Cipher Adept

A Pathfinder Roleplaying Game update of the cipher adept prestige class from the Planar Handbook.


Hit Die: d8.


To qualify to become a cipher adept, a character must fulfill all of the following criteria.
Alignment: Any neutral.
Skills: Acrobatics 2 ranks, Perception 7 ranks, Survival 2 ranks.
Feats: Acrobatic, Dodge, Improved Initiative.

Class Skills

The cipher adept’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Disable Device (Int), Escape Artist (Dex), Handle Animal (Cha), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are Class Features of the cipher adept prestige class.
Weapon and Armour Proficiency: Cipher adepts gain no proficiency with any weapon or armour.
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. If she already has the Improved Unarmed Strike feat, she may instead choose a bonus feat from the cipher adept bonus feat list (see Bonus Feat, below).
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 special level check (1d20 + cipher adept’s class level + cipher adept’s Wis modifier) against DC 10 + object’s hardness. If this check succeeds, she can ignore the object’s hardness when calculating damage for this attack. If the cipher adept has the Improved Sunder or Greater Sunder feat, it’s bonus is applied to her level check.
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 only be used if the cipher adept is wearing light armour or no armour.
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, 7th level, and 10th 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:
Agile Manoeuvres, Alertness, Animal Affinity, Combat Reflexes, Defencive Combat Training, Deft Hands, Greater Disarm, Greater Sunder, Improved Critical, Improved Disarm, Improved Lightning Reflexes, Improved Sunder, Lightning Reflexes, Lightning Stance, Mobility, Precise Shot, Self-Sufficient, Spring Attack, Stealthy, Wind Stance.
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 combat manoeuvre. If she confirms a critical hit on a melee attack, she may immediately attempt a disarm or sunder manoeuvre 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): This ability, gained at 8th level, works like evasion (see above). A cipher adept takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, she takes only half damage even if she fails her saving throw.
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.

Table: Cipher Adept

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

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