Nockta


Nockta

Lesser Deity

Symbol: A silver thimble encircling a blooming acorn

Home Plane: Bytopia / The Outlands (often wandering the Plane of Dreams)

Alignment: Lawful Good

Portfolio: Brownies, Artisans, Wilderness Order, Defensiveness, Safe Passage

Worshipers: Brownies, Aasimars, Planewalkers, Craftsmen, Fey Guardians

Cleric Alignments: LG, NG, LN

Domains: Good, Law, Nature, Travel, War

Favored Weapon: Needle-Rapier (Rapier)

The Separation from the High Fey

In the early eras of the Seelie Court, Nockta sat as a high courtier alongside her sister, Queen Titania of the Seelie Court. While Titania ruled over the wild, capricious, and ever-shifting beauty of the fey, Nockta watched the lesser fey—particularly the industrious Brownies—toil without structure, protection, or systemic honor.

Nockta proposed the Code of the Hearth and Needle: a formal planar decree that would codify rules of hospitality, elevate humble craftsmanship, and bind fey magic to strict laws of conduct. To the wild lords of the Seelie Court, this idea was pure heresy—it smelled of rigid mortal dogma and threatened the chaotic essence of the Feywild. Realizing her personal philosophy had shifted toward absolute structure and selfless service, Nockta peacefully abdicated her seat. She chose exile over compromise, taking her devoted Brownie followers with her out of the Seelie Court entirely.

Ascension in the Great Wheel

Wandering the Great Wheel, Nockta sought a plane where law and goodness were not oppressive, but served as a framework for creation. She settled on Dothion, the upper layer of Bytopia (The Twin Paradises). There, she established her divine realm, The Hearth-Forge.

Because belief shapes reality in the Outer Planes, the arrival of a Lawful Good fey power altered the localized fabric of Bytopia. Her presence turned her realm into a beacon for petitioners who believed that hard labor, defensive vigilance, and honest craft were sacred acts.

Planetary Standing in 2e

  • Relationship with Titania: While no longer part of the Seelie Court, Nockta maintains a cold, respectful truce with her sister. Titania views Nockta as an overly rigid eccentric, while Nockta views the Seelie Court as dangerously irresponsible.
  • The Lady of Pain & Sigil: Nockta commands no massive armies that would threaten the neutrality of the Cage. Instead, her Brownie worshipers slip through Sigil’s portals using specialized keys, operating unnoticed in the Hive and Clerk’s Wards to fix broken gear, aid planewalkers, and quietly spread her belief in order and mercy.
  • Aspect of War: Unlike standard war deities who revel in slaughter or conquest, Nockta’s aspect of War was forged during her migration through the Lower Planes. She teaches her followers defensive tactics, trap-making, and martial discipline solely to protect small, vulnerable communities from fiendish incursions and wild dream-hazards.

Nockta (Avatar)

Fine Fey (Divine)

  • Hit Dice: 20d6+140 plus 10d10+70 (385 hp)
  • Initiative: +15 (+11 Dex, +4 Superior Initiative)
  • Speed: 30 ft. (6 squares), Fly 60 ft. (perfect)
  • Armor Class: 58 (+8 size, +11 Dex, +6 divine, +13 natural, +10 deflection), touch 45, flat-footed 47
  • Base Attack / Grapple: +20 / +12
  • Attack: +5 Holy Lawful Needle-Rapier +44 melee (1d2+11/18–20/×2 plus 2d6 vs. Evil/Chaos)
  • Full Attack: +5 Holy Lawful Needle-Rapier +44/+39/+34/+29 melee (1d2+11/18–20/×2 plus 2d6 vs. Evil/Chaos)
  • Space / Reach: 1/2 ft. / 0 ft.
  • Special Attacks: Spell-like abilities, Turn Undead 13/day (+10), Divine Smite 3/day (+6 attack, +20 damage)
  • Special Qualities: Divine aura (60 ft., DC 26), DR 15/epic and cold iron, Fire resistance 26, Immortality, Low-light vision, SR 38, Telepathy 100 ft., True Seeing, Greater Invisibility at will
  • Saves: Fort +29, Ref +29, Will +30
  • Abilities: Str 14, Dex 32, Con 24, Int 22, Wis 26, Cha 30
  • Skills: Balance +39, Craft (all) +34, Diplomacy +38, Escape Artist +39, Hide +52, Knowledge (nature) +34, Knowledge (the planes) +34, Listen +38, Move Silently +39, Search +34, Sense Motive +36, Spot +38, Tumble +39
  • Feats: Alertness, Combat Expertise, Dodge, Greater Weapon Focus (rapier), Improved Critical (rapier), Mobility, Spring Attack, Superior Initiative, Weapon Finesse, Weapon Focus (rapier)

Special Abilities

  • Divine Aura (Ex): Creatures within 60 feet must succeed on a DC 26 Will save or be affected by a Calm Emotionsor Awe effect (Nockta’s choice) for as long as they remain in the aura and for 1d4 rounds thereafter.
  • Greater Invisibility (Sp): Nockta can remain invisible at will as a free action, even while attacking. This functions as Greater Invisibility (CL 20th).
  • Fey Artisan (Ex): Nockta can cast Mending or Make Whole at will as a quickened spell-like ability. Any object repaired by Nockta gains a permanent +2 enhancement bonus to its hardness and hit points.
  • Safe Haven (Su): Allies within 30 feet of Nockta are immune to planar environmental hazards (such as toxic dream-slime or extreme temperatures) and gain a +4 morale bonus on saves against mind-affecting effects.
  • Spell-Like Abilities (CL 20th): At will—Aid, Align Weapon, Animate Plants, Blade Barrier, Commune with Nature, Dimension Door, Find the Path, Fly, Freedom of Movement, Holy Smite, Holy Word, Magic Vestment, Order’s Wrath, Pass without Trace, Sanctuary, Teleport Without Error, Zealot’s Pact. 3/day—Gate, Mass Cure Critical Wounds, Power Word Stun.

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