Cerebremancer

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DragoonWraith · talk · 22:34, 8 October 2010 (UTC)
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Contents

This is my take on the Cerebremancer. The intent was to allow the would-be Cerebremancer to get started being a Cerebremancer a little earlier (as being Wizard 3 / Psion 3 is awful), and to allow him to continue to be a Cerebremancer even after finishing the class. Furthermore, I wanted to give him plenty of features for using both sides of cooperatively.

Requirements

To qualify to become a cerebremancer, a character must fulfill one of the following four sets of criteria.

Arcane Manifester Divine Manifester Psionic Arcanist Psionic Priest
Knowledge (Arcana) 4 ranks,
Knowledge (Psionics) 7 ranks,
Able to cast 1st level Arcane spells,
Able to manifest 2nd level Psionic powers
Knowledge (Religion) 4 ranks,
Knowledge (Psionics) 7 ranks,
Able to cast 1st level Divine spells,
Able to manifest 2nd level Psionic powers
Knowledge (Arcana) 7 ranks,
Knowledge (Psionics) 4 ranks,
Able to cast 2nd level Arcane spells,
Able to manifest 1st level Psionic powers
Knowledge (Religion) 7 ranks,
Knowledge (Psionics) 4 ranks,
Able to cast 2nd level Religion spells,
Able to manifest 1st level Psionic powers

Special: Any campaign in which this version of the Cerebremancer is available should not use the Psiomancer and Cerebremetamagic feats, as similar effects to these feats are used as class features for the Cerebremancer.

Hit Die

d4

Skills

Class Skills

The cerebremancer's class skills (and the key ability modifier for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Psionics) (Int), Profession (Wis), Psicraft (Int), and Spellcraft (Int).

If the cerebremancer is able to cast Arcane spells, Knowledge (Arcana) (Int) is also a class skill. If the cerebremancer is able to cast Divine spells, Knowledge (Religion) (Int) is also a class skill.

The cerebremancer may also choose one class skill from his spellcasting class and one class skill from his manifesting class, and add them to his class skills list.

Skill Points per Level

2 + his Int modifier

Class Features

Level Base Attack
Bonus
Fortitude
Save
Reflex
Save
Willpower
Save
Special Spellcasting / Manifesting
1 +0 +0 +0 +2 Core Practice, Understanding Overlap +1 level of existing Spellcasting class
+1 level of existing Manifesting class
2 +1 +0 +0 +3 Psiomancy, Practiced Cerebremancer +1 level of Core Practice
3 +1 +1 +1 +3 Metamanipulation +1 level of existing Spellcasting class
+1 level of existing Manifesting class
4 +2 +1 +1 +4 Crystal Cantrips or Familiar Talents +1 level of existing Spellcasting class
+1 level of existing Manifesting class
5 +2 +1 +1 +4 Eschew Chants and Gestures, Improved Psiomancy +1 level of Core Practice
6 +3 +2 +2 +5 Cerebremetamagic or
Magic Metapsionics
+1 level of existing Spellcasting class
+1 level of existing Manifesting class
7 +3 +2 +2 +5 Familiar Talents or Crystal Cantrips +1 level of existing Spellcasting class
+1 level of existing Manifesting class
8 +4 +2 +2 +6 Superior Psiomancy +1 level of Core Practice
9 +4 +3 +3 +6 Cerebremetamagic or
Magic Metapsionics
+1 level of existing Spellcasting class
+1 level of existing Manifesting class
10 +5 +3 +3 +7 Devoted Cerebremancy +1 level of existing opposite practice class
Weapon and Armor Proficiency

The cerebremancer gains no proficiency with any weapon or armor.

Spells per Day/Powers Known

On all cerebremancer levels except 2nd, 5th, 8th, and 10th, the character gains new spells per day and new spells known, access to new spells, and improvement in caster level as if he had also attained a level in any one spellcasting class he belonged to before he added the prestige class. He gains additional power points per day, access to new powers, and improvement in manifester level as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, and so on).

If a character had more than one arcane spellcasting class or more than one manifesting class before he became a cerebremancer, he must decide to which class he adds each level of cerebremancer for purpose of determining spells per day, caster level, power points per day, powers known, and manifester level. However, the class that represents his Core Practice (see below) must be one of those chosen for improvement.

On the 2nd, 5th, and 8th levels, the cerebremancer gains new spells per day and spells known, access to new spells, and improvement to caster level, or new power points per day, access to new powers, and improvement to manifester level, as if having gained a level in the class that represents his Core Practice (see below). No other spellcasting or manifesting classes see improvement on 2nd, 5th, or 8th level.

On the 10th level, the cerebremancer gains new spells per day and spells known, access to new spells, and improvement to caster level, or new power points per day, access to new powers, and improvement to manifester level, as if having gained a level in any opposite practice class (see below). No other spellcasting or manifesting classes see improvement on 10th level.

Core Practice

Upon reaching the 1st level of cerebremancer, a character must recognize either his spellcasting or his manifesting as his Core Practice. His Core Practice is the class has the highest caster or manifester level. If more than one class shares the highest caster or manifester level, the character must choose one as his Core Practice, and this choice cannot be changed. If his highest caster or manifester level is due to Practiced Spellcaster or Practiced Manifester, the cerebremancer may, at his option, choose the class with the highest caster or manifester level without the bonus from those feats.

If his Core Practice is a spellcasting class, then any manifesting class in which he has levels may be referred to as an "opposite practice". If his Core Practice is a manifesting class, then any spellcasting class in which he has levels may be referred to as an "opposite practice".

Understanding Overlap

A cerebremancer's unique blending of supernatural practices gives him special insights. He gains an Insight bonus to Spellcraft checks equal to half his ranks in Psicraft, and an Insight bonus to Psicraft checks equal to half his ranks in Spellcraft. If his Core Practice is a spellcasting class, then he also improves this Insight bonus to Spellcraft by +2; if his Core Practice is a manifesting class, he instead improves the Insight bonus to Psicraft by +2.

Psiomancy

On reaching 2nd level, a cerebremancer gains the ability to use his psionic power points to fuel his spells, and to use his magic spells to gain more power points. To do so, he must maintain Psionic Focus and use a Standard Action, or else expend Psionic Focus in order to complete the conversion as a Free Action.

The conversions are as follows:

Spell Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Power Point Cost to Gain 1 2 4 6 8 10 12 14 16 18
Power Points Gained when Expended 2 4 6 8 10 12 14 16
Practiced Cerebremancer

Upon reaching 2nd level, a cerebremancer's caster level and manifester level each increase by +2. If the cerebremancer has more than one spellcasting class or more than one manifesting class, this bonus may be applied to any one of them, but the cerebremancer's Core Practice must receive the bonus. This cannot increase either caster level or manifester level above his HD, but even if the cerebremancer cannot apply the full benefit immediately, future levels without caster level or manifester level advancement may allow the cerebremancer to use the full bonus.

This class feature does stack with Practiced Manifester or Practiced Spellcaster. In addition, he may, if he wishes, take "Practiced Cerebremancer" as a feat, increasing the bonus from this class feature to +4 to each class. This feat would not have a Special section allowing it to be taken more than once.

Metamanipulation

Upon reaching 3rd level, a cerebremancer may apply metapsionic feats to spells, and metamagic feats to powers.

In order to use a metapsionic feat with a spell, he must increase the spell's level by half the power point cost of the metapsionic feat, and casting such a spell requires the expenditure of Psionic Focus. In most cases, therefore, only one metapsionic feat can be applied to a given spell, though if the cerebremancer has the capability of maintaining and expending two Psionic Focuses at once, then multiple metapsionics may be used. If the cerebremancer prepares spells, however, any spell so prepared requires that he has the ability to expend Psionic Focus a number of times equal to the number of metapsionic feats applied when he casts it: if he does not have sufficient Focus, he cannot cast the spell at all. Any normal limitations or requirements on using metamagic, such as increased casting times for Bards and Sorcerers, do not apply to metapsionics used in this fashion.

In order to use a metamagic feat with a psionic power, a cerebremancer must expend a number of additional power points equal to twice the feat's spell level increase. He does not need to expend Psionic Focus, allowing him to apply multiple metamagics to a power. However, when he manifests the power, its manifesting time increases, as if he were a Bard or Sorcerer. If he has any class features, feats, or other abilities that allow him to use metamagic without increasing the casting time (such as the Rapid Metamagic feat), those may be used with this feature to prevent the increased casting time.

If the cerebremancer has the ability to use any metamagic or metapsionic effects without affecting spell level, power point cost, or casting time, he may use those with both spells and powers as normal for the feature in question. Any features that function like metamagic or metapsionics (i.e. increased spell level or power point cost for the sake of improved effect), even if they are not explicitly called such or are not available as feats, they may be used with this class feature as if they were metamagic or metapsionic feats, as is appropriate.

Finally, if a cerebremancer chooses, he may expend Psionic Focus while using a metamagic effect to avoid lengthening the casting or manifesting time. He does not need to do so if the casting or manifesting time would not be lengthened due to other features (such as prepared spells or the Rapid Metamagic feat).

Crystal Cantrips

Upon reaching 4th level, a cerebremancer whose Core Practice is in a spellcasting class may choose to transfer some of his spellcasting to his psicrystal, if he has one. As a full round action, he may transfer any unused (and unprepared, if applicable) spell slot to the psicrystal. The spell to be cast with this slot must be chosen at the time of transfer, regardless of whether or not the cerebremancer casts magic spontaneously. Any number of spells may be transfered to psicrystal, but each time the cerebremancer does so, he must expend power points equal to the sum total of spell levels that the psicrystal is already holding (count any 0th level spells as halves, and round the final number up). This is still subject to his manifester level as a cap on how many power points he may expend at once.

The maximum level of spell that can be transferred to the psicrystal depends on his caster level, as follows:

Caster Level Maximum Spell Level
5th or lower 0th
6th-11th 1st
12th-17th 2nd
18th or higher 3rd

While the cerebremancer can use metamagic on these spells, and can use Cerebremetamagic to reduce the metamagic cost, the total level before using Cerebremetamagic or any other factors that reduce metamagic costs must still be within these limits.

The psicrystal can cast any spells transferred to it as if cast by the cerebremancer, excepting that it treats them as Stilled and Silenced (even if not prepared with these feats, and even if these feats would have increased the level of the spell above the limit on the spell), and any material or experience components of the spell must be used by the cerebremancer at the moment of transfer.

A cerebremancer whose Core Practice is in a manifesting class gains Crystal Cantrips at 7th level.

Familiar Talents

A 4th level cerebremancer whose Core Practice is in a manifesting class may choose to transfer some of his manifesting to his familiar, if he has one. As a full round action, he may choose to transfer any single psionic power he knows to the familiar. He expends the power points necessary to do so at the time of the transfer, and the number of power points he may use is limited by his manifester level. In addition, if the familiar is already holding one or more powers, the cerebremancer must expend a spell slot equal to one quarter (rounding up) the total number of power points that the familiar is holding before he can transfer an additional power.

The limit on the number of power points that can be transfered for any one power is as follows:

Manifester Level Maximum Power Points
9th or lower 1
10th-17th 3
18th or higher 5

While the cerebremancer can augment or use metapsionics on these powers, and can use Magic Metapsionics to reduce metapsionic costs, the total number of power points before using Magic Metapsionics or any other factors that reduce metapsionic costs must still be within these limits. He must choose how the power is augmented at the time of transfer.

The familiar can manifest any powers transfered to it as if manifested by the cerebremancer, augmented as was determined at the time of transfer. It may make a Concentration check to suppress any displays of the power, exactly as any other manifester could.

A cerebremancer whose Core Practice is in a spellcasting class gains Familiar Talents at 7th level.

Eschew Chants and Gestures

A 5th level cerebremancer, by now long experienced with dispensing with the displays of psionic powers, can now do the same for the somatic and verbal components of magical spells, provided he has some training in doing so. To do so, he must make a Concentration check while casting a spell; the DC is 15 + the level of the spell. If successful, and he has the Silent Spell metamagic feat, he may cast the spell without verbal components, and if he has the Still Spell metamagic feat, he may cast the spell without somatic components (and if he has both, he may cast it without either). This does nothing to eliminate focus, material, or experience components of the spell. If he fails on this Concentration check, he must either cast the spell with those components, or the spell fails and the spell slot is lost.

A cerebremancer who has neither the Still Spell nor the Silent Spell metamagic feat cannot use this class feature.

Improved Psiomancy

On reaching 5th level, a cerebremancer's ability to meld psionic powers and magic spells improves, so that he may complete the conversion with perfect efficiency.

The conversions are now as follows:

Spell Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Power Point Cost to Gain 0* 1 3 5 7 9 11 13 15 17
Power Points Gained when Expended 0† 1 3 5 7 9 11 13 15 17

* A cerebremancer of this level of skill may gain a 0th level spell slot without spending any power points at all, by simply expending his Psionic Focus as a Standard Action. He may continue to pay 1 power point to gain such a spell slot if he wishes to avoid expending Psionic Focus or wishes to do so as a Free Action.

† He may also expend a 0th level spell to immediately gain Psionic Focus as a Standard Action. Unlike all other conversions, he may make this conversion without having Psionic Focus.

Cerebremetamagic

Upon reaching 6th level, a cerebremancer whose Core Practice is in a spellcasting class gains the ability to power his metamagic feats with his psionic power. When preparing or casting a metamagic spell, he may expend a number of power points equal to three times the spell level increase of the metamagic effect. If the resulting metamagic'd spell would require a spell slot higher than he has, he must increase this power point cost by three times the difference between the level that the spell would have, and the highest spell level that he can cast.

A cerebremancer whose Core Practice is in a manifesting class gains Cerebremetamagic upon reaching 9th level.

Magic Metapsionics

Upon reaching 6th level, a cerebremancer whose Core Practice is in a manifesting class gains the ability to power his metapsionic feats with his spellcasting. When manifesting a power with metapsionics, he may eliminate the power point increase by using a spell slot of a level equal to one third the power point cost of using the metapsionic feat (rounding up). The cerebremancer may use a spell slot of one level higher in order to avoid expending his Psionic Focus. If another metapsionic feat is to be added to the spell, calculate the spell level as one third of the total power point increase, plus one for each time Psionic Focus is not expended when it otherwise would be. Only one spell may be expended in this fashion, and it must account for all of the power points used by the metapsionic feat(s). All power points above the cerebremancer's manifester level count double for the purposes of calculating the spell slot required.

A cerebremancer whose Core Practice is in a spellcasting class gains Magic Metapsionics upon reaching 9th level.

Superior Psiomancy

On reaching 8th level, a cerebremancer can now switch seamlessly between magic and psionics. He may convert spells to power points and power points to spells as a Free Action so long as he has Psionic Focus. Gaining Psionic Focus by expending a 0th level spell is now a Free Action.

Devoted Cerebremancy

Upon reaching the 10th level, a cerebremancer's devotion to advancing both his spellcasting and manifesting becomes such that even in his future studies, he continues to train both. At any level after gaining this ability in which his Core Practice class's spells or powers are progressed, he may also progress any class from the opposite practice in the same way.

For example, if a cerebremancer whose Core Practice was in a spellcasting class gained a level in a prestige class that advanced his existing spellcasting, or took another level of the original Core Practice class, he could also advance his manifesting in the same way. If he gains new spells per day as a result of advancing his existing Core Practice class, he will also gain new power points per day as if advancing an existing manifesting class. If he gains access to new spells or additional spells known as a result of advancing his existing spellcasting class, he gains access to new powers and additional powers known as if advancing in his existing manifesting class. If his caster level increases as a result of advancing in his existing spellcasting class, then his manifester level increases also, as if gaining a level in his existing manifesting class.

This feature does not apply to any other class features, feats, or other bonuses that improve the same things, nor does it retroactively affect levels gained before it. If for any reason he gains both a level in his Core Practice class and stands to gain in any opposite practice class, he does not gain two levels in any opposite practice class, nor can he advance any two opposite practice classes, even if he has two that would qualify.

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