Speaker Of The Word

Role: Speakers of the word combine divine magic and the First Language, both aspects of their god's will, into a single, cohesive whole. Their channeled energy carries the will to change the universe itself, making them particularly terrifying opponents at close quarters.

Alignment: A speaker of the word's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.

Hit Die: d6

Requirements: To qualify to become a speaker of the word, a character must fulfill all of the following criteria.

  • Skills: Linguistics 6 ranks.
  • Spells: Able to recite from the Codex of Artifice and cast 2nd-level divine spells.
  • Special: Channel energy class feature; must worship a deity and not an ideal or concept.

Class Skills: The speaker of the word's class skills (and the key ability for each skill) are Diplomacy (Cha), Knowledge (religion) (Int), Linguistics (Int), and Spellcraft (Int).

Skill Ranks at Each Level: 2 + Int Modifier.

Class Features

Table: The Speaker of the Word
Level Base Attack Bonus Fort Save Reflex Save Will Save Special Spells and Recitations Per Day
1st +0 +1 +0 +1 Divine recitation - 1st, religious scholar +1 level of existing reciting class / +1 level of existing divine spellcasting class
2nd +1 +1 +1 +1 Channel the word - 1st +1 level of existing reciting class / +1 level of existing divine spellcasting class
3rd +1 +2 +1 +2 Divine recitation - 2nd +1 level of existing reciting class / +1 level of existing divine spellcasting class
4th +2 +2 +1 +2 Channel the word - 2nd +1 level of existing reciting class / +1 level of existing divine spellcasting class
5th +2 +3 +2 +3 Divine inflection, divine recitation - 3rd +1 level of existing reciting class / +1 level of existing divine spellcasting class

Weapon and Armor Proficiency

Speakers of the word gain no proficiency with any weapon or armor.

Spells and Recitations per Day

When a new speaker of the word level is gained, the character gains new spells per day as if he had also gained a level in any one divine spellcasting class he belonged to before he added the prestige class and any one reciting class he belonged to previously. He does not, however, gain other benefits a character of that class would have gained. This essentially means that he adds the level of speaker of the word to the level of whatever other reciting class and divine spellcasting class the character has, then determines spells per day, spells known, recitations known, access to the various codices, and caster level accordingly. If a character had more than one reciting class or more than one divine spellcasting class before he became a speaker of the word, he must decide to which class he adds each level of speaker of the word for the purpose of determining spells and recitations per day.

Divine Recitation (Su)

At 1st level, a speaker of the word has had his conceptual linkage of religion and the First Language validated by the most authoritative of sources: his god. The speaker gains a 1stlevel recitation slot. Whenever the speaker prepares divine spells for the day, he may also prepare a 1st-level recitation as though it were a non-spontaneous divine spell. No inflections may be added to this recitation. This recitation may be cast as though it were a divine spell whose spell level is equal to its recitation level and whose school is the same as the recitation's similar school.

At 3rd level, the speaker gains a 2nd-level recitation slot that can be used in the same manner. At 5th level, the speaker gains a 3rd-level recitation slot.

Religious Scholar (Ex)

At 1st level, a speaker of the word gains a sacred bonus to truenaming checks equal to half of the class level of the divine spellcasting class that was chosen to have its spells progress as he levels in this prestige class, rounded down, minimum 1.

Channel the Word

At 2nd level, a speaker of the word gains the ability to add a recitation to his channeled energy. Whenever the speaker channels energy, he may simultaneously recite a 1stlevel recitation from the Codex of Heart and Mind. Doing so increases the activation time of the channel energy class feature to a full-round action that provokes attacks of opportunity and makes the ability spell-like instead of supernatural. As the activation time is already a full-round action, no inflection may be added. If the truenaming check for the recitation is successful, then all creatures affected by the channeled energy are also affected by the recitation. If the truenaming check is not successful, then nothing happens and the use of the channel energy class feature is wasted. If the recitation is counterspelled, then the entire channel energy is countered.

At 4th level, the speaker gains the ability to recite 2nd-level recitations from the Codex of Heart and Mind in the same manner.

Divine Inflection (Su)

At 5th level, the speaker of the word's bond with his deity strengthens to the point that he can add a single inflection to each of his recitation slots granted by the divine recitation class feature.

Systems by Interjection Games
Strange Magic 1
Composition Magic
Breakdancer Cantor Harmonicist Maestro
Composition Feats Intros and Outros Melodies
Ethermagus Ethermancer Etherslinger
Ethermagic Feats Ethermagic Items Alteration Mani. Bestow Mani.
Blast Mani. Genesis Mani. Voidmeld Mani. Greater Mani.
Truenamer Scion of Discordia Truemagic Feats Truenaming Items
Heart and Mind Artifice Far-Flung Spheres Realized Vision
Strange Magic 2
Cartomancer Wildcard Cartomancy Feats
Classic Portents Deathdealer Portents Poker Card Equiv.
Gourmend Herbalist Naturalist
Herbalism Feats Gour/Herb Tables Naturalist Tables Biome Summ. Tables
The Herb Log The Recipe Book Microcosms
Onmyoji Shikigami Ascendent Warrior Poet
Onmyodo Feats Shikigami Feats Friendship Feats
Petitions Talismans Poetry Book
Other Systems
The Assassin
The Assassin Techniques Assassin Feats
The Primordial Dancer
The Primordial Dancer Dances List Prim. Dancer Feats
The Reaper
The Reaper Soulsown Talents
Runesmith Runesmithing Feats Equipment Runes Projection Runes
The Triggerman
Triggerman Triggerman Feats Triggerman Techniques
Get Strange Magic 1 Get Strange Magic 2
Get The Assassin Get The Prim. Dancer Get The Reaper Get Runesmithing
Get The Triggerman
This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.