The following prestige class originally appeared in Dragon Magazine #287. It is copyright 2001 Dragon Magazine, WotC and Christopher Campbell.
The Ciphers are members of the Transcendent Order. They strive to make thought and action one. They act on their environment instead of reacting to it. They believe that actions speak louder than words and thinking wastes time.
Skills:
Knowledge (Religion) 10 ranks, Balance 5 ranks, Jump 10 ranks
Feats: Improved
Initiative, Power Attack, Sunder.
Level
|
Attack+
|
Fort+
|
Ref+
|
Will+
|
Special
|
1
|
+0
|
+0
|
+2
|
+0
|
Improved Unarmed Strike, Locate Weakness |
2
|
+1 |
+0
|
+3
|
+0
|
Heightened Instinct +1, Evasion |
3
|
+2
|
+1
|
+3
|
+1
|
Self Mastery +1 |
4
|
+3
|
+1
|
+4
|
+1
|
Battlemind +1, Improved Evasion |
5
|
+3
|
+1
|
+4
|
+1
|
Heightened Instict +2 |
6
|
+4
|
+2
|
+5
|
+2
|
Self Mastery +2, move without barriers |
7
|
+5
|
+2
|
+5
|
+2
|
Battlemind +2 |
8
|
+6
|
+2
|
+6
|
+2
|
Heightened Instinct +3, Clarity of Vision |
9
|
+6
|
+3
|
+6
|
+3
|
Self Mastery +3 |
10
|
+7
|
+3
|
+7
|
+3
|
Battlemind +3, Thought is Action |
Skill points at each level: 2+Int modifier
The Cipher's class skills and their key abilities are: Balance (Dex), Climb
(Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Move
Silently (Dex), Ride (Dex), Sense Motive (Wis), Swim (Str), Tumble (Dex).
HD:
d8
Weapon and Armor Proficiencies: Ciphers gain no new proficiencies.
Locate Weakness (Ex): By making a full attack action unarmed, the Cipher
may ignore an object's hardness when calculating
damage if he succeeds at a Concentration check (DC
10 + object's hardness).
Heightened Instinct (Ex): The Cipher gains a bonus to initiative rolls
equal to the listed bonus.
Evasion (Ex): When an attack allows a Reflex save for half damage,
the Cipher instead takes no damage on a successful save.
He takes normal damage on a failure.
Self Mastery (Ex): The Cipher gains the listed modifier as an insight
bonus on saves vs. spells and effects from the Enchantment
school.
Battlemind (Ex): The Cipher gains an insight bonus equal to the listed
modifier to his AC.
Improved Evasion (Ex): When an attack allows for a Reflex save for
half-damage, the Cipher takes no damage on a successful
save and half damage on a failed save.
Move Without Barriers (Sp): The Cipher may become ethereal 1/day as
if using the spell ethereal jaunt as cast by a 10th-level
sorcerer.
Clarity of Vision (Su): The Cipher can see all astral, ethereal and
invisible creatures within 20 feet.
Thought is Action (Su): The Cipher may become hasted (as the haste
spell) for a total of 10 rounds/day. It is used at will as a
free action. The rounds need not be consecutive.