The Cipher
The elite of the Transcendant Order


        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.
 

Level
Base
Attack Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1
+0
+0
+2
+2
Master of Heart +1, Action Commitment
2
+1
+0
+3
+3
Instinctive Dodge +1, Evasion
3
+2
+1
+3
+3
Master of Mind +1
4
+3
+1
+4
+4
M.o.H. +2, Uncanny Dodge 1
5
+3
+1
+4
+4
I.D. +2
6
+4
+2
+5
+5
M.o.M. +2, Improved Evasion
7
+5
+2
+5
+5
M.o.H. +3, Freedom of Movement
8
+6
+2
+6
+6
I.D. +3, Uncanny Dodge 2
9
+6
+3
+6
+6
M.o.M. +3, Master of Spirit
10
+7
+3
+7
+7
M.o.H. +4, Thought is Action

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 MovementCiphers 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

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