"Give the Adventurer his money, or the Commoners will get hurt."- Hint
Truenamers are masters of the spoken word, they come to learn the language of creation. Wizards write their spells down in a spellbook in order to keep the magic that slips their mind after use. Everywhere in the world, Words hold the most power. Truenamers are wrong, however. As the greatest beings know, creation was recorded as it happened. But what if the reverse could happen, what if the record couldcause the event? Such a question can be answered with a single word, Wordsmith.
Hit Die: d8
Appraise (Int), Bluff (Cha), Climb (Str),Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Magic Device (Cha)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
|2nd||+1||+0||+3||+3||Erase Object, The Pen is mightier than the sword|
|6th||+4||+2||+5||+5||Extended Word Duration|
|10th||+7/+2||+3||+7||+7||Emergency Word, Favorite Object|
|14th||+10/+5||+4||+9||+9||This Is My Domain|
Proficiencies: Wordsmiths are proficient with all simple weapons, light and medium armor. In addition, Wordsmiths only take half the non-proficiency penalty when using a weapon they created that they aren't proficient with.
Magic Notebook: The Wordsmith has one prized possession, his magical notebook. This magical notebook is similar to a Wizard's Spellbook in nature, and can be subject to all the same effects. The Magical Notebook can only be used by a Wordsmith, or else it has no effect. Each Word Written takes up a page of the notebook. A Wordsmith receives their first notebook free at first level, but must buy another(for 100gp) every time he needs a new one. By writing in this notebook, his words come to life. The Wordsmith is limited to a Maximum Word Capacityfor the number of objects he can have created at one time. Unless noted, each word occupies one Word Slot. Writing a word in the notebook is a full round action, and is considered a Conjuration(Creation) effect for nonliving objects, and a Conjuration(Summoning) effect for living creatures. Objects and creatures created disappear if the go further than 200ft. from the Wordsmith, this increases to 500ft. at 10th level.
- Equipment: At first level, the Wordsmith can create any nonmagical object of up to 30gp/ level in value. These objects last indefinitely if held by the Wordsmith. If it leaves his hands, it lasts 2 rounds/ level. At third level, such an object occupies no Word Slots if held by the Wordsmith. Items created by a Wordsmith are inherently otherwordly, odd or obviously without value. For objects that are normally not sold, such as a wall, or a boulder, the Wordsmith is restricted to the following limit: The object may not exceed 20lbs/level or 100 cu ft. (A 10x10x10ft. area)
- Creatures: At third level, the Wordsmith can create creatures with his notebook. He can mimic any summoning spell(Summon Monster, Summon Nature's Ally, Summon Undead and the like.) with a level up to 1/2 his wordsmith level and a caster level equal to his Wordsmith level. The creatures created by this effect last for the normal duration(like the spell mimicked) and take up a slot depending on the spell mimicked. I-III take up one Slot, and IV-VI take up two Word Slots, and all others take up three.
- Special Items: From level five onward, the Wordsmith can create minor magical items. He can make wands and scrolls as if he had the proper craft item feats. These object last only while in the Wordsmith's hands. He can create any magic item of up to 300gp/level in value. The caster level for the created items equal 1/2 the Wordsmith's level. Each such item occupies three Word Slots. These items disappear when they run out of charges. You need to invest an amount of xp equal to the cost of the item. If the item is erased or it's duration ends, the xp is returned. If the item is expended, like a wand or scroll, the xp is expended as if you had created a magic item normally. Wands created in such a manner only have 3 charges.
- Greater Creatures: At level ten, the Wordsmith starts to understand the power of using other creatures. While he cannot control them, he can use them strategically. The Wordsmith can create creatures with a HD equal to his Wordsmith level +2. He does not have control over these creatures. He can place the creatures up to 100ft. away. He can attempt to command the Creature through other means, but this effect does nothing to control the creature. Each creature created occupies three Word Slots.
Erase Object: At first, all objects have a set duration, and occupy object space until time runs out. However, at second level, the Wordsmith can delete words early, causing them to completely disappear and no longer occupy Word Slots. Erasing an object takes a full-round action.
The Pen is Mightier than the Sword: While the Wordsmith does learn how to use the objects he can write in order to excel at combat, he also realizes that its impractical to switch between Pen and Sword. At second level, the Wordsmith treats improvised weapons normally used for writing as a shortsword, taking no penalties for using an improvised weapon.
Favorite Object: At third, tenth, and seventeenth levels, the Wordsmith has become habitual when it comes to using certain objects. He picks one object, whether it be a specific creature from the summon monster list, or a Wand of Fireball. Once each day, the Wordsmith can count the Favorite Object as using one less Word Slot than normal.
Bonus Feat: At forth and ninth levels, the Wordsmith gains any feat he meets the prerequisites for as a bonus feat.
Quickdraw: Starting at fifth level, the Wordsmith can write a word as a free action during their turn. They can only use this ability up to once each round.
Extended Word Duration: At sixth level, all the Wordsmith's words now last twice as long.
Adjectives!: Beginning at eighth level, the Wordsmith can augment their objects. Adjectives can be applied to any object created by the Wordsmith.
- 1 Word Slot
Strong: A creature with this adjective gains +4 to strength and Constitution. An object with this adjective has +5 hardness.
Fast: A creature with this adjective gains +4 to Dexterity and +10ft. movement. This can also be applied to vehicles, which only gain the +10 movement.
- 2 Word Slots
Invisible: The Object or creature created with this adjective is invisible, as per the Greater Invisibility Spell. If applied to a piece of clothing and worn, it grants the effects of the spell to the wearer.
Living(Objects only): An object created with this adjective becomes an animate object, as per the Animate Objects spell.
Giant: The object or creature this adjective is applied to grows two size categories, maximum Huge.
- 3 Word Slots
X-Breathing: Choose one Energy type; Fire, Acid, Cold, or Electric. A creature with this adjective has a breath weapon that releases that type of energy in a 15ft. cone, dealing 5d6 damage. This breath weapon has a recharge of 1d6 rounds.
Flying: The creature with this adjective gains a fly speed of 20ft. Poor Maneuverability.
Burrowing: The creature with this adjective gains a burrow speed of 10ft.
- 4 Word Slots
Invincible: The object or creature with this adjective gains DR 10/ Magic and Fast healing 2.
Friendly: The creature with this adjective will not attack anyone unless attacked.
Special: You can apply a magic effect to a weapon or armor. That magic effect takes up slots equal to its bonus. So a +1 Longsword would take up one extra slot.
Emergency Word: Twice each day, a Wordsmith can write a word as an immediate action.
Permanent Creation: At eleventh level, the Wordsmith reaches their pinnacle achievement. The can allow Words to last indefinitely by having them count as twice as many Word Slots as normal.
Glitch: Once each day, the Wordsmith can take an extra turn as an immediate action. They cannot use this ability if flatfooted. If the Wordsmith uses this ability, they have a 10% chance of failing, and dealing 5d6 damage to themselves, and Erasing all the Words they currently have created.
Move Objects: As a move action, the Wordsmith can move any created object 5ft./level. If the object is a creature, it gets a will save to resist.
This Is My Domain: At fourteenth level, the Wordsmith selects one area, a city, a building, forest, or other identifiable separate space of up to 2sq miles. While in this space, the Wordsmith gains 4 temporary Word Slots. If the Wordsmith leaves the area, the Words created in those slots are Erased.
Create Level: At 15th level, the Wordsmith can alter existing terrain once per day. When they use this ability, they gain the ability to use Move Earth, Wall of Stone, Stoneshape, Woodshape and Create Water as Spell-Like Abilities at will for 1 hour with a caster level equal to 1/2 their Wordsmith level. The alterations made by this ability lasts until the ability is used again, at which point the area returns to its previous state. Also, the Wordsmith can spend 1000XP to mimic the Genesis Power instead of their normal ability to use Spell-Like Abilities. This still counts as a use of their Create Level ability.
Scribblenauts Unlimited:At 20th level, the Wordsmith's Objects can pass outside of 500ft. from the wordsmith, and have unlimited duration. In addition, the Wordsmith can make an opposed Will save upon creating a Creature to control it.