Namorina (3.5e NPC)

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CR 5

Female goblin cleric 5
CN Small humanoid (goblinoid)
Init/Senses +3/darkvision 60 ft.; Listen +3, Spot +3
Languages Maridian, Mitter
AC 19, touch 14, flat-footed 16; +1 dodge from Dodge
(+1 size, +3 Dex, +5 armor)
hp 22 (5 HD)
Fort/Ref/Will +4/+4/+7
Speed 20 ft. (4 squares)
Melee masterwork trident +4 (1d6-1 plus poison)
Ranged masterwork trident +8 (1d6-1 plus poison)
Base Atk/Grp +3/-2
Atk Options +1 attack and damage with ranged at 30 ft. or closer
Special Actions spells
Spells Prepared (CL 5th):
Abilities Str 8, Dex 16, Con 11, Int 12, Wis 16, Cha 13
SQ domains (Trickery), darkvision 60 ft.
Feats Dodge, Endurance, Point Blank Shot
Skills Bluff +9, Disguise +9, Hide +15 (+12 with armor)
Possessions six poisoned masterwork tridents, +1 scale mail
Patron Deity Ahti and stygian gods
Poison (Ex) Injury, Fortitude DC 17, initial damage 1 Str drain, secondary damage 2d6 Str. Namorina's tridents are poisoned with shadow essence.

NOTE: Namorina is an NPC in the Years of Gold setting, and the entry reflects that. She should be easy enough to adapt to games and campaigns in other settings, but remember to add a second domain and the excluded cleric powers (aura, turn or rebuke undead etc.) to her.


Namorina was born in Calimport to shipwright parents, who seeked to shelter their daughter from what they perceived as the "rotten atmosphere of the city". This, of course, only led to the child being more interested in the myriad mysteries of the port city. The young maga was soon neck-deep in the criminal underworld of the port, and her parents sent her to a small sea-side village, away from what they believed would corrupt the small child. What they didn't know was that they sent her directly to her mentor.

The small town was also home to Ol' Gunnar, a dunner brine-priest of Ahti, who quickly took a liking to Namorina's sharp tongue and nimble fingers. He taught the eager apprentice the many rites and wily ways of his titan god. He made sure the young goblin understood that Ahti was first and foremost a lord of lies, a mischievous trickster who delighted in complicated deception. Gunnar proved this at Namorina's informal inauguration, where the brine-priest took down his disguise and revealed himself as a her: her real name was Gunfrid, and she had spent years masquerading as a man, solely to please his god.

Eventually Namorina returned to Calimport, now a brine-priest herself. To honor his mentor, he decided to adapt a similar deception: she too disguised herself as a man. It was at this time she named herself Namorina, as is goblin custom - the name means crossroads in Goblin (a hidden commentary on her "going two ways") and is gender-neutral. She took to gambling, deceiving and petty criminal activity, as can be expected of a brine-priest, and also delighted in seducing women of all races in her disguise: while she hadn't thought about it before, she discovered she was attracted solely to her own gender.

She kept this charade up for years, but finally the repetive cycle of lies and seduction grew boring to her. Her mentor had taught her that Ahti delighted in complicated lies, and thus she deviced the greatest treachery of them all: she joined with the mysterious Cult of the Fathoms in Calimport, adapting their rituals and traditions. Who she now actually served, the stygian gods or Ahti, was a mystery to all, including herself.

Appearance and personality[edit]

Namorina's masquerade is almost perfect -
that's her on the left.

Namorina has a strong, handsome complexion that suits her gender-changing ways perfectly. Her normal expression is a mischievous smirk that many people, both goblin and otherwise, find inexplicably attractive. She dresses in the white-and-blue garb that's worn by brine-priests all around, and has rather few piercings compared to most goblins, with only her ears and her right nipple studded with silver. Namorina is 2' 5'' tall and weighs 25 lb., which is average for a goblin.

Namorina enjoys modifying her character to match any given situation, and her personality is as fickle as the sea she so loves. The only unchanging feature is her unwavering confidence: she is absolutely certain of each and every decision she makes, never doubting herself for a second. This confidence is another feature people find so attractive about her. She is in no way cruel, but is fairly unempathetic to the plight of others, often seeming to forget that other people even have feelings and opinions.

Followers and allies[edit]

Namorina has no followers as such and doesn't seek to have any: she trusts herself to take care of things, and when she needs an extra pair of hands (or more precisely appendages), she can summon them. As a brine-priest of Ahti with a gift to inspire and lead people with her words, she can quite easily rouse a group of people to her aid. Furthermore, as a servant of Cult of the Fathoms, she has many allies in the underbelly of Calimport, and can trust on the aid, if not the care, of a number of nefarious characters.

Recent activity and plans[edit]

While she follows (more or less) the whims and plans of the stygian gods she serves and the high priests that interpret their will, she has no true loyalty to the cult, and merely participates with lip service. In fact, were someone to suggest that she betray the cult, she would very likely do it just to mess with people's heads. A group of adventurers can find her to be a great ally, while simultaneously being a severe threat: she changes sides almost as fast as she changes sexual partners.


While Namorina is not combat-oriented, she has no issue with fighting if a fight rears its head in her vicinity. She trusts first and foremost her clerical abilities, unleashing debilitating spells in her opponenents direction. Darkness, silence and wind wall are usually first choices, followed by damaging inflict spells - Namorina channels negative energy.

Namorina quite detests close combat, partly because she's not very good at it and partly because it has no style to it. If she must fight physically, she prefers to throw poisonous tridents at her foes from a safe location, preferably higher than her opposition. If she knows she'll have to fight seriously, she makes sure the odds are in her favor, whether it is through traps, allies or simply a favorable battlefield. In these situations (especially when fighting alongside her cultist brothers and sisters) she fights viciously.

However, if none of these conditions look good for her, she turns tail and runs almost immediately: as mentioned before, she has little to no loyalty to anyone, and her own life is the most important thing. Spells like invisibility and summon monster I can help with getting away and distracting attention from her, respectively. If caught, she falsely pleads for mercy and tries to worm her way out of the situation, but if it seems clear the enemy is relentless, she faces her death with a head held high: confident to the end.

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