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Cipher Adept

(Planar Handbook variant, p. 58)

Seamless integration brings the cipher adept bliss.

Requirements

Alignment: Neutral

Skills: Balance 5 ranks , Listen 10 ranks , Survival 5 ranks

Feats: Agile , Dodge , Improved Initiative


Hit die

d8

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: Cipher adepts gain no proficiency with any weapon or armor.

Improved Unarmed Strike: A cipher adept instinctively knows how to use her body as a weapon. At 1st level, she gains Improved Unarmed Strike as a bonus feat.

Strike the Weak Spot (Ex): As a standard action, a cipher adept can attack an unattended object at what she perceives to be its weakest point. If she hits, she may attempt a Concentration check (DC 10 + object's hardness). If this check succeeds, she can ignore the object's hardness when calculating damage for this attack.

Evasion (Ex): At 2nd level, a cipher adept gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can be used only if the cipher is wearing light armor or no armor.

Combat Instinct (Ex): At 3rd level, a cipher adept gains a +1 insight bonus to her Armor Class and on initiative checks. This bonus increases to +2 at 6th level and to +3 at 9th level.

Bonus Feat: At 4th level and 8th level, a cipher adept gets a bonus feat. Each bonus feat must be selected from the following list, and the cipher adept must meet all the prerequisites of the feat to select it: Acrobatic, Alertness, Animal Affinity, Combat Reflexes, Deft Hands, Improved Critical, Improved Disarm, Improved Sunder, Lightning Reflexes, Mobility, Nimble Fingers, Precise Shot, Self-Sufficient, Spring Attack.

Combination Strike (Ex): At 5th level, a cipher adept's speed and reflexes in combat allow her to follow up a devastating attack with a secondary maneuver. If she confirms a critical hit on a melee attack, she may immediately attempt a disarm or sunder attempt against the same opponent as a free action. This disarm or sunder attempt provokes attacks of opportunity as normal unless the cipher adept has the appropriate feat.

Improved Evasion (Ex): At 7th level, a cipher adept gains improved evasion. This ability works like evasion, except that while the cipher adept still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, she henceforth takes only half damage on a failed save. A helpless cipher adept (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.

Move Without Barriers (Su): At 10th level, a cipher adept becomes able to step into the Ethereal Plane for short periods of time. The character can become ethereal for a number of rounds per day equal to 1 + her Wis modifier (minimum 1). These rounds need not be consecutive. This ability otherwise functions as the ethereal jaunt spell.

Advancement

Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Improved Unarmed Strike, strike the weak spot
2nd +1 +0 +3 +0 Evasion
3rd +2 +1 +3 +1 Combat instinct +1
4th +3 +1 +4 +1 Bonus feat
5th +3 +1 +4 +1 Combination strike
6th +4 +2 +5 +2 Combat instinct +2
7th +5 +2 +5 +2 Improved evasion
8th +6 +2 +6 +2 Bonus feat
9th +6 +3 +6 +3 Combat instinct +3
10th +7 +3 +7 +3 Move without barriers

Class skills

Skill name Key ability Trained only Armor check penalty
Balance DEX no yes
Bluff CHA no no
Concentration CON no no
Disable Device INT yes no
Escape Artist DEX no yes
Handle Animal CHA yes no
Hide DEX no yes
Move Silently DEX no yes
Ride DEX no no
Sense Motive WIS no no
Spot WIS no no
Survival WIS no no
Swim STR no yes
Tumble DEX yes yes
Use Magic Device CHA yes no

Spells for Cipher Adept

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