Norebo (Greyhawk Action)

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Norebo is the Suel god of luck and gambling, Norebo has had a "secret" affair with Wee Jas for the last thousand years, and in this time We Jas has advanced to a position as the major lawful god of the Suel. This has made his cult something of a god of freedom under order, a safety valve of social pressure.

Norebo (noh-REE-boh) is one of the more popular Suel gods, known for his willingness to make a bet on anything and his fondness for dice games; his symbol (a pair of eight sided dice) stems from this. He has been paired with most of the female members of his pantheon, but has been linked to Wee Jas for the past one thousand years despite their alignment differences. He particularly despises Ralishaz for giving gambling and risks a bad name. Norebo is shown as a man of average height, weight, and features, but can assume animal forms, especially when he wishes to be hidden.

Life is full of risks and gambling with fate is the only thing that makes life worth living. Owning property and life itself are fleeting things, and best be enjoyed while you have them.

His worship is popular in the barbarian lands and large cities, and donations to his temples (called Churches of the Big Gamble) are usually in the form of lost bets (as gambling operations are run on-site). Some patrons donate to his temple in the hopes of warding off thieves and assassins. Clerics of the Norebo are willing to make wagers on anything and are usually employed at least part of the time in a gambling house. Others wander the world to bring chance and elements of risk into people's lives; they especially love bothering clerics and followers of rigid gods such as Allitur, Pholtus, and St. Cuthbert.

Alignment: Chaotic Neutral.

Weapon: Dagger.

Symbol: Pair of eight sided dice.

Action Technique

Maneuver, Charm.

Domain: Flux, Spiritual.

Pathfinder Traits

Pathfinder Domains

Animal (Fur), Chaos, Charm (Lust), Luck, Trickery.

Pathfinder Obedience

Spend an hour gambling at a gambling hall. If no gambling hall is available, gamble with any nearby intelligent creatures. If no creature is available to gamble with, make a bet with yourself on some situation where you could profit or make a loss in the next day. Gain a +2 sacred (or profane if evil) bonus on all Reflex saves, Profession (gambler) checks, and Sleight of Hand checks.


  1. Gambler's Readiness (Sp) cultural adaption 3/day, perceive clues 2/day, or contingent action 1/day
  2. Always Timely (Su) As a full-round action you can Invite one or several creatures within 30 ft. to gamble. Unless they succeed at a Will save (DC 10 +1/2 your Hit Dice + your Charisma modifier) they will accept this invitation. This is a fascination effect and cannot be used in combat, and doesn't prevent targets from gambling as well as they can. You can use this a number of times per day equal to your Wisdom modifier. Each use lasts for as long as you continue to gamble, up to an hour.
  3. Divine Deal (Su) Once per day you can gamble against Norebo himself. Tha game is played in your mind, and each game taking an hour. Make a Wisdom or Charisma check (DC 20). If you succeed, Norebo gives you credit for a wish and you can raise the stakes by trying again. If you fail, you lose any accumulated wishes and you lose 25,000 gp worth of valuables or magic items. If you quit the game while still ahead, you can immediately cash out your wishes.