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==Ways to make yourself feel better about playing this class== So you decided to play a Truenamer because surely it can't be THAT bad, right? You were wrong. Luckily, the utterances are just as poorly written as the class itself, so there are a few things you can do to make those 20 levels of suck almost worth it. Almost. * The Incarnation of Angels gives a target the Fiendish/Celestial template, which makes them extraplanar, and therefore subject to Banishing! Where do they go? Who knows? But they're sure as hell not ''your'' problem anymore. *Word of Nurturing, as written, allows you to affect "your target" and then lets you give "a creature" fast healing. Buy a rabbit, target it with the utterance for a DC 16ish truespeak check, give whatever you want fast healing. This works for a surprisingly high number of utterances because whoever edited Tome of Magic did not speak English. **In the same vein, a reversed Spell Rebirth "dispels the spell with the highest caster level affecting the target." No check required. Doesn't matter what godlike magics are at play, if your little bunny is affected by them they're getting deleted. The regular version is pretty cool too, since it lets you undispel spells. *If you can somehow get your Truespeak check ''really'' high, Quicken Utterance allows you to add +20 to the DC to turn an utterance into a swift action. The odds aren't in your favor of succeeding, but even if that utterance fails, it doesn't eat your turn, so trying to use it every turn gives you a fairly decent chance to effectively double your actions. *The reversed version of Greater Seek the Sky removes the target's ability to fly. Unlike the lesser version, it has an instantaneous duration, so that flight is gone forever if it succeeds. Ether Reforged (turns a creature ethereal) appears to do the same thing, which lets you trap a creature on the ethereal plane forever (or give everyone in the party a permanent Ghost Touch effect). *Despite coming at 10th level, Rebuild Item is actually pretty good, letting you repair pretty much anything as long as it was broken in the last round. This gets fun when you realize how many single-use magic items out there require you to break them to activate them. There are even variant rules for "potion tiles", meaning this utterance lets you recycle potions. *You have one utterance that gives a +5 bonus to skill checks, another that gives a +10 bonus to your next Knowledge check and the ability to count as trained in it, a free +3 to Knowledge checks, an Intelligence focus, all Knowledge skills as class skills and not much else to spend them on, and you're probably part of an organization that gives a +5 or +10 to Intelligence-based checks. By 3rd level, you should be able to narrate the GM's own campaign to them... you know, if you want to be the exposition dump. * Truenamer can eventually mimic Gate, one of the most broken spells in the game, while ignoring one of its few restrictions in the form of XP cost. This only comes online at level 20, though, making it sharply limited in any kind of practical campaign.
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