Cryptic - Project Atrea (3.5e Class)

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Author: Zhenra-Khal (talk)
Date Created: 9/4/2017
Status: Puzzling. Possibly Unquantifiable.
Editing: Clarity edits only please
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A psychic Rogue who can hide from you by tricking your senses and injure your very mind. 20 1 Moderate Poor Good Good Alternate Magic, Sneak Attack, Other Other


Cryptic[edit]

The Cryptic is a thinker, a deducer, a philosopher. These people enjoy puzzles, anything that stimulates the mind, including the puzzling intricacies of the mind itself. And like these puzzles, they also search for the delicate hidden patterns in the world, seeking the answers to life and existence itself. These people can get inside your head and turn everything you know upside down, inside out and shades of color that don't exist, all while sneaking up on you to put a knife in your throat.

Making a Cryptic[edit]

Cryptics make good scouts, and they're very good at incapacitating intelligent enemies, but they struggle to deal with foes who lack minds or vulnerability to critical hits. They're fairly weak in melee, excelling at mid-ranged combat.

Abilities: Strength of mind is required to focus the energies used by a Cryptic, so Intelligence is key. Dexterity also helps you greatly when your mental prowess isn't enough.

Races: With the race that invented the practice long long, races known for cunning and patience, are known to become Cryptics. These include Elves, Gnomes, Githzerai and interestingly, Dwarves.

Alignment: Any alignment, though most Cryptics tend toward ethical Law and moral Neutrality.

Starting Gold: 3d6×10 gp (105 gp).

Starting Age: Complex. Years of meditation, puzzles, study and practice go into forging the mind of a Cryptic.

Table: The Cryptic

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Mindsight Range
Fort Ref Will
1st +0 +0 +2 +2 Telekinetic Grip, Telekinetic Thrust (Full-round Action), Unraveling Strike, Mindgames (Cause Fear, Cloud Mind), Mental Training, Trapfinding, Paranoia Boost
2nd +1 +0 +3 +3 Quick As Thought, Mindsight, Scorn Earth, Mindgames (Vex, Charm), Diversion 5ft
3rd +2 +1 +3 +3 Telekinetic Thrust (Standard Action), Telekinetic Grip (Grapple), Mindgames (Read Mind), Evasion 5ft
4th +3 +1 +4 +4 Unraveling Strike (+1), Mindgames (Brain Lock), Uncanny Dodge 5ft
5th +3 +1 +4 +4 Telekinetic Grip (Telekinetic Legerdemain), Improved Mental Training, Mindgames (Swift/Multiple Targets; Crisis of Breath) 10ft
6th +4 +2 +5 +5 Telekinetic Thrust (Barrier +1), Greater Diversion, Mindgames (Mind Stab, Hostile Empathic Transfer) 10ft
7th +5 +2 +5 +5 Multitask, Mindgames (Improved Multiple Targets; Personality Parasite) 10ft
8th +6/+1 +2 +6 +6 Telekinetic Thrust (Dazing Strike), Mindgames (Improved Brain Lock, Death Urge) 15ft
9th +6/+1 +3 +6 +6 Telekinetic Thrust (Swift Action/Full Attack; Barrier +2), Mindgames (Dominate) 15ft
10th +7/+2 +3 +7 +7 Unraveling Strike (+2), Mindgames (Improved Read Mind) 15ft
11th +8/+3 +3 +7 +7 Improved Uncanny Dodge, Iron Mind 20ft
12th +9/+4 +4 +8 +8 Telekinetic Thrust (Immediate Action/Improved Full Attack; Barrier +3), Mindgames (Controlled Personality Parasite) 20ft
13th +9/+4 +4 +8 +8 Improved Evasion, Telekinetic Thrust (Stunning Strike) 20ft
14th +10/+5 +4 +9 +9 Mindrending Strike 25ft
15th +11/+6/+1 +5 +9 +9 Telekinetic Thrust (Barrier +4), Mindgames (Id Assassination) 25ft
16th +12/+7/+2 +5 +10 +10 Unraveling Strike (+3), Mindgames (Hostile Schism) 25ft
17th +12/+7/+2 +5 +10 +10 Mind Blank, Greater Mindsight 30ft
18th +13/+8/+3 +6 +11 +11 Mindgames (Microcosm) 30ft
19th +14/+9/+4 +6 +11 +11 Telekinetic Thrust (Paralyzing Strike) 30ft
20th +15/+10/+5 +6 +12 +12 Mindgames (Metafaculty) 30ft

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (All taken separately) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha).

Class Features[edit]

All of the following are class features of the Cryptic.

Weapon and Armor Proficiency: Cryptics are proficient with Light armor and with all Simple weapons plus the Shortsword, Scimitar, Rapier and Hand Crossbow, but not with shields.

Telekinetic Grip (Su): Your strength of mind is almost unparalleled, allowing you to move objects with a thought. This grants you a form of telekinesis, allowing you to move objects within range with an effective Strength score equal to your Intelligence score. This ability has a range equal to your class level + your Intelligence modifier, multiplied by 5ft.

Beginning at 3rd level, you can use this ability to initiate a grapple from a distance. At 5th level, you can use the Sleight Of Hand, Disable Device, and Open Lock skills at a distance, as long as the target is within their Telekinetic Grip range.


Mental Training (Ex): Cryptics are masters of the mind, and puzzles in particular. They may add their class level to all Autohypnosis, Concentration, Open Lock, Decipher Script and Disable Device checks, and may make all Knowledge checks untrained as if they had trained the skills. To retain their power, the Cryptic must spend at least 12 hours each week in study and contemplation, training their mind. Doing so requires silence, as well as puzzle books passed down from Cryptic to Cryptic detailing the path to mental mastery to study and interpret. There are seven of these books, each weighing 3 pounds, and if lost or destroyed, each book costs 50gp per class level to replace, and a full set is required to study. At 5th level, this improves, allowing you to add one-half your class level to all Bluff, Diplomacy, Intimidate and Sense Motive checks.


Telekinetic Thrust (Su): This ability represents your ability to skillfully manipulate weapons you've picked up using your Telekinetic Grip. You can fight with melee weapons at a range using this skill, using your Base Attack Bonus, and your Intelligence score rather than your Strength or Dexterity for attack and damage rolls. You can fight with two light or one-handed weapons, though both weapons only apply 1/2 your Intelligence bonus to damage rolls. You can also fight with a two-handed weapon, applying twice your Intelligence modifier to damage rolls. You can also perform combat maneuvers, such as trip, disarm and sunder, using this ability. Ranged weapons are more complicated to use, and are typically better employed in your hands rather than from the end f your mind's range, but it can still be done, as well as thrown weapons.

  • At first level, you can make a single Telekinetic Thrust attack (Or a pair of two-weapon attacks) as a full-round action. At 3rd level, you can do either of these things as a standard action.
  • At 6th level, you can use your mind to protect yourself from attack, giving you a +1 Deflection bonus to your armor class whenever you aren't denied your Dexterity bonus to AC. This bonus rises by 1 every three levels, to a maximum of +4 at 15th level.
  • At 8th level, you can perform a single Telekinetic Thrust attack as a standard action. If this attack hits, the target must make a Fortitude saving throw (DC 10 + 1/2 class level + Intelligence modifier) or be Dazed for 1 round.
  • At 9th level, you can make a full attack with Telekinetic Thrust. You can also make a single Telekinetic Thrust attack as a Swift action in any round you don't otherwise use this ability.
  • At 12th level, you can make a single Telekinetic Thrust attack as an immediate action, but doing so consumes one of your attacks per opportunity for the round. In addition, when you make a full attack using Telekinetic Thrust, your attacks are made at every +4 rather than every +5. So for example, a Cryptic with BAB +9/+4 would instead attack at +9/+5/+1, gaining a third attack.
  • At 13th level, you can perform a single Telekinetic Thrust attack as a standard action. If this attack hits, the target must make a Fortitude saving throw (DC 10 + 1/2 class level + Intelligence modifier) or be Stunned for 1 round. In addition, any other Telekinetic Thrusts you make subject the targets to the Daze effect you gained at 8th level.
  • At 19th level, you can perform a single Telekinetic Thrust attack as a standard action. If this attack hits, the target must make a Fortitude saving throw (DC 10 + 1/2 class level + Intelligence modifier) or be Paralyzed for 1 round. In addition, any other Telekinetic Thrusts you make subject the targets to the Stun effect you gained at 13th level.


Mindgames (Su): Cryptics excel at manipulating the minds of others, allowing them to create many different effects. To initiate one of these Mindgames, the target must be both unaware of you (Denied their Dexterity bonus to AC against you at the very least) and within Medium range of you. Next you must enter the target's mind; Doing so is a Standard action, and the target is allowed a Will save (DC 10 + 1/2 class level + Int modifier) to shrug free your mental grip. Once this is done, they suffer a -2 penalty on all Will saving throws made to resist your abilities. You can have access to the minds of several individuals at once; The maximum number you can have access to is equal to your Int modifier + your class level. All Mindgames are [Mind Affecting] effects and require the target o have an Intelligence score to function. Your mental link to a target persists for 1 minute, plus 1 round per class level before fading, but this doesn't interrupt any of the secondary Mindgames listed below.

At 5th level, you can initiate a Mindgame as a Swift action (Including the sub-abilities like Cloud Mind), or as a full-round action, you can affect a number of targets within range equal to your Mindgame or any of its sub-abilities. At 7th level, affecting targets equal to your Int modifier is a Standard action. Initiating a mindgame, including the sub-abilities described below, is a purely mental action.

Once inside their mind, you can speak to them telepathically if you choose (Though a common language is required), or affect a single target with one of the following effects as a Standard action. All of them allow another save to avoid them, using the same save DC as the main Mindgame ability unless otherwise noted.

Cloud Mind: Gained at 1st level, using this Mindgame affects the target with the Cloud Mind, though it uses your Cryptic level for manifester level. At 3rd level, you can also alter what the target perceives as if by False Sensory Input.
Cause Fear: Gained at first level, this ability subjects the target to the Cause Fear effect, except that it's not limited by hit dice.
Charm: At 2nd level, you can replicate the effects of Charm Person at a caster level equal to your class level. At 9th level, this ability evolves, allowing you to Dominate the target instead.
Vex: At 2nd level, you gain the ability to create distracting images of yourself in the target's mind. As long as the target is within your Telekinetic Grip range, you are treated as flanking the target for the purposes of granting attackers the benefits of flanking. You can even grant these benefits to yourself with this ability. This Mindgame lasts for 1 round/class level.
Read Mind: At 3rd level, you become able to read the surface thoughts of a creature whose mind you've entered, as if by Read Thoughts. At 10th level, this improves, allowing you to read even their deepest thoughts, as if by Mind Probe.
Brain Lock: At 4th level, you can lock a creature's brain, affecting them as if by the Brain Lock power, augmented up to your class level. At 8th level, the ability applies the Stunned condition rather than Dazed.
Crisis of Breath: At 5th level, you can learn how to interrupt a creature's breathing, as if by the Crisis of Breath power augmented up to your class level.
Mind Stab: At 6th level, you gain the ability to lash out mentally, harming a mind you've entered. Doing so requires, rather than allow a Will save, an Intelligence check whose result is greater than the target's Intelligence score. If successful, this attack deals 1d4 damage, which is automatically subject to your Unraveling Strike ability and begins with a x2 critical multiplier.
Hostile Empathic Transfer: At 6th level, you gain the ability to transfer your wounds onto another, replicating the effects of the Hostile Empathic Transfer power, augmented up to your level. You do not gain the augment that changes the range to a 20ft burst, but the ability's range is equal to that of your Telekinetic Grip ability.
Personality Parasite: At 7th level, you can twist a subject's mind, causing the target to go to war with themselves. Doing so replicates the effects of the Personality Parasite power. At 12th level, you gain complete control over the second personality (Though directing it requires concentration, i.e. a standard action each round), and at 16th level the effect evolves into Hostile Schism, while still allowing you to retain control over the extra personality.
Death Urge: Beginning at 8th level, you gain the ability to implant a suicidal instinct into your target's mind, replicating the effects of the Death Urge power, augmented up to your class level.
Id Assassination: At 15th level, you become able to crush a mind into which you've entered. The target must make a Will save or die instantly. If they succeed the saving throw, they are instead rendered Confused and Exhausted for 1 round/class level.
Microcosm: At 18th level, you gain the ability to induce a target into an imaginary wonderland, as if by the single-target version of the Microcosm power, augmented up to your class level.
Metafaculty: At 20th level, you can gain supreme understanding of the minds you enter, allowing you to gain information about them instantly, as if by the Metafaculty power, without any XP cost.


Unraveling Strike (Ex): At first level, when you catch an opponent offguard, you can wound them severely. Any attack you make against a target who is denied their Dexterity modifier to AC against the attack is automatically considered a critical threat, but isn't subject to abilities that automatically confirm critical hits. At 4th level and every 6 levels thereafter, you gain a +1 bonus on critical confirmation rolls made with this ability, and the critical damage multiplier of any successful critical hit made with this ability is increased by 1.

Beginning at 14th level, all Unraveling Strikes deal 1 point of Intelligence damage to the target if they hit. This damage is increased by the critical multiplier of the weapon if the critical confirmation roll is successful.


Trapfinding (Ex): Cryptics can find and disable difficult traps, just like the Rogue class feature of the same name.

Paranoia Boost (Su): At the end of any round in which you don't use your Mindgames, Telekinetic Grip, Telekinetic Thrust or Scorn Earth class features, your effective class level for the purposes of determining the strength of your Mindgames, Telekinetic Grip and Telekinetic Thrust class abilities increases by 1, to a maximum of +5. You also gain a bonus on critical confirmation rolls equal to your Paranoia boost (Max +5). The next time you use your Mindgames, Telekinetic Grip, Telekinetic Thrust or Scorn Earth class abilities, your Paranoia boost resets to 0.


Mindsight (Su): Beginning at 2nd level, you have Blindsense out to 5ft, but only in relation to creatures with intelligence scores - So, you can't sense constructs, oozes or mindless undead. The range of this blindsense increases by 5ft at 5th level and every 3 levels thereafter, to a maximum of 30ft at 17th level. Also, at 17th level, this ability improves from Blindsense to Blindsight.

Quick As Thought (Ex): Beginning at 2nd level, the Cryptic adds their Intelliegence modifier to their Initiative checks.

Scorn Earth (Su): Beginning at 2nd level, the Cryptic learns how to float by pushing the Earth away from them with their minds. They move normally when doing so, ignoring difficult terrain, as long as they remain within 1ft of any flat solid or liquid surface. At heights above 1ft, the Cryptic's speed diminishes to 10ft per round, and his attacks suffer penalties as if under the effects of the Levitate spell.

Diversion (Ex): When you successfully Feint against an opponent either in melee or with Telekinetic Thrust, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next ability you use. You must remain in melee with the target (Or you must keep your weapons within melee reach of the target), and the attack must be made or the ability activated on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you.

At 6th level, you gain the ability to feint in combat as a move action instead of a standard action. If you have the Improved Feint feat, you can now feint in combat as a swift action.


Evasion (Ex): At 3rd level, you gain the Evasion ability, as the Rogue ability of the same name. At 13th level, this evolves ito Improved Evasion.

Uncanny Dodge (Ex): At 4th level, you gain Uncanny Dodge, as the Rogue class feature. If you already possess this class feature from another source, or when you reach 11th level, this ability becomes Improved Uncanny Dodge.


Multitask (Su): Beginning at 7th level, you can split your mind, allowing you to do more things at once, at the cost of mental stability. You can fall under the effects of the Schism power for up to 1 round per class level before it forcefully ends. You can end the ability at any time before that. However, when the ability ends, you are Confused for 2 rounds for ever round you were under the effect. When rolling on the Confusion table, you add or subtract a number up to your class level from the roll (Whichever brings you closer to the "act normally" result).

Iron Mind (Ex): Beginning at 11th level, your mind is very hard to trick. You gain what is effectively Spell Resistance equal to 10 + your class level + your Intelligence modifier, effective only against devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects, as well as information gathering by divination spells or effects and misinformation supplied by illusion spells or effects. This ability even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the Cryptic’s mind or to gain information about it. In the case of scrying that scans an area the Cryptic is in, such as arcane eye, the spell works but the Cryptic simply isn’t detected. Scrying attempts that are targeted specifically at the Cryptic do not work at all.

At 17th level, the Cryptic falls under the permanent effects of the Mind Blank spell, replacing this ability.


Ex-Cryptics[edit]

If a Cryptic goes for an entire month without meditating and studying his books, he loses all non-chassis abilities of the class except his Trapfinding, BAB, saves, HD, skills and proficiencies until he's spent 8 hours in contemplation and study every day for an entire month.





Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceVery High +
AuthorZhenra-Khal +
Base Attack Bonus ProgressionModerate +
Class AbilityAlternate Magic +, Sneak Attack + and Other +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillAutohypnosis +, Balance +, Bluff +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Heal +, Hide +, Intimidate +, Knowledge +, Listen +, Move Silently +, Open Lock +, Psicraft +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spellcraft +, Spot +, Survival +, Tumble +, Use Magic Device + and Use Psionic Device +
Skill Points6 +
SummaryA psychic Rogue who can hide from you by tricking your senses and injure your very mind. +
TitleCryptic - Project Atrea +
Will Save ProgressionGood +