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.