Cerebremancer

Cerebremancers tap into the power of the mind and the mystical arts. They are adepts at plumbing the mysteries of the arcane and of exploring the internal secrets of psionics. Most cerebremancers tend to be ambitious, wanting access to the power of magic and psionics, rather than what they consider to be the tedious aspect of focusing on only a single source of power.   To become a cerebremancer, a character must have training in both manifesting psionic powers and casting arcane spells. While the most common sort of cerebremancer is one who is a psion and a wizard, other combinations such as wilder and sorcerer are also possible. Psychic warriors rarely take up the path of the cerebremancer, as the focus on manifesting tends to take too much away from their focus on physical combat.  

Hit Dice

1d6

Requirements

Skills:
Knowledge (arcana) 4 ranks, Knowledge (psionics) 4 ranks.
Special:
1st level in a class with the Power Points/Day class feature and 1st level in a class with the arcane Spellcasting class feature.

Proficiencies


Class Features

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

Spellcasting/Psionics

When a cerebremancer level is gained, the character gains new spells per day as if they had also gained a level in any one arcane spellcasting class they have levels in. They also gain additional power points per day and access to new powers as if they had also gained a level in any one manifesting class they belonged to previously. They do not, however, gain other benefits a character of that class would have gained. This essentially means that they add the level of cerebremancer to the level of whatever other arcane spellcasting class and manifesting class the character has, then determines spells per day, spells known, Caster Level, power points per day, powers known, and manifester level accordingly. If a character has more than one arcane spellcasting class, or more than one manifesting class, they must decide to which class they add each level of cerebremancer for the purpose of this ability.  
Note: A cerebremancer gains no other benefits when they level up from their previous spellcasting and manifesting classes other than spells per day, spells known, Caster Level, power points per day, powers known, and manifester level a. This includes adding new spells to Spellbooks and Familiars for classes such as Wizard, or discipline abilities, and wild surges for classes such as Psion and Wilder.
 

Magical Manifesting (Su)

A cerebremancer is capable of using their spells to increase the power level of powers they manifest. By expending a level one spell slot when they manifest a power, that power is treated as one level higher for purposes of its save DC and interacting with effects that deal with power level, such as minor globe of invulnerability.   At 3rd level and every two levels thereafter, the spell slot the cerebremancer can expend increases by one, and the power’s effective level is increased by the level of the spell expended. They gain no other benefit of the spell being expended, and the power is not treated as if it was augmented. A power’s level cannot exceed 9th level, but the cerebremancer may augment the power normally.   For example, at 7th level cerebremancer, a cerebremancer may expend a 4th level spell to treat a 1st level power as if it was actually a 5th level power, increasing its save DC by 4, or expend a 3rd level spell to treat a 3rd level power as if it was actually 6th level.  

Mind Over Magic (Su)

A cerebremancer learns how to meld the augmentation of psionic powers with the arcane nature of spells. Starting at 2nd level, when a cerebremancer casts a spell, they may spend two power points to increase the save DC by 1. At 6th level, the cerebremancer may spend four power points to increase the save DC by 2.  

Weave the Sources (Su)

Once a cerebremancer reaches 10th level, they 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.

Contents


Comments

Please Login in order to comment!
Powered by World Anvil