Cerebremancer

Requirements

Skills: Knowledge 6 ranks, Knowledge 6 ranks

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

Psionics: Able to manifest 2nd-level powers.

Game Rule Info

Hit Die: d4.

Class Skills

The Cerebremancer's class skills are Concentration, Craft, Decipher Script, Knowledge, Knowledge, Profession, Psicraft, Spellcraft.

Skill Points per level: 2 + Int modifier

Level

Base Attack

Fort

Ref

Will

Spells per Day/Powers Known

1st

+0

+0

+0

+2

+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

2nd

+1

+0

+0

+3

+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

3rd

+1

+1

+1

+3

+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

4th

+2

+1

+1

+4

+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

5th

+2

+1

+1

+4

+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

6th

+3

+2

+2

+5

+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

7th

+3

+2

+2

+5

+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

8th

+4

+2

+2

+6

+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

9th

+4

+3

+3

+6

+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

10th

+5

+3

+3

+7

+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

Class Features

All of the following are class features of the Cerebremancer.

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, psicrystal special abilities, 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.