poniedziałek, 15 sierpnia 2011

Cerebramancer


Alignment: Any.

Hit Die: d6.

Requirements

To qualify to become a cerebremancer, a character must fulfill all the following criteria.

Skills: Knowledge (arcana) 3 ranks, Knowledge (psionics) 3 ranks.

Spells: Able to cast 2nd-level arcane spells.

Psionics: Able to manifest 2nd-level powers.

Class Skills: The cerebramancer’s class skills (and the key ability for each skill) are Knowledge (arcane) (Int), Knowledge (psionics (Int), Psicraft* (Int) and Spellcraft (Int).

Skill Ranks at Each Level: 2 + Int modifier.

Level
BAB
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+0
+1
Arcane manifesting (1st spell or 1 pp)
2nd
+1
+1
+1
+1

3rd
+1
+1
+1
+2
Arcane manifesting (2nd spell or 3 pp)
4th
+2
+1
+1
+2

5th
+2
+2
+2
+3
Arcane manifesting (3rd spell or 5 pp)
6th
+3
+2
+2
+3

7th
+3
+2
+2
+4
Arcane manifesting (4th spell or 7 pp)
8th
+4
+3
+3
+4

9th
+4
+3
+3
+5
Arcane manifesting (5th spell or 9 pp)
10th
+5
+3
+3
+5
Mind and magic


Level
Spells per Day / Powers Known
1st
+1 level of existing arcane spellcasting class / +1 level of existing manifesting class
2nd
+1 level of existing arcane spellcasting class / +1 level of existing manifesting class
3rd
+1 level of existing arcane spellcasting class / +1 level of existing manifesting class
4th
+1 level of existing arcane spellcasting class / +1 level of existing manifesting class
5th
+1 level of existing arcane spellcasting class / +1 level of existing manifesting class
6th
+1 level of existing arcane spellcasting class / +1 level of existing manifesting class
7th
+1 level of existing arcane spellcasting class / +1 level of existing manifesting class
8th
+1 level of existing arcane spellcasting class / +1 level of existing manifesting class
9th
+1 level of existing arcane spellcasting class / +1 level of existing manifesting class
10th
+1 level of existing arcane spellcasting class / +1 level of existing manifesting class


Class Features

All the following are class features of the cerebremancer prestige class.

Weapon and Armor Proficiency:

Cerebremancers gain no proficiency with any weapon or armor.

Spells per Day/Powers Known

When a new cerebremancer level is attained, the character gains new spells per day as if he had also attained a level in any one arcane spellcasting class he belonged to before he added the prestige class. He gains additional power points per day and access to new powers 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). This essentially means that he adds the level of cerebremancer to the level of whatever other arcane spellcasting class and manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly. 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.

Arcane Manifesting (Su)

A cerebramancer can use his power points to cast  an arcane spell without expending a spell slot, and use his spell slot to manifest a power, without expending power points.

At 1st level, the cerebramancer can use this ability to cast a 1st-level spell by using 3 power points or to manifest a power up to 1 power point by using a 2nd-level spell slot. Every two levels thereafter, the level of spells that can be cast in this way increases by one, and the amount of the power points that can be used increased by two, to a maximum of 5th-level spells (there spells would take 11 power points) and 9-power-points powers (these powers would take 6th-level spell slots) at 9th level.

The cerebramancer can use this ability to cast prepared spells only, even if these spells have been cast that day.

Mind and Magic (Su)

Once a cerebremancer reaches 10th level, he can manifest a power and cast a spell using one action. Both the power and the spell must have the same manifesting and casting time. The cerebremancer can make any decisions concerning the power and spell independently. Any target affected by both the power and the spell takes a -2 penalty on saves made against each. The cerebremancer receives a +2 bonus on manifester and caster level checks made to overcome power and spell resistance with this power and spell. A cerebremancer may use this ability once per day.

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