Cerebremancer (3.5e Prestige Class)

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Author: DragoonWraith (talk)
Date Created: 07/31/09
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Cerebremancer[edit]

Becoming a Cerebremancer[edit]

Entry Requirements
To qualify to become a cerebremancer, a character must fulfill one of the following sets of criteria.
Arcane Manifester: Knowledge (Arcana) 4 ranks, Knowledge (Psionics) 7 ranks, able to cast 1st level Arcane spells, able to manifest 2nd level Psionic powers.
Divine Manifester: Knowledge (Religion) 4 ranks, Knowledge (Psionics) 7 ranks, able to cast 1st level Divine spells, able to manifest 2nd level Psionic powers.
Psionic Arcanist: Knowledge (Arcana) 7 ranks, Knowledge (Psionics) 4 ranks, able to cast 2nd level Arcane spells, able to manifest 1st level Psionic powers.
Psionic Disciple: Knowledge (Religion) 7 ranks, Knowledge (Psionics) 4 ranks, able to cast 2nd level Divine spells, able to manifest 1st level Psionic powers.

Table: The Cerebremancer

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting/Manifesting
Fort Ref Will
1st +0 +0 +0 +2 Core Practice, Understanding Overlap +1 level of existing spellcasting class / +1 level of existing manifesting class
2nd +1 +0 +0 +3 Psiomancy or Spelled Manifesting, Practiced Cerebremancer +1 level of Core Practice
3rd +1 +1 +1 +3 Metamanipulation +1 level of existing spellcasting class / +1 level of existing manifesting class
4th +2 +1 +1 +4 Spelled Manifesting or Psiomancy +1 level of existing spellcasting class / +1 level of existing manifesting class
5th +2 +1 +1 +4 Cerebremetamagic or Eldritch Metapsionics +1 level of Core Practice
6th +3 +2 +2 +5 Metamanipulation +1 level of existing spellcasting class / +1 level of existing manifesting class
7th +3 +2 +2 +5 Crystal Cantrips +1 level of existing spellcasting class / +1 level of existing manifesting class
8th +4 +2 +2 +6 Eldritch Metapsionics or Cerebremetamagic +1 level of Core Practice
9th +4 +3 +3 +6 Metamanipulation +1 level of existing spellcasting class / +1 level of existing manifesting class
10th +5 +3 +3 +7 Devoted Cerebremancy +1 level of Core Practice

Class Skills (2 + Int modifier per level.)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana) (Int), Knowledge (Psionics) (Int), Psicraft (Int), Profession (Wis), Spellcraft (Int).

Class Features[edit]

All the following are class features of the Cerebremancer.

Weapon and Armor Proficiency: Cerebremancers gain no proficiency with any weapon or armor.

Core Practice: Though a cerebremancer looks to blend spellcasting and manifesting into one coherent power source, he must nonetheless recognize that he must focus on one or the other in order to efficiently learn. Thus, he must choose any one spellcasting or manifesting class he belonged to before adding the prestige class as his Core Practice. His Core Practice will be the one which advances quickest, and for which he learns new abilities soonest, though he will also learn to apply what he learns in his Core Practice to the opposite practice.

Any manifesting class may be considered an "opposite practice" class for a cerebremancer with a spellcasting Core Practice, and any spellcasting class may be considered an opposite practice for a cerebremancer with a manifesting Core Practice.

Spellcasting/Manifesting: When a new cerebremancer level other than 2nd, 5th, 8th, or 10th is attained, the character gains new spells per day and spells known 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 and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously.

On 2nd, 5th, and 8th level, he gains new spells per day and spells known or additional power points per day and access to new powers as if he had also gained a level in his Core Practice. He does not gain new spells per day or additional power points per day in any other class.

On 10th level, the cerebremancer gains new spells per day and spells known or additional power points per day and access to new powers as if he had also gained a level in any opposite practice class he belonged to before he added the prestige class. That is, if his Core Practice is in a spellcasting class, he may choose any manifesting class to advance, and if his Core Practice is in a manifesting class he may choose to advance in any spellcasting class.

He does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on) when he advances any of these classes. This essentially means that he adds the appropriate number of levels 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 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, at every level except 10th, his Core Practice must be one of those selected.

Understanding Overlap: A cerebremancer's unique blending of supernatural practices gives him special insights. A cerebremancer whose Core Practice is in a spellcasting class gains half his ranks in Psicraft as an Insight bonus to Spellcraft checks. A cerebremancer whose Core Practice is in a manifesting class gains half his ranks in Spellcraft as an Insight bonus to Psicraft checks.

Psiomancy: On reaching 2nd level, a cerebremancer whose Core Practice is in a spellcasting class gains the ability to use his psionic powers to fuel his spells. A prepared spellcaster may prepare additional spells by expending a number of power points equal to (2 × spell level) + 1 during any normal preparation period. A spontaneous spellcaster may cast additional spells by expending Psionic Focus and expending a number of power points equal to (2 × spell level) + 1. The number of additional spells prepared or cast may not exceed half the cerebremancer's class level, and no more than one of his highest spell level, two of his second highest spell level, three of his third highest spell level, so on and so forth, may be gained. The cerebremancer may, however, always gain as many of his lowest level slots as he wishes, up to the total limit of half his class level, even if its distance from the highest would not be enough to allow this.

A cerebremancer whose Core Practice is in a manifesting class gains Psiomancy upon reaching 4th level.

Spelled Manifesting: On reaching 2nd level, a cerebremancer whose Core Practice is in a manifesting class gains the ability to use his magic spells to fuel his powers. At any point, a spell slot may be lost in order to gain a number of power points equal to (2 × spell level) + 1. This requires a Full-Round Action to complete. A cerebremancer may expend his Psionic Focus to manifest a power during the same action, but no more points than those gained may be used for this power, and further the power must use all of those points. The number of spells used in this way may not exceed half the cerebremancer's class level, and no more than one of his highest spell level, two of his second highest spell level, three of his third highest spell level, et cetera, may be used. The cerebremancer may, however, always use as many of his lowest level slots as he wishes, up to the total limit of half his class level, even if its distance from the highest would not be enough to allow this.

A cerebremancer whose Core Practice is in a spellcasting class gains Spelled Manifesting upon reaching 4th level.

Metamanipulation: Upon reaching 3rd level, and again upon reaching 6th level and 9th level, a cerebremancer may gain any metamagic feat whose metapsionic counterpart he already has, or he may gain any metapsionic feat whose metamagic counterpart he already has. If he has neither metamagic nor metapsionic feats whose counterparts he does not already have, he may select any single metamagic or metapsionic feat as a bonus feat, instead.

This bonus may also apply to non-meta feats that improve casting or manifesting:

  • Spell Focus :: Discipline Specialization
  • Greater Spell Focus :: Greater Discipline Specialization
  • Spell Penetration :: Power Penetration
  • Greater Spell Penetration :: Greater Power Penetration

These, however, may not be chosen without the counterpart, even if the cerebremancer lacks any counterparts to take. In that case, only a metamagic or metapsionic feat may be taken.

Cerebremetamagic: Upon reaching 5th 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 difference in spell level between the original and the metamagic versions of the spell. Count any spell levels above the highest level the cerebremancer could normally cast as costing twice as much to remove. A spontaneous spellcaster also gains the ability to expend his Psionic Focus in order to avoid increasing the casting time of his spells when using metamagic; he may do so regardless of whether he decides to pay for the metamagic with his power points or not.

A cerebremancer whose Core Practice is in a manifesting class gains Cerebremetamagic upon reaching 8th level.

Eldritch Metapsionics: Upon reaching 5th 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 Eldritch Metapsionics upon reaching 8th level.

Crystal Cantrips: Upon reaching 7th level, a cerebremancer 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 of a level no greater than 6 less than his highest spell level (minimum 0). 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. 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 no greater than 6 lower than his highest spell level. The transfer costs a number of power points equal to the level of the spell transferred.

The psicrystal can cast any spells transferred to it as normal, using up that spell, excepting that it treats the spells 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. These transferred spells are lost if not cast before the cerebremancer next regains his spells.

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.



Back to Main Page3.5e HomebrewClassesPrestige Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
AuthorDragoonWraith +
Base Attack Bonus ProgressionPoor +
Class AbilityArcane Spellcasting +, Divine Spellcasting + and Psionics +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level4 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillConcentration +, Craft +, Decipher Script +, Knowledge +, Psicraft +, Profession + and Spellcraft +
Skill Points2 +
SummaryThe cerebremancer combines powerful arcane or divine spellcasting with psionic powers to create truly awesome might. +
TitleCerebremancer +
Will Save ProgressionGood +