Alignment: A nexus can be of any alignment, although the instinctive method of wielding magic often make nexuses chaotic over lawful. However, there are nexuses who have a pact that relates to their magic—these nexuses are often lawful. Good nexuses are cunning mages who defend the weak with their infinite magic; evil nexuses are elitist channelers who seek to spread the sway of their spheres through any means necessary.

Hit Die: d4.
Starting Gold: 3d4x10 (75 gp).
Starting Age: Simple (as sorcerer).

Class Skills:

The nexus's class skills (and the key ability for each skill) are Concentration, Craft, Knowledge (arcana), Knowledge (nature), Knowledge (psionics), Knowledge (the planes), Listen, Profession, Psicraft, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Use Magic Device, Use Psionic Device..

Class Features:

All of the following are class features of the nexus.

Weapon and Armor Proficiency: A nexus is proficient with simple weapons, but not armor or shields.

Magic Sensitivity (Su): When you are in a wild magic zone, you must make a DC 15 Will save each round or be confused for that round, as the spell. Furthermore, when you are in a dead magic zone, you must make a DC 20 Will save or become fatigued. If you fail the save by more than 5, you become exhausted instead. This effect lasts for as long as you are in the dead magic zone and for 1 hour thereafter.

Soul Opening (Su): A number of times per day equal to your channeling ability modifier, you can open your soul to channel incantations with more power. When you do so, your channeling modifier becomes 1.5 x (your nexus level + your channeling ability modifier). In addition, the highest Difficulty Class of incantations that you may channel equals your channeling ability modifier + 2 x your channeler level, which may exceed 40 (unlike normal channeling DCs; see pending).

Tapping into the magic of your soul is straining, however. Immediately after your soul opening ends, you become fatigued. Additionally, you must make a Will save (DC 10 + 2 x the number of rounds you used this ability). If you fail this save, you take 1 point of ability burn for every point by which you failed the saving throw. This ability burn affects your channeling ability score. For example, if you used your soul opening for three rounds, you must make a DC 16 Will save. If you fail the saving throw by 7, you take 7 points of ability burn to your channeling ability score.

Sphere Resistance (Ex): As you channel the magic of your sphere longer, you gain more resistance to the damaging effects of your sphere. At 3rd level, you gain a +1 insight bonus to saving throws against incantations, spells, powers, and other effects with certain descriptors, depending on your sphere. This bonus increases by 1 for every three nexus levels you have.

Magic Touch (Su): Even though the magic that you wield is unlike that of spellcasters and manifesters, you can use your affinity for your sphere to use some items made by them. At 4th level, you gain a bonus equal to one-half your nexus level on Use Magic Device and Use Psionic Device checks. However, you may only gain this bonus when using items that have a spell with one of the descriptors that you would apply your sphere resistance to as a requirement. In addition, you may take 10 when making a Use Magic Device or Use Psionic Device to activate such a magic or psionic item. However, you still may not take 10 when distracted or threatened. If your channeling ability score is Wisdom, you may apply your Wisdom modifier instead of your Charisma modifier to these checks.

Sphere Defense (Ex): Beginning at 10th level, you have become so used to the magic of your sphere that you can shrug off magical attacks of it with relative ease. If you succeed on a saving throw against an incantation, spell, power, or other effect with a descriptor that you apply your sphere resistance to (see above) that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of sphere defense when you are unconscious or sleeping.

Soul Rift (Su): At 20th level, your connection to your sphere is so complete that you can unleash the full fury of your sphere. Your unbridled force allows you to channel incantations that you normally could never use, but it is taxing on your body as well.Once per day, you can unleash a soul rift while you are using the soul opening ability. While you are in a soul rift, you may channel incantations of any DC. As usual during a soul opening, the DC may exceed 40.

This ability is dependent on the soul opening ability; if you the soul opening ends, the soul rift immediately ends as well. The soul rift lasts for a number of rounds equal to your channeling ability modifier. When it ends, you immediately become exhausted. This doesn’t end your soul opening, however.

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