Smith

illumian truenamer

Description:

This character uses the improved truenamer class created by Kellus.

Name: Smith
  • Alignment: Chaotic Neutral
  • Age: 20
  • Size: Medium
  • Base Speed: 30’
  • Level 1
  • XP: 0
  • Race: Illumian
  • Class: Truenamer
  • Weapons: Medium Steel Short Sword (1d6, 19-20 crit range)
  • Armor: Padded Red Robe
Stats:
  • Strength: 7
  • Dexterity: 10
  • Constitution: 14
  • Intelligence: 20* (+2)
  • Wisdom: 11
  • Charisma: 17* (+2)
  • Absolute limit: 4 (2 + Cha mod)
  • *Racial Bonus/Penalty
  • Initiative: d20
  • Hit Points: 8
  • Armor Class: 11 (11 flatfooted, 10 touch, 10 base)
  • Base Attack Bonus: +0
  • Reflex Save: d20+0
  • Fort Save: d20+2
  • Will Save: d20+2
Skills:
  • Truespeak: 4 (Int)
  • Speak Language: 4 (n/a)
  • Knowledge: Arcana: 4 (Int)
  • Knowledge: History: 4 (Int)
  • Perform (Oratory): 4 (Cha)
  • Knowledge: The Planes: 4 (Int)
  • Knowledge: Religion: 4 (Int)
  • Knowledge: Dungeoneering: 4 (Int)
Feats:
  • Armor Proficiency: Light
  • Devoted Truenamer [Truename]
  • Benefit: You gain +1 bonus on Truespeak Checks.
  • Special: This feat can be taken multiple times

Utterances:

Syllable of Entropy (base DC 15, at will)
  • Duration: Instantaneous
  • Normal: The target takes 1d4 negative energy damage. If undead, they gain 1d4 temporary hp.
  • Reverse: The target gains 1d4 temporary hp. If undead, they take 1d4 positive energy damage.
  • Augmentation (normal): For every +1 modifier applied to the DC, effect grants 1 additional temporary hit point to an undead. For every +2 modifier applied to the DC in this way, the target takes 1d4 additional negative energy damage.
  • Augmentation (reverse): For every +1 modifier applied to the DC, effect grants 1 additional temporary hit point to a living being. For every +2 modifier applied to the DC in this way, an undead takes 1d4 additional positive energy damage.
  • Special: Temporary hit points granted by this utterance last for up to 1 hour or until lost. They do not stack with temporary hit points from any other source.
Word of Battle (base DC 13, at will)
  • Duration: 1 round
  • Normal: The target gains a +1 truespeak bonus on attack and damage rolls with melee weapons.
  • Reverse: The target takes a -1 truespeak penalty on attack and damage rolls with melee weapons.
  • Augmentation (normal): For every +2 modifier applied to the DC, you may extend the effect by 1 round, or improve the bonus granted by this utterance by +1.
  • Augmentation (reverse): For every +2 modifier applied to the DC, you may extend the effect by 1 round, or improve the penalty applied by this utterance by -1.

Incantations:

Move the Arrow (base DC 13, at will)
  • Duration: 1 round
  • Normal: While this effect lasts, you may use an immediate action to add a +2 competence bonus to a ranged weapon attack roll.
  • Reverse: You gain a +2 deflection bonus to AC against ranged weapons.
  • Augmentation (normal): For every +2 modifier applied to the DC, the competence bonus granted by this effect improves by +1. Alternatively, for every +4 modifier applied to the DC, the duration of the effect improves by 1 round.
  • Augmentation (reverse): For every +2 modifier applied to the DC, the bonus to AC granted by this effect improves by +1. Alternatively, for every +4 modifier applied to the DC, the duration of the effect improves by 1 round.
Slick the Surface (base DC 15, at will)
  • Duration: 5 rounds
  • Normal: A 10ft. by 10ft. space becomes covered with a slippery substance. Anybody who moves through the square must make a DC 10 Balance check or fall prone. Standing up requires another Balance check against the same DC.
  • Reverse: A 10ft. by 10ft. space becomes exceptionally sticky. Moving through this space consumes 10ft. of a creature’s speed for every 5ft. traversed. In addition, if a creature ends their turn on the surface, they must make a DC 10 Strength check or be unable to move off the space for 1 turn.
  • Augmentation (normal): For every +4 modifier applied to the DC, another 5ft. by 5ft. square adjacent to the original area is affected. Alternatively, for every +5 modifier applied to the DC, the duration improves by 1 round.
  • Augmentation (reverse): For every +4 modifier applied to the DC, another 5ft. by 5ft. square adjacent to the original area is affected. Alternatively, for every +5 modifier applied to the DC, the duration improves by 1 round.

Special:

Runes: You have glowing runes that circle your head. These runes shed a constant light equal to a candle. You can dim them as a minor action, which stops them from glowing and stops the skill bonus you get from them. Relighting them is a minor action. A character must make a DC 15 Arcana check to know what the Runes mean. An Illumian gains one Rune at level one and another at level two, for a maximum of two.
  • Naen (Mind): +1 to Intelligence checks and skills.

Glyphic Resonance: Spells with the word Glyph, Rune, Sigil, or Symbol in there name have a different effect on an Illumian. If character level is lower then the caster level the, Illumian takes a -4 on saves. If it is equal to or higher the Illumian is unaffected by the magic.

Superior Literacy: An Illumian is always literate and Speak Language is always a class skill.

Final Utterance: When an Illumian dies his or her body releases the stored Illumian language within it, which is usually gibberish, but can also contain prophecy or an insight.

An Illumian always gets a +2 on saves against spells with the “shadow” descriptor.

Knows Truename: As a truenamer, this character knows his own truename.

Languages:
  • Common (racial)
  • Illumian (racial)
  • Undercommon (synergy)
  • Dwarves (synergy)
  • Elven (bonus, synergy)
  • Celestial (bonus, synergy)
  • Infernal (bonus, synergy)
  • Drudic (bonus, synergy)
  • Halfling (bonus, synergy)
  • Draconic (skill, synergy)
  • Abyssal (skill, synergy)
  • Gnome (skill, synergy)
  • Sylvan (skill, synergy)
Bio:

Often described as an egotistical asshole, Smith is usually the smartest person in the room. But beneath his shell of self-assured arrogance, lies a very paranoid soul. As a truenamer, Smith knows the value of names and as such refuses to give his birth name. He recently picked up the name Smith from the Company; during the signing of his contract he simply refused to give his name, prompting the Company to give him the name John Smith.

Smith

The Grand Caravan Trading Company grandcaravan