Factions - The Transcendent Order

The Transcendent Order:
(The Ciphers)

"Action without thought is the purest response.
Train body and mind to act in harmony,
and the spirit becomes one with the multiverse."

  • Requirements: To join the Transcendent Order a berk just needs to go to another member and said “I want to join your faction” or express his desire in any other available form (1 month training).
  • Restrictions: Must be of Neutral Alignment.
  • Organization: The Order has three basic ascension possibilities. Namers are just Namers, and usually remain so until at least 6th level. At this point they can become Masters of the Heart. After three or four months of training and upon reaching at least 11th level, a Cipher can become a Master of the Mind. The Master of the Spirit ranking has only one member: Rhys. Regardless of rank, faction members act as diplomats between other factions, warrior trainers for aspiring combatants, or adventures trying to find the cadence of the Planes.
  • Skills: Class: Balance, Jump, Tumble. Gain 1 rank in each one.
  • Martial Trance (Ex): +2 insight bonus to Initiative. At 9th level, this bonus increases to +4. This bonus also applies to the attack rolls in the first round of every combat.
  • Body over Mind (Ex): For every five levels they gain a +1 belief bonus to saves against mind-affecting spells and abilities (+1 at 1, +2 at 5, +3 at 10, etc). Every time a Cipher is target of such spells, roll normally (without this bonus), if the save is failed, but can be passed by means of this bonus, instead of the normal effects, the spell take a hold of the characters mind, but not his body, the character instincts take control of the body and continue to act without the rational guidance of the mind as long as the spell lasts. It can be said that the poor sod acquired the perfection he desired but without the measured guidance the order promotes.
  • Never Doubt: Cannot take back actions once stated.
  • HQ: The Great Gymnasium within the Guildhall Ward. In the Planes, the Ciphers have a retreat within Elysium.
  • BUYABLE FEAT: Karmic Strike (PQ: Cipher, DEX 13+, Dodge) By taking a -4 penalty to AC and spending the full round action in this ability, the character can make an attack of opportunity to any opponent that successfully strikes him in melee (normal or touch attacks). The damage is done simultaneously. This feat doesn’t have a limit to the number of times it can riposte to a single attacker, but it is limited by the number of attacks (normal attacks + opportunity attacks) the character has. The attacker must be inside the threat range of the Cipher, and the ability lasts until Cipher’s next turn.
  • BUYABLE FEAT: Flick of the Wrist: (PQ: Cipher, DEX 17+, Quick Draw) If the character draws a weapon and attacks in the same round, the Cipher catches his opponent flat-footed, and if the hit succeeds he inflicts 1d6 points of extra damage. Only once per enemy per combat.
  • BUYABLE FEAT: Zen Combat: (PQ: Cipher, Base 3+, WIS 13+) The Cipher can use his Wisdom modifier instead of Strength or Dexterity to his attack rolls. For ranged weapons, this ability only works up to 30 feet.



  •      Melroch Eitheldor @ 2003 1 1