Crux

Where elementalists focus on a broad understanding of the elements and their effects on magic, the Collective also employs a group of combat trained manipulators known as cruxes. They use cruxes and elementalists together to balance the chaotic magic on new worlds and put it to good use. Masters of opposition, cruxes oscillate their energies between two opposed sources of planar power. They draw the embattling energies of these dualities—fire and water, earth and air—into their very beings. They contain the raging power of this conflict within themselves and release it to achieve unique discharge effects. As a crux grows in power so too does the access to new sources of opposition. While these options diversify, the amount of time that these devastating symmetries can be contained is still very limited.

**Role:** Raging torrents of planar energy, most cruxes start their careers as close quarter combatants striking with alternating blows of elemental energy. Rarer cruxes focus on manipulating life and death and serve both as healers and necrotic-energy armed warriors. As they advance into their mastery of opposition most cruxes tend to find a specialization beyond these to become manipulators of truly esoteric balances.

**Alignment:** Any. Many cruxes tend to be Neutral as they strive to balance opposed forces within them, but extremes of Lawful calculations of oscillation and Chaotic surges of swelling powers spread the mastery of the crux’s path to all views. Over time those that channel the Outer Planes are drawn toward a balanced Neutral view point between the planar oppositions they have access to if any. These shifts in alignment do not impact the character’s crux class abilities but may have consequences for multiclass cruxes.

**Hit Die:** d8.

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

**Class Skills:** The crux’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

**Skill Ranks per Level:** 6 + Int modifier.

### Class Features

All of the following are class features of the crux.

### Weapon and Armor Proficiency

Cruxes are proficient with simple weapons, as well as light armor and bucklers.

### Channel Opposition (Su)

Cruxes may channel the power of two opposed planar energies into their bodies for limited amount of time. A crux can channel opposition for a number of rounds per day equal to 4 + their Constitution modifier. At each level after 1st, the crux can channel opposition for 2 additional rounds. Temporary increases to Constitution, such as those gained from a barbarian’s rage and spells like bear’s endurance, do not increase the total number of rounds that a crux can channel opposition per day. A crux can channel opposition as a free action. The total number of rounds of channel opposition per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

At 1st level the crux must choose one of the following pairs of planar opposition energy descriptors to draw into himself while channeling opposition:

#### Elemental Planar Opposition: Fire & Water

* Descriptors: [Fire] vs. [Cold, Water]
* Duality Strike: Deals cold or fire damage equal to 1d6 + Constitution modifier + 1d6 per 2 current temporary essence in your essence pool.

#### Elemental Planar Opposition: Air & Earth

* Descriptors: [Air, Electricity] vs. [Acid, Earth]
* Duality Strike: Deals acid or electricity damage equal to 1d6 + Constitution modifier + 1d6 per 2 current temporary essence in your essence pool.

#### Energy Planar Opposition: Negative Energy & Positive Energy

* Descriptors: [Negative Energy, Death] vs. [Conjuration (Healing), Positive Energy]
* Duality Strike: Deals negative energy or positive energy damage equal to 1d4 + Constitution modifier + 1d4 per 2 current temporary essence in your essence pool.

#### Outer Planar Opposition: Sacred & Profane

* Descriptors: [Good, Sacred] vs. [Evil, Profane]
* Duality Strike: Deals good or evil damage equal to 1d4 + Constitution modifier + 1d4 per 2 current temporary essence in your essence pool. (Damage does 50% more to opposed aligned creatures, 50% less to same aligned.)

#### Outer Planar Opposition: Chaotic & Lawful

* Descriptors: [Anarchic, Chaos] vs. [Axiomatic, Law]
* Duality Strike: Deals chaotic or lawful damage equal to 1d4 + Constitution modifier + 1d4 per 2 current temporary essence in your essence pool. (Damage does 50% more to opposed aligned creatures, 50% less to same aligned.)

### Duality Strike (Su)

While using channel opposition, a crux is considered armed with two extremities of their choice as the raging energy within them begins to bleed out of their hands, feet, or other appropriate limb.

When making an attack, a crux can instead make a melee touch attack using channel opposition, dealing their duality strike damage of the chosen type. As a free action before each duality strike, the crux can choose to shift to the opposed energy, though these energies react depending on which is currently favored (see Essence of Opposition, below). Energy types must be shifted before each attack roll is made. Critical hits made with duality strike only double the base damage die of the attack and the Constitution modifier, not bonus dice from temporary essence.

### **Essence of Opposition (Su)**

A crux is considered to have an essence pool of 0. When using channel opposition, the crux gains 1 point of temporary essence each time they use a free action to change duality strike from its current energy to an opposed energy. This energy is gained even if the crux misses with an attack. A crux may not generate temporary essence above their crux level with this ability. Temporary essence from this ability may be invested in feats, class features, and veils as normal, or spent via the discharge class feature. Investing essence is a swift action.

When using duality strike, the crux takes 1 point of essence burn after each successive attack unless they change the damage type. This essence burn can apply to other temporary essence the character has from classes, feats, and abilities other than crux (for more information on essence, please see Akashic Mysteries by Dreamscarred Press and Akashic Trinity by Lost Spheres Publishing).

If the crux ceases to channel opposition, they take 1 point of essence burn at the end of each round as long as they still have temporary essence from this ability.

### **Essence Capacity**

However large their essence pool is, a character can only invest a certain amount of essence into any one veil, feat, class feature, magic item, or other akashic receptacle. The character’s total character level determines this essence capacity as shown below, though some feats, class features, magic items, or other abilities or effects may modify their total capacity:

 1st-5th
 6th-11th
 12-17th
 18th-20th

### **Discharge (Sp)**

Starting at 2nd level, a crux can choose a single 1st level spell—from any class list—that deals damage or possesses a descriptor matching the energy or descriptors of their channel opposition feature. Once this choice is made, it cannot be changed.

While using channel opposition, the crux can take essence burn equal to twice the spell level to cast the chosen spell as a spell-like ability, dealing damage of the same type they currently channel. When casting a spell in this way, the crux does not stop using channel opposition, nor does they also take burn for not changing their damage type.

For example, a crux with fire & water as their channel opposition can pick scorching ray at 4th level as their spell. When they cast it as a 2nd-level spell, they take 4 points of essence burn to do so, and each bolt could deal fire damage as normal, or cold damage if that is the energy they currently channel.

Spells with material components of more than 25gp per crux level cannot be chosen. The crux uses their class level as their caster level and the spell DC of their discharge spells is equal to 10 + the spell level + their Constitution modifier.

At 4th level, and every 2 levels thereafter, the crux may select an additional spell of the appropriate level, as noted on Table: Crux.

### **Two-Weapon Fighting (Ex)**

At 2nd level a crux gains Two- Weapon Fighting as a bonus feat. At 8th level, they also gain Improved Two-Weapon Fighting, and at 15th level, they gain Greater Two-Weapon Fighting. They do not need to meet prerequisites for these feats.

### **Oscillation (Su)**

A crux gains expertise manipulating the surging conflict within himself as they advance. At 3rd level and every two levels thereafter the crux may select one oscillation. The Enhanced Capacity feat and similar abilities may be used with oscillations and are selected when the crux first awakens for the day, even if they cannot shape veils. Any oscillation that allows a save uses a DC of 10 + half the crux’s level + their Constitution modifier.

At 11th level, the crux gains a deeper mastery of their essence, allowing them to also choose from the list of greater oscillations. A full list of oscillations and greater oscillations can be found at the end of this section. Unless otherwise stated, each oscillation may only be selected once.

(A full description of Crux Oscillations can be found here.)

### **Store Opposition (Su)**

At 5th level, a crux begins to retain a small reservoir of temporary essence after their channel opposition ability ends, retaining 1 point of temporary essence that is not subject to essence burn from essence of opposition. Temporary essence retained with this ability does not dissipate unless burned or when the crux loses consciousness for more rounds than their Constitution modifier. This retention increases by 1 point for every 4 levels attained after 5th, to a maximum of 4 points at 17th level.

#### **Expanded Opposition (Su)**

At 10th level, a crux chooses a second opposed pairing from channel opposition. As a move action, they can shift from one pair to another while using channel opposition. This counts as shifting to an opposed energy for the purpose of essence of opposition.

#### **Trinity Opposition (Su)**

At 20th level, a crux chooses a third opposed pairing from channel opposition. In addition, they add one additional spell of each spell level from 1st through 9th with a descriptor matching one or more of their channel oppositions.

### **Crux Favored Class Bonuses**

* Any: Add 1 to the number of rounds a crux can channel opposition each day.
* Aasimar: Add +1/5 point retained by stored opposition. Android: Gain 1/6 use of nanite surge that can be applied only
* while using channel opposition
* Atlantean: Add +1/3 of a new spell from any psychic spell list to the crux’s spells known when using discharge. These spells may be cast with essence from any planar opposition. The spell must be of a level lower than the highest the crux can currently discharge.
* Canite: Gain 1/6 of a new oscillation.
* Catfolk, World Soul: Add +1/3 to duality strike bonus damage dealt when using the channel conduction oscillation through a natural attack.
* Cecaelia, Ursulan: Add +1/3 of a new spell from the bard or witch spell list to the crux’s spells known when using discharge. These spells may be cast with essence from any planar opposition. The spell must be of a level lower than the highest the crux can currently discharge.
* Dalet v1: Deal +1 acid or electricity damage with duality strike when using elemental planar opposition: air & earth. After choosing fire, the crux must choose cold, and vice versa.
* Dragonkin, World Soul: Add +1/3 damage with duality strike when used against elves, monstrous humanoids, or dragons.
* Dwarf: Gain 1/6 of a new manifest opposition oscillation. This allows the crux to have more than one instance of this oscillation. Dwarf, Ironfire v2: Add +1 rounds of ironfire blood while using channel opposition. These rounds are used consecutively before
* activating or continuing ironfire blood normally.
* Dwarf, Wildhill v2: Add +1 to the crux’s electricity resistance (maximum +10).
* Dwarrow v1: Add a +1/2 bonus to irrepressible while using channel opposition.
* Dworg v1: Add +1/2 rounds to the duration of orc ferocity while using channel opposition. The crux still dies when their negative hit point total equals their Constitution score.
* Dryant or World Soul Dryad: Add 1/3 of a new spell from the wood elemental school (see below) to the crux’s spells known when using discharge. These spells may be cast with essence from any planar opposition. The spell must be of a level the crux can currently discharge.
	+ 1st—alter winds, animate rope, charm person
	+ 2nd—cat’s grace, entangle, protection from arrows, web, whispering wind
	+ 3rd—cloak of winds, tongues, tree shape, wind wall
	+ 4th—charm monster, hallucinatory terrain, minor creation, plant growth, river of wind, secure shelter, sirocco
	+ 5th—command plants, fabricate, fickle winds, mirage arcana, sending, telepathic bond
	+ 6th—battlemind link, mass cat’s grace, tree stride
* Elf: Add 1/3 of a new spell with a descriptor matching any planar opposition to the crux’s spells known when using discharge. The spell must be of a level the crux can currently discharge.
* Elf, High v2: Gain 1/3 of the channel conduction oscillation. At 1, the crux can channel conduction through a ranged weapon they wield. Each time this is chosen afterward, add +1/3 to duality strike bonus damage dealt when channeling conduction through a ranged weapon.
* Elf, Moon v2: The crux can use their vanish racial spell-like ability +1/3 times per day, but only if they have essence invested in the zephyr speed oscillation.
* Elf, Shadow v2: Add +1/3 of a new spell with the shadow descriptor to the crux’s spells known when using discharge. These spells may be cast with essence from any planar opposition. The spell must be of a level the crux can currently discharge.
* Elf, Sun v2: Gain +1/6 of a new metamagic feat. These feats can only be applied to spells cast as part of discharge.
* Elf, Star v2: Reduce the level increase of one metamagic feat by 1/6 when applying it to a spell cast as part of discharge (minimum +0 adjustment).
* Elfling v1: Add +1/6 to the DC of spells with the evil or good descriptors when cast as part of discharge.
* Energivore, Jin-Ku v2: Add +1/3 to duality strike bonus damage dealt when using the channel conduction oscillation through a natural attack.
* Enwi v2: Gain a +1/5 insight bonus on all Will saves.
* Farrealmer v1: For every 10 rounds the crux spends in active combat, reduce their essence burn by 1. Each time this is chosen after the first, reduce the rounds of active combat required by 1/3 (1 every three times this is chosen). This cannot reduce essence burn below 1.
* Fiend-Touched Orc v2: Add +1/2 round of demon rage while using channel opposition.
* Fiari v2: Add +1/3 of a new spell from the sorcerer/wizard spell list to the crux’s spells known when using discharge. These spells may be cast with essence from any planar opposition. The spell must be of a level lower than the highest the crux can currently discharge.
* Forest Trollkin v2: Creatures with the elemental subtype summoned using discharge deal +1/2 damage with attacks. This extra damage shares its type with the summoned creature.
* Ghoran, World Soul: Add +1/3 of a new spell that can target plants to the crux’s spells known when using discharge. These spells may be cast with essence from any planar opposition. The spell must be of a level lower than the highest the crux can currently discharge.
* Goblin: Deal +1 fire or cold damage with duality strike when using elemental planar opposition: fire & water. After choosing fire, the crux must choose cold, and vice versa.
* God-Blooded v1: Add +1/3 of a new spell from any divine spell list to the crux’s spells known when using discharge. These spells may be cast with essence from any planar opposition. The spell must be of a level lower than the highest the crux can currently discharge.
* God-Blooded, Dragari v1: Add +1/3 of a new spell from the draconic sorcerer bloodline spell list to the crux’s spells known when using discharge. These spells may be cast with essence from any planar opposition. The spell must be of a level lower than the highest the crux can currently discharge.
* Gnome, Tech v2: Add +1/5 to the crux’s temporary essence limit and stored opposition class feature while shaping a veil with the manifest opposition oscillation.
* Half-Dwarf v1: Add +1/6 a new oscillation. The crux may choose the manifest opposition oscillation an additional time.
* Half-Elf: The crux does not take essence burn for up to 1/3 rounds after ceasing to use channel opposition.
* Halfling: Choose one when using energy planar opposition: negative energy & positive energy. Add a +1/2 luck bonus on the next save made by a creature healed with the crux’s positive energy; or give a –1/2 luck penalty on the next save made by a creature damaged by the crux’s negative energy. After gaining a full +1 in positive, the crux must choose negative, and vice versa.
* Human: Gain 1/6 of a new oscillation.
* Human, Dragonsoul v2: Add +1/3 of a new spell from the bloodrager, paladin, or ranger spell list to the crux’s spells known when using discharge. These spells may be cast with essence from any planar opposition. The spell must be half the level of the highest the crux can currently discharge.
* Human, Materian v2: Add +1/3 damage with duality strike while another creature is using the crux’s Fantasian spirit orb.
* Ifrit: Add +1/3 of a new spell with the fire descriptor to the crux’s spells known when using discharge. These spells may be cast with essence from any planar opposition. The spell must be of a level the crux can currently discharge.
* Kitsune, Kurabi v1: Add +1 rounds of yakwei while using
* channel opposition. These rounds are used consecutively before activating or continuing yakwei normally.
* Leporine v2: Add a +1/6 luck bonus on saves when shaping a veil from the manifest opposition oscillation. This stacks with lucky.
* Maithar v2: Add +1/3 damage with duality strike when used as part of an attack of opportunity.
* Manussos: Add +1/3 to duality strike bonus damage when using the channel conduction oscillation through a slam attack.
* Minotaur v2: Add +1 to the crux’s acid or electricity resistance (maximum +10 each).
* Minotaur, Káfsi v2: Add +1/5 to the maximum fast healing gained with fire in the blood when shaping a veil with the fire descriptor from the manifest opposition oscillation.
* Minotaur, Eláfi v2: Deal +1/3 damage with damage-dealing earth spells or gain a +1/2 bonus on Survival checks.
* Minotaur, Vónasos v2: Gain a +1/2 bonus when performing an overrun combat maneuver or deal +1 acid damage with duality strike when using an opposition with the acid descriptor.
* Moggish, Chisai v2: Gain 1/6 of a manifest opposition oscillation. Each veil also functions as an extra zim zim while shaped and takes on a whimsical appearance. This allows the crux to have more than one instance of this oscillation.
* Moon-cursed Skinwalker v2: Add +1 ft. to the crux’s speed while investing essence into the zephyr speed oscillation or shaping a veil that grants a burrow, climb, fly, or swim speed with the manifest opposition oscillation.
* Modirian v1: Deal +1 evil or good damage with duality strike when using outer planar opposition: sacred & profane. After choosing evil, the crux must choose good, and vice versa.
* Nerude v2: Add +1 to the crux’s energy resistance to one kind of energy (maximum +10).
* Ogre, World Soul: add +1/3 to duality strike bonus damage dealt when using the channel conduction oscillation through a two-handed melee weapon.
* Oread: Add +1/3 of a new spell with either the acid or earth descriptor to the crux’s spells known when using discharge. These spells may be cast with essence from any planar opposition. The spell must be of a level the crux can currently discharge.
* Otterling v1: Choose one—Gain a +1/5 insight bonus on all Reflex saves or add +1 ft. to the crux’s speed while investing essence into the zephyr speed oscillation or shaping a veil that grants a burrow, climb, fly, or swim speed with the manifest opposition oscillation.
* Proto-Human: Add +1/3 to duality strike bonus damage when using the channel conduction oscillation through a slam attack.
* Red-Blood Orc v2: Gain 1/6 of either a new manifest opposition oscillation or the Shared Veil feat. This allows the crux to have more than one instance of this oscillation. The first veil gained in this way must be one that can be shared with the crux’s mount or companion creature.
* Runekin v2: Gain a +1/2 racial bonus on combat maneuver checks made to bull rush or overrun while using channel opposition. This stacks with roll.
* Sahuagin, Lowborn: Frenzy for +1 round while using channel opposition.
* Samsaran, Jin-Ku Hybrid v2: Add +1/3 damage with duality strike when used against the crux’s racial favored enemy.
* Seeker v1: The crux does not take essence burn for up to 1/3 rounds after ceasing to use channel opposition.
* Skaldak v1: Add 1/3 of a new divination or ray spell to the crux’s spells known when using discharge. These spells may be cast with essence from any planar opposition. The spell must be of a level the crux can currently discharge.
* Soulrent Reborn v2: Add +1/2 damage when using duality strike to deal negative energy damage and +1/2 on saves against disease and mind-affecting effects while using their.
* Swarmborn v1: Gain 1/6 of a new manifest opposition oscillation. This allows the crux to have more than one instance of this oscillation.
* Symbiant v2: Gain +1/2 race points that can be applied while using channel opposition (maximum 4). Once those points are spent, they cannot be changed.
* Sylph: Add 1/3 of a new air or electricity spell to the crux’s spells known when using discharge. These spells may be cast with essence from any planar opposition. The spell must be of a level the crux can currently discharge.
* Tiefling, Exiled v2: Add 1/3 of a new conjuration (healing) spell to the crux’s spells known when using discharge. These spells may be cast with essence from any planar opposition. The spell must be of a level the crux can currently discharge.
* Tiefling, Star-Forged v2: Add 1/3 of a new light spell to the crux’s spells known when using discharge. These spells may be cast with essence from any planar opposition. The spell must be of a level the crux can currently discharge.
* Troglodyte v1: Add 1 ft. to the radius of stench while using their and add 1/6 of the stinking cloud spell to the crux’s spells known when using discharge. After learning stinking cloud in this way, add 1/6 of the cloudkill spell, then 1/6 of the caustic eruption spell.
* Tsura v2: Add +1/2 cold damage when using duality strike to deal cold damage and +1/2 to the crux’s fire resistance.
	+ River tsura can deal fire damage instead.
	+ Tsura with the Skyward Shift feat can add +1/3 to duality strike bonus damage dealt when using the channel conduction oscillation through a natural attack.
* Undine: Add +1/3 of a new spell with either the cold or water descriptor to the crux’s spells known when using discharge. These spells may be cast with essence from any planar opposition. The spell must be of a level the crux can currently discharge.
* Ursaren v1: Add 1/6 of the dispel magic spell to the crux’s spells known when using discharge and gain a +1/3 racial bonus to caster level checks made to concentrate or counterspell while using channel opposition. This stacks with mysticism. After learning dispel magic in this way, add 1/6 of greater dispel magic, then 1/6 of mage’s disjunction.
* Ursaren, Enlightened v2: Add +1/2 damage when using duality strike to deal positive energy damage and +1/2 to the crux’s negative energy resistance.
* Unnamed v1: Deal +1 chaotic damage with duality strike when using outer planar opposition: chaotic & lawful or gain DR 1/2/ chaotic while using channel opposition. After choosing damage, the crux must choose DR, and vice versa.
* Vulture-Man v1: Choose one—Add +1/3 to duality strike bonus damage dealt when using the channel conduction oscillation through a natural attack or add 1/3 of a new electricity spell to the crux’s spells known when using discharge. These spells may be cast with essence from any planar opposition. The spell must be of a level the crux can currently discharge.
* Vulture-Man, World Soul: Gain 1/6 of a new oscillation.
* Xendauni v1: Add 1/3 of a new polymorph spell to the crux’s spells known when using discharge. These spells may be cast with essence from any planar opposition. The spell must be of a level the crux can currently discharge.