Truenamer in play?

kilamanjaro

First Post
I remember when Tome of Magic came out there was quite a stir about this class being so reliant on magic items. Now that some time has passed has anyone seen one in play? I love the concept, but I'm a little worried about the apparent weakness of the class.
 

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I am about to DM a player who is playing an illumian Truenamer from 1st level. From my first impression, the class is weak. We'll have to see, he starts this coming weekend.

I really don't believe any of the Tome of Magic classes were playtested. I think more material should be released for them to make up for it.
 

You'll have to post how that works out Razz.
I'm guessing the lack of responses means this is the most under played class since the CW Samurai.
 

The mechanic is odd, and the flavor of the Utterances doesn't really grab me. I'd like to see the whole thing redone -- perhaps as a variant Warlock -- but I'm not particularly motivated to play one as-is. The flavor of the class is great; but the Utterances are weak IMHO.

-- N
 

Looking at the power level of the Utterances I don't think it would break the game if you got rid of the truespeech check and made them once per encounter abilities (ala Tome of Battle) with a full round action to 'recharge'.
 

The one thing I noticed was how ridiculously high the DCs were for utterances. 15 + CR x 2, and 25 + 5 per level of the utterance for areas. Add into the fact that quickening or empowering or other things like utterin defensively increase the DCs even higher...you'd be stuck if you didn't have 18-20 Int and Skill Focus (Truespeak) at first level in order to get anything done. The Law of Resistance makes it even harder.

I think the DCs need to be considerably lower. Or all of the utterances should allow no saving throws at all to make up for the lack of power they have.
 

I'm using truenamers as bad guys in my game. I think the truname rolls hobble them pretty thoroughly. Lower level NPCs have to roll pretty high to affect PC, so they are reduced to a clumsy buff class. I have yet to try a higher level truenamer vs. my PCs: that might prove a little more of a challenge.

I suspect a PC truenamer would be very effective vs. lower level mook NPCs (lower DC to affect them), but have a hard time dealing with higher level BBGs (large number of hit dice in some monsters would make a truename check on them pretty futile).

The other two classes are more fun as villains, especially the Pact Magic types: they get fun, easter egg abilities. It looks like in order to really min max them, you should do some multiclassing. Higher level abilities aren't really scalable in that situation.
 

I love the truenamer but it definitely needs the amulet of the silver tongue, at its various levels of potency, each as early as possible. With the amulet the truespeak DCs are quite manageable. Additional buffs from outside sources mitigate it even further. Get a bard to sing to you, someone to cast heroism, infuse skill enhancement on a piece of your equipment...
 

Kapture said:
I'm using truenamers as bad guys in my game. I think the truname rolls hobble them pretty thoroughly. Lower level NPCs have to roll pretty high to affect PC, so they are reduced to a clumsy buff class. I have yet to try a higher level truenamer vs. my PCs: that might prove a little more of a challenge.

I suspect the Truenamer NPCs are going to get awfully boring to loot...

PC: What's this one have?
DM: A silver amulet, identical to the first three. Three potions...
PC: Alchemy check 35, baby!
DM: ... potions of fox's cunning.
PC: Again?!

-- N
 

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