Cryptic

The very fabric of the world is visible through the eyes of the cryptic, who sees all things as patterns of energies that can be understood and manipulated. This unique insight allows the cryptic the ability to foresee events and even manipulate the energy of her surroundings to accomplish her tasks. Whether it is knowing where to step to avoid being seen, where to place an attack for maximum effect, or how to temporarily alter the laws of physics, the cryptic is a master of any pattern she sees.

Role: The cryptic excels as a finder of dangers and at remaining undetected even in the most difficult locations. With modest combat prowess, a cryptic can help her allies defeat enemies, although her limited defensive capabilities means she needs to avoid becoming the main target of her opponents.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 3d6 × 10 (average 105gp) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The cryptic’s class skills are 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 Ranks per Level: 4 + Int modifier.

Table: Cryptic
Level Base Attack Bonus Fort Save Ref Save Will Save Special Power Points/Day Powers Known Maximum Design Level Known
1st +0 +0 +2 +2 Altered defense 1, disrupt pattern 1d6, pattern designs, scribe tattoo, trapfinding, trapmaker 1 1 1st
2nd +1 +0 +3 +3 Hidden pattern +2, insight 2 2 1st
3rd +2 +1 +3 +3 Enhanced disruption +1d6, evasion 4 3 1st
4th +3 +1 +4 +4 Insight, rapid defense 6 4 2nd
5th +3 +1 +4 +4 Altered defense 2, enhanced disruption +2d6, hidden pattern +4 8 5 2nd
6th +4 +2 +5 +5 Insight, swift trapper 12 6 2nd
7th +5 +2 +5 +5 Enhanced disruption +3d6 16 7 3rd
8th +6/+1 +2 +6 +6 Hidden pattern +6, insight 20 8 3rd
9th +6/+1 +3 +6 +6 Altered defense 3, enhanced disruption +4d6 24 9 3rd
10th +7/+2 +3 +7 +7 Hide in plain sight, insight 28 10 4th
11th +8/+3 +3 +7 +7 Enhanced disruption +5d6 36 11 4th
12th +9/+4 +4 +8 +8 Insight 44 12 4th
13th +9/+4 +4 +8 +8 Altered defense 4, enhanced disruption +6d6 52 13 5th
14th +10/+5 +4 +9 +9 Enduring defense, insight 60 14 5th
15th +11/+6/+1 +5 +9 +9 Enhanced disruption +7d6 68 15 5th
16th +12/+7/+2 +5 +10 +10 Insight 80 16 6th
17th +12/+7/+2 +5 +10 +10 Altered defense 5, enhanced disruption +8d6 92 17 6th
18th +13/+8/+3 +6 +11 +11 Insight, unchanging pattern 104 18 6th
19th +14/+9/+4 +6 +11 +11 Enhanced disruption +9d6 116 19 6th
20th +15/+10/+5 +6 +12 +12 Supreme insight 128 20 6th

Class Features

The following are class features of the cryptic.

Weapon and Armor Proficiencies

Cryptics are proficient with all simple, 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.

Powers 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 Table: The Cryptic. In addition, she receives bonus power points per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). 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.

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 his AC.

Retaliate: The cryptic gains a +1 bonus on his attack rolls against any opponent that successfully hit him since his 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)

Editor’s Note

Dreamscarred Press included the description of the 10th-level ability hide in plain sight in the description of hidden pattern. Links to hide in plain sight point to the hidden pattern description.

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.

Editor’s Note

A complete list of cryptic insights can be found here: Cryptic Insights)

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

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

At 18th level, the cryptic gains power resistance equal to 12 + her class level.

Supreme Insights (Summarized)

Editor’s Note

A list of cryptic supreme insights with complete (and canonical) descriptions can be found here: Supreme Cryptic Insights)

Insight Bonus
Awakened Insight +2 Intelligence
Discerning Vision Permanent pierce the veils; automatic success against 8th-level or lower visual effects
Eternal Pattern Ignores aging penalties, death from old age
Greater Disruption Additional damage to disrupt pattern, maximize damage by spending power points
Personal Design Increase maximum number of psionic tattoos; automatically identify tattoos; activate tattoos as an immediate action
Secret Knowledge Gain additional powers, bonus power points
Toughened Pattern +4 Natural Armor
Unravel Pattern Gain psionic death effect 1/day

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 to the right, 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.

Editor’s Note

A complete list of cryptic supreme insights can be found here: Supreme Cryptic Insights)

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have cryptic as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

Race Bonus Source
Dreamscarred Press
Blue Add +1 to Craft checks for a singe craft skill (Alchemy, Armor, etc). PE:APG
Dromite Add +1/2 to Disable Device checks the cryptic makes against traps. PE:APG
Duergar Treat the duergar’s level as 1 higher for the purposes of altered defense. PE:APG
Elan Add +1/2 to the damage of the cryptic’s disrupt pattern ability. PE:APG
Half-giant Add +1 to the cryptic’s CMD when resisting a grapple or trip. PE:APG
Halfling Add +1/2 on Disable Device checks. PE:APG
Human The cryptic gains +1/6 of a new insight. PE:APG
Maenad Add +1 ft. to the range of the cryptic’s disrupt pattern ability. PE:APG
Xeph Add +1 to the xeph’s saving throws and AC against traps. PE:APG

Archetypes & Alternate Class Features

When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.

Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.

Table: Cryptic Archetypes / Alternate Class Features

Archetype / Alternate Class Feature Class Features Changed or Replaced
Class Skills Weapon & Armor Power Points/Day Powers Known Altered Defense Disrupt Pattern Pattern Designs Scribe Tattoo Trapfinding Trapmaker Hidden Pattern Insight Enhanced Disruption Evasion Rapid Defense Swift Trapper Hide in Plain Sight Enduring Defense Unchanging Pattern Supreme Insight
2 5 8 10 2 4 6 8 10 12 14 16 18 3 5 7 9 11 13 15 17 19
Dreamscarred Press
Brutal Disruptor C               X X                                                 X        
Distorter               X               X     X                                   X    
Grammaton   C   C   C   X               X X                                     X      
Lost Mind       C         X X                   X                               X      
Pattern Breaker                     X X X X X             X                         X        
Pattern Wielder                             X     X                               X          
Ravager (Duergar)         X C         X X X X                                       X     X    
Jon Brazer Enterprises
Wiremind             C   X X                                                 X        
X=replaced, (X)=optional replacement, C=changed
Section 15: Copyright Notice

Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.

scroll to top