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Anything a storyteller writes, comes true. Their words, powerful and ancient, are drawn from the
fabric of the universe itself. In combat, they test their focus and quick brush-strokes against spell and
steel alike. Using the power of their story, they can empower their allies, weaken their foes, create
magical effects or even create tools, weapons or entire creatures from thin air.
Role: Storytellers are rare, and most often arise from scholars or hermits who uncover the true
language of the universe through their studies, though some few are lucky enough to learn their first
words from another storyteller. When working as part of a group a storytellers wide range of abilities
allow them to fill many roles - though most often they provide support to their allies by enhancing
their abilities or by creating creatures to fight by their side.
Alignment: Any.
Hit Die: d6.
Class Skills
The storytellers class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate
(Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis)
Skill Ranks per Level: 4 + Int modifier.
Table: Storyteller
Level Base Attack Bonus Fort Save Ref Save Will Save Special Eloquence Words Known
1st +0 +0 +0 +2 Brush and Scroll, eloquence 1, embellishment, phrase, story, words 4 3
2nd +1 +0 +0 +3 new word 5 4
3rd +2 +1 +1 +3 Tattoo combat 7 4
4th +3 +1 +1 +4 Eloquence 2, new word 8 5
5th +3 +1 +1 +4 Lightning dictation 10 5
6th +4 +2 +2 +5 new word 11 6
7th +5 +2 +2 +5 Eloquence 3 12 6
8th +6/+1 +2 +2 +6 new word 13 7
9th +6/+1 +3 +3 +6 Improved tattoo combat 15 7
10th +7/+2 +3 +3 +7 Eloquence 4, new word 16 8
multiverse around her. The eloquence with which they write allows them to create incredible effects
when they write embellishments, phrases, and stories.
A storyteller begins with a pool of 4 points of eloquence, and gains 1 or more additional points of
eloquence each level as they advance. Eloquence is spent whenever a storyteller writes
embellishments, phrases or stories, and remains spent until the storyteller chooses to dismiss the
effect, or the effect ends. Once the effect ends, the storyteller regains the eloquence spent on that
ability at the beginning of their next turn.
At first level, a storyteller can spend a single point of eloquence as a standard action. At 4th level, and
every 3rd level thereafter (7th, 10th, 13th, 16th, and 19th), the maximum number of points of
eloquence a storyteller can spend as a standard action increases by 1, up to 7 points of eloquence as a
standard action at 19th level.
If the storyteller spends a full-round action instead of a standard action, the maximum amount of
eloquence she can spend is increased by 1. At 11th level, this additional eloquence increases to 2.
For each additional full-round action a storyteller chooses to spend, the maximum amount of
eloquence they can spend at once increases by 1, up to their eloquence maximum.
Embellishment (Su) A storyteller can write about the creatures around them, embellishing on their
words and deeds, and those still to come. By spending one point of eloquence, a storyteller can write
a description embellishing a creature within 30 feet of them. An embellished creature gains either a
+1 morale bonus on attack and damage rolls, or a +1 morale bonus on all skill checks. For each
additional point of eloquence spent, this bonus increases by 1.
Additionally, a storyteller can choose to add any of the words they know to their embellishment. Doing
so requires a number of eloquence equal to the number of words included, plus additional eloquence
as noted in the particular word.
The effects of an embellishment remain until the storyteller chooses to end it.
Phrase (Sp) A storyteller can use their words to bend reality around them, assaulting and berating
creatures within 30 feet of themselves with effects that in most ways resemble spells.
In addition to the effects of any words a storyteller chooses to use in her phrase, a storyteller can
spend eloquence to assault their target directly. When she writes a phrase in this way, she makes a
single ranged attack roll against her target using her Wisdom modifier. If the attack hits, the phrase
does 1d6 points of either bludgeoning, piercing or slashing damage to the target, plus the storytellers
Wisdom modifier, and the subject takes a -1 penalty on their save against the effects of the words in
that phrase, if any. For each two additional points of eloquence spent this way, the storyteller does an
additional d6 points of damage, and the penalty imposed increases by 1. If the attack misses, the
target instead gains a +4 bonus on their save against any words in the phrase.
Adding words to a phrase requires one point of eloquence per word, plus any additional eloquence
noted in the words description. Regardless of the number of words in a phrase, all words affect the
same target.
An unwilling target can resist all words in a phrase by making a single Will save. If their save is
successful, any damage done by those words is halved, and any effects that are not damage are
negated entirely. The DC of this save is equal to 10 + the Storytellers Wisdom modifier + half the
number of eloquence spent on the phrase, rounded down.
Unless otherwise noted, the effects of a phrase occurs immediately, and then the phrase is erased.
Story (Su) A storyteller can write so precisely that they can bring objects and creatures into being
from nothing. The appearance of an object or creature created by a storytellers story is limited only
by the storytellers preference - their creations can appear to be made of glowing force, to be naturally
constructed or anywhere between or beyond - though to a keen eye their supernatural origin is
obvious. Regardless of their superficial appearance, their statistics do not change, except as noted in
any words used in the story.
By spending one or more points of eloquence, the storyteller can make a Craft check to create a
physical object or tool of their choice, with a circumstance bonus on their check equal to twice the
number of points of eloquence spent in this way. The DC of this check is equal to the check required to
create a mundane version of the item normally. Once the the check has been made, that item springs
to existence in their hand, or in an empty square within 30 feet. If the storyteller fails the check by
less than 5, they create the intended item, but it has the broken condition. If they fail by 5 or more,
they create an item that appears to be what they intended but doesnt function (weapons are dull and
unbalanced, armor falls apart and doesnt fit, etc).
If she succeeds her check by 5 or more, the item is considered to be a masterwork version of that
item. For each 5 additional points the check is exceeded by, the item is considered to have a +1
enhancement bonus, up to a maximum of +5.
Alternately, by spending 2 or more points of eloquence, the storyteller can use her story to bring a
creature into being. A creature created by a story has base statistics of:
STATBLOCK THIS PROPER
1HD, Hp 10, AC 11, bab +1; attacks slam +1 (1d6); no good saves; base speed 30, medium size; any
one skill at +4.
For each 2 additional points of eloquence spent, a creature gains +1 HD, +10 hp, +1 Dex bonus to
AC, +1 natural armor bonus to AC, +1 bab, +1 to all saves, +1 strength to attack and damage, +2 to
one of their chosen skills or a new skill at +4
Whether a storyteller brings to life a new creature or crafts an item with their story, a she can choose
to add any of the words she knows to her story. Doing so requires a number of eloquence equal to the
number of words included, plus additional eloquence as noted in the particular word.
Words (Su) Storytellers understand the true language of the multiverse. A storyteller begins play
knowing three words of her choice. She gains an additional word at 2nd level, and every 2 levels after
2nd, as noted in Table 1: the Storyteller.
Any words that require a save have a save of DC 10 plus the storytellers Wisdom modifier plus the
number of eloquence spent on that embellishment or phrase.
A storyteller can erase any word they have written at any time, and regain the eloquence spent, by
touching the word with her hand or her brush as a swift action.
BENCHMARK SPELLS for determining eloquence minimums or prerequisites
http://paizo.com/pathfinderRPG/prd/ultimateMagic/magic/designingSpells.html
Spell word: instead of a typical word, a storyteller can learn a wizard spell like it were a word. When
they learn a spell in this way, it must be of a spell level one third their storyteller level or less, and it
can only be written as a phrase. Doing so requires a number of eloquence equal to three times the
spell level.
Talented word
Embellishment: target reduces nonproficiency penalty by 2 per eloquence
Phrase: target may make a single skill check using one of the Storytellers bonuses instead of their
own. This phrase remains active until the bonus is used, at which point it is erased as normal.
Story: creature gains proficiency with simple weapons. For 1 additional point, they gain proficiency
with martial weapons. For each additional point, creatures gain proficiency with one exotic weapon.
Object grants a +1 tool bonus to relevant skill checks.
Protection word: This word represents the continued existence of an object through sheer
perseverance.
Using the word in an Embellishment - for each point of eloquence spent, the target gains a +1
deflection bonus to AC until you erase the word.
Using the word in a Phrase - a target gains the effect of either mage armor or shield for one minute
for each point of eloquence spent. After this time, the word is erased.
Using the word in a story - an object created gains 1 point of hardness and 5 hit points. A creature
created gains +1 natural armor.
Life Word: This word represents the positive energy that flows through all living things.
Using the word in an embellishment - for each point of eloquence spent, the target gains 5 temporary
hit points until you erase the word. If these temporary hit points are reduced to 0, the word is erased.
Using the word in a phrase - a dying target immediately stabilizes and regains consciousness. The
word is immediately erased.
Using the word in a story - A creature created gains 5 maximum hit points. Alternately, for 3 points of
eloquence, a created creature gains fast healing 1.
Heat word: XXXX.
Using the word in an embellishment - target gains resist fire 5
Using the word in a phrase - target takes 1d6 points of fire damage. Each additional heat, chill or
electric word in a phrase costs 2 points of eloquence.
Using the word in a story - a creature created gains resist fire 5, adds 1 point of fire damage to all
attacks it makes, and vulnerability to cold damage
Storyteller Archetypes:
Scrollblade
Some storytellers use their brush and scroll as more than their tools, but as their literal weapons.
Their brush is as hard as iron, and their scroll is as sharp as a razor: almost, but not quite, as sharp as
their wit.
Iron Brush and Scrollblade (Ex) A scrollblade uses her brush and scroll as weapons as well as tools. At
first level, they are considered martial weapons with which they are proficient, and each do 1d6 points
of damage (piercing for the brush, slashing for the scroll). At 3rd level, both the scroll and brush and
considered to be magical weapons with a +1 enhancement bonus. At 6th level, and each 3 levels
thereafter (9th, 12th, 15th, 18th), both the scroll and brush increase in enhancement bonus by 1, or
gain a weapon ability equivalent to a +1 enhancement bonus. This ability modifies Brush and Scroll.
Eloquence (Su) A scrollblades eloquence maximum is equal to her level +2. This ability modifies
eloquence.
Two-Weapon Fighting (Ex) a scrollblade gains Two-Weapon Fighting as a bonus feat at first level.
Improved Two-Weapon Fighting (Ex) at 8th level, a scrollblade gains Improved Two-Weapon Fighting
as a bonus feat.
Worldwriter
Some storytellers arent interested in changing the stories around them, but instead focus on creating
stories all their own - and begin crafting entirely new worlds.
Write World (Su) A worldwriter can create their own worlds within the folds of their scroll. By spending
one or more points of eloquence, a worldwriter can create a demiplane that can be accessed through
their scroll. At first level, this demiplane is only accessible as a sensory experience: anyone who reads
the worldwriters scroll as a full-round action can see whatever scene the worldwriter has scribed
within. At 3rd level, characters who read the scroll can choose to enter the demiplane instead - being
transported to an identical copy of the scroll within the demiplane itself. Starting at 9th level, a
worldwriter can choose to force anyone other than them who reads their scroll into their demiplane, if
the creature reading the scroll fails a will save with a DC of 10 + the worldwriters wisdom modifier +
half the worldwriters level.
The demiplane inside their scroll is four contiguous five foot cubes per level, and is filled with either air
or water (whichever the worldwriter normally breathes), and otherwise similar to the create demiplane
spell. Within the demiplane, any stories the worldwriter writes are reduced in eloquence cost by 2.
Stories crafted here cannot leave the demiplane for any reason.
A character inside the worldwriters demiplane can leave it at any time by reading the copy of the
scroll within the demiplane, exiting into the nearest unoccupied square to the original scroll.
While the scroll within the demiplane cannot be destroyed without destroying the demiplane itself, if
her normal scroll is destroyed, the demiplane collapses, spilling its contents into the space the scroll
had occupied.
This ability replaces phrases.
Eloquence (Su) A worldwriters eloquence maximum is equal to her level +2. This ability modifies
eloquence.
Censor
While most storytellers tell their own stories, censors instead rewrite the stories of others around
them.
Understatement (Su) A censor can deride and scorn creatures in their writing, undermining their every
effort. By spending one point if eloquence, a censor can write a description understating a creature
within 30 feet of them. An understated creature takes either a -1 morale penalty on attack and
damage rolls, or a -1 morale penalty to all skill checks. For each two points of eloquence spent, this
penalty increases by 1.
A censor can add words to their understatements as though they were phrases. A creature that
succeeds the will save against words in an understatement also negate any penalties imposed by it.
Additionally, a censor can spend 4 points of eloquence to change the penalty imposed by the
understatement to a luck penalty.
The effects of an understatement remain until the censor chooses to end it.
This ability replaces embellishments.
Runewriter
Rather than focusing on nuances of the languages of the universe, runewriter instead master as many
words as they can, and write these powerful words alone, imposing their own story on the universe
around them quickly, but without subtelty.
Runic Embellishments (Su) a runewriter may not spent eloquence to embellish their targets with
descriptions to grant them morale bonuses - they may only write embellishments using words they
know. ((This phrasing is bad))
This ability modified embellishments
Runic phrase (su) a runewriter may not spend eloquence to assault their target directly - they may
only write phrases using words that they know.
This ability modified phrases
Runes (Su) at first level, and every two levels thereafter, a runewriter gains the spell word as a bonus
word. The minimum spell level for this spell is equal to half their runewriter level, rounded up. This
ability modifies words.