Psionic Prestige Classes

CEREBREMANCER

Cerebremancers access both the arcane mysteries of spellcasting and the psionic powers of the mind. Cerebremancers tend to be driven, ambitious sorts, willing to sacrifice more subtle abilities in exchange for pure power.

Only characters who have training in both psionic power and in the arcane arts can become cerebremancers. Wizard/psion is the most common class combination, because both classes place a premium on high Intelligence. Sorcerer/psions are less common. Psychic warriors are usually too interested in physical combat to devote themselves to intense study, and wilders generally lack the necessary patience.

NPC cerebremancers often act as liaisons between the arcane and psionic worlds. Many continuously hunt for further knowledge that will enhance their mastery of both arcane spells and psionic powers.

Hit Die: d4.
Requirements
To qualify to become a cerebremancer, a character must fulfill all the following criteria.

Skills: Knowledge (arcana) 6 ranks, Knowledge (psionics) 6 ranks.

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

Psionics: Able to manifest 2nd-level powers.

Class Skills
The cerebremancer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) Int, Knowledge (psionics) (Int), Profession (Wis), Psicraft (Int), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Table: The Cerebremancer
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
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 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, 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.