Nemesis Character in Erath | World Anvil
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Nemesis

Nemesis is the God of the Sun, War, Conflict, Fire, Rage, and Strength as well as the twin brother of Nacht. His original name was not Nemesis but that has been lost to sands of time. Nemesis became his name during the First God War and was solidified during the Second War.

Favored Weapon:


Choose between a WarHammer and a GreatSword.

Divine Domains

Fire Domain

Granted Powers: You can call forth fire, command creatures of the inferno, and your f lesh does not burn.

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire 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.

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

Domain Spells: 1st—burning hands, 2nd—produce f lame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Glory Domain

Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th— undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate

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

Strength Domain

Granted Powers: In strength and brawn there is truth— your faith gives you incredible might and power.

Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.

Domain Spells: 1st—enlarge person, 2nd—bull’s strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.

Sun Domain

Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

War Domain

Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.

Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su): At 8th level, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power, 5th—f lame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill.

Divine Symbols & Sigils

Red (Used by all save Clerics and Paladins) or Orange (Used by his Clerics and Paladins) sun inside of a Golden Halo.
Divine Classification
Deity - The NINE
Alignment
Neutral
Age
Eternal
Children
Sex
Male
Gender
Male
Presentation
God
Eyes
Gold
Hair
Fire
Uncommon knowledge:
Nemesis is a title/name given to him by the enemies of the Gods and it started during the First War. So often was he referred to by this title/name that he would formally adopt it as his only name. After The Manifester convinced the Gods to go to war it was Nemesis that was unanimously elected their war chief. He also led the NINE in the Second War against THEM where it is said his name was echoed and cursed as all of them fell before his tactics and strength. He alone amongst the NINE slayed the most enemies and was never considered as one of the Gods that created THEM.

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