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Arcana Evolved Conversions to 4E - Truenames (Part 3)

Posted 11th July 2009 at 12:30 AM by Mustrum_Ridcully (Thoughts of the Arch Chancellor)
Updated 11th July 2009 at 12:43 AM by Mustrum_Ridcully
And now for some more Truename "action".

Feats

Bonded Item (Ceremony)
Prerequisite: Truename
You can bond with any item, like a weapon, an implement, a armor, or tool, a backpack, a tent, and so on that is not larger than a 10 foot cube.
You learn and master the Drawmmij's Instant Summons, Make Whole and Detect Object Ritual. Either Ritual works only on your bonded item and you need to spend only a fifth of the usual component cost. (You can still learn the regular ritual without this limitation on the object.)
You also learn and master the rituals of Enchant Magical Item. You can only enchant the item with enchantments appropriate for this item. If you would enchant a Wand Implement, you could create a Wand of Shield, but not a Belt of Sacrifice. If you enchant a backpack, you could enchant it as a back pack, but not as a Pact Blade. Whenever you enchant the item, you only need to spend an amount of material components equal to the difference in cost of the current enchantment and th new enchantment, but you can never reduce the enchantments worth. (Unless you have other means of doing so.)
You can use all rituals even if you do not have the Ritual Caster feat, and you treat your effective level as 5 points higher than it actually is.
Special: At Paragon Tier, you can take this feat a second time for a different item. At Epic Tier, you can take this feat a third time, for a different item.
Design Note:
The Eberron Player Guide introduces feats that allow at least an Artificer to increase his effective level for Enchant Magical Item. It should not really be a problem to let all the various benefits stack - the cost of actually creating an item at the highest possible levels is ridiculously high for the respective character, essentially unpayable. Still, if you feel uncomfortable about it or have changed your magic item economy, just don't let it stack. The goal is really just to give characters an early access to this powers and keep the payable for the specific purpose of creating bonded items that are not weaker than the type of stuff they would find from looting. (Assuming you use treasure parcels.)
A Bonded Item is special!

Truename Power (Ceremony, Paragon)
Prerequisite: Truename Magic
Pick one Encounter attack power you know that targets only one creature. This power now gains the Truename descriptor.

Truenames Revalation (Ceremony, Epic)
Prerequiste: Truename Magic
If you score a critical hit with a power with the Truename descriptor, you immediately learn the creatures truename as if you had cast the Learn Truename ritual on it.


Paragon Path
Truenamer
Prerequisite: Truename Magic
You gained a seldomly achieved mastery on the secrets of Truenames. You know that the Truename is the key to the innermost desires and wishes of every creature, and learned how to manipulate them through the Truename.
Truename Action (11th level): When you spend an action point to take an extra action, you can invoke the true name of one of your allies within 5 squares. That ally can either spend a move action or make a basic attack as a free action.
Strength of the True Name (11th level): You gain a +1 bonus to all attacks with powers with the Truename keyword if you know the targets true name.
Truename Power (16th level): Pick one at-will power you know. This power gains the Truename keyword.
Quote:
Originally Posted by Authority of the Name – Truenamer Attack Power 11
You use the authorities of your foes name to inspire awe and control in him.
Encounter – Fear, Psychic, Truename
Standard – Ranged 10
Target: One Creature
Attack: Charisma, Intelligence or Wisdom +4 vs Will
Level 21: Charisma, Intelligence or Wisdom +6 vs Will
Hit: The target is dominated until the end of its next turn. Aftereffect: 1d10+CHA, INT or WIS psychic damage and the target is knocked prone.
Miss: 1d10+CHA, INT or WIS psychic damage and the target is knocked prone.
Truename: If you know and speak the targets truename, this power is not expended. You cannot use this power against the same target again until you have taken a short or extended rest.

Quote:
Originally Posted by Truenames Rejuvenation– Truenamer Utility 12
You call out the name of your friends soul, replenishing his spirt and body and sharpening his senses.
Minor – Chealing, Truename
Standard – Close Burst 20
Target: One allied creature whose truename you know.
Effect: The ally can spend a healing surge and regains additional hit points equal to your CHA, INT or WIS can make a save against every effect a save can end. He also gains a +2 power bonus to all defenses and Perception and Insight checks until the end of his next turn.
Quote:
Originally Posted by Authority of the Name – Truenamer Attack Power 20
Your knowledge of true names gives you conrol above the desires of the very soul, chaning its actions as you desire.
Daily – Charm, Reliable, Truename
Standard – Ranged 20
Target: One Creature
Attack: Charisma, Intelligence or Wisdom +6 vs Will
Hit: The target is dominated and now acts on your initiative number. You can spend a move or a minor action or both each round to give it to the dominated creature instead. The creature use these actions as you command it to. (Save Ends All). You can force the target to attack itself. Aftereffect: The target is dominated until the end of its next turn.
Truename: If you know and speak the creatures truename while using this power, you can negate its first succesful saving throw.
Design Note
The Truename aspect especially of the daily powers is very strong. Some might wonder if it is too strong. Ultimately, whether the PC can acquire the Truename of a creature is effectively entirely in the hands of the Dungeon Master. The Learn Truename ritual is not available before 15th level (except as Scrolll, of course, and it already mentions that the target of the spell might become aware of what happened, and that there are counter-rituals at work - and against some creatures, it won't work at all.
That are only two mechanically "guaranteed" way to gain a Truename - via the Learn Truename Ritual is one. It is a very expensive way, and the cost can be compared to that of a magical item - and that is the balance idea behind it.
The other "guaranteed" way requires the character to be already epic and score a critical hit with a Truename power. At this point, the Truename might not do much good, as other Truename powers might have already expended or the enemy is already close to defeat.
All other ways will be based on the nature of the campaign or adventure - NPCs that might know a Truename of a rival, allies the PCs interrogate. You could consider a Truename as worthy as a magical item, and make it part of a treasure parcel. Or you just provision some ways to gather Truenames to allow the PCs to beat foes that would otherwise be out of their League - as an important story point.

If the PC would know the Truenames of all members of a bataillion of enemy soldiers, they could use truename encounter powers to overcome them a little easier. If they know the Truename of a powerful enemy, the Truename Curses and Power of the Name might give them at notable head start in any fight against him - but are far from guaranteeing a success...
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