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.The
Cerebral Rager
A Preview of Mindscapes: A Psion's Guide
Secret
furies shake the mental depths of every living creaturesome
more, some less. A few learn to harness that secret
rage in shackles of pure will. Whereas others suppress
their rages, lest their impartiality falter, the cerebral
rager directs his white-hot anger through specially
forged mental pathways. Pumping their emotions to
a peak, the cerebral rager bleeds energy directly
into his psionic abilities. Those who would risk the
cerebral ragers ire must beware the consequences.
The
qualifying requirements for this prestige class virtually
assure that multiclassed barbarian/psions or barbarian/psychic
warriors take up the cerebral rager class.
Cerebral
ragers are sometimes strangely restrainedthey
bottle up all their emotions to fuel their power.
They sometimes act as leaders, envoys, or heads of
small companies. Because their rages live inside,
they can interact with the world on a seemingly cold
and calculating basis. When they do make an exterior
display of their towering anger, it is all the more
effective for its rarity. Other cerebral ragers dress
and behave boisterously and allow some of their nature
to slip into their demeanor. Few can tolerate these
outsiders because nobody knows when they will blow
up next.
Hit
Die: d6
Requirements
To qualify to become a cerebral rager, a character
must fulfill all the following criteria.
Alignment: Any nonlawful
Concentration: 2 ranks
Intimidate: 4 ranks
Knowledge (psionics): 7 ranks
Stabilize Self: 2 ranks
Special: Able to rage as a barbarian at least
once per day
Manifesting: Able to manifest the talent far
punch and the 1st-level power biofeedback
Class
Skills
The cerebral ragers class skills (and the key
ability for each skill) are Autohypnosis (Wis), Bluff
(Cha), Concentration (Con), Intimidate (Cha), Knowledge
(any) (Int), Psicraft (Int), Remote View (Int, exclusive
skill), Sense Motive (Wis), and Stabilize Self (Con).
See Chapter Four: Skills in the Players Handbook
and Chapter Two: Skills in the Psionics Handbook
for skill descriptions.
Skill
Points at Each Level: 4 + Intelligence modifier
Class
Features
All of the following are class features of the cerebral
rager.
Weapon
and Armor Proficiency: Cerebral ragers gain no
additional proficiency in any weapon or armor.
Effective
Manifester Level: At every level indicated on
the table for the prestige class, the character gains
new power points per day and access to discovered
powers as if he had also gained a level in the psionic
class he belonged to before adding the prestige class.
He does not, however, gain any other benefit a character
of that class would have gained (such as bonus feats,
metapsionic or item creation feats, mode check bonuses,
hit points beyond those he receives from the prestige
class, and so on). He does gain the following benefits:
an increased effective level of psionic manifestation,
additional power points, effective additional levels
for psicrystal powers, and additional free manifestations
of 0-level powers. If a character had more than one
psionic class before becoming a member of this prestige
class, he must decide to which class he adds the new
level for purposes of determining effective manifester
level.
For
example, a 1st-level barbarian/6th-level psion/6th-level
cerebral rager has a character level of 13 and a manifester
level of 10. So, powers he manifests that have level-dependent
parameters are manifested as if the character were
10th level.
Cerebral
Rage (Ex): When necessary, a cerebral rager can
ignite his inner fury. In a cerebral rage, the character
gains mental strength and single-minded fortitude
but becomes reckless and
less able to see reason. He temporarily gains +4 to
his key ability score, and a +2 morale bonus on Fortitude
saves, but he also suffers a 2 penalty on Will
saves. The increase to his key ability score does
not last long enough to increase his power point total,
but he does gain more power points temporarily as
described below. Cerebral rage and barbarian rage
cannot be used simultaneously.
Cerebral rage increases the characters power
points by 2 points per effective manifester level,
but these power points go away at the end of the rage.
If this would bring him to negative power points,
his power point total is set at 0. While raging, a
cerebral rager can use skills that require patience
and concentration, because his rage is shackled to
his will.
A
fit of cerebral rage lasts for a number of rounds
equal to 3 + the characters (newly improved)
key ability modifier. The character can prematurely
end the rage voluntarily. At the end of the rage,
the cerebral rager is mentally fatigued (2 to
his key ability score) for the duration of that encounterunless
the cerebral rager is 10th level, when this limitation
no longer applies. The cerebral rager can fly into
a rage only once per encounter and only a certain
number of times per day (determined by level).
Beginning
at 4th level, the character can burn his two daily
uses of cerebral rage simultaneously. This pumps the
characters key ability score by +6, gives him
a +4 bonus on his Fortitude saves, and increases his
power points by 3 points per effective manifester
level. (The Will save penalty remains at 2.)
At 7th level, the character could burn all three of
his daily cerebral rages to increase his key ability
score by +8, give him a +6 bonus on his Fortitude
saves, and increase his power points by 4 points per
effective manifester level. (The Will save penalty
remains at 2.)
Lesser
Killing Look (Sp): Once per day, starting at 2nd
level, a portion of the cerebral ragers hate
seeps out in the form of a lesser killing look. He
can choose to ground his lesser killing look into
the dirt or gaze harmlessly into the sky, but he cant
stop it from occurring sometime within a 24-hour period,
though he can choose the time for the discharge. If
he directs the lesser killing look at a person or
object within 30 feet, he makes a gaze attack (see
the DMG for more information on the gaze attack).
The target that meets his gaze (an opponent always
meets the ragers gaze unless actively attempting
otherwise) must make a successful Fortitude saving
throw (DC = 13 + the characters key ability
score) or take 7d6 points of damage as the full weight
of rage flashes from the ragers eyes. The target
takes half damage on a successful saving throw.
Hate
(Ex): Beginning at 3rd level, as a free action,
a cerebral rager can designate one opponent as the
focus of his hate. He thereby receives a +1 morale
bonus on damage (melee, ranged, power, or spell) from
a successful attack that normally damages that opponent
as a primary effect.
Glare
(Ex): At 5th level and up, a cerebral rager gains
a +6 morale bonus on his Intimidate checks.
Abhor
(Ex): Beginning at 6th level, as a free action,
a cerebral rager can designate one opponent as the
focus of his abhorrence. He thereby receives a +2
morale bonus on damage (melee, ranged, power, or spell)
from a successful attack that normally damages that
opponent as a primary effect. Abhor overlaps the bonus
granted by hate; it does not stack.
Killing
Look (Sp): Starting at 8th level, once per day
a portion of the cerebral ragers hate seeps
out in the form of a killing look. He can choose to
ground his killing look into the dirt or gaze harmlessly
into the sky, but he cant stop it from occurring
sometime within a 24-hour period, though he can choose
the time for the discharge. If he directs the killing
look at a person or object with 30 feet, he makes
a gaze attack (see the DMG for more information on
the gaze attack). A target that meets his gaze (an
opponent always meets the ragers gaze unless
actively attempting otherwise) must make a successful
Fortitude saving throw (DC = 16 + the characters
key ability score) or take 13d6 points of damage as
the full weight of rage flashes from the ragers
eyes. The target takes half damage on a successful
saving throw.
Despise
(Ex): Beginning at 9th level, as a free action,
a cerebral rager can designate one opponent as the
focus of his despising. He thereby receives a +3 morale
bonus on damage (melee, ranged, power, or spell) from
a successful attack that normally damages that opponent
as a primary effect. Despise overlaps the bonus granted
by hate and abhor; it does not stack.
Nimbus
of Fury (Sp): At 10th level, the cerebral rager
can manifest his fury as a nimbus of raging psionic
energy for one hour per day. The nimbus surrounds
and coats the character in brilliant red light, which
flickers almost like fire. While manifesting his nimbus,
he gains benefits as if in a constant cerebral rage
(see above). His flashing eyes contain an even deeper
threat to those he despises. While he maintains a
power point reserve of 27+, he can use his killing
look every 5 rounds (for instance, he can use it on
the first round of combat and then on the sixth round).
Cerebral
Rager
| Class |
Base
Attack |
Fortitude |
Reflex |
Will |
Mode
Check |
|
Effective |
| Level |
Bonus |
Save |
Save |
Save |
Bonus |
Special |
Manifester Level |
| 1 |
+0 |
+2 |
+0 |
+0 |
+0 |
Cerebral
rage 1/day |
|
| 2 |
+1 |
+3 |
+0 |
+0 |
+0 |
Lesser
killing look |
+1
level of existing class |
| 3 |
+2 |
+3 |
+1 |
+1 |
+1 |
Hate
|
+1
level of existing class |
| 4 |
+3 |
+4 |
+1 |
+1 |
+1 |
Cerebral
rage 2/day |
|
| 5 |
+3 |
+4 |
+1 |
+1 |
+1 |
Glare
|
+1
level of existing class |
| 6 |
+4 |
+5 |
+2 |
+2 |
+2 |
Abhor
|
+1
level of existing class |
| 7 |
+5 |
+5 |
+2 |
+2 |
+2 |
Cerebral
rage 3/day |
|
| 8 |
+6 |
+6 |
+2 |
+2 |
+2 |
Killing
look |
+1
level of existing class |
| 9 |
+6 |
+6 |
+3 |
+3 |
+3 |
Despise
|
+1
level of existing class |
| 10 |
+7 |
+7 |
+3 |
+3 |
+3 |
Nimbus
of fury, no longer fatigued after cerebral rage |
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"The
Cerebral Rager" preview ©2003 Bruce R. Cordell.
All rights reserved.
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