Cyphermage
Based in the pirate city of Riddleport, Cyphermages are students of ancient history and runic lore, with a particular focus on the monuments and magics of Thassilon. They are respected in some ways for their depth of knowledge about the history of the region, yet some people find them dangerously stubborn in their pursuit of secrets best left lost and in their borderline obsession with any scraps or fragments of rubble with markings that even remotely resemble runes. Like the legendary Cyphergate itself (an enormous rune-carved arch that spans the entrance to Riddleport’s harbor), much of the labor of the Cyphermages seems to others to be wasted on pondering and searching for hidden meanings and sublime significance that simply may not exist. Nonetheless, Cyphermages are dogged in their pursuit of knowledge, often secretive not only with outsiders but also with one another, as each strives to uncover a forgotten scrap of lore, unearth a choice bit of Thassilonian architecture, or present a triumphant dissertation to his Cyphermage peers or to academics half a world away.
Requirements
To qualify to become a Cyphermage, a character must fulfill all the following criteria.
- Feats: Cypher Magic†, Scribe Scroll.
- Languages: Know two languages associated with Thassilon or Varisia (such as the ancient language of Thassilonian, regional languages like Varisian or Shoanti, or ancient languages like Aklo, Draconic, or Giant).
- Skills: Knowledge (arcana) 5 ranks, Knowledge (history) 5 ranks, Linguistics 5 ranks.
- Spells: Able to cast arcane spells.
Class Skills
The Cyphermage’s class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Disable Device (Dex), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).
Table: Cyphermage
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day |
|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +0 | +1 | Cypher lore | +1 level of arcane spellcasting class |
| 2nd | +1 | +1 | +1 | +1 | Cypher lore | +1 level of arcane spellcasting class |
| 3rd | +1 | +1 | +1 | +2 | Cypher lore | +1 level of arcane spellcasting class |
| 4th | +2 | +1 | +1 | +2 | Cypher lore | +1 level of arcane spellcasting class |
| 5th | +2 | +2 | +2 | +3 | Cypher lore | +1 level of arcane spellcasting class |
| 6th | +3 | +2 | +2 | +3 | Cypher lore | +1 level of arcane spellcasting class |
| 7th | +3 | +2 | +2 | +4 | Cypher lore | +1 level of arcane spellcasting class |
| 8th | +4 | +3 | +3 | +4 | Cypher lore | +1 level of arcane spellcasting class |
| 9th | +4 | +3 | +3 | +5 | Cypher lore | +1 level of arcane spellcasting class |
| 10th | +5 | +3 | +3 | +5 | Cypherlord | +1 level of arcane spellcasting class |
Class Features
Cypher Lore level 1
As a Cyphermage gains levels, he begins mastering written magic such as scrolls, glyphs, and symbols. He also begins to discover ancient Thassilonian magics that further bolster his power. These discoveries are known collectively as cypher lore. At each level except for 10th, the Cyphermage learns a new way to enhance his magic, chosen from the list of cypher lore discoveries below.
15 more under Cypher Lore: Analyze Scroll, Bypass Symbol, Defensive Scrollcaster, Enhance Scroll, Extended Scroll, Focused Scroll, Giant’s Master, Glyph Finder, Insightful Scroll, Rune Trap, Swift Scrivener, Swift Scroll, Thassilonian Focus, Thassilonian Incantation, Thassilonian Summoning
Cypherlord (Su) level 10
At 10th level, a Cyphermage gains a +5 insight bonus on saving throws against the effects of magical symbols, glyphs, sigils, and similar writing-based spells and traps. He selects one of his cypher lore abilities that requires a swift action to activate; thereafter, he can activate that ability as a free action.
