Rainkin

Norg Revuv's page

22 posts. Organized Play character for Tarthrin.


Full Name

Norg Revuv

Race

|HP 21/21 | AC 16(18) | F +6 R +4 W +5 | Perc +3 | Stealth +4 |

Classes/Levels

|Speed 25ft | Active Conditions: None |Hero points 1

Gender

NG Male Human (Half-Orc) Oracle |

Size

◆ | ◇ ◈ | ↺

Age

51

Special Abilities

Life Mystery

Alignment

NG

Deity

Sarenrae, and others

Languages

Common (Taldan), Orcish, Osiriani

Occupation

Ex-Servant

Strength 12
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 10
Charisma 18

About Norg Revuv

Norg Revuv

PFS Information:

PFS Number: 2401867-2004
Experience: 6
Gold: 14.96
School: Swords

Major Factions
Envoy's Alliance: 2
Grand Archive:
Horizon Hunters:
*Vigilant Seal: 6
Minor Factions
Radiant Oath:
Verdant Wheel:
All Faction Reputation
Total (Sum of Above) Reputation: 8

Purchased Boons

Slotted Boons:
None

Botting Instructions:

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]

Norg Stat Block:

Norg Revuv
Male Human (Half-Orc) Oracle 1
NG, Medium, Orc, Humanoid, Half-Orc
Perception +3; Low-light vision
Languages Common (Taldan), Orcish
Skills Acrobatics (U) +1, Arcana (U) +0, Athletics (T) +4, Crafting (U) +0, Deception (T) +7, Diplomacy (U) +4, Intimidation (U) +4, Lore (Labor) (T) +3, Lore (Library) (T) +3, Medicine (T) +3, Nature (U) +0, Occultism (T) +3, Performance (U) +4, Religion (T) +3, Society (T) +3, Stealth (T) +4, Survival (U) +0, Thievery (U) +1
Str 12(+1), Dex 12(+1), Con 16(+3),Int 10(+0), Wis 10(+0), Cha 18(+4)
Other Items Studded Leather, Dagger, Sling, Sling Bullets (10), Backpack, Bedroll, Chalk (10), Flint and Steel, Rations (14), Rope, Soap, Torch (5), Waterskin, 1st-level Scroll of Heal Elixir of Life (minor)(1), purse (14gp; 9sp; 6cp)
---------------
AC 16(18); Fort +6; Ref +4; Will +5
HP 21 Hero Points 1
---------------
Speed 25ft
Melee [1] Dagger +4 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+0 piercing or slashing

Ranged [1] Dagger +4 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+0 piercing or slashing
Ranged [2] Disrupt Undead +7 (30 ft), Damage 1d6+4 Positive damage, Target makes DC 17 basic Fort save. If critical failure, enfeebled 1 for 1 round.

Feats Read Lips, Overlooked Mastermind

Other Abilities Oracular Curse, Life Mystery

Spell Repertoire
Cantrips: Disrupt Undead, Forbidding Ward, Guidance, Haunting Hymn, Message, Stabilize
1st Level: Bless, Heal

Focus Spells Healer's Blessing, Life Link

Leveling Info:

1st level: Oracle, Human (Half-Orc), Servant, Overlooked Mastermind, Life Mystery, Healing Domain
*** Planned ***
2nd level:

3rd level:

4th level:

PFS history:

N/A