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Cipher
UNCOMMON

"Ciphers are uncommon and often misunderstood individuals with extraordinary mental abilities. Like wizards and priests, they have many talents that draw directly from their souls, but ciphers have the unique ability to peer through the spiritual energy of the world to manipulate other souls. While wizards use complex formulae in large tomes and priests tap into the passion of their faith, ciphers are able to operate directly through the power of their minds... and yours."

Key Attribute: Intelligence

At 1st level, your class gives you an attribute boost to Intelligence.

Hit Points

8 plus your Constitution modifer.

You increase your maximum number of HP by this number at 1st level and every level thereafter.


Key Terms

You'll see the following key terms in many cipher class features.


Psionic: Psionics are a special form of mental magic only available to Ciphers and are the primary magical actions they use. Psionics always cost Psi Points. Psionics are magical, and though they aren't spells, some things that affect spells also affect Psionics. Abilities that restrict you from casting spells (such as being polymorphed into a battle form) or protect against spells (such as a spell that protects against other spells or a creature's bonus to saves against spells) also apply to Psionics. Psionics can also be dispelled by Dispel Magic and similar effects. For the purposes of Incapacitation and Counteracting, the level of a Psionic is half your level rounded up.

Psi Points Psi Points are what a Cipher needs to be able to use their Psionics. Your Starting Points, Max Points, and Max Points increase are determined by your level and subclass. You accrue Psi Points by making Strikes against enemies and dealing damage with Strikes. Your number of Psi Points reset at the end of an encounter but you may Refocus to regain your starting amount of Psi Points.

Amp: Amps are special thoughtforms that modify the properties of your psi cantrips. You can apply an amp only to a psi cantrip, spending 1 Focus Point as a free action. If the next action you take is to cast a psi cantrip, you gain its amped effects. The singular focus required to amp a psi cantrip means that unless otherwise noted, you can apply only one amp to a given psi cantrip, and you can't apply both an amp and a spellshape ability to a cantrip at the same time. If both an amp and the amped cantrip deal damage of the same type, combine their damage for the purpose of resistances and weaknesses. Feats with the amp trait provide different amps you can apply to psi cantrips in place of their normal amps. If an amp has its own effect, its rank is the same as the amped cantrip's.

Amp Heightened: Many amps have heightened entries similar to spells. Add the amp's heightened effects when you cast the cantrip at that rank or higher. These are in addition to any heightened effects of the cantrip, though some adjust the cantrip's normal heightened entry (typically in the case of damage increases).


Initial Proficiencies


At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception


Trained in Perception
Saving Throws


Trained in Fortitude

Expert in Reflex

Expert in Will
Skills


Trained in Occultism

Trained in one or more skills determined by your Cipher's mind aspect

Trained in a number of additional skills equal to 3 plus your Intelligence modifier
Attacks


Trained in Simple weapons

Trained in Martial weapons

Trained in Unarmed attacks

Defenses


Trained in Light armour

Trained in Unarmoured Defense
Class DC


Trained in Cipher Class DC

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