Harnessing the power of the cosmos...


Cerebrate

The art of magic is defined by the nine pointed star with each point representing the various schools of magic. Cerebrates use there mental capability to manipulate energy into doing various things depending on what school of magic is being used. Very often Cerebrates are described as painters that use energy as there paint and their as there tools. A high intelligence is need to be able to recall the magical spells that are recored in tombs, and scrolls.


Class Abilities

Level

Attack Base

Fortitude Save

Reflex Save

Will Save

Special

1

+0

+0

+0

+2

Scribe Scroll, Familiar

2

+1

+0

+0

+3

3

+1

+0

+0

+3

4

+2

+1

+1

+4

5

+2

+1

+1

+4

Bonus Feat

6

+3

+2

+2

+5

7

+3

+2

+2

+5

8

+4

+2

+2

+6

9

+4

+3

+3

+6

10

+5

+3

+3

+7

Bonus Feat

11

+5

+3

+3

+7

12

+6/+1

+4

+4

+8

13

+6/+1

+4

+4

+8

14

+7/+2

+4

+4

+9

15

+7/+2

+5

+5

+9

Bonus Feat

16

+8/+3

+5

+5

+10

17

+8/+3

+5

+5

+10

18

+9/+4

+6

+6

+11

19

+9/+4

+6

+6

+11

20

+10/+5

+6

+6

+12

Bonus Feat



Spells Per Day

Level

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

4

1

- - -

- - -

- - -

- - -

- - -

- - -

- - -

- - -

2nd

4

2

- - -

- - -

- - -

- - -

- - -

- - -

- - -

- - -

3rd

4

2

1

- - -

- - -

- - -

- - -

- - -

- - -

- - -

4th

4

3

2

- - -

- - -

- - -

- - -

- - -

- - -

- - -

5th

4

3

2

1

- - -

- - -

- - -

- - -

- - -

- - -

6th

4

3

3

2

- - -

- - -

- - -

- - -

- - -

- - -

7th

4

4

3

2

1

- - -

- - -

- - -

- - -

- - -

8th

4

4

4

3

2

- - -

- - -

- - -

- - -

- - -

9th

4

4

4

3

2

1

- - -

- - -

- - -

- - -

10th

4

4

4

3

3

2

- - -

- - -

- - -

- - -

11th

4

4

4

4

3

2

1

- - -

- - -

- - -

12th

4

4

4

4

3

3

2

- - -

- - -

- - -

13th

4

4

4

4

4

3

2

1

- - -

- - -

14th

4

4

4

4

4

3

3

2

- - -

- - -

15th

4

4

4

4

4

4

3

2

1

- - -

16th

4

4

4

4

4

4

3

3

2

- - -

17th

4

4

4

4

4

4

4

3

2

1

18th

4

4

4

4

4

4

4

3

3

2

19th

4

4

4

4

4

4

4

4

3

3

20th

4

4

4

4

4

4

4

4

4

4

This chart lists the stats you get at each level, they do not add on.

*Intelligence Based Spell Bonus Chart.



Class Features

Armor Proficiency (Light) - This feat allows character to wear light armor.

Simple Melee Weapons Feat - Choose a type of simple weapon, such as dagger or staff. You understand how to use that type of simple weapon in combat. The character makes attack rolls with simple weapons normally. A character without this feat takes the –4 nonproficient penalty when making attacks with simple weapons. Any attempts to use another firearm out of its class will result in a -2 penalty.

Personal Firearms Proficiency - allows a character to make this sort of attack without penalty. If a character isn't proficient in personal firearms, he or she takes a –4 penalty on attacks with that type of weapon. Characters must select what class of weapon and whethere it's long arm or pistol. Any attempts to use another firearm out of its class will result in a -2 penalty.

Scribe Scroll Feat - At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Hit Point Increase - Cerebrate HP Increases 6 every level. (Not a feat)

Starting Credits - 3d6 x 100

Spells: A Cerebrate casts arcane spells which are drawn from the A Cerebrate spell list. A wizard learns her spells from the spell book they have the magic writen down in. To learn a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The difficulty check for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on table above. In addition, she receives bonus spells per day if she has a high Intelligence score.

Bonus Feat: Cerebrates gain a bonus feat every five levels allowing them to select only metamagic feats.



Class Abilities

Alchemy:

  • Check: This skill allows a character to identify what mixtures of ingrained where used to create potions, magical concoctions, or poison. This skill can also be used to create potions. Difficulty checks are made depending on the substances. Identifying substance or potion is a DC of 25, depending on how rare the substance is they DC will only increase.

Arcane Spell Craft:

  • Check: This skill is used to identify spells, as they are cast or spells already in place. You can identify spells and magic effects.
  • DC Task
    • 13 When using read magic, identify a glyph of warding.
    • 15 + spell level Identify a spell being cast.
    • 15 + spell level Prepare a spell from a borrowed spell book
    • 15 + spell level Detect magic; determine the school of magic aura.
    • 19 When using read magic, identify a symbol.
    • 20+ spell level Identify a spell that's already in place. No retry
    • 20+ spell level Identify materials created or shaped by magic.
    • 20+ spell level Decipher a written spell (such as scroll)
    • 20 Draw a diagram to augment casting dimensional stuff.
    • 30 or higher. Understanding a strange or unique magical effect.
    • (Wizards gain +2 bonus when dealing with spells or effects from his specialzed school. He will suffer a –5 from the school he's prohibited from.

Telepathy:

  • Check: This allows characters to pear into the mind of another character or NPC. Telepathic abilities are often forbidden by the common law and seen as an invasion of privacy. However many have still mastered the art of mind reading under the nose of law and so telepathy can be used to sense motives, feelings or even thoughts. Difficulty checks are made at a base of ten plus target's concentration skill points. Characters who fail with in five can determine the feeling of the target; those who succeed can read their minds. Those who fail more then five can read or fell nothing. Cerebrates who have physical contact with a character gains a +5 bonus to these checks. Telepaths can also speak to each other freely if they're with in 25 feet of each other.

Telekinesis:

  • This skill is how well a character can uses mental force to push or pull objects. The more mass of an object that wishes to be moved the larger the difficulty check is. Cerebrates may try to apply this ability of using mental force in other ways Game Masters will set the difficulty according to the situation.


Class Skills

Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Drive (Dex), and Computer Use (Int)

Skill Points at 1st Level: (3 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 3 + Intelligence Modifier.



Schools of Magic

A school is one of eight groupings of spells, each defined by a common theme. If desired, a cerebrates may specialize in one school of magic (see below). Specialization allows a cerebrates to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools. A specialist cerebrates can learn one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school. The cerebrate must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time she will give up her counter school, which become her prohibited school. A cerebrates can never give up divination to fulfill this requirement. Spells of the prohibited school or schools are not available to the cerebrate, and she can't even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later. The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.

Abjuration – abjuration spell are used to shield the caster from magical and physical attacks.
Prohibited School: Conjuration

Conjuration – A Conjuration specialist can bring creatures to him, usually in the form of summoned allies.
Prohibited School: Transmutation

Divination – Diviners are capable looking forward in time to anticipate what will happen next. Although mostly useful for gathering information, several divine spells help the caster in combat situations.
Prohibited School: Illusion

Enchanter – Enchament spells involving gaining control over another creature, or imbuing a recipient with special properties.
Prohibited School: Illusion

Evocation – These spells that manipulate energy or creates something from nothing. Many of the best offensive spells can be found within this school.
Prohibited School: Conjuration

Illusion – Illusion spells alter perception, the most common of which is the ability to go invisible.
Prohibited School: Enchanter

Necromantic – Spells that manipulate, create, or destroy life.
Prohibited School: Divination

Transmutation – These spell transform the recipient, either subtly or obviously.
Prohibited School: Conjuration

Shadow – Know as the dark art, not much is known about this magic.
Prohibited School: All Other Schools



Familiars

A Cerebrate can obtain a familiar (see below) Doing so takes 24 hours and uses up magical materials that cost 100 cr. A familiar is a magical beast that resembles a small animalm and is unusually tough and intelligent. The creature serves as a companion and servant. The cerebrates chooses the kind of familiar he gets. As the cerebrates advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the cerebrates, the cerebratesmust attempt a DC 15 Fortitude saving throw. Failure means he loses 1 point of consitiution. A character with more than one class that grants a familiar may have only one familiar at a time.

Familiar Basics: Use the basic statistics for a creature of the familiar's kind, but make the following changes:

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.

Hit Points: The familiar has one-half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to get the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.

Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

Natural Armor Adj.: The number noted here is an improvement to the familiar's existing natural armor bonus.

Int: The familiar's Intelligence score.

Alertness: While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar's type (magical beast).

Empathic Link: The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells: If the master is 3rd level or higher, a familiar can deliver
touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master: If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a commmon language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind: If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

Spell Resistance: If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.

Scry on Familiar: If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.



Types of Familiars

familiar

Benfit

Bat

+3 Bonus on Listen

Cat

+3 Bonus on Move Silently

Hawk

+3 Spot bonus in Bright Light

Lizard

+3 Bonus on Climb

Owl

+3 Bonus on Spot in Shadows

Rat

+3 Fortitude

Rave1

+3 on Appraise

Snake2

+3 Bluff

Toad

+3 Hit Points

Weasel

+2 Reflex Save



Familiar Level Chart

Class level

Natural Armor

Int

Special

1 - 2

+1

6

Alertness, improved evasion, share spells, empathic link

3 - 4

+2

7

Deliver touch spells

5 - 6

+3

8

Speak with master

7 - 8

+4

9

Speak with animals of its kind

9 - 10

+5

10

11 - 12

+6

11

Spell resistance

13 - 14

+7

12

Scry on familiar

15 - 16

+8

13

17 - 18

+9

14

19 - 20

+10

15



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