Cipher Adept: Difference between revisions

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'''Class Skills''': Animal Empathy, Bluff, Concentration, Craft (all), Disable Trap, Discipline, Escape Artist, Heal, Hide, Knowledge (Geography, Nobility, Planes, Psionic, Religion), Listen, Lore, Move Silently, Parry, Profession (all), Sense Motive, Spot, Tumble, Wilderness Lore  
'''Class Skills''': Animal Empathy, Bluff, Concentration, Craft (all), Disable Trap, Discipline, Escape Artist, Heal, Hide, Knowledge (Geography, Nobility, Planes, Psionic, Religion), Listen, Lore, Move Silently, Parry, Profession (all), Sense Motive, Spot, Tumble, Wilderness Lore  
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'''Combat Instinct'''  
'''Combat Instinct'''  

Revision as of 12:11, 13 March 2013

When one action follows the next seamlessly and smoothly, without hesitation and without anxiety, oneness with the multiverse is touched upon, however briefly. When eloquence flows from the pen without effort, solutions to problems bubble up from untapped mental reservoirs without strain. When the blade or spell passes from one enemy to the next in perfect seamless integration, the cipher adept knows bliss -- no, the cipher adept is bliss.

Requirements

Alignment: Any Neutral

Skills: Concentration 5 ranks, Listen 10 ranks, Wilderness Lore 3 ranks

Feats: Dodge, Improved Initiative

Special: Status greater than Namer in the Transcendent Order

DM Unlock: This Prestige Class is locked by default. DMs can unlock it for characters who meet all of the requirements.

Hit Die: d8

Proficiencies: Cipher Adepts gain no additional proficiencies

Skill Points: 2 + INT

Class Skills: Animal Empathy, Bluff, Concentration, Craft (all), Disable Trap, Discipline, Escape Artist, Heal, Hide, Knowledge (Geography, Nobility, Planes, Psionic, Religion), Listen, Lore, Move Silently, Parry, Profession (all), Sense Motive, Spot, Tumble, Wilderness Lore

Lvl BAB Fort Ref Will Special 0 1 2 3 4 5 6 7 8 9
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Combat Instinct

At 3rd level, a cipher adept gains a +1 insight bonus to his Armor Class. This bonuses increases by +1 every 3 levels thereafter (6, 9, and so on).

Bonus Feat

At 4th and 8th level, a Cipher Adept may select a bonus feat from the following list: Alertness, Improved Critical, Disarm, Improved Disarm, Knockdown, Improved Knockdown, Lightning Reflexes, Mobility, Called Shot, Spring Attack, Cleave, Great Cleave, and Toughness.

Combination Strike

Once per day, the cipher adept gains an additional attack per round for the duration of 3 rounds + 1 round per 2 cipher adept levels. At 10th level, the Cipher Adept can use this ability twice per day.

Move Without Barrier

At 10th level, a cipher adept becomes able to step into the Ethereal Plane for a short period of time, twice per day, as a free action. The character can become ethereal (akin to a greater sanctuary spell) for a number of rounds equal to 1 + his Wis modifier (minimum 1).