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lunaramblings
2013-01-23, 03:00 AM
The Norn:

http://digital-art-gallery.com/oid/1/850x621_983_Sea_Gate_Oracle_2d_fantasy_spell_magic _wizard_picture_image_digital_art.jpg

Norns are diviners and seers. They tend to focus on the nature of the world and the connections of all the life that exists within, rather than more mundane contemplations. Norns provide insight and guidance, though usually at a cost. However, Norns also have a darker side. As they are able to sense and read the Fates, they are also able to manipulate them and use these twists of the cloth to harm those that they take umbrage with.

Norns believe the world, past, present and future, is a single Great Tapestry. With care and deliberation, one may find all manner of knowledge by studying the Great Tapestry. Within this cloth lay all the secrets of the world, all the treasures hidden, and all the power that waits to be ceased.

Game Rule Information:

Norns have the following game statistics:

Abilities:

Norns require a good deal of Wisdom so as to best understand the meaning of the Great Tapestry. In addition the number of spells that a Norn may cast is dependent upon their Wisdom score, as is the DC for these spells. Norns also require a good Charisma score as this determines the Saving Throw DCs of their Curses as well as impacting some of their other abilities. Further, sometimes it is important for a Norn to know when to lie about what they have seen, and sometimes they need to use their sharp tongue to avoid confrontation or to properly word one of their curses.

Alignment Restriction: To truly find touch the strands of Fate one must be either Lawful or Neutral. Neutrality lends a soft acceptance of the world that an Norn can use to access the strands of fate, while a Lawful mindset allows the Norn to grasp the rules of fate and better alter and craft the Strands of Fate. One need not be Lawful Neutral, but one must have one of these components within their alignment to take levels as an Norn. If one changes alignment to such that they no longer qualify to be an Norn, they lose all class features until they regain their alignment, either through a vision quest of some sort or the casting of the Atonement spell.

Hit Die: 1d6. Norn are not meant to put themselves directly in harms way. They are best served for reconnaissance and gathering of information.

Class Skills:

Norns recieve 6 + Intelligence Modifer Skills per Level (x 4 at 1st Level).

Bluff (Dex), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge {All, Taken Separately} (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha)

Class Features:

Weapon and Armor Proficiency: Norns are proficient in all simple weapons and Light armor and shields. In addition, each Norn may choose a single 1 handed or Light slashing weapon weapon with which they are proficient, this is the blade with which they cull the loose strands of fate.

Spells:

Norns cast spells much like a Cleric. They must take an hour at the beginning of each day during which time they examine the Strands of Fate before them and prepare their spells for the day. The spells cast by a Norn are considered to be Divine in nature, and as such the Norn does not suffer Arcane Spell Failure. A Norn may cast spells as per the table below. In addition a Norn receives bonus spells based on a high Wisdom score. A Norn uses their Wisdom bonus to set the DC of the spells they cast. DC to overcome the spells of the Norn are 10+Spell Level+Wisdom Modifier.

Upon gaining access to a new level of spells a Norn is able to cast all spells on their spell list of that level, they need not research the spells, they simply cull the knowledge of these magics from the fabric of the Great Tapestry. In addition to the spells normally available a Cleric, Norns also have all Divination spells on their spell list. If a spell is available from multiple sources at different levels a Norn always gets the spell at the highest level.

Norns do not gain access to Domains, Domain Spells or their Granted Powers.

Bonus Languages: Just as all Knowledge resides in the Great Tapestry, this also includes all Languages. A Norn may take any Language they would like as bonus Languages, with the exception of Druidic.

Spirit Ally:

All Norns are able to call upon the services of a spiritual ally to aid them in their reading or the Great Tapestry, and to help them along their journey through the Strands of Fate.

Mechanics as Per a Wizards Familiar.

Improved Ally:

The Norn Gains the benefit of the Improved Familiar Feat.

Greater Ally:

Your and your Ally's Strands have been forged together, as such you are constantly in telepathic contact and can fully sense anything the other experiences, as if it were happening to you. In addition, your Ally may cast spells that you have prepared of up to 2nd Level. This uses your spell slot, and is treated in all ways as if you had cast the spell, as you had prepared it, including any metamagic that may have been applied.

Ally Mastery:

You and your Ally have forged such a bond that your Strands within the Tapestry have melded. Your Familiar may either cast any spell you know as a Spell Like Ability 3/day, or choose to cast any 3 spells you know as a Spell Like Ability 1/day each. Metamagic may not be applied to this spell, and you need not actually have memorized the spell. Once chosen the spell(s) and method of casting are set and cannot be changed.

Curses:

A Norn gains access to more and more devastating curses as they advance. These Curses are Supernatural Abilities, whose Saving Throw is 10+1/2 Norn Class Level+Cha Mod. An Norn may cast a total number of Curses equal to their Charisma Modifer per day. Unless otherwise stated a Curse lasts for 1/minute per level in the Norn Class.

Least:

Sever the Thread: By spending an standard action focusing on the Strands that tie the inanimate objects in within a 5 foot radius to the Great Tapestry and to themselves, they may send a surge of energy through the Strands, destroying the objects by severing those ties. If the object is held or worn the owner makes a Fortitude Save to resist this effect. If the items in question are magic, they are unaffected. This effect may also be used to harm non-living creatures. In this use it deals 1d6/2 CL to a maximum of 5d6.

Fate's Obfuscation: By shifting the strands of the Great Tapestry the Norn conjures shifting and coalescing shadows. These shadows fill a globe with a 20ft diameter. This grants all within the shadows a 20% miss chance on attacks against them, as well as those that they make. Darkvision is utterly useless in piercing these shadows, and due to viscous nature of the shadows Listen, and Survival checks to locate others in the darkness are made with a -5 to the check.

Fate's Warding: By examining the Strands of Fate an Norn can step between an onslaught of ranged attacks. This allows the Norn to be protected from mundane ranged attacks, gaining a 20% Miss Chance against such attacks. Further, any magical attack, thrown boulders, seige weapon or other such attacks that requires a ranged touch, suffer -2 penalty to the attack roll. As they are partially walking within the Tapestry itself, they leave no trail, either physically or by scent.

Scuttling of the Spider: As a spider scuttles along its web, the Norn skates along the Strands of the Great Tapestry.A Norn that invokes this curse shifts the Strands of the Great Tapestry in relation to his own Thread. This allows him to move quicker, gaining a +10 to all his movement modes, and also may walk on walls, ceilings or even liquids as if they were a solid unobstructed floor, provided that the Norn move no more than half his movement speed.

Call the Scavengers: A Norn may look to the tapestry, and carefully reel the Strands connected to a swarm of creatures. This ability works as per the spell Summon Swarm.

Fracture the Psyche: By twisting and manipulating the Strands of a target, they can invoke a sort of madness. This spell works like Tasha's Hideous Laughter, though laughter is not always the result. Sometimes the victim will scream, enter a fugue state or cry uncontrollably. Also unlike the Spell, this can affect creatures that are normally immune to mind effects, compulsions, or have an intelligence of 2 or Lower.

Fracture the Mind: By damaging, but not destroying the portion of the target's Strand that represents his mind, the Norn can reduce their target's mental capabilities. This functions as the spell Touch of Idiocy.

Lesser:

Command Trust: The Norn uses their control over the Great Tapestry to change the perception of the target. This works as per the Charm Person spell including the Duration.

Crushing Despair: As Bestow Curse.

Transcend the Earth: The Norn may use the Strands of the Great Tapestry to break free the bonds of the earth. As per the Fly spell.

Impede the Spoken Word: By invoking this Curse, the Norn binds the victims speak with his own Strand in the Great Tapestry. The victim has a 50% chance to speak gibberish in place of intended speech, causing any spell with a Verbal component to have a 50% chance of failure. Further it can be difficult for the victim to engage with others in any meaningful manner. The victim receives a Will Save, and on failure this state lasts for 1hr/per point of Charisma Modifier.

Inhibit Foe: The Norn gives a swift yank to the Strand of the victim, causing him to momentarily become confused missing his next action. The victim makes a Will Save to avoid the effect, but even if they make the save they are dazed for 1 round.

Deja Vu: The subject must make all rolls twice, taking the worst of the two results. This lasts a number of rounds equal to the Norn's Charisma modifier. The victim may make a Will Save to negate.

Greater:

Trappings of Fate: By knotting the Strands of the target you may freeze them in place. The target makes a Will Save to negate. If they fail, they are rendered completely immobile as the forces of fate bind them. This binding causes the victim to lose all ability to move, they automatically fail any reflex saves and may not apply their dexterity to their AC. Further they may take no action. Each round the victim receives a new save, and further, if attacked the victim receives an additional save.

Dispelling Stroke: By strumming the target's Strand in the Tapestry, the Norn shakes loose the effects of Magic upon the target or their possessions. This Curse acts as a targeted Greater Dispel Magic. If successful, you gain a bonus on the next D20 roll you make equal to the spell level of the effect dispelled.

Expel: By displacing the Strand of the Target the Norn can force them from the Material Plane into the Astral Realm. This effect lasts for a number of rounds equal to the Norn's Charisma Modifier. This power does not prevent the Target from returning before the end of the duration if they have such a capability. The target receives a Will Save to negate.

Warp: Buy tearing at the Strands of the Tapestry in a localized area, the Norn can cause on wood, leather, and other natural materials to fade from existence, lost forever. This ability works as Miasma of Entropy (Spell Compendium Page 141:)

Wither: An Norn can twist and torque the Strands of his Target in such a way to cause excruciating pain and disability, without killing, by causing one of the Target's limbs to Wither. This ability functions identically to the Deathbound 4 spell Wither Limb including the Duration. (Spell Compendium, Page 241).

Master:


Sap Life: At this level of understanding an Norn can make potent attacks on their enemies through the Shroud. By striking the Strand of the target the Norn inflicts terrible damage to their foe's Strength and Constitution scores. Unlike most Curses this Curse requires the Norn to succeed in a melee Touch Attack against their foe. If successful the target suffers 1 point of ability damage per class level to both their Strength and their Constitution. If the attack is a Critical Hit, this is Ability Drain rather than Damage, but the amount remains the same. The Duration of this effect is as per the normal rules for ability Drain or Damage as the case may be.

Evil Eye: The Norn may harvest chaotic energies from the Tapestry and funnel it into a Gaze attack. Anyone that looks upon the Norn in the round that this Curse is cast is affected as if under the effects of a Polymorph Any Object Spell. All effected are turned into the same thing. The DC of the Fortitude Save is 10+1/2 Norn Class Level+Cha Mod. Any Duration based on the Spell that would be considered Permanent is instead reduced to 1 Week. Further, this ability can only be used to lessen the power of foes, and cannot be used to benefit an Ally by altering their form.

Steal Soul: By binding the Target's Strand to their own, a Norn may take command of the victim's very soul. To do so they must possess a vessel for the Soul to inhabit, such as an earthen jar, a phylactery, or some other object created specifically for this purpose. The Victim makes a Will, DC 10+1/2 Norn Class Level+Cha Mod, Save to Negate. If the target fails their soul is trapped in the vessel for one hour per point of Charisma Modifier the Norn possess. The Norn may choose to take over the physical body of the Target, leaving his own body behind. In this case the Body possess all the physical attributes of the original owner, but the Norn retains use of his own Intelligence, Wisdom and Charisma. A Norn using another's body may still cast spells, and enact curses assuming that the new form is capable of making any verbal or somatic components that may be required.

Shred the Mortal Vessel: An Norn may shred away at the Strands of a target, causing excruciating pain and torment. This power lasts for only a number of rounds equal to 1/2 the Norn's class level. However, during this time the target is blinded by pain and lays prone convulsing in agony. The Target is considered during this time to be Helpless. Once the pain subsides the Victim is exhausted until they take a day of bed rest. The target is entitled a Fortitude Save DC 10+1/2 Norn Class Level+Cha Mod, to negate. Further, this constitutes pure torture. Any non-evil Norn that uses this power is walking a slippery slope toward changing their alignment. A single use is a transgression, continued use is cause for a shift in alignment.

Oracular Might: Fate is fickle, but to those that know how to wield it, it can be a powerful ally. Whenever an Norn casts a Divination spell, they add an Insight bonus to their Caster Level equal to their Charisma.

Bonus Feats: As Wizard, plus Skill Focus and Devotion Feats from Complete Champion.

Guidance of Fate: Whenever a Norn would be required to roll a miss chance they may roll twice and choose which one to take.

Guided Strike: A Norn may trace the Strands of Fate that bind them to their enemies. 3/day a Norn may grant his allies an Insight Bonus on attacks against a chosen enemy equal to the Norn's Wisdom Modifier.

Fateful Defenses: Whenever an enemy would be forced to roll a miss chance against the Norn, that enemy rolls twice.

Skill Mastery: The Norn has developed the ability to use Fate to influence his skills. He may choose 1 Skill each time he earns this feature. This skill is treated as a class skill for all classes from this point on. Further, the Norn may always take 10 when using this skill. If the Norn selects the same skill a second time the Norn is treated as instead taking 12.

Diviner's Madness: By entering a trance that lasts for 1 day, the Norn may ask Fate a number of questions equal to their Cha Mod. These questions will be answered truthfully by the Fates. However, the fates often are enigmatic and to understand their true meaning the Norn must make a Sense Motive Check against a DC of 30. If successful each question is answered plainly by the DM to the best of his ability, though no answer should require more than 1-2 sentences. For 7 Days after using this ability the Norn is treated as if under the effects of a Feeblemind spell, this receives no save and bypasses any immunities or defenses against such that the Norn may have.

Alter Fate: A number of times equal to the Norn's Charisma Modifier, the Norn may choose, before knowing the results of a d20 roll to make that roll either a Natural 1, or a Natural 20, with all associated benefits and drawbacks.

Sense the Unseen: No one escapes fate, and all is revealed in the Great Tapestry. Upon gaining this ability, an Norn is treated as continuously have the effects of True Seeing and Detect Magic active.

Fate's Resistance: At the start of each day, the Norn may choose Energy Resistance 15 to any one energy type or Spell or Power Resistance 10+ECL+Cha Mod. This lasts for the next 24 hours. This is a Supernatural Ability.

Sunder Strand: Once the Norn has observed his target for a Full Round he may make a Gather Information check against a DC of 10 + 1/2 HD of the target. If successful, he has located the point at which their Strand in the Great Tapestry has been first woven. With a flick of his chosen weapon he makes a touch attack against the target on his next turn. If successful, this attack is treated as a coup de grace. No form of immunity will prevent this effect.

{table=head]{colsp=6}Norn|{colsp=6}
Spells Per Day

Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th

1st|+0|+0|+0|+2|Curses (Least), Spirit Ally|
1|
|
|
|
|


2nd|+1|+0|+0|+3|Oracular Might|
2|
|
|
|
|


3rd|+1|+1|+1|+3|Bonus Feat|
3|
|
|
|
|


4th|+2|+1|+1|+4|Guidance of Fate|
3|
1|
|
|
|


5th|+2|+1|+1|+4|Guided Strike|
4|
2|
|
|
|


6th|+3|+2|+2|+5|Bonus Feat, Curses (Lesser)|
4|
3|
|
|
|


7th|+3|+2|+2|+5|Improved Ally|
4|
3|
1|
|
|


8th|+4|+2|+2|+6|Fateful Defences|
4|
4|
2|
|
|


9th|+4|+3|+3|+6|Bonus Feat|
5|
4|
3|
|
|


10th|+5|+3|+3|+7|Curses (Greater)|
5|
4|
3|
1|
|


11th|+5|+3|+3|+7|Diviner's Madness|
5|
4|
4|
2|
|


12th|+6/+1|+4|+4|+8|Bonus Feat, Skill Mastery|
5|
5|
4|
3|
|


13th|+6/+1|+4|+4|+8|Greater Ally|
5|
5|
4|
3|
1|


14th|7/+2|+4|+4|+9|Alter Fate|
5|
5|
4|
4|
2|


15th|+7/+2|+5|+5|+9|Bonus Feat, Sense the Unseen|
5|
5|
5|
4|
3|


16th|+8/+3|+5|+5|+10|Curses (Master), Skill Mastery|
5|
5|
5|
4|
3|
1

17th|+8/+3|+5|+5|+10|Fate's Resistance|
5|
5|
5|
4|
4|
2

18th|+9/+4|+6|+6|+11|Bonus Feat|
5|
5|
5|
5|
4|
3

19th|+9/+4|+6|+6|+11|Ally Mastery|
5|
5|
5|
5|
5|
4

20th|+10/+5|+6|+6|+12|Skill Mastery, Sunder Strand|
5|
5|
5|
5|
5|
5

[/table]

lunaramblings
2013-01-24, 09:50 PM
Bumping in hopes of some PEACHing

lunaramblings
2013-01-25, 09:43 PM
Ok. There have been like 60 views, no comments. Bumping once more. Please help me out and give me your take.

Frathe
2013-01-25, 11:06 PM
I've got to say, with a name like "Oracle", I was expecting more of a focus on... seeing the future. Stuff like that.

A lot of the curses first of all aren't "curses", and second seem overpowered. You can get immunity to nonmagical ranged attacks at 1st level? Jeez. And I'm just not really sure how the curses work--you say you can cast Cha modifier per day of them, but you don't actually give any kind of duration for most of them (unless I'm missing something).

I'll probably say more later.

lunaramblings
2013-01-26, 06:48 PM
I've got to say, with a name like "Oracle", I was expecting more of a focus on... seeing the future. Stuff like that.

A lot of the curses first of all aren't "curses", and second seem overpowered. You can get immunity to nonmagical ranged attacks at 1st level? Jeez. And I'm just not really sure how the curses work--you say you can cast Cha modifier per day of them, but you don't actually give any kind of duration for most of them (unless I'm missing something).

I'll probably say more later.

I took a fair number of the invocations from the Warlock list.

As far as seeing the future, it was meant to be more shown through the flavor of the abilities and what not.

I will address the Duration issue. As to the immunity to normal ranged weapons, see Wind Wall. 2nd level spell. I will alter that one to more closely resemble the spell, or maybe just alter it to be more like the warlock invocation that just gives a 20% miss chance.

Frathe
2013-01-26, 07:05 PM
I took a fair number of the invocations from the Warlock list.

As far as seeing the future, it was meant to be more shown through the flavor of the abilities and what not.

I will address the Duration issue. As to the immunity to normal ranged weapons, see Wind Wall. 2nd level spell. I will alter that one to more closely resemble the spell, or maybe just alter it to be more like the warlock invocation that just gives a 20% miss chance.

Yeah, fair point, but no one can get wind wall at first level.

And I understand what you mean about the flavor of the abilities, but this seems to be more about manipulating the strands of Fate than... seeing them.

lunaramblings
2013-01-27, 03:26 AM
Yeah, fair point, but no one can get wind wall at first level.

And I understand what you mean about the flavor of the abilities, but this seems to be more about manipulating the strands of Fate than... seeing them.

Most of the Warlock/DFA Invocations are 1st or 2nd level spells. So I didn't really view it as a huge issue to use Wind Wall in place of Entropic Shield which is what the Warlock version is based on. Felt that the subtle difference was more fitting.

On the point manipulating v. seeing, I definitely get your point. Maybe I should consider a different name. Edits will be made in a few minutes on the Duration and on the specific Curse you thought was over powered. I think I will alter it to provide 20% like the Warlock version.

lunaramblings
2013-01-27, 03:52 AM
Had a thought, would it be perhaps worth while to create mirrored abilities for good versus evil? Norn's in mythology, other than the female thing are a lot closer to how this is turning out. But there were benevolent and malevolent Norns. Perhaps I should create something to mirror the benevolent side of the Norn mythology and make it a choice on creation which path you follow?

What do people think?

Frathe
2013-01-27, 03:59 AM
Hey, for Expel, Steal Soul, Evil Eye, and Shred the Mortal Vessel you should probably specify the DCs of the saves. I think Sap Life's overpowered: it drains both Strength and Constitution. I also think Evil Eye is a bit much; auto-reduction to negative HP is potentially unbalanced, say if you're fighting a really high level enemy and they roll badly on the save. At the very least you should put some kind of hard numerical limit on its use.

Frathe
2013-01-27, 04:03 AM
Had a thought, would it be perhaps worth while to create mirrored abilities for good versus evil? Norn's in mythology, other than the female thing are a lot closer to how this is turning out. But there were benevolent and malevolent Norns. Perhaps I should create something to mirror the benevolent side of the Norn mythology and make it a choice on creation which path you follow?

What do people think?

I think that could potentially work, though of course the manipulation of Fate always has the potential for both good and evil. A lot of curses (probably shouldn't call them that for the good ones) could be refluffed to fit either, and after a certain level you could having diverging paths that grant different curses, as already somewhat suggested in Shred the Mortal Vessel.

lunaramblings
2013-01-27, 04:50 AM
Hey, for Expel, Steal Soul, Evil Eye, and Shred the Mortal Vessel you should probably specify the DCs of the saves. I think Sap Life's overpowered: it drains both Strength and Constitution. I also think Evil Eye is a bit much; auto-reduction to negative HP is potentially unbalanced, say if you're fighting a really high level enemy and they roll badly on the save. At the very least you should put some kind of hard numerical limit on its use.

I actually based Sap Life on a Spell from the Spell Compendium. Withering Palm, Cleric 7, which a Cleric would have been casting since 13th level, 3 levels before the Norn gets it. I will address Evil Eye, just not sure how.

lunaramblings
2013-01-27, 05:29 AM
Save info added as suggested. Changed Evil Eye to mimic Polymorph Any Object. Seemed like an appropriately potent ability to gain at 16th level.

lunaramblings
2013-01-29, 12:22 AM
Any further comments or suggestions? I think this is starting to look pretty nifty and kinda even dig the name change.