Nexus
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The City of 7 Seraphs
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A nexus is a type of veilweaver who mixes their essence with planar energy garnered from across the planes of existence, becoming something new, and powerful. A creature must be born with the capacity to become a nexus, though only a rare few ever discover this aspect of themselves. A nexus is formed when a creature is born with an attachment to more than one plane of existence. While this makes aasimar, tieflings, and other planetouched races the most likely to inherit this unusual power, any number of circumstances can contribute to an otherwise normal specimen of a given species developing the powers and abilities of a nexus, such as a parent or near ancestor wielding planar magics, being born in a location where the barriers between planes are particularly thin, or other, stranger, circumstances.

Starting Wealth: 3d6 x 10 gp (Average 105 gp).

Role: A nexus is a font of energy, capable of devastating destruction backed by akashic powers of creation. All nexus are capable of dealing damage to their opponents from range, while their other capabilities are determined by their convergence and chosen veils.

Alignment: A nexus can be of any alignment, though their alignment often matches that of their first convergence.

Hit die: d8.

Class Skills: The nexus class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int modifier.

Class Abilities

Table: The Nexus
Class Level Base Attack Bonus Fort Save Reflex Save Will Save Special Veils Essence
1 +0 +2 +0 +2 Convergence, planar detonation 1d6 1 1
2 +1 +3 +0 +3 Chakra bind (Hands) 1 2
3 +2 +3 +1 +3 Imp. essence capacity +1, planar detonation 2d6 2 3
4 +3 +4 +1 +4 Chakra bind (Feet), convergence 2 4
5 +3 +4 +1 +4 Planar detonation 3d6 3 5
6 +4 +5 +2 +5 Chakra bind (Head) 3 6
7 +5 +5 +2 +5 Planar detonation 4d6 4 7
8 +6/+1 +6 +2 +6 Chakra bind (Wrists), convergence 4 8
9 +6/+1 +6 +3 +6 Imp. essence capacity +2, planar detonation 5d6 5 9
10 +7/+2 +7 +3 +7 Chakra bind (Shoulders) 5 10
11 +8/+3 +7 +3 +7 Planar detonation 6d6 6 11
12 +9/+4 +8 +4 +8 Chakra bind (Headband), convergence 6 12
13 +9/+4 +8 +4 +8 Planar detonation 7d6 7 13
14 +10/+5 +9 +4 +9 Chakra bind (Neck) 7 14
15 +11/+6/+1 +9 +5 +9 Imp. essence capacity +3, planar detonation 8d6 8 15
16 +12/+7/+2 +10 +5 +10 Chakra bind (Belt), convergence 8 16
17 +12/+7/+2 +10 +5 +10 Planar detonation 9d6 9 17
18 +13/+8/+3 +11 +6 +11 Chakra bind (Chest) 9 18
19 +14/+9/+4 +11 +6 +11 Planar detonation 10d6 10 19
20 +15/+10/+5 +12 +6 +12 Chakra bind (Body), planar attunement 10 20

Proficiencies

Nexus are proficient with with all simple and martial weapons, light and medium armor, and shields (except tower shields).

Veilweaving

A nexus learns to shape the magical power known as akasha into powerful veils, which are drawn from the nexus veil list. They know and can shape any veil from this list. The DC for a saving throw against a veil’s abilities is 10 + the number of points of essence invested in the veil + the nexus’ Charisma modifier. The nexus can only shape a certain number of veils per day (see the nexus class table). Veils are constructs of pure magic and are suppressed while in the area of an antimagic field or similar phenomena.

At 1st level a nexus also gains access to her own personal pool of essence, which can be invested into veils and other receptacles to increase their power. The pool of available essence is listed in the nexus’ class table; the nexus’ character level, as noted in the Akasha and Magic Interactions section, determines the maximum quantity of essence she can invest in any single veil. As a swift action, a nexus can reallocate her essence investments into or between her veils and other essence receptacles. A nexus must have a good night’s rest and must meditate for one hour to prepare her veils for the day.

Convergence (Su)

At 1st level, 4th level, and every four levels thereafter, the nexus becomes more strongly attuned to a particular plane of existence, chosen from the list of convergences below. The nexus may choose to treat her alignment as being the same alignment as any plane she possesses a convergence to instead of her own for the purposes of spells and effects whose results vary based on alignment, such as detect evil or holy word; the nexus must choose what alignment she wants to present as when she firsts shapes her veils for the day and may change her active alignment to her actual alignment or the alignment of any plane she possesses a convergence to as a standard action.

Each time the nexus gains a new convergence, she may advance a convergence she already possesses to the next tier, or gain her first tier in a new convergence. When a nexus gains an identical resistance or defense from two different convergences, the benefits stack (for example, a 10th level nexus with a tier 1 planar convergence in both the Heavens and Hells would have cold and fire resistance 20, and acid and electricity resistance 10). Convergence abilities that grant a saving throw have a DC equal to 10 + 1/2 the nexus’ class level + her Charisma modifier.

Planar Detonation (Su)

Starting at 1st level, as a standard action a nexus may fire a ray as a ranged touch attack with a range of Close (25 ft. + 5 ft. per 2 class levels) that deals 1d6 piercing damage, increasing by 1d6 for every 2 nexus levels beyond 1st. A nexus may take a point of essence burn when making this attack to increase the damage for that attack to 1d6 per class level + 1/2 her Charisma modifier.

While wielding a weapon-like veil, a nexus may make a single attack with that weapon as a full-round action, adding her planar detonation damage to the attack. At 6th level, the nexus may instead make this attack as a standard action.

Chakra Binds

At 2nd level and every two levels thereafter, the nexus gains the ability to bind veils directly to her chakra, unlocking potent new abilities. The nexus gains the ability to bind slots in the following order: Hands, Feet, Head, Wrists, Shoulders, Headband, Neck, Belt, Chest, and Body.

Improved Essence Capacity

The nexus’ unique planar attunements have made her particularly talented at investing essence. At 3rd, 9th, and 15th level the maximum essence capacity of all her essence receptacles increases by 1.

Planar Attunement (Su)

At 20th level the nexus gains a true planar attunement, becoming an outsider with a strong connection to a particular plane of existence. The nexus no longer ages (though any modifications to her ability scores she has already accrued due to age remain), and is always treated as having the native subtype while on the material plane or the plane(s) associated with her planar attunement. The nexus chooses one of the following attunements and gains the listed benefits in addition to those already listed:

Abyss

The nexus gains the chaotic and evil subtypes and may travel freely between the Abyss and Material Plane as though using plane shift, though she cannot transfer more than 1 additional creature with her each time she uses this ability. In addition, the nexus may issue a single command to any demon she can see whose Hit Dice are less than or equal to her own as a standard action, forcing the demon to succeed at a Will saving throw (DC 10 + 1/2 the nexus’ class level + her Charisma modifier) or obey. Using this ability against a specific demon more than once gives the demon a +2 circumstance bonus to their save to resist the command per additional attempt. This is a mind-affecting compulsion effect.

Elemental

The nexus chooses one of the following subtypes: air, earth, fire or water. The nexus gains that subtype, and any creature who shares that subtype automatically treats the nexus as friendly; this effect ends immediately if the nexus or any of her allies takes overtly harmful or aggressive action against such a creature or its allies. Mindless creatures who share this subtype with the nexus automatically follow the nexus’ commands unless specifically given instructions not to by their summoner or creator (if applicable) or via magical compulsion.

Heavens

The nexus gains the good and lawful subtypes and may travel freely between the Heavens and Material Plane as though using plane shift, though she cannot transfer more than 1 additional creature with her each time she uses this ability. In addition, the nexus may summon a planetar to aid her in battle 1/day as a spell-like ability; the planetar remains for up to 10 minutes before returning to the heavenly realms.

Hells

The nexus gains the evil and lawful subtypes and may travel freely between the Hells and Material Plane as though using plane shift, though she cannot transfer more than 1 additional creature with her each time she uses this ability. In addition, the nexus may issue a single command to any devil she can see whose Hit Dice are less than or equal to her own as a standard action, forcing the devil to succeed at a Will saving throw (DC 10 + 1/2 the nexus’ class level + her Charisma modifier) or obey. Using this ability against a specific devil more than once gives the demon a +2 circumstance bonus to their save to resist the command per additional attempt. This is a mind-affecting compulsion effect.

Underworld

The nexus gains the psychopomp subtype, granting her darkvision 60 ft., low-light vision, immunity to death effects, poison and disease, and allowing the nexus to treat any natural or manufactured weapon she wields as though it has the ghost touch special weapon property; the nexus does not gain any other benefits associated with this subtype beyond those specifically listed. In addition, the nexus can no longer be permanently killed; whenever the nexus would be slain her body reforms on the Astral Plane one week later. In addition, the nexus may travel freely between the Astral Plane and Material Plane as though using plane shift, though she cannot transfer more than 1 additional creature with her each time she uses this ability.

Valhalla

The nexus gains the chaotic subtype and may travel freely between Valhalla and the Material Plane as though using plane shift, though she cannot transfer more than 1 additional creature with her each time she uses this ability. In addition, the nexus learns how to make a special attack against giants and giant creatures. Whenever the nexus successfully damages a creature of the giant subtype, or of size Gargantuan or greater, with her planar detonation (including when channeling it through a weapon- like veil) she may take 1 point of essence burn to declare the strike a felling blow, forcing the target to succeed at a Fortitude saving throw (DC 23 + the nexus’s Charisma modifier) or die. This is a death effect.


List of Convergences

Abyss (Chaotic Evil)

Tier 1: A nexus who gains her first convergence tier with the Abyss gains resistance against acid, cold, and electricity equal to her class level. In addition, she can choose to deal acid damage instead of piercing damage with her planar detonation; when doing so, she decreases the damage dice for her planar detonation from d6s to d4s, but on a successful attack her target takes half the damage dealt by the attack again at the start of the nexus’s next turn. Additional damage added to the attack, such as from a weapon-like veil, is not added to this extra damage.

Tier 2: When dealing acid damage with her planar detonation, a nexus can take 1 point of essence burn to forego the normal ray attack and deal the damage in a 10 ft. radius burst centered on herself; the nexus does not take damage from her own planar detonation. Creatures within the area of effect may attempt a Reflex saving throw for half damage. At 8th level and every 4 levels thereafter, the radius of this burst increases by an additional 10 feet.

Tier 3: When a nexus reaches her third convergence tier with the Abyss, she gains the ability to summon an abyssal servitor to aid her in battle. Once per day the nexus may use a standard action to summon a babau demon to fight on her behalf. A nexus of at least 16th level may instead summon a nalfeshnee demon. Demons summoned with this ability follow the nexus’ commands to the best of their ability and remain for a number of minutes equal to the nexus’ class level.

Tier 4: A nexus who reaches their fourth convergence tier with the abyss gains the ability to channel the vorpal strike power of a balor. Any slashing melee weapon the nexus wields gains the vorpal weapon special ability. This effect ends immediately if the weapon leaves the nexus’ possession.

Elemental (Chaotic Neutral)

Tier 1: A nexus who gains her first convergence tier with the elemental planes gains resistance against acid, cold, electricity, and fire damage equal to her class level. In addition, each time she uses her planar detonation ability she can choose to deal acid, cold, electricity, or fire damage instead of piercing damage.

Tier 2: When dealing any type of energy damage (acid, cold, electricity, or fire) with her planar detonation, the nexus can take 1 point of essence burn before making her attack roll to cause the ray to explode on a successful hit, dealing damage equal to her planar detonation damage for the attack in a 10 ft. radius burst centered on the target; creatures other than the target of the attack may make a Reflex saving throw for half damage. At 8th level and every 4 levels thereafter, the radius of this burst increases by an additional 5 feet.

Tier 3: A nexus who reaches her third convergence tier with the elemental planes is protected from their negative effects, gaining immunity to the harmful environmental effects of the planes of Air, Earth, Fire, and Water, including such hazards as toxicity, extreme temperatures, and lack of air. Any creature native to one of these planes who comes within 60 ft. of the nexus must succeed at a Will saving throw or have their attitude towards the nexus improved by 1 step. A creature can only be affected by this ability the first time they meet the nexus.

Tier 4: When a nexus reaches her fourth tier with the elemental planes she gains the ability to freely travel between them and the Material plane. The nexus gains the ability to use plane shift 3/day as a spell-like ability, but can only use this ability to travel to one of the elemental planes, or from an elemental plane back to the Material plane. At the GM’s discretion, this ability can also be used to travel to planar hubs that connect these planes.

Heavens (Lawful Good)

Tier 1: A nexus who gains her first convergence tier with the heavens gains resistance against cold, electricity, and fire damage equal to her class level. In addition, she can choose to deal electricity damage instead of piercing damage with her planar detonation; when doing so, she increases the damage dice for her planar detonation from d6s to d8s, but all damage for the attack is dealt as nonlethal damage. When an undead creature is affected by a planar convergence modified in this way, they treat the attack as lethal positive energy damage instead of nonlethal electricity damage.

Tier 2: When dealing electricity damage with her planar detonation, the nexus can take 1 point of essence burn before making her attack to fire it in a line that extends to twice the planar detonation’s normal range; creatures affected by the attack may make a Will saving throw for half damage. At 8th level and every 4 levels thereafter, the range of this line increases by an additional 5 feet.

Tier 3: When a nexus reaches her third convergence tier with the Heavens she becomes endowed with holy energy that increases her standing with goodly creatures and makes her more intimidating to evil creatures. The nexus gains a +5 circumstance bonus to Diplomacy checks when interacting with good-aligned creatures, and a +5 circumstance bonus to Intimidate checks made to force an evil-aligned creature to act friendly towards her.

Tier 4: A nexus who reaches her fourth tier with the Heavens is protected from death by divine power. Once per week when the nexus is slain by an attack or spell from an evil-aligned creature, she is automatically restored to life as though by a resurrection spell.

Hells (Lawful Evil)

Tier 1: A nexus who gains her first convergence tier with the Hells gains resistance against acid, cold, and fire damage equal to her class level. In addition, she can choose to deal fire damage instead of piercing damage with her planar detonation; when doing so, she increases the damage dice for her planar detonation from d6s to d10s.

Tier 2: When dealing fire damage with her planar detonation, the nexus can take 1 point of essence burn before making her attack to manifest it as a 20 ft. cone; creatures affected by the attack may make a Reflex saving throw for half damage. At 8th level and every 4 levels thereafter, the size of the cone increases by an additional 5 feet (e.g. going from a 20 ft. cone to a 25 ft. cone).

Tier 3: A nexus who reaches her third convergence tier with the Hells gains the ability to bind a creature with a devilish contract. As a full-round action the nexus can enter into an agreement with a creature that binds it to performing a particular task, or requires it to follow a specific command. This functions as a geas/quest spell with a caster level equal to the nexus’ class level. The creature must agree to this contract and cannot be magically compelled to enter the agreement via compulsion effects, but can be coerced through mundane means or talked into agreeing after being affected by a charm effect.

Tier 4: A nexus who reaches her fourth tier convergence with the Hells can use her devilish contracts to claim a creature’s soul. As long as a creature is bound by a devilish contract from her third tier convergence ability, she may attempt to claim that creature’s soul as a standard action, regardless of her proximity to the creature. The creature is entitled to a Will saving throw to resist the effect.

Once a creature has failed their save they instantly die and the nexus can immediately use their soul to summon a devil whose total Hit Dice are less than or equal to the deceased creature’s Hit Dice, or store the soul in an appropriate receptacle, such as a Blackened Pitchfork. Devils summoned by this ability return to the Hells one hour after they are summoned, or when you dismiss them as a standard action.

Underworld (Lawful Neutral)

Tier 1: A nexus who gains her first convergence tier with the underworld gains resistance against cold and electricity equal to their class level, and a bonus to saving throws against disease and death effects equal to half their class level (minimum 1). In addition, they can choose to deal cold damage instead of piercing damage with their planar detonation; creatures struck by an attack dealing cold damage in this manner must succeed at a Fortitude save or be staggered for 1 round.

Tier 2: When dealing cold damage with her planar detonation, the nexus can take 1 point of essence burn before making her attack to manifest it as a 10 ft. radius, 40 ft. high vertical cylinder; creatures affected by the attack may make a Fortitude saving throw for half damage. At 8th level and every 4 levels thereafter, the radius and height of the cylinder each increase by an additional 5 feet.

Tier 3: A nexus who reaches her third convergence tier with the underworld gains the ability to negotiate with the forces of death to return a slain creature to life. Once per day the nexus may attempt a Diplomacy check (DC 15 + slain creature’s HD) as a full-round action to return a creature to life as though using a raise dead spell. The nexus must make an offering to the underworld spirits worth at least 5,000 gp to use this ability; this offering is consumed regardless of whether or not the ability succeeds. For every 500 gp by which the nexus’ offering exceeds 5,000 gp, she gains a +1 circumstance bonus on the associated Diplomacy check.

Tier 4: A nexus who reaches her fourth convergence tier with the underworld gains the ability to more easily wrest souls free from death’s grasp, or return them to their rightful rest. Once per day the nexus may use resurrection as a spell-like ability with a caster level equal to her class level. The nexus does not need to provide any material costs or components for this effect. Alternatively, the nexus may use this ability on any undead creature she touches, forcing the creature to make a Will saving throw or be instantly destroyed. Undead with channel resistance add their channel resistance bonus to their saving throw against this effect.

Valhalla (Chaotic Good)

Tier 1: A nexus who gains her first convergence tier with Valhalla gains resistance against electricity and sonic damage equal to her class level. In addition, she can choose to deal sonic damage instead of piercing damage with her planar detonation; when doing so, she decreases the damage dice for her planar detonation from d6s to d4s, but on a successful attack her target takes a -1 penalty to AC and attack rolls until the start of the nexus’s next turn.

Tier 2: When dealing sonic damage with her planar detonation, a nexus can take 1 point of essence burn to increase the penalty to AC and attack rolls inflicted by successful attacks to -2. At 8th level and every 4 levels thereafter, this penalty increases by an additional -1 (to a maximum of -6 at 20th level).

Tier 3: When a nexus reaches her third convergence tier with Valhalla, she gains the ability to summon a champion of Valhalla to aid her in battle. Once per day the nexus may use a standard action to summon a spawn of Fenrir (CN half-celestial advanced dire wolf) to fight on her behalf. A nexus of at least 16th level may instead summon a Valkyrie. Creatures summoned with this ability follow the nexus’ commands to the best of their ability and remain for a number of minutes equal to the nexus’ class level.

Tier 4: A nexus who reaches their fourth convergence tier with the Valhalla gains the ability to cast breath of life three times per day. As long as she has uses of this ability remaining, it is activated automatically targeting the nexus whenever she is reduced to zero or fewer hit points.


Nexus Veil List

Nexus gain access to the following veils.

  • Hands: Balor’s Whip, Black Iron Pitchfork, Efreeti’s Brass Scimitar, Gauntlet of the Void, Immaculate Touch, Loyal Paladin’s Spear of Light, Plaguebringer Gauntlets, Reaper’s Scythe, Sword of Justice, Voidblade
  • Feet: Boatman’s Ferry, Gelugon’s Talons, Gilded Treads, Lavawalker’s Boots, Marid’s Sanadils, Pestilence Cloak, Ruin Treads
  • Head: Avatar of Light, Diadem of Pure Reflection, Djinni’s Turban, Iron Crown, Mask of Elemental Adaptation, Mask of the Nosoi, Stare of the Ghaele
  • Wrists: Balor’s Whip, Black Iron Pitchfork, Bracers of Oblivion, Dretch Flesh, Efreeti’s Brass Scimitar, Gauntlet of the Void, Pasha’s Crushing Gauntlets, Reaper’s Scythe, Shackles of Perdition, Sword of Justice, Vambraces of Holy Scripture
  • Shoulders: Angelic Wings, Bralani’s Brooch, Cloak of Darkness, Ferryman’s Cloak, Grasping Black, Pestilence Cloak, Pit Fiend’s Shroud, Shahzada’s Dissolution, Spore Wings
  • Headband: Circlet of Brass, Diadem of Pure Reflection, Frostbite Halo, Glabrezu’s Gaze, Halo of Holy Light, Imp’s Eyes, Spectacles of the Sheikh, Vanth’s Eyes
  • Neck: Bralani’s Brooch, Cry of the Erinyes, Five Rivers Amulet, Garden Warden’s Gorget, Voice of the Janni, Vrock’s Screech
  • Belt: Belt of Woven Gold, Bloodeater’s Belt, Catrina’s Sarong, Pincer Arms, Suli’s Sash
  • Chest: Breastplate of the Righteous, Demon Lord’s Hunger, Devil’s Barbs, Heart of the Wight, Shaitan’s Earthen Armor, Spiderweb Wrappings.
  • Body: Aerial Nimbus, Babau Skin, Feathers of the Yamaraj, Heart of the Efreet, Heaven’s Blessing, Mantle of Infernal Dukedom, Martyr’s Toga, Voidblade

Wiki Note: While this list was published in a book with the Nexus, later products often add new veils compatible with various classes and those may not be cited here.

Favored Class Bonuses

The following favored class options are available to all characters of the listed race who have radiant as their favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

  • Aasimar: Choose one veil with the good or light descriptor and add +1/4 to the save DC of that veil.
  • Dhampir: Gain +1 point of energy resistance against positive energy effects.
  • Elf: Treat one veil you have shaped with the divination descriptor as having +1/6 additional essence invested; this does not count against your normal limit on invested essence.
  • Fetchling: Treat one veil you have shaped with the darkness descriptor as having +1/6 additional essence invested; this does not count against your normal limit on invested essence.
  • Gnome: Choose one veil with an elemental descriptor (acid, air, cold, earth, electricity, fire, or water); add +1/4 to the save DC of that veil.
  • Human: Gain +1/5 point of essence.
  • Ifrit: Add 1 point of fire damage to your planar detonation.
  • Oread: Add 1 point of bludgeoning damage to your planar detonation.
  • Sylph: Add 1 point of electricity damage to your planar detonation.
  • Tiefling: Choose one veil with the darkness or evil descriptor and add +1/4 to the save DC of that veil.
  • Undine: Add 1 point of cold damage to your planar detonation.

Veilweaving
Akashic Mysteries by Dreamscarred Press Akashic Trinity by Lost Spheres Publishing
Akashic Mysteries Daevic Guru Vizier
Akashic Trinity Eclipse Nexus Radiant
The Huay Huay
The Rajah Rajah Title Veils Radiant Dawn MD
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The Stormbound Stormbound Stormbound Veils
The Zodiac Zodiac Lunar Veils
Prestige Classes
Amplifier Black Templar Storm Warrior Veilshifter
Sphere Amplifier Sphere Black Templar
Races
Gamla Sobek Suqur
Rules
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Akashic Animal Companions Akashic Feats Akashic Traits Akashic Weapons
Akashic Wondrous Items Reference Materials
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City of 7 Seraphs by Lost Spheres Publishing
Classes
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Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
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Neutral Organizations
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Umbral Organizations
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