Cipher Adept
(Planar Handbook variant, p. 58)
Seamless integration brings the cipher adept bliss.
Requirements
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 | ||
Bluff | CHA | ||
Concentration | CON | ||
Disable Device | INT | ||
Escape Artist | DEX | ||
Handle Animal | CHA | ||
Hide | DEX | ||
Move Silently | DEX | ||
Ride | DEX | ||
Sense Motive | WIS | ||
Spot | WIS | ||
Survival | WIS | ||
Swim | STR | ||
Tumble | DEX | ||
Use Magic Device | CHA |