The Transcendant Order is all about alignment. In this case, it is
about aligning one's self with the rest of the multiverse. However,
we block that path with our daily problems and petty desires. Therefore,
to make our actions fit in with the rest of the multiverse, we can't let
our minds get in the way. Therefore, the the Ciphers, thought and
action must work together. "Just do it" states their philosophy fairly
clearly. To be in touch with the multiverse, action must speak first.
That leads these cutters first into action. Those the most in balance
with the universe also know that inaction is a form of action, and thus
let them accend.
Hit Dice: d8
Requirements:
* Alignment: Any neutral
* Feats: Improved Initive, Quick Draw, Lightning Reflexes
* Base Attack Bonus: +4
* Base Reflex Save: +3
Class
Skills:
The class skills of the Cipher (with key attribute) are: Balance (Dex),
Climb (Str), Concentration (Con), Diplomacy (Cha), Jump (Str), Listen (Wis),
Pick Pockets (Dex), Sense Motive (Wis), Spot (Wis), Tumble (Dex).
Ciphers recieve 4 + Int modifier per level.
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Class Features:
Weapon
and Armor Proficiency: Ciphers do not gain proficiency with any new
weapons, armors, or shields.
Master
of Heart (M.o.H.): Ciphers with class levels of Cipher are considered
Master (or Mistress) of the Heart. This leads to initive bonuses
that stack with all other initive modifiers. This bonus increases
by level, starting at +1 at 1st level, and improving to +2 at 4th, +3 at
7th, and +4 at 10th level. [Ex]
Action
Commitment: Cipher players have a price to pay for their bonuses.
Cipher players may not resind their actions once stated, regardless of
the circumstances. Thought and speech make action, and thus the Cipher
acts upon the first words of his player.
Evasion:
2nd level ciphers gain this ability which is identical to the ability of
the same name that rogues gain at 3rd level (see page 48 of the Player's
Handbook). If the cipher already has this ability, nothing additional
is gained.
Instinctual
Dodge (I.D.): Ciphers of 2nd level and higher learn to understand
the flow of the multiverse in such a way as to make it difficult to wound
them. Ciphers gain a dodge bonus to AC based on their level, starting
at +1 at 2nd level, and increasing to +2 at 5th, and +3 at 8th. [Ex]
Master
of Mind (M.o.M.): Starting at 3rd level, ciphers become known
as Masters (or Mistresses) of Mind. M.o.M. gives a cipher a control
bonus to will saves, starting at +1 at 3rd, and going to +2 at 6th, and
+3 at 9th.
Uncanny
Dodge: Starting at 4th level, Ciphers gain the Uncanny Dodge
ability, as described in the rogue class description on the Player's Handbook
(pg. 48). If the cipher already has Uncanny Dodge, then the cipher
gains the next Uncanny Dodge ability, as found in the description of the
ability. At 8th level, the cipher goes to the next stage of Uncanny
Dodge.
Improved
Evasion: At 6th level, ciphers gain the Improved Evasion ability
as described in the rogue class description, as found the Player's Handbook
(pg. 48). If the cipher already has this ability, nothing additional
is gained.
Freedom
of Movement: Ciphers gaining 7th level also act as if continually
under the effect of a freedom of movement spell, as cast by a sorcerer
equal in level to the cipher's character level. [Spell-like]
Master of Spirit: Ciphers attaining 9th level become known as
Masters (or Mistresses) of Spirit. Masters of Spirit become immune
to possession and similar spells, such as magic jar. This
supernatural ability shows the tie between the cipher and the cadence of
the multiverse.
Thought
is Action: At 10th level, ciphers gain a close touch with the
multiverse that allows him or her to act as if hasted by the haste
spell for up to 10 rounds per day. This rounds do not need to be
consecutive, and can be activated as a free action any round.
Any comments on the above would be appreciated: DUgorek@hotmail.com