Fey Friend

Norine Pepfarin Epfafeen's page

799 posts. Organized Play character for FurtiveZoog.


Full Name

Norine Pepfarin Epfafeen

Race

Gnome

Classes/Levels

Cleric 3 HP 25/27 NL0 | AC20* T12* FF19* | CMB+1 CMD12* (*+1 until hit) | F+5 R+2 W+5 (+2 illusion; +2 fear/dispair)| Init+1 SPD20 | Perc+4 SM+6 LL vis

Other:
Morningstar +3/1d6; LXbow +4/1d6/19-20

Gender

F

Size

Small

Age

65

Special Abilities

Traits: Sacred Touch, Starchild (Desna); Obsession: Profession (Sailing); Alternate Racial ability: Eternal Hope; Feat: Selective Channeling

Alignment

Neutral Good

Deity

Desna

Location

Absalom

Languages

Common, Gnome, Sylvan, Celestial

Occupation

Sailor, Cleric of Desna, Pathfinder

Strength 10
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 15
Charisma 16

About Norine Pepfarin Epfafeen

Physical Description: Norine is a slight, female gnome, only 3' tall and about 32 lbs. Her skin is an earthy brown and her hair, elaborately arranged but mostly covered by a plain, gnomish hat, was until recently a deep green with silvery-green undertones; after an encounter with vargouilles in 'the mists of Mwangi', her hair has grown back silvery-gray. Her eyes are yellow-green w/silver and gold flecks.

Her dress is a brown and green traveler's outfit, carrying a backpack and, slung over her shoulders, a mitrhal buckler with a holy symbol of Desna, and a sack. She walks - with sometimes surprising alacrity - using a walking stick (a shillelagh).

Pathfinder number, stats and history:

PFS Number: 92489-2

XP: 7
FP: 14
PP: 8

1/2/2 - First Steps II: To Delve The Dungeon Deep
1/2/2 - Mists of Mwangi
1/2/2 - Murder on the Throaty Mermaid
1/2/2 - The Beggar's Pearl

Prestige Points Expended
2 - Wand of Cure Light Wounds after First Steps II.
2 - Wand of Bless after Mists of Mwangi
2 - Wand of Protection from Evil after Decline of Glory

Character backstory:
Norna is a strange, little gnome, even by the standards of gnomes.

As one of her earliest – or most distant – memories, Norra remembers being a young gnome talking to a badger about … Or, was it Norra as a young badger talking to a gnome? It is hard for to be sure since, in her own mind – whether true, or through imagination, or delusion – she has lived so many lives as so many different things. Norra was, she remembers, in the service of a mysterious, perhaps forgotten goddess of good and the earth, rising and falling in power, battling the undead and all other kinds of abominations, ultimately dying and being raised or reincarnated many times. Now, Norre has a new life as a not-very-bright, possibly damaged or deranged gnome (but, still quite civilized and remarkably intelligent by most badger standards), traveling to do good, for the sheer joy of traveling, and … something. But, is this her retirement, or is it a new life of adventure and service?

Nore, in this life or incarnation, worships Desna, giving him access to the domains of luck and travel (Desna’s portfolio includes Dreams, Stars, Travelers, and Luck). Confused by the sacred starknife and its multitude of points, Nore uses a simple walking stick, a shillelagh if you will, in his travels. A sling, with the blessing of great luck [True Strike], keeps his belly reasonably full, and services to and donations from fellow travelers bring in a few coins. A knack for sailing has already proved invaluable in traveling the lands of the Inner Sea. (Norre is (currently, at least) female but continually forgets such details , and sometimes even what race she is. She also continually forgets exactly how her name goes, possibly because of idiocy or buffoonery, possibly because it doesn’t transliterate or because names mean something different to her.)

The last that Nornra Pheppa Pefferin remembers, she was stuck in a tavern overlooking the water’s edge, waiting for the next ship. Staring out at the stars, she was down to her last few copper pieces and drinking as much as any dwarven warrior can and should.

(Blink blink) “Where am I, and what, by the stars, happened to my aching head?!” [Wakes up on the slave ship.]

After helping to liberate the slave ship and the slaves – so fulfilling one of the sacred domains of Desna – and saving many lives in the process, Norin has her answer: This new life appears to be fated for a life of adventure.

(From another life - The Black Hand Man campaign)

Arriving - again? - in Absalom, Norine vows to fight for good and against slavery all over Golarion, joining first the Pathfinder Society and within it the Andoran faction.

Character creation ideas:

While several points about Nora are inside jokes, such as my wife’s encounters with people believing in past lives, and while I do rather like the idea of Nora just being a little more insane than how the average gnome of Golarion is described, there are some interesting, coincidental supports for the idea that she isn’t. One possibility is that she was a servant of the composite deity of Desna and Gozreh, called Shimye-Magalla and worshiped in the Mwangi Expanse. Gozreh is a god of nature, as mentioned in Nora’s storyline, and also is worshiped, as expected, by druids (handy for Nora’s reincarnation story) and by sailors (the beginning of her sailing obsession). Nora’s alignment of Neutral Good is the one alignment a cleric could be for both Gozreh (Neutral) and Desna (Chaotic Good). As a particularly strange coincidence, Gozreh is talked about interchangeably, even in the same sentence, with male and female pronouns, the same way I discussed the generally-confused Nora. Finally, Gozreh, like gnomes, is described as “fickle”, leaving open whether Nora was retired from duty, or given a new life, or abandoned by her god.

Additional details:
Nora’s name a are intended to reflect, among other things, her confusion about her sense of self.

Name: Although mostly an inside joke, Nora’s name in its short form (like Nora) reflects the short names of the female names of Golarion gnomes, while the long, mostly-gibberish name reflects the longer name of the males. Gnomes are also described as changing their names frequently.

Hair/Hat: Nora has an elaborate hairstyle, as is often the case with a female gnome, and her hat (and backup hat in her backpack) reflects her male identity.

Equipment:

Total weight w/o droppable sack - 51.06 lbs (medium load to 65)
- Backpack - 19.12 lbs.
- Belt pouch - 1.12 lbs
Total w/ droppable sack - 71.18 lbs (heavy load)
- Droppable sack - 21.12 lbs.

Morningstar (S)
Shillelagh [Club] (S)
Dagger, Alchemical Silver (S)
Dagger, Cold Iron (S)
Sling (S)(no bullets)
Crossbow, Light (S)
Bolts (S)(CI), 10
Bolts (S)(CI/As), 10
Bolts (S)(CI/Ad), 10

Breastplate (S)
Buckler (Small/Mithral/Sanctified/+1) (S)
Outfit (Traveler's/Small)

Bandolier
Alchemist's fire, Acid (Flask), Alkali (Flask)
Smelling Salts, Antitoxin (2), Twitch Tonic (2)

Scroll box - 5 Parchment Sheets, 4 Rice Paper Sheets
Scroll box - Scrolls of Comprehend Languages, Detect Evil, Detect Good, Purify Food & Drink, Magic Weapon, Read Magic, Diagnose Disease (2), Remove Fear (2), Remove Sickness (2).

Healer's Kit
Platinum Rings (2)
Holy Symbol (Wooden/Continual Flame), Sheriff's Whistle (3), Signal Whistle, Sunrod (2)
Wand of Bless
Wand of Cure Light Wounds
Wand of Protection from Evil

Masterwork Backpack (S) - 1 Waterproof Bag (Small)(contains the BP contents), 1 Case (Map or Scroll), Gnome hat (backup), Gnome Obsession Log (Sailing), Heatstone, 4 Rations (Trail/Per Day) (S), 1 Waterskin (Filled), Coins (below); Blue Book (Absalom)
Pathfinder Chronicles (1 lb. ea): Arcana, History, Planes, & Religion; Chronicler's Kit, Map Maker's Kit, Whetstone
Coins

Belt pouch (S) - 10 Candle, 5 Chalk (1 Piece), Earplugs, 2 Fishhook, Flint and Steel, Holy Symbol (Wooden), Ink (1 oz. Vial), 2 Inkpen, 3 String (50 ft.), Compass

Waterproof Bag ("droppable") (S) - Bedroll (S), Blanket (S), Grappling Hook, Hammer, Messkit, 4 Pitons, 4 Rations (S), Rope 50' (Silk/Knotted), 2 Sheriff's Whistles, 2 Signal Whistles, 1 Waterskin (Filled)

Left at Home
Blanket, Winter (S)
Club (Shillelagh) (S)
Outfit (Cold-weather/Small)

Traits:

Sacred Touch - As a standard action, you may automatically stabilize a dying creature merely by touching it.

Starchild (Desna) - You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid becoming lost.

Special Abilities (All):

Aura of Chaos (Ex): You project a moderate chaotic aura.
Aura of Good (Ex): You project a moderate good aura.
Channel Energy (Su): Heal 1d6 in a 30' burst, or do 1d6 damage to undead similarly. (DC 14 Will)
Domain: Luck - Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (5 times)
Domain: Travel: Increase your base speed by 10 feet.
Domain: Travel - Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (5 times).
Eternal Hope: Receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, reroll and use the second result. This racial trait replaces the defensive training and hatred racial traits.
Favored Class: Cleric.
Gnome Magic: Illusions: Add +1 to the DC of any saving throws against illusion spells that they cast.
Gnome Magic: Spell-Like Abilities (Sp): 1/day - dancing lights, ghost sound (DC14), prestidigitation, speak with animals
Illusion Resistance: +2 racial saving throw bonus against illusion spells or effects.
Keen Senses: Receive a +2 racial bonus on Perception skill checks.
Languages: Begin play speaking Common, Gnome, and Sylvan.
Low-Light Vision (Ex): Can see twice as far as humans in conditions of dim light.
Obsessive: Receive a +2 racial bonus on a Craft or Profession skill of their choice. [Profession (Sailing)]
Slow Speed: Base speed of 20 feet.
Small: Gains a +1 size bonus to AC, a +1 size bonus on attack rolls, a –1 penalty to Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Feats:

Selective Channeling: Exclude 3 creatures from channeling effect.
Extra Channel:

Skills:

Total – Skill, Class Skills in Bold, others useable untrained

-1 - Acrobatics
+1 - Appraise
+3 - Bluff
-2 - Climb
+2 - Craft (Untrained)
+7 - Diplomacy, 1 Rank, +3 Cha, 3 Class
+3 - Disguise
-1 - Escape Artist
+6 - Heal, 1 Rank, +2 Wis, 3 Class
+3 - Intimidate
+5 - Knowledge (Arcana), 1 Rank, +1 Int, 3 Class
+5 - Knowledge (History), 1 Rank, +1 Int, 3 Class
+5 - Knowledge (Planes), 1 Rank, +1 Int, 3 Class
+5 - Knowledge (Religion), 1 Rank, +1 Int, 3 Class
+3 - Perform (Untrained)
+8 - Profession (Sailing), 1 Rank, +2 Gnome Obsession
-1 - Ride
+6 - Sense Motive, 1 Rank, +2 Wis, 3 Class
+5 - Spellcraft, 1 Rank, +1 Int, 3 Class
+4 - Stealth
+2 - Survival
+6 - Survival (avoid getting lost)
-2 - Swim

Prepared Spells, Abilities, Equipment, and Money remaining:

Prepared Spells
0 - Create Water, Detect Magic, Guidance, Resistance
1 - Burning Disarm, Command (2/2), Longstrider (0/1) (D)
2 - Aid (Luck)(D), Bull's Strength (0/1), Shield Other (0/1)
Abilities
Channel (Positive) Energy (Su)(DC 14): 8/8
Domain: Luck - Bit of Luck (Sp): 5/5
Domain: Travel - Agile Feet: 5/5
Eternal Hope: 1/1
Gnome Magic: Spell-Like Abilities (Sp):
- dancing lights: 1/1
- ghost sound (DC14): 1/1
- prestidigitation: 1/1
- speak with animals: 1/1

Consumable Equipment
Bolts (S)(CI), 10
Bolts (S)(CI/Ad), 9/10
Bolts (S)(CI/As), 10
Flasks: Alchemist's fire, Acid (Flask), Alkali (Flask), Liquid Ice (Flask)
Healer's Kit: 8/10 uses
Heatstone
Sunrod: 2/2
Medicines: Antitoxin (2), Twitch Tonic (2)
Rations: 4/4
Scroll box - Parchment Sheet (5/5), Rice Paper Sheet (4/4)
Scroll box - Scrolls of Comprehend Languages, Detect Evil, Detect Good, Purify Food & Drink, Magic Weapon, Read Magic, Remove Disease (2), Remove Fear (2), Remove Sickness (2).
Wand of Bless: 41/50 (43; -1 pre-stairwell; -1 docks)
Wand of Cure Light Wounds: 29/50 (34; room with three -2; -3 post dretch)
Wand of Protection from Evil: 47/50 (48; -1 Talwin)
Waterskin (M)(Filled): 1/1

Money
Money: 373.67 gp

At home:
Powdered Silver (25 gp/5 lbs.): 1/1