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Arcana Evolved Conversions to 4E - Truenames (Part 2)

Posted 10th July 2009 at 07:04 PM by Mustrum_Ridcully (Thoughts of the Arch Chancellor)
Updated 10th July 2009 at 07:20 PM by Mustrum_Ridcully
Truename Magic
Truename Multiclass Only Class
The following powers are only available via multiclassing into the Truename class.

Design Note
The encounter powers for the Truename multiclass usually use the word “Fate” in them. The idea behind this that every use of these is slightly “manipulating” the targets fate – and showing his fate to him. If you know its truename, that is a lot easier for you. Therefore you don't expend the power if you have the truename.
The Daily powers are generally called Curses. You curse the very soul of the creature to suffering, and knowing its truename grants you a lot more power.
The Utility Powers are generally called something with “The Named” and are mostly benefitial to allies whose truename you know. A common assumption in Arcana Evolved and the Diamond Throne was that adventurers would eventuall share each others truename – especially important since it was a prerequisite for raising someone from the dead.
I reserved Domination related powers to the Truename Paragon path.

While this is a multiclass only class, I don't actually have powers for every level of the class, just for every tier at the moment. Maybe that will change later.

Quote:
Originally Posted by Bolster the Named – Utility 6
You call out your allies true name as he catches his breath, bolstering his resolve.
Encounter – Truename
Free Action – Close Burst 10
Trigger: One ally whose truename you know regains hit points.
Effect: The ally gains temporary hit points equal to half your level and can make a saving throw against one effect a save can end.
Quote:
Originally Posted by Strengthen the Named – Utility 16
You speak your allies truename, investing power in him.
Daily – Healing, Truename
Free Action – Close Burst 20
Trigger: One ally in burst whose truename you know.
Effect: The ally gains a +2 powr bonus to all attacks made until the end of his next turn, gains temporary hit points equal to your level and ends any weakened, dazed, stunned or dominated condition.
Quote:
Originally Posted by Call the Named – Utility 22
You call your ally to your aid, invorigating his spirit and body to continue to fight at your side.
Daily – Healing, Teleportation, Truename
Free Action – Close Burst 20
Trigger: One ally in burst whose truename you know.
Effect: You teleport the ally to an adjacent square. The ally regains hit points as if he had spend a healing surge and can make a saving throw against all effects a save can end. If the ally was prone, he can stand up as a free action.
Quote:
Originally Posted by Fate of Despair – Encounter Attack 3
You manipulate your foes fate so it contains only suffering
Encounter – Psychic, Truename
Free Action – Ranged 10
Target: One Creature
Attack: Intelligence, Wisdom or Charisma +2 vs Will
Level 11: Intelligence, Wisdom or Charisma +4 vs Will
Level 21: Intelligence, Wisdom or Charisma +6 Will
Hit: 1d10 + INT, WIS or CHA psychic damage and the target takes a -2 penalty to all attacks, skill checks and saving throws until the end of its next turn.
Truename: If you know and speak the targets truename when using this power, it isnot expended. You cannot use this power against the same target again until after you have taken a short or extended rest.
Quote:
Originally Posted by Fate of Madness – Encounter Attack 13
Madness lies in your opponents fate, and you know why.
Encounter – Psychic, Truename
Free Action – Ranged 10
Target: One Creature
Attack: Intelligence, Wisdom or Charisma +4 vs Will
Level 21: Intelligence, Wisdom or Charisma +6 Will
Hit: 1d10 + INT, WIS or CHA psychic damage. The target makes a basic attack against one adjacent creature of your choice, with a bonus to the attack equal to your INT, WIS or CHA modifier.
Effect: You slide the target 1 square.
Truename: If you know and speak the targets truename when using this power, it isnot expended. You cannot use this power against the same target again until after you have taken a short or extended rest.
Quote:
Originally Posted by Fate of Destruction – Encounter Attack 23
You speak your foes name as you show him predictions of his destruction
Encounter – Psychic, Truename
Free Action – Ranged 10
Target: One Creature
Attack: Intelligence, Wisdom or Charisma +6 Will
Hit: 2d10 + INT, WIS or CHA psychic damage.
Effect: The target gains Vulnerability 10 to all damage until the end of your next turn.
Truename: If you know and speak the targets truename when using this power, it isnot expended. You cannot use this power against the same target again until after you have taken a short or extended rest.
If you know the truename of an object, you can also target this power on the object. You do automatically hit. You deal damage against the object even if it would normally be immune to it.
Quote:
Originally Posted by Curse of Inevitable Defeat – Daily Attack 1
You curse your enemy to guarantee a spectactular failure
Daily - Necrotic, Psychic, Reliable, Truename
Standard Action – Ranged 20
Target: One Creature
Attack: Intelligence, Wisdom or Charisma +2 vs Will
Level 21: Intelligence, Wisdom or Charisma +4 Will
Level 21: Intelligence, Wisdom or Charisma +6 Will
Hit: 1d10 + INT, WIS or CHA psychic and necrotic damage. The target is under the Curse of the Inevitable Defeat (save ends). While under the curse of Inevitable Defeat, the creature takes a -2 penalty to attack rolls and skill checks. The first time it fails an attack roll or skill check while under this curse, it is dropped prone, and it is weakened and grants combat advantage until the end of its next turn and the curse ends.
Truename: If you know and speak the creatures truename when using this power, you can negate its first succesful saving throw against the power.
Quote:
Originally Posted by Curse of Ruin – Daily Attack 15
You curse your enemy to an ruinous end.
Daily - Necrotic, Psychic, Reliable, Truename
Standard Action – Ranged 20
Target: One Creature
Attack: Intelligence, Wisdom or Charisma +4 Will
Level 21: Intelligence, Wisdom or Charisma +6 Will
Hit: 2d10 + CHA, INT or WIS psychic and necrotic damage. The target is under the Curse of Ruin (save ends). While under the Curse of Ruin, it loses all resistances and the first time the target is hit or missed until the start of its next turn, it takes 5 necrotic and psychic damage.
Truename: If you know and speak the creatures truename when using this power, you can negate its first succesful saving throw against the power.
If you know the truename of an object, you can also target this power on an object. The object rolls a saving throw as if it was a creature. It takes damage even if it would normally be immune to necrotic or psychic damage.
Quote:
Originally Posted by Curse of Fatal Death – Daily Attack 25
You curse your enemy to a terrible death.
Daily - Necrotic, Psychic, Reliable, Truename
Standard Action – Ranged 20
Target: One Creature
Attack: Intelligence, Wisdom or Charisma +6 Will
Hit: 3d10 + INT, WIS or CHA psychic and necrotic damage. The target is under the Curse of Fatal Death (save ends). While under the curse of Fatal Death, the target suffers Vunerability 10 to all damage and the first time it misses with until the start of its next turn, it takes 10 necrotic and psychic damage.
Truename: If you know and speak the creatures truename when using this power, you can negate its first succesful saving throw against the power.
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Old

Arcana Evolved Conversions to 4E - Truenames

Posted 10th July 2009 at 06:07 PM by Mustrum_Ridcully (Thoughts of the Arch Chancellor)
Updated 10th July 2009 at 11:27 PM by Mustrum_Ridcully
Truename Magic
The Diamond Throne use the concept of truenames. All creatures and even objects have truenames. Knowing the true name of a creature can give you incredible power over it.

Truename magic is interesting not just for the Diamond Throne, but can be an interesting element in every setting. In Arcana Evolved, some spells required you to know the creatures truename to work, like the equivalent of Dominate Person. This was in a way a strong limitation, but it totally fitted the concept of truenames. For my conversion, I didn't want to go “that” far – no power should require you to know a creatures truename. But knowing a truename should be of benefit.

Truenames are used for more than just spells, of course. The people in the Diamond Throne know countless of ceremonies and rituals, some mere supersitition, some actually powerful. A lot of them benefit, and the more powerful might even require, a truename.

But not everyone had a truename. The Arcana Evolved rules allowed you to decide to be Unbound. A unbound creature does not have a truename. It can't be raised from the dead (at least not with the weaker magic) and it cannot attain certain “Ceremony” feats, but it can also never be subjected to the powers of a truename. (And being a Unfettered or Warmain unaffected by Dominate Person is certainly not bad...)

FEATS

Unbound (Bloodline)
Prerequisite: None
You do not have a true name. Your soul is unbound.
You can no longer gain feats with the Truename or Ceremony descriptor, nor use rituals that require you to have a Truename.
You gain a +1 feat bonus to all saving throws.

False Name (Bloodline)
Prerequisite: Unbound, Level 11+
You adopt a false name that works as a true name in certain situation. Whenever a power requires your Truename, an ally can use your false name instead. Whenever anyone tries to learn your Truename, he learns your false name instead (believing he knows your Truename but actually gaining no benefits of it.)
In addition, whenever an Heroic tier feat requires you to have a Truename, you can consider to have a Truename. At Epic level, this also applies to feats from the Paragon tier.
You gain a +1 feat bonus to Will defense.

Truenames Bargain (Ceremony)
Prerequisite: Level 21
You shield your truename from your enemies. Whenever a creature learns your Truename, you also learns its truename as if you used the Learn Truename Ritual. When the creature gains the opportunity to learn your Truename, it becomes aware that you will know it and can choose to not learn it.
You gain a +2 feat bonus to Will Defense.

Truename Magic (Ceremony, Multiclass)
Prerequisite: Cha13+
You can master and perform rituals with the Truename keyord ieven if you normally can't use rituals. You gain Invoke the Name as an Encounter power.
You gain a +1 bonus to all sill checks and attack rolls made for rituals involving truenames and powers with the truename descriptor. This bonus increases to +2 at 15th level and +3 at 25th level. You can also use the Novice, Acolyte and Adept feats to gain powers described in the Truename Multiclass-Only class.
Quote:
Originally Posted by Invoke the Name – Feat Power
You invoke the truename of your foe, gaining limited power over his fate.
Encounter – Truename
Free Action – Close Burst 10
Trigger: You roll an attack against a creature in burst whose truename you know and dislike the result.
Effect: You gain a +2 power bonus to the attack.
RITUALS
Learn Truename
Some say it is the most powerful thing to know about an individual. Some say it is the name of the soul. It defines an individual. Once you emerge from your meditation in the Akashik Memory, a truename will be revealed to you.
Level 15; Category Scrying
Market Price: 5,000 gp; Component Cost: Special
Time: 1 hour; Duration: Instantenous
Key Skill: Arcana; Requires no Truename

This ritual allows you to learn a creatures truename, regardless of where it is or whether it desires to do so. To perform this ritual succesful, you must make an Arcana check against a DC equal to 15 + the level of the target whose truename you wish to know. The creature makes an Insight check against your result. If succesful, it is aware that someone performed this ritual to learn its truename (and whether the attempt was succesful.)
You gain a bonus to the check of +5 if you use a hair locket, blood or a living blood relative of the creature as focus, and you also reduce the component cost to half.
The component cost depend on the level of the target.
Level 1-10: 2,000 gp; Level 11 to 20: 10,000 gp
Level 21-30: 50,000 gp; Level 31+: 250,000 gp

If you attempt to use this ritual to learn the truename of a God, an Archfey or an Primordial, the the creature immediately becomes aware of this and learns your truename and the ritual fails, and all components are lost.

If you attempt to use this ritual to learn the truename of an unbound, you do learn the fact that he is unbound and the ritual fails, but no components are expended.

Other creatures may use rituals to hide their truename from others.
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