Nacht Character in Erath | World Anvil
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Nacht

Nacht the God of the Night, Protection, Mental States, Under dark, and Subterranean environments. Nacht is also jovialy called the God of things that go bump in the night. For the most part Nacht is a peaceful god watching over those who are shunned by or cannot join in the Light of day and the Sun. His twin brother whose original name has long been lost to the sands of time but today is known as Nemesis rules the daylight and the sun.

Favored Weapon:


Choose between a Sickle and a Gladius.

Divine Domains

Darkness Domain

Granted Power: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.

Touch of Darkness (Sp): As a melee touch attack, you can cause a creature’s vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—obscuring mist, 2nd—blindness/ deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—summon monster V (summons 1d3 shadows), 6th—shadow walk, 7th—power word blind, 8th—greater shadow evocation, 9th—shades.

Earth Domain

Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.

Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th— earthquake, 9th—elemental swarm (earth spell only).

Madness Domain

Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.

Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

Domain Spells: 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage, 4th—confusion, 5th—nightmare, 6th—phantasmal killer, 7th—insanity, 8th—scintillating pattern, 9th—weird.

Protection Domain

Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 def lection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The def lection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd— protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th— prismatic sphere

Void Domain

Granted Powers:

Guarded Mind (Ex): You gain a +2 insight bonus on saving throws against all mind-affecting effects.

Part the Veil (Su): At 8th level, you can lace spells you cast with the raw madness that waits in the outer darkness. Activating this ability is a swift action that you must use as you cast a spell that targets a single creature and that allows a Will saving throw to negate or reduce the spell’s primary effect. If the target fails to resist the spell, the target is also confused for a number of rounds equal to the spell’s level as visions of the void cause temporary insanity. The victim must succeed at a new saving throw each round to end the effect—these additional saving throws apply only to the additional confusion effect and not to the original spell effect. Part the veil is a mind-affecting effect. You can use this ability a number of times per day equal to 1/2 your class level.

Domain Spells: 1st—feather fall, 2nd—levitate, 3rd—fly, 4th—planar binding (lesser), 5th—overland flight, 6th—planar binding, 7th—reverse gravity, 8th—planar binding (greater), 9th—interplanetary teleport.

Mirage Domain

Granted Powers:

Veiled Refraction (Sp): You can bend and refract light around yourself, creating a number of faintly out-of-focus images where the spell is cast. The effect is the equivalent of a blur spell, but only cast upon the caster, and only for a duration of 1 round per caster level. You may do this a number of times per day equal to your Wisdom modifier.

Distant Reflection (Su): Once per day at 8th level, and one additional time per day for every four levels of cleric gained beyond that, you may touch a willing creature or object of up to Large size and make it vanish as if through a casting of invisibility. This effect lasts for a number of rounds equal to your cleric level. In addition, the moment the creature or object vanishes, the illusion of the creature or object (as if through a minor image spell) appears a distance away from the caster within line of sight up to 30 ft. per cleric level. If something ends the invisibility effect (such as by the target making an attack) or if something disrupts the minor image effect (such as by interacting with it and disbelieving it), then both effects immediately end.

Domain Spells: 1st—Silent image, 2nd—Mirror image, 3rd—Major image, 4th—Shadow conjuration, 5th—Mirage arcana, 6th—Permanent image, 7th—Project image, 8th—Shadow evocation, greater, 9th—Shades

Divine Symbols & Sigils

Silver moon inside of a Black Halo.
Divine Classification
Deity - The NINE
Alignment
Neutral
Age
Eternal
Children
Sex
Male
Gender
Male
Presentation
God
Eyes
None
Hair
none
Skin Tone/Pigmentation
Black with specks of white looking like the night sky

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