Exploration
Norg will stay to the middle of the group in order to be able to be near enough to everyone and help as needed. His default exploration activity is detecting magic, trying to be alert for magical hazards.
Combat
Norg tries to stick to the middle of the group so that his healing bursts can cover the whole party, especially the front-line fighters. He will use forbidding ward and life link on the main character that will be taking damage and will support damage with divine lance and healing as needed.
Social
Norg's best social skill is deception, especially when attempting to claim ignorance. If they are caught doing something, even red-handed, he will step up to try and explain the situaion. Otherwise he will try to use deception to make their business more important-sounding or claim their employers have lots of power, or things like that. His ability to read lips may help as well as his other society and social skills
Skills/Obstacles
He will mainly support the acting character(s) with the guidance cantrip.
Melee
[dice=Dagger attack]1d20 + 4[/dice] [dice=potential Piercing damage]1d4 + 0[/dice]
[dice=Fist attack]1d20 + 4[/dice] [dice=potential bludgeoning damage]1d4 + 0[/dice]
Ranged/Magic
[dice=Disrupt Undead]1d20 + 7[/dice] [dice=potential positive damage]1d6 + 4[/dice] Target makes basic Fortitude save, on critical failure they are enfeebled 1 for 1 round
Focus Spells
Life Link [1 action] Range 30ft, Target 1 creature other than you, Duration 1 minute
When you first Cast the Spell, the target recovers 1d4 Hit Points. The first time each round that the target takes damage, reduce the damage it takes by 3 (to a minimum of 0 damage). You lose 3 Hit Points each time, or the total damage dealt, if less than 3; this damage ignores any immunities or resistances you have and can't otherwise be mitigated in any way.
Healer's Blessing [1 action]
Spell Repertoire
Cantrips
Disrupt Undead [2 actions] Range 30ft, 1 undead creature
You lance the target with energy. Deal 1d6+CHA positive damage with a basic Fortitude save. On a critical failue it is also enfeebled 1 for 1 round.
Haunting Hymn [2 actions] Range 15ft Cone
***
Forbidding Ward [2 actions] Range 30ft, 1 ally and 1 enemy, Duration sustained up to 1 minute
You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects.
Guidance [2 actions] Range 30ft, 1 creature, Duration until the start of your next turn
You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
Stabilize [2 actions] Range 30ft, 1 dying creature
Positive energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.
1st level spells
Bless [2 actions] Area 5-foot emanation, Duration 1 minute
You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per turn, starting the turn after you cast bless, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet. Bless can counteract bane.
Heal [1 to 3 actions] Range varies, Area varies;
Heal 1d8 hitpoints to a willing living creature or deal that much positive damage to an undead creature with a basic Fortitude save.
Single Action (somatic) The spell has a range of touch.
Two Actions (somatic, verbal) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
Three Actions (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Common Skill Rolls
[dice=Acrobatics (U)]1d20+1[/dice]
[dice=Athletics (T)]1d20+3[/dice]
[dice=Deception (T)]1d20+7[/dice]
[dice=Diplomacy (U)]1d20+4[/dice]
[dice=Intimidation (U)]1d20+4[/dice]
[dice=Lore(Labor) (T)]1d20+4[/dice]
[dice=Lore(Library) (T)]1d20+4[/dice]
[dice=Medicine (T)]1d20+3[/dice]
[dice=Nature (T)]1d20+3[/dice]
[dice=Occultism (T)]1d20+4[/dice]
[dice=Religion (T)]1d20+3[/dice]
[dice=Society (T)]1d20+4[/dice]
[dice=Stealth (U)]1d20+1[/dice]