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Jormengand
2016-01-21, 04:36 PM
Yet another class made in just 30 minutes, it's the one, the only, the Nexus Caster!

LevelBABFortRefWillSpecial
Nexi Per Day1st+0+0+0+2Nexi, Nexus Strike 1d6
42nd+1+0+0+3Nexus of Power
53rd+1+1+1+3Nexus Strike 2d6
64th+2+1+1+4Nexus of Healing
85th+2+1+1+4Nexus Strike 3d6
106th+3+2+2+5Lesser Nexus Control
127th+3+2+2+5Nexus Strike 4d6
148th+4+2+2+6Nexus Sight
169th+4+3+3+6Nexus Strike 5d6
1810th+5+3+3+7Living Nexus
2011th+5+3+3+7Nexus Strike 6d6
2312th+6/+1+4+4+8Nexus Control
2513th+6/+1+4+4+8Nexus Strike 7d6
2714th+7/+2+4+4+9Nexus Walk
3015th+7/+2+5+5+9Nexus Strike 8d6
3216th+8/+3+5+5+10Unstable Nexus
3517th+8/+3+5+5+10Nexus Strike 9d6
3718th+9/+4+6+6+11Nexus Aim
4019th+9/+4+6+6+11Nexus Strike 10d6
4220th+10/+5+6+6+12Greater Nexus Control
45
Alignment: Any
Hit Die: 1d6

Class Skills:
The nexus caster's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int) and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Weapon and Armour Proficiency
Nexus casters are proficient in simple weapons and light armour, and shields other than tower shields. Nexus casters don't actually cast spells, so armour doesn't impede them as it does for arcane spellcasters.

Nexi (Su)

Nexus casters are capable of producing Nexi, which are small amethyst-like crystals that can be lodged into the ground and left to spread their power. A nexus affects creatures within 60 feet of it for many effects (any reference to a creature or ally "Affected by a nexus").

Nexi can't normally be moved after placement. A number of nexi per day can be placed as given on Table: The Nexus Caster, and nexi disintegrate when the nexus caster regains uses of this ability unless the nexus caster pays uses of the ability to sustain them.

Allies affected by a nexus get a +1 Nexus bonus on attack and damage rolls, and another +1/4 levels.

Nexi are fine, and have a hardness and hit points equal to the nexus caster's level.

Nexus Strike (Su)

As a standard action, a nexus caster can cause great lines of power to surge between nexi. The nexus caster chooses up to one pair of nexi per level - the same nexus can be chosen more than once, but not the same pair - to create a sudden line of utter destruction between them. A creature caught on a line takes 1d6 points of true damage, plus 1d6 per two levels. True damage is a very powerful form of damage that cannot be resisted or reduced by any means. A creature caught on two or more lines that intersect in the creature's space and nowhere else (that is, the lines are actually crossing, rather than being the result of multiple nexi in a single line) takes damage from both. For example, consider a chessboard (or a simple co-ordinate system) - a creature in D4 will not take damage from a line from A4 to E4 and a line from B4 to E4 and a line from C4 to G4. Only one of those lines will hurt that creature, as they are essentially in the same place. However, a creature in D4 will take damage from a line from C4 to E4, and one from D3 to D5, and one from from C3 to E5, and one from C5 to E3, and even one from C2 to E6.

Nexus of Power (Su)

From second level, allies affected by a nexus get a +1 bonus on skill checks per 2 levels.

Nexus of Healing (Su)

From 4th level, allies affected by a nexus get fast healing 1 per 4 levels.

Lesser Nexus Control (Su)

From 6th level, the nexus caster can control the area affected by nexi. For each nexus, the nexus can be lifted up to 10 feet/level off the ground, much like a levitate spell, the ambient light level can be changed to any the nexus caster desires, and the wind level can be changed by one step per six levels.

Nexus Sight (Su)

From 8th level, the nexus caster always has a vague awareness of what is going on near the nexus caster's own nexi. As a standard action, the area around a nexus can be viewed. Also, an ally who touches and looks into a nexus can see the location of the other nexi, and can take a standard action to view the area around one in the same way.

Living Nexus (Su)

From 10th level, the nexus caster is treated as a nexus. This does allow the nexus caster to levitate, but doesn't resize, harden, or reduce the hit points of the nexus caster.

Nexus Control (Su)

From 12th level, the nexus caster can control a nexus even more. The nexus can float gently at a speed of up to 5 feet/level in any horizontal direction. The nexus caster can change the sort of weather and the terrain around the nexus, although the effect recedes when the nexus is gone from an area.

Nexus Walk (Su)

From 14th level, allies affected by a nexus can travel to any other nexus as a standard action. This is a teleportation effect.

Unstable Nexus (Su)

From 16th level, a nexus involved in a nexus strike also damages enemies affected by the nexus, but only if they wouldn't have been damaged anyway.

Also, whenever a nexus is damaged, it deals 1d6 points of true damage per level to the creature that dealt the damage. If it is destroyed, it deals 2d6 points of true damage per level instead, and explodes, dealing nexus strike damage to any enemy affected by it.

Nexus Aim (Su)

From 18th level, a nexus caster, or an ally touching a nexus, can measure ranges and lines of effect from any nexus. An ally affected by, but not touching, a nexus, can measure from any nexus, but must subtract the distance they are from the closest nexus from their attack's range. For example, a creature with a longbow standing 40 feet from a nexus treats their first increment as 40 feet shorter (but all the rest as normal) if using this method.

Greater Nexus Control (Su)

From 20th level, a nexus caster can alter the planar traits around a nexus. Nexi can become roiling balls of fire, areas devoid of magic and gravity alike, or fountains of healing. Nexi are always immune to their own planar traits.

Orderic
2016-01-30, 01:38 PM
Jormengand, I am starting to worry - did you make a deal with a devil or sacrifice innocents to the dark gods to make this much amazing homebrew in such a short time?


Anyway, I have some questions concerning this very interesting class.

What exactly is the action of creating and placing a nexus crystal and are they the same action. Also, could you produce a crystal and have someone else place it?


For each nexus, the nexus can be lifted up to 10 feet/level off the ground, much like a levitate spell

Does this mean you can lift the entire area or merely the crystal?

khadgar567
2016-01-30, 02:14 PM
can I use nexuses as way to create intricate seal to cast one man circle magic ( like really amped up fimbulwinter)

Jormengand
2016-01-30, 02:38 PM
Jormengand, I am starting to worry - did you make a deal with a devil or sacrifice innocents to the dark gods to make this much amazing homebrew in such a short time?
THERE IS NO SUCH THING AS INNOCENCE, ONLY DEGREES OF GUILT.


Anyway, I have some questions concerning this very interesting class.

What exactly is the action of creating and placing a nexus crystal and are they the same action. Also, could you produce a crystal and have someone else place it?

Placing a nexus is a standard action, and the nexus only comes into being when placed.


Does this mean you can lift the entire area or merely the crystal?

The word "Nexus" always refers to the crystal itself. Only the nexus can float.


can I use nexuses as way to create intricate seal to cast one man circle magic ( like really amped up fimbulwinter)

How are you trying to do this? Nexus Aim doesn't actually allow you to count as being multiple people, only one person in many places.

noob
2016-01-30, 03:35 PM
For some reason I have the feeling you kept a little the same structure as for the stuff maker(but only in a generic way).
And it have some of the stuff of that class made in 30 minutes that manipulated the environment.
But it stills seems great.
However it gives enormous access to true damage which might be unbalanced(with also the fact that you count as a nexus and can have planar traits in a radius around you which does not affects you(Choose frozen time and blast opponents while they are frozen because they had the curious idea to get close)).
It is fun that allows for one person to make infinitely safe cities with huge access(put one nexus into an otherwise inaccessible demiplane and have nexus travel which works only for "allies") then you can have 44 access points that works only for allies.(While with other classes it is harder to set up) and you can suddenly defend your city from intruders completely with planar traits(like frozen time)and have 100 years to figure out how to stop your opponents once they get outside of the zone(or just blast them with your nexi.)
I might try a quick class completely stolen inspired from your ideas and the warlock.