Cryptic

Hit Die: d8

Class Skills: Acrobatics (Dex), Appraise (Int), Autohypnosis (Wis), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Points per Level: 4 + Int Modifier

Level Base Attack Fort Ref Will Special Power Points Powers Known Max Power Level
1 +0 +0 +2 +2 Altered Defense 1, Disrupt Pattern, Pattern Designs, Lesser Insights, Scribe Tattoo, Trapfinding, Trapmaker 1 1 1st
2 +1 +0 +3 +3 Hidden Pattern +2, Insight 2 2 1st
3 +2 +1 +3 +3 Enhanced Disruption +1d6, Evasion 4 3 1st
4 +3 +1 +4 +4 Insight, Rapid Defense 6 4 2nd
5 +3 +1 +4 +4 Altered Defense 2, Enhanced Disruption +2d6, Hidden Pattern +4 8 5 2nd
6 +4 +2 +5 +5 Insight, Swift Trapper 12 6 2nd
7 +5 +2 +5 +5 Enhanced Disruption +3d6 16 7 3rd
8 +6 +2 +6 +6 Hidden Pattern 6, Insight 20 8 3rd
9 +6 +3 +6 +6 Altered Defense 3, Enhanced Disruption +4d6 24 9 3rd
10 +7 +3 +7 +7 Hide in Plain Sight, Insight 28 10 4th
11 +8 +3 +7 +7 Enhanced Disruption +5d6 36 11 4th
12 +9 +4 +8 +8 Insight 44 12 4th
13 +9 +4 +8 +8 Altered Defense 4, Enhanced Disruption +6d6 52 13 5th
14 +10 +4 +9 +9 Enduring Defense, Insight 60 14 5th
15 +11 +5 +9 +9 Enhanced Disruption +7d6 68 15 5th
16 +12 +5 +10 +10 Insight 80 16 6th
17 +12 +5 +10 +10 Altered Defense 5, Enhanced Disruption +8d6 92 17 6th
18 +13 +6 +11 +11 Insight, Unchanging Pattern 104 18 6th
19 +14 +6 +11 +11 Enhanced Disruption +9d6 116 19 6th
20 +15 +6 +12 +12 Supreme Insight 128 20 6th

Weapon and Armor Proficiency: Cryptics are proficient with all simple weapons, plus the rapier and shortbow. Cryptics are proficient with light armor but not with shields. Armor does not interfere with the cryptic’s class features.

Power Points/Day: A cryptic’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on the table above. In addition, she receives bonus power points per day if she has a high Intelligence score. Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A cryptic begins play knowing one cryptic power of your choice. Each time she achieves a new level, she unlocks the knowledge of a new power.

Choose the powers known from the cryptic power list. (Exception: The feat Expanded Knowledge does allow a cryptic to learn powers from the lists of other classes.) A cryptic can manifest any power that has a power point cost equal to or lower than her manifester level.

The total number of powers a cryptic can manifest in a day is limited only by her daily power points.

A cryptic simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.

Cryptic Powers

The Difficulty Class for saving throws against cryptic powers is 10 + the power’s level + the cryptic’s Intelligence modifier.

Maximum Power Level Known: A cryptic begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.

To learn or manifest a power, a cryptic must have an Intelligence score of at least 10 + the power’s level.

Pattern Designs (Su): Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic’s body in the form of tattoos. The cryptic’s known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power’s level. These tattoos do not count against the number of psionic tattoos that the cryptic can safely wear.

When a cryptic manifests one of her powers, it creates a visual pattern of energy during the action taken to manifest the pattern. While the cryptic’s powers have the normal displays for psionic powers - auditory, mental, and the like - this visual pattern unique to the cryptic cannot be suppressed as normal displays can be suppressed.

Altered Defense (Su): A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + her Intelligence modifier. The cryptic can maintain this ability as long as she wants as long as she has rounds available, or dismiss it at any time as a free action.

  • Absorb: The cryptic gains DR 1/-
  • Deflect: The cryptic gains a +1 Dodge bonus to her AC.
  • Retaliate: The cryptic gains a +1 bonus on attack rolls against anyone who successfully hit her since her last turn.

Every four cryptic levels thereafter, this bonus increases by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level).

Disrupt Pattern (Su): All cryptics are able to disrupt the patterns they can perceive, although the potency of this disruption is based on the cryptic’s focus. When a cryptic gains psionic focus, she selects one creature type as her active type (she does not need to select a subtype). As a standard action, the cryptic can make a ranged touch attack with a range of 30 feet, firing a ray of black energy at the target. If the attack is successful, the cryptic deals 1d6 points of damage + additional damage equal to the cryptic’s Intelligence modifier. This attack deals half damage if the target’s type is not of the cryptic’s active type. Like some other rays, if the attack roll of this ability would indicate a critical hit, the damage is doubled. This ability can only be used once per round, even if an item or other effect would duplicate it.

Lesser Insights: Cryptics learn minor powers they can use at will to aid them in a variety of ways. The cryptic gains 2 talents from the cryptic talent list.

Scribe Tattoo: At 1st level, cryptics receive Scribe Tattoo as a bonus feat. A cryptic can scribe tattoos of any power she knows (up to 3rd level). The power must be one that can be made into a tattoo. The cryptic does not need to meet the prerequisites for this feat.

Trapfinding: A cryptic adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A cryptic can use Disable Device to disarm magic traps.

Trapmaker: A cryptic gains a competence bonus on Craft (traps) checks equal to her class level.

Hidden Pattern (Ex): A cryptic learns how to recognize patterns in light and sound around her that can help her to mask her presence. At 2nd level, a cryptic gains a +2 competence bonus on all Stealth checks. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, as long as the cryptic maintains psionic focus, she can use the Stealth skill to hide, even while being observed.

Insight (Su): Starting at 2nd level, and then again every 2 levels thereafter (up to 18th level), a cryptic learns a unique ability related to her perception of the patterns in the world around her.

  • Blinding Pattern (Su): A cryptic with this insight can cause creatures struck with her disrupt pattern ability to become entangled for a number of rounds equal to the cryptic’s Intelligence modifier, although the disrupt pattern damage is minimized (all dice rolls are treated as 1s). Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the 10 + 1/2 the cryptic’s level + the cryptic’s Intelligence modifier. A cryptic must be at least 4th level before selecting this insight.
  • Bleeding Pattern (Su): A cryptic with this insight can choose to make her disrupt pattern ability deal bleed damage. This attack causes the target to take 1 additional point of damage each round for each die of the cryptic’s disrupt pattern (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess. A cryptic must be at least 6th level before selecting this insight.
  • Branding Pattern (Su): As a swift action, the cryptic can manipulate the pattern of one enemy to “mark” them as a ranged touch attack. Until the cryptic’s next turn, each time the cryptic makes a successful attack against that enemy, she deals an additional amount of hit point damage equal to her Intelligence modifier.
  • Bypass Pattern (Su): The cryptic learns how to temporarily displace a pattern without damaging it. As a standard action, the cryptic can treat one trap or lock as if it did not exist for a number of rounds equal to her Intelligence modifier, although the object to be affected must have a weight under 100 lbs and the cryptic must make a successful Disable Device check on the trap or lock to be affected. When the cryptic successfully uses this ability, her allies also ignore that trap or lock. After the effect expires, the lock or trap functions as normal, although if the trap would have been triggered due to the cryptic not returning everything to its original state, such as a trap triggered by a door opening, the trap immediately activates. Otherwise, the trap is left untriggered.
  • Claim Pattern (Su): The cryptic can attune a trap to herself as a standard action and by making a successful Disable Device check against the trap’s DC, after which the trap only triggers when the cryptic decides it can be triggered. If the trap is attuned in a similar fashion to another creature, the cryptic must make a manifester level check against a DC of 11 + the current owner’s manifester level or the attunement fails. If the attunement is successful, the cryptic can trigger the trap as a swift action at any time in the future. A cryptic may only have one such attuned trap at any given time. The cryptic must be at least 8th level before selecting this insight.
  • Discerning Pattern (Su): When fighting a creature that is not of one of her active enemy types, she may attempt to identify that creature with a Knowledge check appropriate to the creature’s type as a swift action; if successful, she may treat the creature as if it was one of her active enemy types until the target is dead or unconscious or until combat ends. The cryptic may only attempt to identify a creature in this way once per 24 hours.
  • Dislocating Pattern (Su): When a cryptic with this insight makes a successful disrupt pattern attack, she causes the target to take a -2 penalty to all attack rolls, damage rolls, skill checks, and saving throws until a successful DC 15 Heal check is made. A cryptic must be at least 8th level before selecting this insight.
  • Disrupted Healing (Su): When a cryptic with this insight uses her disrupt pattern ability, if the creature struck is of her active type, any healing that creature receives for a number of rounds equal to the cryptic’s Intelligence modifier is reduced by half (minimum 1).
  • Efficient Trapsmith (Ex): When a cryptic with this insight constructs a mechanical trap, she only pays 75% of the normal cost. A cryptic must be at least 10th level before selecting this insight.
  • Empower Trap (Su): The cryptic can, as a standard action, cause a trap’s effect to be empowered, dealing 50% additional damage when activated. This insight can only be used on traps that have not yet been activated and that the cryptic is aware of.
  • Enhance Tattoo (Ex): A number of times per day equal to her Intelligence modifier, the cryptic can cause any tattoo she taps to function at a manifester level equal to her class level.
  • Eternal Tattoo (Ex): If a cryptic taps a tattoo that she extends, the effects of that tattoo become permanent until she chooses to make another tattoo effect permanent. A cryptic must be at least 16th level and must possess the extend tattoo insight before selecting this insight.
  • Explosive Pattern (Ex): A cryptic with this insight can cause her disrupt pattern ability to explode upon impact. If the cryptic’s disrupt pattern attack successfully hits, it causes splash damage to nearby creatures. The splash damage is equal to the minimum damage of the disrupt pattern. A cryptic must be at least 6th level to select this insight.
  • Extend Tattoo (Ex): A number of times per day equal to her Intelligence modifier, the cryptic can cause any tattoo she taps that does not have an instantaneous duration to function at twice its normal duration.
  • Fast Stealth (Ex): This ability allows a cryptic to move at full speed using the Stealth skill without penalty.
  • Fold Trap (Su): A cryptic can ‘fold’ the pattern of a trap she has personally crafted, compressing the trap into a light-weight projectile which can be thrown at a later time. As a standard action, the cryptic can throw the folded trap at an unoccupied square up to 30 feet away. No attack roll is necessary and the trap is immediately ‘unfolded’ and ready to be triggered as normal. The trap affected must have a CR no greater than half the cryptic’s level (minimum 1). The cryptic must have the Quick Trapsmith insight before selecting this insight.
  • Improved Evasion (Ex): This works like evasion, except that while the cryptic still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless cryptic does not gain the benefit of improved evasion. A cryptic must be at least 10th level before selecting this insight.
  • Join Patterns (Su): The cryptic links two creatures touched (or herself and another creature) as if affected by affinity field for a number of rounds equal to the cryptic’s Intelligence modifier. A cryptic must be at least 14th level before selecting this insight.
  • Light Bending Pattern (Su): The cryptic learns how to mask her pattern entirely. As a standard action, the cryptic can become invisible for one round per cryptic level. The effect ends as soon as the cryptic attacks any creature. This insight can be used a number of times per day equal to 3 + the Cryptic’s Intelligence modifier. A cryptic must be at least 10th level before selecting this insight.
  • Quick Disable (Ex): It takes a cryptic with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).
  • Quick Trapsmith (Ex): As a full-round action, a cryptic with this talent can set a simple trap with a CR no greater than 1/2 her cryptic level. To do this, she must purchase the components, spend the required time constructing the trap in advance, and have its components at hand. The type of trap that can be constructed in this way is subject to GM discretion.
  • Ranger Trap (Su): A cryptic with this insight learns how to create one ranger trap of her choice. The DC for the trap is equal to 10 + 1/2 the cryptic’s class level + the cryptic’s Intelligence bonus, and it lasts 1 day per two cryptic levels. The cryptic may set either extraordinary or supernatural traps. The cryptic may use ranger traps a number of times per day equal to 1/2 her cryptic level plus her Intelligence bonus. The cryptic must be at least 6th level before selecting this insight. This insight may be selected multiple times; each time, the cryptic selects another ranger trap to learn to create.
  • Rebuild Pattern (Su): Once per day, the cryptic can restore the pattern of a slain creature. The target is brought back to life as if the cryptic had used psionic revivify, but with 1 hit point instead of -1 hit points. A cryptic must be at least 16th level before selecting this insight.
  • Recognize Pattern (Ex): A cryptic with this insight can recognize and prepare against the same behavior from creatures. Any time the cryptic is subjected to the same effect or combat maneuver by the same creature, she gains a bonus against that effect’s saving throw (if any) or to her CMD equal to half her class level (minimum 1). The effect or combat maneuver must have previously been used against the cryptic within a number of rounds equal to her Intelligence modifier (minimum 1).
  • Reforming Pattern (Su): A cryptic with this insight has learned to modify her own pattern so it will reform if she is killed. The cryptic must make an anchor pattern to activate this ability, a process which takes 24 hours of uninterrupted concentration. When the cryptic is slain, she can reform as if affected by astral seed, although she suffers two permanent negative levels once her physical body is reformed and the storage crystal is formed at the site of the anchor pattern. The cryptic may only have one such anchor pattern at any given time and it lasts a number of days equal to her Intelligence modifier. A cryptic must be at least 16th level before selecting this insight.
  • Redirect Trap (Su): A cryptic with this pattern has learned how to alter the pattern of reality to psychoportively redirect the effect of a trap. As a standard action, the cryptic can redirect the effect of a trap that the cryptic has claimed by Claim Pattern. The effect can be redirected up 60 ft. away from the location of the trap. The destination must still be in the cryptic’s line of sight and this insight cannot be used on pit traps. A cryptic must have the Claim Pattern insight and be at least 10th level before selecting this insight.
  • Repair Pattern (Su): A number of times per day equal to the cryptic’s Intelligence modifier, she can heal one creature touched for a number of hit points equal to her class level plus her Intelligence modifier. This can alternatively be used on a nonmagical object, repairing the item instead of healing a creature. A cryptic must be at least 6th level before selecting this insight.
  • Shatter Pattern (Su): The cryptic learns how to break a minor pattern with her touch, allowing her to destroy a non-magical unattended item with hit points equal to double the cryptic’s level. This effect ignores any hardness the object might have. The cryptic may attempt to use this insight on an attended object, but doing so provokes attacks of opportunity and she must make a successful touch attack with a -4 penalty against the target’s touch AC.
  • Shining Pattern (Su): When a cryptic with this insight makes a successful disrupt pattern attack, all creatures within 15 ft. of the creature struck must make a Fortitude save (DC 10 + 1/2 the cryptic’s level + the cryptic’s Intelligence modifier) or be blinded for 1 round. A cryptic must be at least 8th level before selecting this ability.
  • Social Pattern (Ex): The cryptic develops a deeper knowledge of patterns of speech, behavior, and deception. The Cryptic adds Bluff and Diplomacy to her list of class skills and gains a +2 bonus to Diplomacy checks to improve initial reaction attitudes.
  • Steal Pattern (Su): The cryptic can attempt to steal a pattern from a creature by making a touch attack. If the attack is successful, the cryptic can choose one psionic tattoo or one spell-like, psi-like, or supernatural ability the target has and makes a manifester level check against the target (DC 11 + the target’s manifester level or hit die, whichever is higher). If the cryptic succeeds on the manifester level check, the target loses the tattoo permanently or the ability for 1 minute and a daily use of the ability and the cryptic gains the tattoo or one use of the ability stolen. Powerful abilities like a creature with a spell-like ability of wish cannot be stolen in this fashion.
  • Steal Tattoo (Su): A cryptic with this insight can attempt to steal the psionic tattoo of a creature within 30 ft. by making a ranged touch attack against that creature. If the attack is successful, the cryptic makes a manifester level check against a DC of 11 + manifester level of the psionic tattoo. If the check is successful, the psionic tattoo is immediately teleported onto the cryptic’s body. The cryptic must have space on her body for an additional psionic tattoo or this ability automatically fails.
  • Summoning Pattern (Su): A cryptic with this insight learns how to create a unique pattern at her current location as a full-round action and then to send a creature to that pattern at a later time by making a touch attack as a standard action. Unwilling creatures may make a Fortitude save (DC 10 + ½ the cryptic’s class level + the cryptic’s Intelligence bonus) to negate this effect. The pattern created in this way lasts for a number of days equal to the cryptic’s Intelligence modifier, although a cryptic may only have one such pattern active at any time. The cryptic and the creature to be affected must be on the same plane of existence as the pattern to send a creature to it. A cryptic may use this insight on herself. A cryptic must be at least 12th level before selecting this insight.
  • Swift Trigger (Ex): A cryptic with this insight can use a swift action to set off any trap within 30 feet that she constructed.
  • Throw Pattern (Su): The cryptic learns how to throw a link to her own pattern, giving her the ability to teleport up to 50 ft at will as a standard action. A cryptic must be at least 12th level before selecting this insight.
  • Trap Spotter (Ex): Whenever a cryptic with this insight comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Enhanced Disruption: At 3rd level and every two levels thereafter, the cryptic’s disrupt pattern deals an additional 1d6 points of damage. This additional damage is not multiplied on a critical hit or by using feats such as Vital Strike, but it is halved if the creature struck is not of the cryptic’s active creature type.

Evasion (Ex): At 3rd level and higher, a cryptic can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the cryptic is wearing light armor or no armor. A helpless cryptic does not gain the benefit of evasion.

Rapid Defense (Su): Starting at 4th level, a cryptic can use her altered defense ability as a free action by expending her psionic focus. The cryptic may even do this when it is not her turn.

Swift Trapper (Ex): At 6th level, a cryptic can create traps with astounding speed. It takes a cryptic half the normal amount of time to create traps.

Enduring Defense (Su): A cryptic of 14th level can choose any option from the Altered Defense ability and always be under that effect. The cryptic can still change the effect as a swift action, but she is no longer limited to how many rounds per day she can have Altered Defense active.

Unchanging Pattern (Su): At 18th level, the cryptic gains power resistance equal to 12 + her class level.

Supreme Insight (Su): At 20th level, the cryptic makes astounding leaps of insight. She immediately learns two normal insights, but also learns a third insight chosen from the list below, representing a truly astounding breakthrough in understanding how patterns work. For many cryptics, the possibility of this sort of discoveries is the driving force for their studying of patterns.

  • Awakened Insight: The cryptic’s constant efforts to understand the patterns of the world around her expanded her mind. Her Intelligence score permanently increases by 2 points.
  • Discerning Vision: The cryptic sees all things as they truly are and is always treated as if under the effect of pierce the veils. In addition, the cryptic automatically succeeds on any saving throw against spells or powers of 8th level or lower that deal with modifying vision or some sort of visual pattern, such as symbol of pain.
  • Eternal Pattern: The cryptic has discovered how to fix her physical pattern into its prime state, and from this point forward she takes no penalty to her physical ability scores from advanced age. If the cryptic is already taking such penalties, they are removed at this time. A cryptic with this insight does not die from old age.
  • Greater Disruption: The cryptic’s ability to disrupt patterns has become exceptionally advanced. When using the disrupt pattern ability, the cryptic adds 1 additional damage per die of damage rolled. In addition, the cryptic has learned how to channel her psionic power into the disruption, allowing her to spend 4 power points and expend her psionic focus when using her disrupt pattern ability to maximize the damage of that attack.
  • Personal Design: The cryptic increases the maximum number of psionic tattoos she can have on her body to thirty. In addition, the cryptic automatically identifies any visible psionic tattoos on other creatures. Finally, as an immediate action that does not provoke attacks of opportunity, the cryptic can activate any psionic tattoo on her body.
  • Secret Knowledge: The cryptic discovers a series of patterns previously outside of her perception. The Cryptic learns two powers of 6th level or lower from the cryptic or psion/wilder power list. In addition, the cryptic’s Intelligence modifier is treated as 4 higher when determining her power points per day.
  • Toughened Pattern: The cryptic has learned to solidify her own pattern against physical attacks, gaining a +4 bonus to her natural armor bonus.
  • Unravel Pattern: Once per day, the cryptic can permanently unravel a creature or object’s pattern as a ranged touch attack. The creature or object struck must make a Fortitude save (DC 20 + the cryptic’s Intelligence modifier) or be destroyed. The target must have 150 or fewer current hit points or this ability has no effect. Creatures killed in this manner leave behind no trace of their body. This is considered a death effect.
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