Ultimate Nexus

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Picture by William O'Connor
Picture by William O'Connor

Nexi are sort of people who possess a rare gift of learning others’ abilities simply by observing them. Some speculate that nexi can subconsciously read minds with their weak psionic potential and learn talents that way. This power however has its drawbacks, as nexi cannot learn others’ abilities in full, always performing at half efficiency at best. Nexi are curious, almost inquisitive people, often impatient and compulsive. As they grow in power, they usually become more cocky and priggish.

Adventures: Nexi see travels as opportunity to learn new tricks and abilities. Their curious nature doesn’t let them think twice if an opportunity for adventure arises. Nexi desire company of races with unusual abilities and talents. Good nexi travel to help people with their rare talents, evil nexi are often malicious pranksters.

Characteristics: Nexi use unique form of psionics that allows them to borrow powers known by nearby manifesters. Their abilities rely strongly on telepathy, so they keep powers that can foil mind blanks and similar protections when they only can. In combat they are used to match their tactics to whatever powers they currently possess, but such vast knowledge of tactics requires years of training and nexi simply under-perform most of the time on battlefield. Nexi are quite often weaker against mindless enemies than intelligent ones.

Alignment: Neutral nexi are as common as good or evil, but the fact that nexus’ abilities shift often and require him to adjust makes a chaotic nexus more common sight than a lawful one.

Religion: Being perceptive ilk, most nexi are surprisingly pious, professing deities of mind, luck, chance, travel, change, opportunity, and adaptation. Some nexi believe that their gift comes from gods, even if in fact they developed it by themselves.

Background: Most nexi develop their abilities if they spend their childhood in travel or adapting to changing environment. If a young person loses his parents or village, then is raised by a local druid, gets catched by slavers and spends his days as pirate after escaping, he makes a perfect material for this class. Some people possess innate gift to become a nexus, but never discover it because their life is without a sufficient stimulus. Their only insight in that marvelous power is a weak form of sixth sense, vivid dreams, and sometimes even paranoia.

Races: Nexi are most likely halflings, because of their traveling culture, followed closely by humans and various half-breeds that live an outcast’s life. Nexi are also more common among naturally psionic races than those of ordinary minds.

Other Classes: Nexi enjoy the company of other classes because they see it as an opportunity to learn some exotic abilities and feats. Most of all classes, however, nexi do like company of other manifesters, because their presence gives them most power.

Starting Age: Complex (same as cleric, druid, monk, and others).

Starting Gold: 2d4 x 10 (average 50 gp)

Contents

[edit] Game Rule Information

Nexi have the following game statistics.

  • Abilities: Intelligence is most important ability for a nexus, because it governs his manifesting ability and his Power receiver class feature. Dexterity and Constitution are very helpful because they help the nexus stay alive.
  • Alignment: Any.
  • Hit Points per Level: 1d6 + Con modifier.
  • Hit points are maximized at 1st character level.
  • Power Points per Level: 2 + Int modifier.
  • Skill Points per Level: 6 + Int modifier.
  • Skill points are multiplied by 4 at 1st character level.

Class Skills: The nexus’ class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Gather Information (Cha), Knowledge (Int) (all skills, taken separately), Listen (Wis), Perform (Cha) (all skills, taken individually), Profession (Wis), Psicraft (Int), Search (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Use Psionic Device (Cha).

[edit] Class Table

       Base          Fort  Ref   Will
Level  Attack Bonus  Save  Save  Save  Special               .
1st    +0            +0    +1    +2    Power receiver
2nd    +1            +0    +1    +3    Unlock secrets
3rd    +2            +1    +2    +3    Emulate
4th    +3            +1    +2    +4    Memorize feat (one)
5th    +3            +1    +3    +4    Unlock secrets
6th    +4            +2    +3    +5    -
7th    +5            +2    +3    +5    Memorize skills +1
8th    +6/+1         +2    +4    +6    Unlock secrets
9th    +6/+1         +3    +4    +6    Receive psi-like ability
10th   +7/+2         +3    +5    +7    Memorize feats (two)
11th   +8/+3         +3    +5    +7    Unlock secrets
12th   +9/+4         +4    +6    +8    -
13th   +9/+4         +4    +6    +8    Memorize skills +2
14th   +10/+5        +4    +6    +9    Unlock secrets
15th   +11/+6/+1     +5    +7    +9    Power vortex
16th   +12/+7/+2     +5    +7    +10   Memorize feats (three)
17th   +12/+7/+2     +5    +8    +10   Unlock secrets
18th   +13/+8/+3     +6    +8    +11   -
19th   +14/+9/+4     +6    +9    +11   Memorize skills +3
20th   +15/+10/+5    +6    +9    +12   Unlock secrets

[edit] Class Features

All of the following are class features of the nexus.

Weapon and Armor Proficiency: Nexi are proficient with all simple weapons and one martial weapon of their choice. They are also proficient with light armors but no shields.

Power Receiver (Su): A nexus is living receiver of psionic energy. He does not learn powers like others do. Not knowing any powers, nexus has the unique ability to absorb them from his surrounding. Whenever a nexus gets within 30 ft. from any manifester who is not immune to mind-affecting abilities or telepathy effects, he can make a Psicraft check (DC 10 + creature’s Hit Dice) to learn what powers the creature knows. If he succeeds, he can also learn one of those powers and be able to manifest it for few next hours (1 hour per nexus level + 1 hour per nexus’ Intelligence bonus, if any). A nexus can’t know more than 2 powers from any power level at once; as soon as he attempts to learn third power, he must voluntarily forget a previous one from the same level or the attempt to learn it fails. A Nexus’ manifester level is equal to 3/4 his class level (rounded up). He can augment his powers, but with no more than 2 power points per power (normal limits still apply). Other than that, a nexus manifests powers just like a psion does. A nexus does not have class power list, so he cannot activate power-completion items on his own, but can employ Use Psionic Device skill to manifest powers in such way just like anyone else.

Unlock Secrets: At 2nd level and every 3 levels afterwards, a nexus learns how to emulate specific abilities of other classes. At any such level he chooses one ability from the list below.

  • Secrets of Ambient (Su): A nexus gains one 1st layer ambient ability of the psion. Ambient abilities are active as long as character's current power points are no more than 10% of his total power points.
  • Secrets of Augmentation (Ex): A nexus gains one augmentation costing up to 3 power points if a psycker of equal level could take it as well.
  • Secrets of Discipline (Ex): A nexus gains one of the monks stay on path abilities. As though he had a number of step in ascendancy or monk class levels as a monk of his same nexus level.
  • Secrets of Emotions (Ex): A nexus gains one emotional ability of the wilder.
  • Secrets of Favored Skill (Su): A nexus gains one Divine Revelation of a skill that the nexus has at least one rank in.
  • Secrets of Mischief (Ex): A nexus gains one lesser trick ability of the rogue.
  • Secrets of Nature(Ex): A nexus gains one lord of the wild ability from the druid.
  • Secrets of Psychic Combat (Su): A nexus chooses one fighter feat. He can spend power points to improve this feat just like psyckers can.
  • Secrets of Totems (Ex): A nexus gains one totem ability of either barbarian or ranger.
  • Secrets of Travel(Ex): A nexus has traveled around in the life. He gains one of the bards the foreigner abilities.
  • Secrets of Warfare (Ex): A nexus gains bonus fighter feat he meets the prerequisites of.

Emulate (Su): Whenever a 3rd level nexus is within 30 ft. from any creature with ability listed below when it activates this ability, the nexus may activate it as well by paying a certain amount of power points. A nexus need not choose abilities from the list below – he can use all of them if in proximity of the right person.

  • Barbaric: A nexus can use any aspect of barbarism as a 1st level barbarian could by spending one power point.
  • Darkness: A nexus can use one essence of evil ability of the scourge by paying one power point.
  • Externalization: A nexus can conjure any externalization as a wilder of half his nexus level.
  • Harmonious Rhythm: A nexus can use the same stage ability as the bard by spending one power point.
  • Manifestation of Magic:A nexus can use any invocation by paying a number of power points equal to the spell level +1. To cast the spell a nexus must have an intelligence score of at least 10 + the spell's level. Spell DCs are also intelligence based. The nexus's caster level for this ability is equal to one half his nexus level.
  • Mental Induction: A nexus can use any mental induction as a 1st level mentalist (without a special ability every mentalist gets at 1st level) for up to 1 minute by spending one power point (he can create and un-create it at will during that time).
  • Mimic Honor: While in a duel with a knight a nexus can use any challenge ability the knight is using by spending one power point per challenge ability.
  • Righteousness: A nexus can use one radiance, but must pay one power point per round to keep it active.
  • Skirmish: A nexus can use one lesser reel. The nexus must pay 1 power point per round to keep it active.

Memorize Feats (Ex): At 4th level, a nexus is keen on projecting the skills of other right back at them. Whenever a nexus sees anyone use a feat that he meets the prerequisites for, the nexus emulates that feat for one week as a free action. At any time during the week, he can choose to forget how to emulate it. At level 4, a nexus may memorize one feat. He may emulate two in this manner at level 10, and a third at 16th

Memorize Skills (Ex): At 7th level, a nexus can peep on others how to use skills most effectively. Whenever anyone uses a skill (for the full duration that is required to use this skill) within 30 feet of a nexus that can see it, and that character’s ranks in this skill are higher by 3 or more than nexus’ ranks, he can spend 1 power point to gain a +1 competence bonus on all checks with the observed skill for 1 hour. At 13th level, a nexus can spend two power points to gain a +2 competence bonus instead. At 19th level, a nexus can spend three power points to gain a +3 competence bonus instead. For example, a 13th level nexus observes a dwarf that deciphers a script. Nexus has 0 ranks in this skill, while the dwarf has 8. Therefore, nexus can spend one power point to gain +1 competence bonus on Decipher Script for 1 hour or 2 points to gain a +2 bonus.

Receive Psi-like Ability (Su): At 9th level, a nexus can use power receiver ability with psi-like abilities that are used within 30 ft. of him as if they were powers.

Power Vortex (Su): At 15th level, a nexus gains ability to foil his enemies’ powers at the expense of his own. Whenever a creature within 60 ft. of the nexus is manifesting a power or psi-like ability the nexus knows, he can dispel that power (with no check or save) as an immediate action. If he uses this ability, he loses knowledge of the power dispelled but can learn it again at later opportunity.

[edit] Epic Nexus

Epic nexus is master of adaptation. He can copy most existing abilities with ease and is master of using them to his own liking.

Hit Die: d6.

Skill Points at Each Additional Level: 6 + Int modifier.

Nexus
Level    Special
21th     -
22th     Bonus feat
23th     Unlock secrets
24th     -
25th     Memorize +4
26th     Unlock secrets
27th     -
28th     Bonus feat
29th     Unlock secrets
30th     -

Unlock Secrets (Su): An epic nexus unlocks another class ability at 23rd level, and every 3 levels thereafter (26th, 29th, 32nd, and so on).

Bonus Feat: An epic nexus gains a bonus feat at 22nd level, and every 6 levels thereafter (28th, 34th, 40th and so on). At every such opportunity, a nexus can take 2 non-epic feats instead. List of epic feats the nexus can take with this ability: xxx

Memorize (Ex): Nexus’ ability to emulate skills improves. He can gains up to +4 bonus on skill checks at 25th level, and an extra +1 bonus every 6 levels thereafter (+5 at 31st, +6 at 37th, +7 at 43rd level and so on) as long as he spends that many power points and character that the nexus learns from has at least that many more ranks in the skill.


[edit] Notes

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