by 7,
level in any one truenaming class
the astral construct may enter play
you have previously gained levels in
under the benefit of one recitation
that can use recitations. These levels
you know. You must spend a swift
stack with your previous levels to
action every round to maintain a
determine your truenamer level.
construct’s recitation, just like if it
were your own. If you have multiple
The Cosmos Translator
Vestiges go by many names and titles. Their true names, however, are the most
complex of any short of the names of the gods themselves. These names describe
vestiges for exactly what they are. Since they are unfathomable mysteries, these
names are understandably hard to comprehend. Any binder that can learn these
names, however, can harness them to create a variety of powerful truenaming
and binding effects never seen before in the cosmos. A cosmos translator studies
vestiges and translates their strange and fearsome names into the true language.

Requirements: To becomes a cosmos translator, you must fulfill all of the


following requirements.
Skills: Knowledge (the Planes) 8 ranks, Truespeak 8 ranks
Special: Ability to bind a 2nd-level vestige
Vocalizations: Able to speak 1st level vocalizations

Hit Die: d6.


Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Additional Level: 3 + Int modifier.
Class Skills: The cosmos translator’s class skills (and the key ability for each
skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise
(Cha), Knowledge (all) (Int), Profession (Wis, Speak Language (n/a), and
Truespeak (Int).

Table 14: The Cosmos Translator

Level BAB Fort Ref Will Special Truenaming

Cosmos pact, soul binding +1,


1st +0 +0 +0 +2 –
translate vestige
Soul binding +2, vestige
2nd +1 +0 +0 +3 +1 level of existing truenaming level
familiarity
3rd +1 +1 +1 +3 Bonus feat, soul binding +3 +1 level of existing truenaming level
4th +2 +1 +1 +4 Soul binding +4, vestigial shuffle +1 level of existing truenaming level
5th +2 +1 +1 +4 Soul binding +5 +1 level of existing truenaming level
6th +3 +2 +2 +5 Harness vestige, soul binding +6 +1 level of existing truenaming level
7th +3 +2 +2 +5 Bonus feat, soul binding +7 +1 level of existing truenaming level
8th +4 +2 +2 +6 Soul binding +8, soul speaker +1 level of existing truenaming level
9th +4 +3 +3 +6 Soul binding +9 +1 level of existing truenaming level
Cosmos utterance, soul binding
10th +5 +3 +3 +7 +1 level of existing truenaming level
+10
Class Features you gain skill points at a new
character level (not including this
All of the following are class features
first class level), you may choose to
of the cosmos translator.
spend 2 skill points to learn a new
Weapon and Armor Proficiencies: vestige’s truename. In order to learn
The cosmos translator gains no a vestige’s truename, you must have
additional weapon or armor bound that vestige in the past before
proficiencies. gaining your new character level. If
Cosmos Pact (Ex): As a cosmos you gain less than 2 skill points at
translator, you may bind any vestige any given level, you cannot learn a
you have translated (see below) with new vestige’s truename at that level.
a move action by successfully Even if you miss a level, you can
speaking its truename. Otherwise, never learn more than one vestige’s
this follows all the normal rules for a truename at any given new level.
vocalization. Normally, binding a
vestige requires a minute of effort. Once you have learned a vestige’s
You must still fulfill any special truename, that vestige is considered
requirements and make the binding translated for the purposes of your
check as normal. If you fail the other class features.
Truespeak check to speak the Speaking a vestige’s truename
vestige’s truename, you take 1d4 requires a Truespeak check against
points of nonlethal damage per the vestige’s binding DC.
effective binder level as cosmological
Truenaming: At every level except
feedback, and the binding fails.
1st, you learn additional
Soul Binding Bonus: At each cosmos vocalizations as if you had gained a
translator level, your soul binding level in any one truenaming class
ability improves as if you had also you have previously gained levels in.
gained a level in the binder class. These levels stack with your previous
Your cosmos translator levels and levels to determine your truenamer
binder levels stack for determining level.
your bonus on binding checks, the
Vestige Familiarity (Ex): Beginning
effectiveness of your vestige-granted
at 2nd level, you begin to develop an
abilities, your ability to bind higher-
intimate understanding of the
level vestiges, and the number of
vestige truenames you have
vestiges you can bind. You do not,
uncovered. Whenever you
however, gain any other benefit a
successfully use your cosmos pact
binder would have gained.
class feature, you gain a +1 insight
Translate Vestige (Ex): A cosmos bonus per class level on the binding
translator has the talent to uncover check. The Truespeak DC to bind the
the true name of vestiges themselves, vestige increases by 4.
translating them from supernatural
Bonus Feat: At 3rd level and again at
enigmas into the realm of the natural
7th level, you gain a bonus feat
world. Upon entering this prestige
which either has the Truename
class, you must select one vestige you
descriptor or is drawn from the feats
may currently bind. You
described on pages 72-75 of the Tome
automatically learn the truename of
that vestige. From now on, whenever of Magic.
Vestigial Shuffle (Ex): Beginning at only have one vestige maintain a
4th level, you may use your cosmos recitation at a time. Only certain
pact class feature to replace a vestige translated vestiges can maintain
you currently have bound with a recitations. If you want a vestige to
vestige you have translated but do be able to maintain recitations for
not have bound. The Truespeak DC you, you must bind it with the
to bind the new vestige increases by cosmos pact class feature, and
6. You may use this ability to bind increase the Truespeak DC by 8.
each of your translated vestiges once Cosmos Utterance (Su): At 10th
per day. Any ongoing effects based off level, once per day, you may recite
of the vestige that is leaving end as if the entire truename of any
their duration had expired. If the translated vestige as a full-round
Truespeak check fails, the old vestige action. This utterance reveals truths
is not expelled, but you may not about the universe that were never
attempt to shuffle in the same meant to be uncovered, and
vestige for the next 5 rounds. summons a fraction of the vestige’s
However, in such an event, the use of being into existence in the minds of
this ability for the day with that those around you. All beings within 1
vestige is not wasted. mile per effective binder level of you
Harness Vestige (Ex): Beginning at with current hp below your absolute
6th level, you can harness the power limit gain the invoked vestige’s sign
of a vestige’s truename to augment and influence for 24 hours. In
your truenaming. Whenever you use addition, any binding check made in
your cosmos pact class feature, you this area (which does not move with
may choose to forgo one granted you afterwards) in the next 24 hours
ability of the translated vestige and that does not relate to the summoned
instead increase your absolute limit vestige takes a -10 circumstance
while the vestige is bound to you by penalty. Finally, anybody that can
the vestige’s level. Choosing to use actually hear you speak (except you
this ability increases the Truespeak yourself) must make a Will save (DC
DC of the check by 7. You may use 10 + 1/2 your effective binder level +
this ability with multiple bound your Cha modifier) or become
vestiges simultaneously; its effects permanently confused. This is a
stack. mind-affecting ability.
Soul Speaker (Ex): Beginning at 8th Upon using this ability, you lose all
level, the vestiges you bind guard of your bound vestiges except the one
their time with you jealously. As a you invoked with this ability (if it
move action, you may relinquish any was previously bound to you). You
ongoing recitation to a translated must be able to speak and must not
vestige you have bound. The vestige be in a silence effect for this ability to
maintains the recitation until you work. Using this ability requires a
choose to have it stop as a free action. Truespeak check against a DC of 25
While it maintains the effect, + the vestige’s binding DC. If the
however, you lose access to all of its check fails, you take 1d10 points of
granted abilities with a recharge nonlethal damage per effective
time of 5 rounds, but this frees you to binder level as cosmological feedback,
speak other vocalizations. You may but may try again later that day.
The Fiendbinder
Fiendbinders use truenames to enslave outsiders and elementals, binding them
to their will to create intelligent servants. Although their techniques seem arcane
at first glance, they rely on the true language to create wardings and esoteric
effects that can impose many different restrictions on their victims.

Requirements: To become a fiendbinder, you must fulfill all of the following


requirements.
Alignment: Any nonchaotic
Skills: Knowledge (nature) 4 ranks, Knowledge (the Planes) 8 ranks, Speak
Language (any three of: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal,
Terran)
Truenaming: Able to speak 2nd level vocalizations

Hit Die: d4.


Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Additional Level: 2 + Int modifier.
Class Skills: The fiendbinder’s class skills (and the key ability for each skill) are
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all)
(Int), Speak Language (n/a), and Truespeak (Int).

Table 12: The Fiendbinder

Level BAB Fort Ref Will Special Truenaming

Truebinding (least), word


1st +0 +0 +0 +2 –
wardings
2nd +1 +0 +0 +3 Dimensional brackets +1 level of existing truenaming class
3rd +1 +1 +1 +3 Unorthodox bindings +1 level of existing truenaming class
4th +2 +1 +1 +4 Truebinding (lesser) +1 level of existing truenaming class
Overly ambitous techniques
5th +2 +1 +1 +4 +1 level of existing truenaming class
(+1)
6th +3 +2 +2 +5 Imposing visage –
7th +3 +2 +2 +5 Truebinding (standard) +1 level of existing truenaming class
8th +4 +2 +2 +6 Enhanced pentacle +1 level of existing truenaming class
Overly ambitous techniques
9th +4 +3 +3 +6 +1 level of existing truenaming class
(+2)
10th +5 +3 +3 +7 Truebinding (greater) +1 level of existing truenaming class
Class Features Word Wardings (Ex): You may cause
an effect similar to a magic circle
All of the following are class features
spell at will, but only focused inward
of the fiendbinder.
and in conjunction with your
Weapon and Armor Proficiency: The truebinding class feature.
fiendbinder gains no additional
By succeeding on a DC 20 Truespeak
weapon or armor proficiencies.
check, you may also choose to add a
Truebinding (Ex): This ability works calling diagram, as described in the
like the planar binding spell, except magic circle against evil spell. Your
as noted here. In order to use the word warding is equally effective
ability, you must know the truename against creatures of any alignment.
of the being you wish to summon. Your caster level for this effect is
The DC for the saving throw against equal to your effective truenamer
this effect is equal to 10 + 1/2 your level. If you fail on the Truespeak
character level + your Charisma check to create the calling diagram,
modifier. Your caster level for this the entire truebinding fails, and you
effect is equal to your effective may not attempt to perform another
truenamer level. You may use this truebinding for 10 minutes per HD of
ability as much as you want, but you the creature you attempted to
can only ever have a number of HD conjure.
of creatures bound to you through it
Dimensional Brackets (Ex):
equal to twice your effective
Beginning at 2nd level, your calling
truenamer level.
diagram also guards against
At 1st level, you may summon dimensional travel as if a
outsiders or elementals of up to 3 dimensional anchor spell had been
HD. incorporated into the creation. In
At 4th level, you may summon order to activate this effect, you must
outsiders or elementals of up to 6 create a calling diagram with your
HD. word warding class feature, and
increase the DC of the Truespeak
At 7th level, you may summon check to create it by 2.
outsiders or elementals of up to 12
HD. Truenaming: At every level except
1st and 6th, you learn additional
At 10th level, you may summon vocalizations as if you had gained a
outsiders or elementals of up to 18 level in any one truenaming class
HD. you have previously gained levels in.
A bound creature may use any of the These levels stack with your previous
normal techniques to escape, but levels to determine your truenamer
they also have another avenue level.
available to them. If a bound Unorthodox Bindings (Ex):
creature manages to discover your Beginning at 3rd level, your calling
truename, they are no longer bound diagrams become less traditional in
by the strictures of the summoning. structure as you learn to construct
They may depart (with their them through truespeach rather than
payment) or stick around to cause arcane power. As such, you gain a +5
mayhem as they see fit. truespeak bonus on your “caster
level” check against a being intimidating and threatening to a
attempting to escape a truebinding creature conjured with your
through spell resistance. In order to truebinding ability. You gain a +5
activate this effect, you must create a truespeak bonus on the opposed
calling diagram with your word Charisma check inherent in the
warding class feature, and increase binding. In order to activate this
the DC of the Truespeak check to effect, you must create a calling
create it by 3. diagram with your word warding
class feature, and increase the DC of
Overly Ambitious Techniques (Ex):
the Truespeak check to create it by 6.
At 5th level, you gain the ability to
attempt to summon a being with 1 Enhanced Pentacle (Ex): Beginning
HD more than your normal at 8th level, you may create a calling
maximum with your truebinding diagram that allows you to impose
class feature. If you choose to do this, two tasks on a conjured creature.
however, you must add 4 to the DC of Whatever your first offer is, if it is
the Truespeak check to create a accepted by the creature you may
calling diagram, if indeed you immediately impose a second task of
attempt to create one. equal difficulty on it. The two tasks
cannot contradict each other, but the
At 9th level, you may instead
creature must complete both of them
summon a being with 2 HD more
before it is released from your
than your normal maximum, but you
service. In order to activate this
instead must add 10 to the DC of the
effect, you must create a calling
Truespeak check.
diagram with your word warding
Imposing Visage (Ex): Beginning at class feature, and increase the DC of
6th level, your calling diagram allows the Truespeak check to create it by 8.
you to appear much more

The Gospelblade
The forces of utmost good in the cosmos will always have a need for champions to
fight back the hordes of darkness. Where truenaming is concerned, this is no
different. Gospelblades are an elite force of paladins charged with protecting the
knowledge of the true language from falling into evil hands.

Requirements: To become a gospelblade, you must fulfill all of the following


requirements.
Alignment: Lawful Good
Base Attack Bonus: +5
Skills: Knowledge (religion) 8 ranks, Truespeak 4 ranks
Special: Smite Evil 2/day and Turn Undead class features

Hit Die: d10.


Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 1 + Wis + Cha modifier.
Class Skills: The gospelblade’s class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal
(Wis), Knowledge (religion), Profession (Wis), Ride (Dex), Sense Motive (Wis),
Speak Language (n/a), and Truespeak (Int).

Table 10: The Gospelblade

Level BAB Fort Ref Will Special Utter Incant Recit

1st +1 +2 +0 +2 Righteous speaker, truenaming 1 1 1


2nd +2 +3 +0 +3 Profane research, smite evil +1/day 2 1 1
3rd +3 +3 +1 +3 Known personal truename 3 2 1
4th +4 +4 +1 +4 2nd level truenaming 4 2 2
5th +5 +4 +1 +4 Verbose smite 5 3 2
6th +6 +5 +2 +5 Smite evil +2/day 6 3 2
7th +7 +5 +2 +5 3rd level truenaming 7 4 3
8th +8 +6 +2 +6 Divine cadence 8 4 3
9th +9 +6 +3 +6 Battle cadence 9 5 3
4th level truenaming, smite evil
10th +10 +7 +3 +7 10 5 4
+3/day

Class Features To begin with, you may only select


1st level truename effects. At your
All of the following are class features
4th, 7th, and 10th class levels, you
of the gospelblade.
may begin to select from the next
Weapon and Armor Proficiencies: level of truename effects.
The gospelblade gains no additional
Profane Research (Su): Your
weapon or armor proficiencies.
truename efforts are aided by the
Righteous Speaker: You add your Lawful Good Powers That Be.
gospelblade and paladin levels to Beginning at 2nd level, you may use
determine your effective truenamer Knowledge (religion) to research the
level for the vocalizations gained truename of any evil being, instead of
through this class, as well as the using the appropriate Knowledge
damage your Smite Evil attacks deal. skill for their creature type. In
A paladin may multiclass freely addition, you gain a divine bonus on
between his base class and this these research checks equal to 1/2
prestige class, although he may be your class level.
subject to XP penalties, as normal.
Smite Evil: At 2nd level, you gain an
Truenaming: You can use additional daily use of your Smite
truenaming. At every class level, you Evil attack. You gain another daily
learn additional truename effects, as use at your 6th and 10th class levels.
shown on Table: The Gospelblade.
Known Personal Truename (Ex): At
Your truenamer level for your
3rd level, you learn your truename
truename effects is equal to your
through divine insight. As such, you
class level.
have a +4 bonus on Truespeak checks action to grant yourself a divine
made to use truename effects on bonus to a single Truespeak check
yourself, as shown in Table 1.1: equal to your class level.
Name Modifiers to Truespeak DCs. Battle Cadence (Ex): Beginning at
Verbose Smite (Su): Beginning at 5th 9th level, you may begin or change a
level, whenever you succeed on a recitation as a swift action by
Smite Evil attack against an evil increasing the DC to speak it by 2.
creature, you may use one utterance Ex-Gospelblades: A gospelblade
as a swift action against the same follows the same code of conduct as a
target. You gain a Truespeak bonus paladin. If he performs any action
on the Truespeak check required to that would cause a paladin to lose
use this utterance equal to 1/2 your their supernatural abilities, he loses
class level, and your absolute limit access to his supernatural and
for this one utterance is increased by truenaming class features as well.
an amount equal to your class level. He may atone for this in the same
Divine Cadence (Su): Beginning at manner as he would to regain his
8th level, you can expend a use of paladin abilities.
your Turn Undead ability as a free

The Hidden Word


Hidden words specialize in staying unnoticed while using their vocalizations and
combining some vocalizations for effective attacks. They utilize truenaming to
enhance their natural stealth and guile. Hidden words are commonly found as
well-learned assassins.

Requirements: To become a hidden word, you must fulfill all of the following
requirements.
Base Attack Bonus: +3
Feats: Weapon Finesse
Skills: Truespeak 8 ranks, Hide 4 ranks, Move Silently 4 ranks
Truenaming: Must be able to speak 2nd level vocalizations
Special: Sneak attack +2d6 or skirmish +1d6/+1 AC

Hit Die: d6.


Skill Points at Each Additional Level: 4 + Int modifier.
Absolute Limit Increase at Each Level: 3 + Dex modifier.
Class Skills: The hidden word’s class skills (and the key ability for each skill) are:
Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Forgery (Int), Hide
(Dex), Knowledge (all) (Int), Move Silently (Dex), Sense Motive (Wis), Speak
Language (n/a), Truespeak (Int), and Tumble (Dex).
Table 8: The Hidden Word

Level BAB Fort Ref Will Special Truenaming

1st +0 +0 +2 +2 Subvocalization –
+1 level of existing truenaming
2nd +1 +0 +3 +3 –
class
+1 level of existing truenaming
3rd +2 +1 +3 +3 Sneak attack +1d6
class
+1 level of existing truenaming
4th +3 +1 +4 +4 Irresistible strike +2
class
+1 level of existing truenaming
5th +3 +1 +4 +4 Recitation of silence
class
+1 level of existing truenaming
6th +4 +2 +5 +5 Sneak attack +2d6
class
+1 level of existing truenaming
7th +5 +2 +5 +5 Fade into silence
class
+1 level of existing truenaming
8th +6 +2 +6 +6 Irresistible strike +4
class
+1 level of existing truenaming
9th +6 +3 +6 +6 Sneak attack +3d6
class
10th +7 +3 +7 +7 Subvocalization (complete) –

Class Features These levels stack with your previous


levels to determine your truenamer
All of the following are class features
level.
of the hidden word prestige class.
Sneak Attack: At 3rd, 6th, and 9th
Weapon and Armor Proficiencies:
levels, your sneak attack damage
The hidden word gains no additional
increases by 1d6.
weapon or armor proficiencies.
Alternatively, if you used skirmish to
Subvocalization: When using
qualify for this prestige class, you
truespeech, you have learned how
instead enhance that ability instead
subvocalize the words. While your
of sneak attack. If taking this option,
mouth can be seen moving, anyone
your skirmish continues to improve.
more than 10ft. away from you must
At levels 3, 6, and 9, you gain an
succeed on a DC 20 Listen check to
additional boost to your skirmish,
hear you.
alternating between +1d6 to damage
Beginning at level 10, you no longer and +1 to AC.
make any noise at all when
Irresistible Strike (Ex): Beginning at
truespeaking, and can thus speak
level 4, whenever you do precision
even in an area of silence.
damage to an enemy, you also tear a
Truenaming: At every level except small hole in their True Form,
1st and 7th, you learn additional rendering them more easily affected
vocalizations as if you had gained a by Truespeech. You gain a +2 bonus
level in any one truenaming class to Truespeak checks to target that
you have previously gained levels in. foe with a vocalization. The bonus to
Truespeak checks increases to +4 at another one of an appropriate level
level 8. You may not gain this bonus for you.
against the same foe more than once. If you cannot use recitations, you
This bonus lasts for 1 hour, or until gain no benefit from this ability.
the damage you dealt is healed,
whichever comes first. Fade into Silence (Ex): At 7th level,
you may make a Hide check in any
Recitation of Silence: At 5th level, silence effect, even while observed.
you learn The Recitation of Silence
as a bonus recitation. If you already
know this recitation, you may select

The Rhyme Witch


Rhyme witches interlace arcane words of power with truenaming to create deadly
verses of arcane might.

Requirements: To become a rhyme witch, you must fulfill all of the following
requirements.
Skills: Knowledge (arcana) 13 ranks, Perform (oratory) 8 ranks, Truespeak 8
ranks
Feats: Improved Counterspelling
Spellcasting: Able to prepare and cast at least one power word spell
Special: Confident Speaker class feature

Hit Die: d4.


Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 3 + Int modifier.
Class Skills: The rhyme witch's class skills (and the key ability for each skill) are
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha),
Gather Information (Cha), Knowledge (all) (Int), Perform (oratory), Speak
Language (n/a), Spellcraft (Int), and Truespeak (Int).

Class Features truenaming to unlock the power


contained in rhymes. She adds her
All of the following are class features
truenamer level to her caster level
of the rhyme witch.
for any one arcane spellcasting class,
Weapon and Armor Proficiencies: and conversely her highest arcane
The rhyme witch gains no additional caster level to her truenamer level.
weapon or armor proficiencies. Her effective truenamer level can
Arcane Verse (Ex): A rhyme witch never exceed her character level in
blends arcane words of power with this way.
Table 13: The Rhyme Witch

Level BAB Fort Ref Will Special Truenaming Spellcasting

+1 level of existing +1 level of existing arcane


1st +0 +0 +0 +2 Arcane verse
truenaming class spellcasting class
+1 level of existing arcane
2nd +1 +0 +0 +3 Counter rhyming –
spellcasting class
Honeyed words +1 level of existing +1 level of existing arcane
3rd +1 +1 +1 +3
2/day truenaming class spellcasting class
+1 level of existing arcane
4th +2 +1 +1 +4 Couplet –
spellcasting class
+1 level of existing
5th +2 +1 +1 +4 Eldritch voice –
truenaming class
Honeyed words +1 level of existing arcane
6th +3 +2 +2 +5 –
4/day spellcasting class
+1 level of existing +1 level of existing arcane
7th +3 +2 +2 +5 Rhymes of power
truenaming class spellcasting class
+1 level of existing arcane
8th +4 +2 +2 +6 Triplet –
spellcasting class
Honeyed words +1 level of existing +1 level of existing arcane
9th +4 +3 +3 +6
6/day truenaming class spellcasting class
10th +5 +3 +3 +7 Absolute power – –

Furthermore, the rhyme witch may additional vocalizations as if you had


combine her glossary and spell book. gained a level in any one truenaming
If this combined book is ever lost or class you have previously gained
stolen, the rhyme witch may levels in. These levels stack with
reproduce it exactly as a lexeme your previous levels to determine
reproduces her glossary. your truenamer level.
Spellcasting: At every new rhyme Counter Rhyme (Ex): At 2nd level,
witch level except 5th and 10th, you the rhyme witch masters the
gain new spells per day as if you had disruptive power of arcane rhymes.
also gained a level in an arcane When she readies an action to
spellcasting class you belonged to counter another caster's spell, she
before adding the prestige class. You may substitute a Truespeak check for
do not, however, gain any other the Spellcraft check she would
benefit a character of that class normally make. Unlike
would have gained, except for an counterspelling, speaking a counter
increased effective level of rhyme does not require casting a
spellcasting. If you had more than spell, only making a successful
one arcane spellcasting class before truespeak check. She may use this
becoming a rhyme witch, you must ability a number of times per day
decide to which class you add the equal to her Intelligence modifier.
new level for purposes of determining Honeyed Words (Ex): Beginning at
spells per day. 3rd level, the rhyme witch unlocks a
Truenaming: At 1st level and every further understanding of how the
two levels thereafter, you learn sounds of words affect others. Twice
per day she may make a Truespeak amplify her truespeach through
check in place of a Bluff, Diplomacy, arcane rhyming. A number of times
or Intimidate skill check. She may per day equal to her Intelligence
use this ability four times per day at modifier, she may sacrifice a
6th level and six times per day at 9th memorized arcane spell as a swift
level. action to give herself a bonus on a
single Truespeak check equal to the
Couplet (Ex): As she grows in power,
sacrificed spell's spell level.
the rhyme witch learns how to couple
words of power together with Triplet (Ex): At 8th level, the
truespeach to weave poems of death. blending of arcane power and
Beginning at 4th level, when she truespeach becomes even stronger.
uses her confident speaker ability When the rhyme witch uses her
and spends a full round action to confident speaker ability and spends
speak a vocalization, she may a standard action on a truespeak
simultaneously cast any power word attempt, she may simultaneously
spell she has prepared as a swift cast any power word spell she has
action (as if it had been modified by prepared as a swift action (as if it
the Quicken Spell metamagic feat, had been modified by the Quicken
but without an increase in the spell Spell metamagic feat, but without an
level). increase in the spell level).
Eldritch Voice (Ex): Beginning at 5th Absolute Power (Ex): At 10th level,
level, whenever a rhyme witch casts the rhyme witch unlocks the ultimate
a power word spell she has prepared, connection between truespeak and
the range of it is doubled as if by the words of power. She may add her
Enlarge Spell metamagic feat, but absolute limit to the hp limit of all of
without an increase in the spell level. her power word spells, increasing all
hp thresholds accordingly.
Rhymes of Power (Ex): At 7th level,
the rhyme witch learns a new way to

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)
Languages: Must 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).

Table 7: The Sinspeaker

Level BAB Fort Ref Will Special Truenaming

1st +0 +0 +0 +2 Deadly tongue, empowered speech –


+1 level of existing truenaming
2nd +1 +0 +0 +3 Profane speech +1
class
+1 level of existing truenaming
3rd +1 +1 +1 +3 Lure of evil
class
+1 level of existing truenaming
4th +2 +1 +1 +4 Profane speech +2
class
+1 level of existing truenaming
5th +2 +1 +1 +4 Deep corruption
class
+1 level of existing truenaming
6th +3 +2 +2 +5 Profane speech +3
class
+1 level of existing truenaming
7th +3 +2 +2 +5 Irresistible dread
class
+1 level of existing truenaming
8th +4 +2 +2 +6 Profane speech +4
class
+1 level of existing truenaming
9th +4 +3 +3 +6 Insidious power
class
Master of the darkness, profane +1 level of existing truenaming
10th +5 +3 +3 +7
speech +5 class

Class Features that would deal you Charisma or


Constitution damage, you may
All of the following are class features
attempt a Truespeak check to avoid
of the sinspeaker.
the damage. The DC of the check is
Weapon and Armor Proficiencies: A equal to 20 + twice the amount of
sinspeaker gains no additional ability damage that would normally
weapon or armor proficiencies. be dealt to you by using the Dark
Deadly tongue (Ex): After long Speech.
practice, ruinous words come easily Profane Speech (Ex): Beginning at
to your tongue. You may activate any 2nd level, the intricacies of the Dark
of your Dark Speech effects as a Language strengthen the words of
move action instead of a standard power of the true language.
action. Whenever you speak a vocalization in
Empowered Speech (Ex): Whenever the same round that you use a facet
you use a facet of the Dark Speech of the Dark Speech, you gain a +1
profane bonus on your Truespeak the most resistant of hearts. You add
check made to use the vocalization. your Profane Speech bonus as a
This bonus increases by +1 every two profane bonus to the DC to resist the
levels after 2nd. dread facet of your Dark Speech. The
DC of the Truespeak check made to
Truenaming: At every level except
use your Empowered Speech class
1st, you learn additional
feature for this use of your Dark
vocalizations as if you had gained a
Speech is increased by twice the
level in any one truenaming class
bonus you apply to this ability.
you have previously gained levels in.
These levels stack with your previous Insidious Power (Ex): Beginning at
levels to determine your truenamer 9th level, you may use the power
level. facet of your Dark Speech as a move
action immediately before you use a
Lure of Evil (Ex): Beginning at 3rd
vocalization to gain an additional
level, your dark power infects your
effect. You apply the caster level
honest truenaming. Whenever you
bonus as a +2 bonus to your
use an utterance against a good-
aligned being, you add your class
truenamer level instead. The main
benefit of this is that it allows you to
level to your absolute limit.
augment the DC of the vocalization
Deep Corruption (Ex): Beginning at by 2 additional points than you
5th level, whenever you use the would normally be able to augment it
corruption facet of your Dark Speech, by. This is a unique ability, and does
you can combine it with the reversed not confer the ability to increase the
version of the harden the metal DC of your vocalizations beyond the
incantation. You must know the normal limit at ANY other time. If
harden the metal incantation to use you use this ability, you do not gain
this ability. By combining the two any benefit from the use of the power
into a single vocalization, you reduce facet of your Dark Speech made in
the hardness of the object chosen by the first move action.
3/4. To gain this benefit you must
Master of the Darkness (Ex): At 10th
augment the DC of harden the metal
level, your irresistible words
as much as you can, although you do
command the loyalty of the minions
not gain the normal benefit of it. You
of evil. Whenever you use the dark
must succeed on the Truespeak check
to use harden the metal for this unity facet of your Dark Speech, you
treat the Hivemind created as if it
ability to work. Otherwise, this
were dominated by you instead of
ability works exactly like the
under the effect of a suggestion. This
corruption facet of your Dark Speech,
effect lasts for a number of rounds
except for the increased reduction in
equal to a Truespeak check made by
hardness.
you, at which point the Hivemind
Irresistible Dread (Ex): Beginning at disbands. You may only have one
7th level, you can speak words of Hivemind dominated in this fashion
darkness that worm their way into at a time.
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).

Table 6: 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

Class Features • You must know the utterance or


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

The Truesinger
Many an adventurer has claimed to be a master of music, but few of these so-
called “bards” realize what it is that they manipulate when they play their
magical songs. In reality, these performers tap unknowingly into the most
ancient and powerful source of power in the cosmos: the original language, the
language of truespeach. By channeling a fraction of the power of truespeach into
their music, bards achieve powerful results. Some, however, master the art of
music and also delve into the secrets of truenaming. These self-styled truesingers
combine the lyrical medium of music with the words of power and syllables of
devastation that make up the one true language.

Requirements: To become a truesinger, you must fulfill all of the following


requirements.
Utterances: Able to speak 2nd level vocalizations
Special: Bardic music class feature
Skills: Truespeak 6 ranks, Perform (sing) 5 ranks
Hit Die: d6.
Skill Points at Each Additional Level: 6 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Cha modifier
Class Skills: The truesinger’s class skills (and the key ability for each skill) are
Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy
(Cha), Escape Artist (Dex), Gather Information (Cha), Knowledge (all skills,
taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride
(Dex), Speak Language (n/a), Spellcraft (Int), Truespeak (Int), and Use Magic
Device (Cha).

Table 9: The Truesinger

Level
BAB Fort Ref Will Special Truenaming

+1 level of existing truenaming


1st +0 +0 +2 +2 Bardic music, fluid tongue
class
+1 level of existing truenaming
2nd +1 +0 +3 +3 Irresistible incantation +1
class
+1 level of existing truenaming
3rd +2 +1 +3 +3 Truesing 2/day
class
+1 level of existing truenaming
4th +3 +1 +4 +4 Bonus recitation feat
class
5th +3 +1 +4 +4 Lingering lyrics –
+1 level of existing truenaming
6th +4 +2 +5 +5 Irresistible incantation +2
class
+1 level of existing truenaming
7th +5 +2 +5 +5 –
class
+1 level of existing truenaming
8th +6/+1 +2 +6 +6 Shared recitation
class
+1 level of existing truenaming
9th +6/+1 +3 +6 +6 Truesing 4/day
class
+1 level of existing truenaming
10th +7/+2 +3 +7 +7 Irresistible incantation +3
class
+1 level of existing truenaming
11th +8/+3 +3 +7 +7 Garbling melody
class
+1 level of existing truenaming
12th +9/+4 +4 +8 +8 Bonus recitation feat
class
+1 level of existing truenaming
13th +9/+4 +4 +8 +8 Deafening speech
class
+1 level of existing truenaming
14th +10/+5 +4 +9 +9 Irresistible incantation +4
class
Truesing 6/day, voice of
15th +11/+6/+1 +5 +9 +9 –
the world
Class Features By expending a use of bardic music
as a move action, the truesinger may
All of the following are class features
create an ongoing effect that he must
of the truesinger.
maintain with concentration. While
Weapon and Armor Proficiencies: under this effect, his absolute limit
The truesinger does not gain any increases by 2, and the Truespeak
additional weapon or armor DC to use all of his vocalizations is
proficiencies. reduced by 1. Otherwise, this ability
Truenaming: At every level except follows all the normal rules for bardic
5th and 15th, you learn additional music. This does not allow him to
vocalizations as if you had gained a augment a vocalization beyond what
level in any one truenaming class it could normally be augmented to.
you have previously gained levels in. As the truesinger advances, this
These levels stack with your previous ability improves. Every 4 levels after
levels to determine your truenamer 2nd, his absolute limit increases by
level. an additional 2 points and his
Bardic Music: A truesinger continues Truespeak DCs are reduced by 1
to practice his magical melodies. His again.
truesinger levels stack with his bard Truesing (Su): At 3rd level, the
levels to determine how many times truesinger learns the bread and
per day he may use his bardic music butter of his trade, combining music
abilities. These levels also stack to and melody with his implacable
determine save DCs of his bardic lexicon. Twice per day, he may apply
music where applicable. He does not his Charisma modifier to a
gain new bardic music abilities that Truespeak check. Alternatively, he
he would gain from the bard base may make a Perform (sing) check in
class. place of a Truespeak check, and add
Fluid Tongue (Su): Truesingers his Intelligence modifier to the roll.
combine the fluidity of music with He may use this ability 4 times per
the powerful language of truespeak. day at 9th level, and 6 times per day
While using his bardic music, a at 15th level.
truesinger may still use vocalizations This does indeed mean that he can
as normal, even if it normally use a regular skill (Perform) to cause
requires concentration. This does not the same effects that a Truespeak
allow him to maintain concentration check would normally have. This also
on more than one effect at the same means that the Perform check can be
time unless he already possesses augmented in many ways that a
such ability, but it does allow him to Truespeak check cannot be, as
use vocalizations that do not require described at the beginning of this
concentration while concentrating on document.
a bardic music effect.
Bonus Feat: At 4th level, and again
Irresistible Incantation (Su): By at 12th level, the truesinger may
combining melody with language, the select any Truename feat for which
truesinger can create an irresistible he qualifies.
incantation that draws in even the
Lingering Lyrics (Su): At 5th level,
most stalwart foes. This bardic music
the truesinger can leave his magical
ability makes his truenaming easier.
lyrics enduring in the air. This bardic he may use an immediate action and
music ability lengthens his a use of bardic music to cause an
utterances. utterance or incantation used within
60 feet of him to be reversed, if
To use this ability, the truesinger
applicable, without changing the
must expend as use of bardic music
target.
as part of speaking an utterance with
an original duration of 5 rounds. The The DC of this utterance or
duration of the utterance changes to incantation remains augmented to
a duration of concentration. So long the same level that was originally
as the truesinger maintains augmented to. The truesinger may
concentration, his syllables of power decide how to divvy up the
endure as well. To use this ability, augmentation to the utterance or
the truesinger must have at least 13 incantation if there are multiple
ranks in Perform (sing). Otherwise, augmentation options.
this ability follows all of the rules Deafening Speech (Su): At 13th level,
that a normal bardic music ability the truesinger can combine his
does. utterances with devastating sonic
Shared Recitation (Su): At 8th level, power. By expending a use of bardic
the truesinger can use his musical music as a swift action as he delivers
prowess to share his personal an utterance, the truesinger may
recitations with his allies. By deal 10d6 sonic damage to the target.
expending a use of bardic music as a The target receives no save to avoid
move action, he may grant all willing the damage, but the Truespeak DC to
allies within 60 feet who can hear deliver the utterance is augmented
him the benefit of a recitation that he by 2. This counts against the
uses in the same round. This shared augmentations the truesinger can
recitation lasts for up to 1 apply to the utterance.
round/truenamer level, but requires Voice of the World (Ex): At 15th
concentration to maintain in addition level, the truesinger has finally
to maintaining the recitation for broken away from the arcana
himself. associated with his universal music.
Garbling Melody (Su): At 11th level, His bardic music becomes
the truesinger can leave his foes in extraordinary in nature as it taps
utter confusion as they try to use into the fundamental language of
language against him. While truespeech.
maintaining any bardic music effect,

The Word Warrior


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: +4
Skills: Truespeak 8 ranks
Truenaming: Able to speak 2nd level truename effects
Weapon and Armor 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 5: 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 you have previously gained levels in.


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

Racial substitution levels


Illumian Truenamer
As a physical embodiment of language, illumians who turn to the original
language of Truespeak become its greatest champions.

Requirements: To take an illumian truenamer substitution level, a character


must be an illumian about to take her 5th, 10th, or 15th level of truenamer.

Hit Die: d6.


Absolute Limit Increase at Each Level: 2 + Cha modifier.
Skill Points at Each Level: 4 + Int modifier.
Class Skills: Illumian Truenamer substitution levels have the class skills of the
standard truenamer class.

Table 16: The Illumian Truenamer

Level BAB Fort Ref Will Special Utter Incant Recit

5th +2 +1 +1 +4 True sigils 6 4 1


Natural linguist, 4th level
10th +5 +3 +3 +7 11 6 3
truenaming
15th +7/+2 +5 +5 +9 The last word 16 9 5

Class Features the sigil. The DC to speak a sigil is


equal to 10 + the illumian
All of the following are class features
truenamer’s character level. If the
of the illumian truenamer’s racial
Truespeak check fails, the use for the
substitution levels.
day is not expended, but the illumian
True Sigils (Ex): An illumian truenamer loses the move action she
truenamer of 5th level can transform used to activate it. She may attempt
the sigils that surround her into the vocalization again as another
Truespeak. Once per day per sigil, move action. The benefit of the sigils
she may speak aloud the name of the are as follows:
sigil in Truespeak as a move action
and cause a special effect based on
Aesh: Any ally who can hear the Vaul: All morale bonuses affecting
illumian truenamer gains a +2 racial allies that can hear the illumian
bonus to Strength for 5 rounds. truenamer are increased by +1 for 5
rounds.
Hoon: Any ally who can hear the
illumian truenamer gains This ability replaces the standard
regeneration 1 for 5 rounds. No type feat gained at 5th level.
of damage deals lethal damage to a Natural Linguist (Ex): At 10th level,
being under this effect. An ally who an illumian truenamer has become a
holds a severed body part to the manifestation of the language of
stump during this entire period has Truespeak. She gains a +2 racial
it reattach at the end of the effect. bonus to Truespeak checks.
Krau: The illumian may apply any This ability replaces the standard
metamagic effect with a +2 or lower feat gained at 10th level.
spell adjustment level to any one
spell cast by a being she can see The Last Word (Ex): At 15th level, an
within the next 5 rounds as an illumian truenamer lives on in her
immediate action. This does not Final Utterance racial ability. So
increase the actual spell level. long as she is not in a silence effect,
an illumian truenamer may speak a
Naen: All allies who can hear the single vocalization every round after
illumian truenamer can make use of she dies for 1 round per Hit Die. She
each others’ skill ranks in any skill may not target herself with any
that has Intelligence as the key vocalization, nor can her voice move
ability for 5 rounds as if they had from where she died. For this
invested those ranks themselves. purpose, she is treated as having the
That is, each ally is treated as having same senses (for line of sight) in
as many ranks in any Intelligence- death that she had in life. After this
based skill as the ally that has the effect ends, the illumian truenamer
most. This effect does not allow the truly dies. Because the ultimate price
allies to qualify for any kind of feat, has already been paid, an illumian
prestige class, or similar objective. truenamer may not make use of the
Uur: Any ally who can hear the Syllable of Death utterance while in
illumian truenamer is treated as if this state.
they were under a freedom of This ability replaces the standard
movement effect for 5 rounds. feat gained at 15th level.
New magic items
it, emptying the page again. Stored
Activating Truespeak Items writing can be recalled with a similar
Magic items which interact with naming, and up to ten different sets
truenaming usually require their of contents can be stored at once.
own truename to be spoken to The true value, however, lies in its
activate. The DC for such a check is ability to discover truenames. By
given in the item description, and is speaking the parchment's truename
usually equal to 15 + the caster level while someone has written their
of the item. signature on the sheet, the
parchment instead permanently uses
Wondrous Items up one of its interior sheets to
translate the name into its truename
Parchment That Remembers which replaces it on the page.
Price: 12,000 gp
Finally, if anyone should spill blood
Body Slot: – (held) on the parchment, it quickly drinks
Caster Level: 7th the moisture up, and fills one of its
interior sheets with the liquid, which
Aura: Moderate divination can be released at a later time just
Activation: Move (Truespeak DC 22) like writing. Although this can be
used merely as proof of a blood pact,
Weight: – it is also valuable for a truenamer
This sheet of parchment is incredibly who wants a bit more power. The
dry, and seems to leech moisture out parchment can then be used as a
of anything that touches it– water, focus for utterances on the target,
skin, even blood... lowering their absolute limit by 5.
The truenamer must be holding the
Parchment that remembers is a
parchment when vocalizing the
valuable aid for a truenamer hoping
utterance in order to gain this
to gain control over someone.
benefit.
Although it seems like a simple
blank sheet, speaking the Prerequisites: Craft Wondrous Item,
parchments truename causes the locate creature, tongues. Cost to
parchment to absorb any writing on Create: 6,000 gp, 480 XP, 12 days
New monsters
Echo Wing
“Kind words can be short & easy to speak, but their echoes are truly endless.”
-Mother Theresa

Tiny Magical Beast


Hit Dice: 2d10+4 (15 hp)
Initiative: +6
Speed: 10’ (2 squares), Fly 60’ (12 squares,
average maneuverability)
Armor Class: 18 (+2 size, +6 Dex); touch 18; flat-
footed 12
Base Attack: +2
Grapple: -9
Attack: Talon +1 melee (1d3-3)
Full Attack: 2 Talons +1 melee (1d3-3)
Space/Reach: 2½’/0’
Special Attacks: Screech of Silence
Special Qualities: Echo, Magical Beast traits, Skills
Saves: Fort +5, Ref +9, Will +1
Abilities: Str 4 (-3), Dex 22 (+6), Con 15 (+2),
Int 4 (-3), Wis 12 (+1), Cha 7 (-2)
Skills: Hide +9, Listen +6, Truespeak +4
Feats: Alertness
Environment: warm forests
Organization: solitary, pair, or flock (3-12)
Challenge Rating: 2
Treasure: N/A
Alignment: always Neutral
Advancement: 3HD (Tiny), 4-5HD (Small)
Level Adjustment: N/A

Seemingly from out of nowhere, a majestic bird appears, spreading its wings
wide, as if in warding. Its plumage is an electric blue, with thick tail & a tall
feathered crest. The avian creature takes a deep breath, as if to speak.
Dwelling deep in the wild jungles of Screech of Silence (Su): Once per
the world, there is an avian creature hour, an Echo Wing can emit an ear-
that hunts with magical power. splitting shriek; all creatures within
Waiting patiently for its prey, it 30’ must make a successful Fortitude
perches silently. When its quarry is save (DC13) or be deafened &
finally spotted (or more likely, rendered mute for 1 hour; the save
heard), the bird lets out a piercing DC is Constitution-based; creatures
screech. The victim is deafened by that are rendered mute are unable to
the scream, & so it cannot hear the speak; an Echo Wing is immune to
rush of wings closing in… Screech of Silence, whether from
itself or other Echo Wings
The bird in question is known as an
Echo Wing, & it is said to possess Echo (Su): An Echo Wing can repeat
some interesting properties. Stories any Truespeech uttered nearby,
tell of its ability to repeat turning it back on the speaker;
vocalizations of Truespeech, anytime an Echo Wing makes a
reflecting their effects back at the successful Listen check to hear a
speaker. No one knows for sure vocalization of Truespeech, it can
where such a bird came from or how repeat the vocalization, targeting the
it got its peculiar abilities, but original speaker; since an Echo Wing
scholars & researchers the world does not usually know the original
over are willing to pay dearly for a speaker’s Truename or Given Name,
live specimen for their research into it will use a Nickname instead, &
the nature & properties of thus any Truespeak check for an
Truespeech. echoed utterance takes a -2 penalty;
an Echo Wing will not echo any
Echo Wings are usually about 1½’
Truespeech from another Echo Wing.
long, with a wingspan of
approximately 5’, & weigh around 4-7 Skills: An Echo Wing has a +4 racial
pounds. They understand some bonus on Listen checks & Truespeak
Common, but they cannot speak a checks.
word unless trained to do so. They Monster Lore
cannot understand Truespeech,
despite their ability to repeat it. Characters that have ranks in
Knowledge (Arcana) can learn more
Combat about Echo Wings. When a character
Echo Wings are very territorial, & makes a successful skill check, the
will defend its domain quite fiercely. following lore is revealed, including
While it will not often fight to the the information from lower DC’s.
death (except to protect its young),
Echo Wings are not shy of combat. DC11: “There exists a rare bird that
They will often begin a battle by can stun its prey with a deafening
employing its Screech of Silence to scream.” A character making this
deafen its foes, & then use its check recalls all Magical Beast traits.
Initiative advantage to either attack DC16: “This bird is called an Echo
with its talons or flee. They will also Wing, & it is so named because of its
echo any Truespeech that it hears ability to repeat back anything that
back at the speaker. is spoken near it.” A character
making this check knows the DC26: “They often hunt by hiding in
workings of the Screech of Silence wait for victims, then ambushing
ability. them with its shriek, but they can be
goaded into coming out into the open
DC21: “It’s echoing talents are
if its territory is invaded.”A character
especially troublesome to those who
making this check is familiar with
use Truespeech, as the bird can echo
where to find living specimens in the
vocalizations, turning them back on
wild.
the speaker.” A character making
this check remembers the mechanics
of the Echo ability.

Ink Golem
Small Construct
Hit Dice: 8d10+10 (49 hp)
Speed: 40ft., swim 80ft. (dilution)
Initiative: +5
Armor Class: 16; touch 16 flat-footed 11 (+5 Dex,
+1 size)
Base Attack: +6
Grapple: +17
Attack: Tendril +10 melee (1d6+3)
Full-Attack: Two tendrils +10 melee (1d6+3)
Space/Reach: 5’/5’
Special Attacks: Absorb knowledge, constrict 2d6 plus absorb knowledge,
dilution, great grappler
Special Qualities: Body of knowledge, construct traits, immunity to truenaming
Saves: Fort +2 Ref +7 Will +2
Abilities: Str 16, Dex 20, Con –, Int –, Wis 11, Cha 1
Skills: –
Feats: –
Environment: Any
Organization: Solitary or shelf (5-8)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 9-10 HD (Small), 11-15 HD (Medium)
This golem is assembled from the ink knowledge ranks, either to make
of a multitude of books. Its creation skill checks or to use the golem to
destroys the tomes, leaving them assist them in making their own.
empty, while the accumulated Anyone using the golem like this
knowledge of them is contained in doesn't need access to a library to
the golem. It is a moving repository make Knowledge checks. For every
of knowledge, and while it is not Hit Die of advancement, the ink
incredibly dangerous it is a valuable golem gains a rank in a single
tool for anyone that values scholarly random Knowledge skill. The master
pursuits. of an ink golem can commune with
the creation as a ten-minute ritual,
Combat
which allows it to make use of the
Ink golems aren't much for fighting, Knowledge ranks as well as learn
being more of a knowledge assistant about any subjects the ink golem has
than a true combatant, but they can absorbed knowledge from since they
defend themselves. They usually last communed. The master can
begin by insinuating themselves similarly transfer knowledge into the
around weak opponents and draining ink golem so that it can later be
their thoughts, using their fast retrieved or alter information
movement to avoid attack. They currently contained in the golem. In
often try to escape when defeat this way an ink golem can also be
seems inevitable, and can use their used as a spellbook, glossary, or any
dilution ability to disappear into a similar spell preparation tool.
body of water. Although not sentient
If so desired, the creator of an ink
they act in clever ways, probably as a
golem can choose to create a
result of the knowledge stored in
command word that will allow
them.
anyone, not just the master of the
Absorb Knowledge (Su): Ink golems golem, to commune with it and use
possess the supernatural power to these abilities. This is typically the
draw knowledge out of living closest thing an ink golem has to a
creatures. Whenever it is deals truename, and requires a DC 20
constrict damage, the target takes 1 Truespeak check to say properly. It
point of Int damage, and the ink can be researched in the same way as
golem restores 5 hit points. In a normal truename, and has the
addition, the creature becomes added benefit of pacifying a hostile
known to the golem, giving it ink golem.
intimate information about the
Dilution (Ex): As an accumulated
subject.
mass of liquid, an ink golem is
Body of Knowledge (Ex): An ink capable of dissolving itself in water.
golem is composed of a mass of Whenever it comes in contact with a
writings, usually on virtually any body of water of Colossal size or
subject. It contains within it by larger, it is able to merge its form
default 1 rank in every Knowledge with the liquid. While diluted, it can
skill. Since it is not sentient, it move its attention 80ft. per round,
cannot actually make Knowledge and has a limited sense of what is
checks, but anyone who commands occurring in the body of water within
the golem can make use of these 80ft. of its center of attention. It can
automatically locate and pinpoint easily ensnare even larger
anything touching the water within opponents. They ignore all size
this radius. While diluted the ink modifiers in a grapple, and have a +8
golem can take no actions other than racial bonus on grapple checks.
to move its center of attention Construction
throughout the body of water or to
exit it. However, it cannot be harmed Ink golems must be assembled from
in any way unless the body of water at least 400 lb of books, usually
itself is affected by a phase change. covering a wide variety of subjects.
Evaporating the water automatically More than one library has simply
reassembles the golem, while been converted into an ink golem for
freezing the water traps it in the ice transport, especially since they can
unable to move its attention and also be deconstructed by the original
removing its sensory abilities. creator as a four day process
Joining with a body of water or involving the original books.
reassembling itself is a free action, Creating an ink golem removes all
although it cannot be performed in the ink from the books, leaving them
the middle of a move action (for completely blank although word-
example, if an ink golem moves based magical traps such as
twenty feet to enter a lake and explosive runes or a sepia snake sigil
dilutes, that ends its current move remain untriggered in the books.
action). Assembling the body requires a DC
Immunity to Truenaming (Ex): An 20 Truespeak check.
ink golem is immune to all Craft Construct, truenaming class
utterances. It does not have a feature, limited wish, caster must
truename in the traditional sense, as have at least 11 ranks in Truespeak;
it is composed of a multitude of other Price 80,000 gp; Cost 40,000 gp +
words and names. 3,200 XP
Great Grappler (Ex): Ink golems
have a malleable shape and can

Word Archon
Medium Outsider (Archon, Extraplanar, Lawful, Good)
Hit Dice: 10d8+60 (110)
Speed: 60ft. (6 squares) (+30ft.
truespeak), fly 80ft. (good)
Initiative: +1
Armor Class: 24; touch 14; flat-footed 26 (+1
Dex, +6 natural, +7 +2
breastplate, +3 deflection)
Base Attack: +10
Grapple : +16
Attack: +1 holy warhammer +17 melee
(1d8+10/x3 plus 2d6 holy)
Full-Attack: +1 holy warhammer +17/+12 melee (1d8+10/x3 plus 2d6 holy)
Space / reach: 5ft./5ft.
Special Attacks: Teleport, truenaming, word purge, verbose strike
Special Qualities: Aura of menace, damage reduction 10/evil, darkvision 60ft.,
immunity to electricity and petrification, magic circle against
evil, spell resistance 18, name resistance 5, tongues
Saves: Fort +13 (+17 against poison) Ref +8 Will +10
Abilities: Str 22, Dex 13, Con 23, Int 22, Wis 16, Cha 17
Skills: Concentration +19, Diplomacy +18, Gather Information +5,
Intimidate +16, Knowledge (arcana) +19, Knowledge
(geography) +19, Knowledge (local) +19, Knowledge (nature)
+19, Knowledge (the Planes) +19, Listen +16, Search +19,
Sense Motive +16, Spellcraft +21, Spot +16, Survival +3,
Truespeak +25
Feats: Devoted Truenamer (x2), Empower Utterance, Extend
Utterance
Absolute Limit: 50
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary or patrol group (2-5)
Challenge Rating: 11
Treasure: Standard
Alignment: Always lawful good
Advancement: by class
Favored Class: Truenamer
Level Adjustment: +8

Guardians of the sanctity of finds herself in trouble, a word


language, word archons hunt down archon will use one of her utterances
those who try to twist and pervert in conjunction with her verbose
the true language. strike ability, ending her recitation
in order to do so. She’ll then retreat
Combat
temporarily until she has one of her
Word archons always enter combat
recitations active again before
with their recitation of the harried
wading back into combat.
step active, having taken the
precaution of always maintaining it Morale
fully augmented. With this active, Word archons love to fight, as they
she is a bit more aggressive than are convinced they are purging the
normal, trusting to her augmented world of evil. They are particularly
speed and AC to protect her. If she eager to fight evil truenamers, as
they wish to “purify” the true Word Purge (Ex): If any evil being
language. They are not, however, attempts to use a vocalization within
suicidal and will retreat to fight the area of a word archon’s aura of
another day if they might die. menace (20ft.), they must
immediately make a Will save
Aura of Menace: Will DC 20 negates.
against a DC of 18. If they fail, the
Truenaming: A word archon can use vocalization has no effect, and
vocalizations as an 8th level furthermore the word archon may
truenamer. If a word archon takes instantly teleport to their side as if
levels in the truenamer class, she by the dimension door spell and
adds to her innate truenaming make an attack of opportunity
ability instead of the normal against them (if they have one
progression of truenaming. remaining).
Incantations Known – break the Verbose Strike (Ex): Whenever a
sword, harden the metal, move the word archon makes a full attack she
arrow, slick the surface, sharpen the may use a swift action (instead of a
blade move action) to use an utterance that
Recitations Known – recitation of the targets an enemy she strikes with
harried step (active), recitation of the one of the attacks in her full attack
puma’s grace pattern.

Utterances Known – phrase of speed, Word archons have a +4 racial bonus


phrase of vigor, syllable of affliction, to Truespeak checks.
syllable of lightning, word of battle,
word of combustion, word of defense

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