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Merk
2011-08-22, 11:53 PM
CEREBRAND


"Never doubt yourself. You have the capacity to do all things. The only limitations you have are in your mind. Now overcome yourself, and move forward! We will win this day, comrades!"
-- General Sieglinde, Commander of the Righteous Legion Irrepressible


http://img41.imageshack.us/img41/636/warrioro.png

Design Notes:

The Cerebrand is an attempt at combining and correcting the Divine Mind and Marshal classes. The Marshal is usually regarded as only good for a 1 level dip, and the Divine Mind shares a tier with the Commoner (at least in its early incarnation). Ouch. Not only that, but as has been pointed out before, having the "auras" be powerful always-on effects is not good from a metagame perspective, since the GM can up the "default" difficulty.

The Cerebrand gets Auras and Powers up to 6th level -- just like the Divine Mind. However, it has a larger fixed power selection, like a Psychic Warrior, but lacks a lot of the offensive powers. On the other hand, its auras are natively not too strong -- they don't automatically receive the Cerebrand's cha modifier to the effect, and at base are all comparable to a Marshal's minor auras. However, the Aura Augmentation feature effectively allows the Cerebrand to turn basic auras into the equivalent of Major auras for short periods of time. Finally, Aura Surge replaces Grant Move Action. Grant Move Action is now just one of the possible Aura Surges. Favored aura permanently keeps an aura in its augmented state, which is good for frequently used auras.

The Cerebrand is a leader blessed with psychic power and commanding talents. The Cerebrand can stand at the forefront of battle, using psionic powers to bolster herself while mentally aiding her comrades. Cerebrands tend to be highly valued in armies or in small squads where they can improve the effectiveness of other heroes, but the Cerebrand is also a capable combatant who can wield weapons and armors well and use an array of unique powers to augment her defenses.

Abilities: Charisma is important for mastering a Cerebrand's auras, while Wisdom is required to effectively manifest powers. Constitution is important for the Cerebrand's durability on the battlefield.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 5d4 × 10 (average 125 gp).

Class Skills

The Cerebrand’s class skills are Acrobatics (Dex), Autohypnosis* (Wis), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Knowledge (psionics)* (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).

*New skill or expanded use of existing skill.

Skill Ranks at each Level: 4 + Int modifier.


{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|
Auras Known|
Power Points/Day|
Powers Known|
Maximum Power Level Known

1st|
+0|
+2|
+0|
+2|Psychic aura +1|
1|
1|
1|
1st

2nd|
+1|
+3|
+0|
+3|Social mind|
2|
2|
2|
1st

3rd|
+2|
+3|
+1|
+3|Aura augmentation|
2|
4|
3|
1st

4th|
+3|
+4|
+1|
+4||
2|
6|
4|
2nd

5th|
+3|
+4|
+1|
+4|Psychic aura +2|
3|
8|
5|
2nd

6th|
+4|
+5|
+2|
+5|Aura surge 1/day|
3|
12|
6|
2nd

7th|
+5|
+5|
+2|
+5|Favored aura (1st)|
4|
16|
7|
3rd

8th|
+6/+1|
+6|
+2|
+6||
4|
20|
8|
3rd

9th|
+6/+1|
+6|
+3|
+6|Psychic aura +3|
5|
24|
9|
3rd

10th|
+7/+2|
+7|
+3|
+7|Aura surge 2/day|
5|
28|
10|
4th

11th|
+8/+3|
+7|
+3|
+7|Double psychic aura|
6|
36|
11|
4th

12th|
+9/+4|
+8|
+4|
+8||
6|
44|
12|
4th

13th|
+9/+4|
+8|
+4|
+8|Favored aura (2nd), psychic aura +4|
7|
52|
13|
5th

14th|
+10/+5|
+9|
+4|
+9|Aura surge 3/day|
7|
60|
14|
5th

15th|
+11/+6/+1|
+9|
+5|
+9|Improved aura surge|
8|
68|
15|
5th

16th|
+12/+7/+2|
+10|
+5|
+10||
8|
80|
16|
6th

17th|
+12/+7/+2|
+10|
+5|
+10|Psychic aura +5|
9|
92|
17|
6th

18th|
+13/+8/+3|
+11|
+6|
+11|Aura surge 4/day|
9|
104|
18|
6th

19th|
+14/+9/+4|
+11|
+6|
+11|Favored aura (3rd)|
10|
116|
19|
6th

20th|
+15/+10/+5|
+12|
+6|
+12|Triple psychic aura|
10|
128|
20|
6th[/table]

Class Features

The following are class features of the Cerebrand.

Weapon and Armor Proficiency: Cerebrands are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Power Points/Day: A Cerebrand’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Cerebrand. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known:

A Cerebrand begins play knowing one Cerebrand power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power. Choose the powers known from the Cerebrand power list. (Exception: The feat Expanded Knowledge does allow a Cerebrand to learn powers from the lists of other classes.) A Cerebrand can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a Cerebrand can manifest in a day is limited only by his daily power points. A Cerebrand simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against Cerebrand powers is 10 + the power’s level + the Cerebrand’s Wisdom modifier.

Maximum Power Level Known: A Cerebrand begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers. To learn or manifest a power, a Cerebrand must have a Wisdom score of at least 10 + the power’s level.

Psychic Aura (Su):

The signature ability of a Cerebrand is to channel her innate mental powers to project a beneficial aura that grants you and nearby allies a special benefit.

Projecting an aura is a swift action, and you can only project one psychic aura at a time. Projecting an aura requires maintaining psionic focus. An aura remains in effect until you use a free action to dismiss it, you lose psionic focus, or you activate another aura in its place. You can have a psychic aura active continually; thus, an aura can be in effect at the start of an encounter even before you take your first turn.

Unless otherwise noted, your psychic aura affects all allies within 60 feet (including yourself). As a psychic aura is a primarily mental projection, neither line of effect nor line of sight are required for it to work. A creature can only benefit or be affected by a psychic aura if it is not mindless. Your aura is dismissed if you become unconscious or slain, or if you lose psionic focus, but otherwise it remains in effect even if you are incapable of acting.

The bonus granted by your aura begins at +1 and increases to +2 at 5th level, +3 at 9th level, +4 at 13th level, and +5 at 17th level. As a 1st-level Cerebrand, you know how to project one psychic aura from the list below. At 2nd level, 5th level, and every three levels after that, you learn one additional psychic aura of your choice. Each time you activate a psychic aura, you can choose from any of the auras that you know.

Social Mind (Ex):

A Cerebrand is a leader and diplomat. At 2nd level, she selects two of the following skills: Bluff, Diplomacy, Intimidate, Sense Motive. She gains a bonus to these skills equal to 1/2 her class level.

Aura Augmentation (Su):

As a swift action, a Cerebrand can augment the effect of one of her auras. Doing so allows the Cerebrand to change her aura in one of the following ways, selected at the time of projection:


Increase the bonus of the aura by her Charisma modifier (if positive).
Extend the effect of the aura out to 120 ft.
Activate the augment function of her aura.

Augmenting an aura requires 1 power point per round to maintain its augmentation. After the Cerebrand stops expending power points to augment an aura, the aura stops emanating (but the Cerebrand can return it to its basic state with a swift action). Any given aura can only be augmented once, but when the Cerebrand is able to project multiple psychic auras, she can augment multiple of them by spending 1 power point per round per aura. The type of augmentation can be changed with a swift action.

Aura Surge (Su):

As a standard action, a Cerebrand can call great power from one of her auras by expending her psionic focus. This activates the Surge function of one aura currently emanating from the Cerebrand, detailed in the lists of auras below. Should a Cerebrand add her Charisma modifier to the aura's effect via aura augmentation, the increase is not factored into the aura surge, but other modifiers to the aura value will be considered (such as the bonus from Favored Aura).

The Cerebrand can surge her auras 1/day at 6th level, 2/day at 10th level, and one additional time per day every four levels thereafter.

Favored Aura (Su):

At 7th level, 13th level, and 19th level, a Cerebrand selects one of her auras as her Favored aura. A favored aura continually gains one of its augmented effects (chosen at the time of projection) without needing power points. In addition, the value for that aura increases by 2. An aura can only be selected as a Favored aura once.

Double Psychic Aura (Su):

You gain the ability to project two psychic auras simultaneously. As a swift action, you may project or change any two auras that you know. You and your allies receive the benefits of both auras.

Improved Aura Surge (Su):

At 15th level, the Cerebrand has a great command over his auras. The Cerebrand no longer needs to expend psionic focus to use an aura surge, and using an aura surge requires a move action instead of a standard action.

Triple Psychic Aura (Su):

As double psychic aura, but with three psychic auras.

List of Psychic Auras (In Progress)

Chaos


Weapon attacks are chaotic for the purpose of overcoming damage reduction.

Augment

+2 morale bonus per aura value to saves against attacks made by or effects created by Lawful creatures.

Surge

The next weapon attack made by each ally deals +3d6 damage per aura value against Lawful creatures and an affected Lawful creature must make a will save (DC 10 + 1/2 Cerebrand class level + Cerebrand cha modifier) or be confused for 1 round per aura value.


Communication


+2 morale bonus per aura value to initiative and perception checks.

Augment

Gain telepathy out to the range of the aura.

Surge

For the duration of the encounter, if at least one ally within the aura is not flat-footed or surprised, then no allies within the aura are flat-footed or surprised.


Conflict:


+1 morale bonus per aura value on all opposed checks.

Augment
Surge


Consumption:



Augment
Surge


Corruption and Madness:



Augment
Surge


Creation:



Augment
Surge


Death:



Augment
Surge


Deception:



Augment
Surge


Destruction:



Augment
Surge


Elements:



Augment
Surge


Energy:


This aura confers 1 Energy Resistance per aura value to one of the following energy types, selected when the aura is projected or changed: acid, cold, electricity, fire, or sonic.

Augment

When augmented, all allies weapon attacks deal +1 damage of the same energy type per aura value.

Surge

For the duration of the encounter, all allies weapon attacks deal +1d6 damage of the same energy type per aura value (+1d4 per aura value for sonic damage). This damage overlaps, and does not stack with, the extra damage from the aura's augment.


Evil


Weapon attacks are evil for the purpose of overcoming damage reduction.

Augment

+2 morale bonus per aura value to saves against attacks made by or effects created by Good creatures.

Surge

The next weapon attack made by each ally deals +3d6 damage per aura value against Good creatures and an affected Good creature must make a fortitude save (DC 10 + 1/2 Cerebrand class level + Cerebrand cha modifier) or be nauseated for 1 round per aura value.


Fate:




Augment

+1 morale bonus per aura value to any attack roll or saving throw once per round per ally.

Surge

Once during the encounter, an ally may reroll one attack roll or saving throw.



Force:


Weapon attacks are considered magical force effects, and thus can strike incorporeal creatures without miss chance.

Augment
Surge


Freedom:


+1 morale bonus per aura value on all reflex saves.

Augment

+5 ft. morale bonus per aura value to all modes of speed (land, climb, swim, etc.). This does not grant a creature a movement mode it did not previously possess.

Surge

The Cerebrand emulates the Grant move action class feature of the marshal.



Good


Weapon attacks are good for the purpose of overcoming damage reduction.

Augment

+2 morale bonus per aura value to saves against attacks made by or effects created by Evil creatures.

Surge

The next weapon attack made by each ally deals +3d6 damage per aura value against Evil creatures and an affected Evil creature must make a fort save (DC 10 + 1/2 Cerebrand class level + Cerebrand cha modifier) or be exhausted for 1 round per aura value.


Guardian:


+1 morale bonus per aura value to AC when fighting defensively or taking the total defense action.

Augment

DR 2/- per aura value.

Surge

All allies immediately receive 10 temporary HP per Cerebrand class level and a +2 morale bonus per aura value to all saving throws for 1 round.


Justice:



Augment
Surge


Knowledge:



Augment
Surge


Law


Weapon attacks are lawful for the purpose of overcoming damage reduction.

Augment

+2 morale bonus per aura value to saves against attacks made by or effects created by Chaotic creatures.

Surge

The next weapon attack made by each ally deals +3d6 damage per aura value against Chaotic creatures and an affected Chaotic creature must make a will save (DC 10 + 1/2 Cerebrand class level + Cerebrand cha modifier) or be immobilized for 1 round per aura value.


Life:


Fast healing 1 per aura value, up to half maximum health per character.

Augment

All allies in aura gain the benefit of the Diehard feat, even if they do not meet the prerequisites.

Surge

All allies receive 5 points of magical healing per Cerebrand level, and may immediately attempt a new saving throw against any ongoing effect that allows a save.


Light and Darkness:


All allies within aura gain low-light vision or darkvision 60 ft. (selected at time of projection).

Augment

The aura emits a daylight or darkness effect (at the Cerebrand's choice), and is considered a spell of level = 1/2 Cerebrand class level for the purpose of what can negate or counter it.

Surge

All enemies instantly take 1d6 positive or negative energy damage per two class levels (at the Cerebrand's choice), fortitude save (DC 10 + 1/2 Cerebrand class level + Cerebrand cha modifier) for half damage.


Magic:


+2 morale bonus per aura value to Knowledge (arcana), Spellcraft, and Use Magic Device checks.

Augment

+1 morale bonus per aura value to caster or manifester level.

Surge

One enemy within the aura is immediately subject to a targeted dispel magic or dispel psionics, with a caster/manifester level equal to the Cerebrand's class level.


Mental Power:


+1 morale bonus per aura value to one of the following (selected at time of projection): intelligence ability and skill checks, wisdom ability and skill checks, or charisma ability and skill checks.

Augment

Surge


Natural World:



Augment
Surge


Pain and Suffering:



Augment
Surge


Physical Power:


+1 morale bonus per aura value to one of the following (selected at time of projection): strength ability and skill checks, dexterity ability and skill checks (excluding initiative), or constitution ability and skill checks.
Augment
Surge


The Planes:


+1 morale bonus on saves made to resist planar effects.

Augment
Surge


Repose:



Augment
Surge


Time:



Augment
Surge



List of Cerebrand Powers

1st Level: Biofeedback, burst, catfall, detect psionics, detect teleportation, elfsight, empathic connection, empty mind, force screen, fortify, inertial armor, mindlink, skate, thicken skin, vigor.

2nd Level: Body adjustment, body purification, brain lock, concealing amorpha, defy gravity, detect hostile intent, dimension swap, empathic transfer, specified energy adaptation, hustle, thought shield.

3rd Level: Dimension slide, ectoplasmic form, empathic feedback, escape detection, evade burst, fate link, greater concealing amorpha, mental barrier, ubiquitous vision.

4th Level: Anchored navigation, energy adaptation, expulsion, fold space, immovability, inertial barrier, slip the bonds, steadfast perception, wrench.

5th Level: Adapt body, oak body, psionic revivify, psychofeedback, restore extremity.

6th Level: Aura alteration, body of iron, cleanse spirit, dispelling buffer, personal barred mind.