Master of the Heart
the Mind [General, Cipher]
of the Spirit [General, Cipher]
There is a pattern, a rhythm, to the multiverse. The Cadence of the Planes beats through the multiverse - perfect, ineffable. Feel it. Let it guide you. Dance the dance of the planes.
The Cadence Dancers are a group of monks devoted to the Cadence of the Planes. The Cadence can best be described as the rhythm of the multiverse, but it's more than that too. There's definitely a mystical aspect - indeed, many Cipher clerics devote themselves to the Cadence, and they get spells just like regular clerics do. The Cadence is alive because the multiverse is alive - it's the heartbeat of creation.
The Cadence is important to all Ciphers, but perhaps most of all to the Cadence Dancers. By feeling the Cadence, and acting in time with it, one can know the perfect action for the moment.
The Cadence Dancer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level 2 + Int modifier.
Hit Die: d8
Weapon and Armor Proficiency: Cadence Dancers gain no new weapon or armor proficiencies.
Monk Advancement: A character's Cadence Dancer's levels stack with their Monk levels when for the purpose of AC bonus, unarmored speed, and unarmed damage.
Neutrality: Should Cadence Dancer's alignment shift to true neutral (and most do), she does no loose her monk abilities. Additionally, if a Cadence Dancer ever ceases to have a neutral component to their alignment, they loose all their Cadence Dancer special abilities, and may not take regain them or take any more levels in the class until they are once again neutral and receive an Atonement from a Cipher cleric that worships the Cadence of the Planes.
Cadence Strike: As a full-round action, a Cadence Dancer may attack with a Cadence Strike, granted them the clarity of one who knows the perfect action for the moment. Should the Dancer's attack hit, it is automatically a critical threat. A Cadence Dancer may use Cadence Strike once per day at first level, and an additional time per day for every three levels of Cadence Dancer she attains thereafter.
Cadence Dance: Cadence Dancers feel the flow of the multiverse well enough to be in the right place at the right time. At second level and every even level thereafter, they gain a permanent +1 Insight bonus to either their reflex save, armor class, attack roll, or a +2 Insight bonus to their Initiative. At sixth level, a Cadence Dancer may use their Cadence Dance bonus on an attribute they have already applied a Cadence Dance bonus to, doubling the bonus (from +1 to +2 or from +2 to +4).
Augury: Once per day, a Cadence Dancer can feel the rhythm of the planes so well, that she can predict the future. This ability functions exactly like the Augury spell.
Ki Strike: Cadence Dancers get the Ki Strike ability, just as other Monks do.
Master of the Mind: At fourth level, the Cadence Dancer gets the Master of the Mind feat for free.
Alignment Shift: At fifth level, Cadence Dancers must become True Neutral. If they do not, they may not take any more levels in this class. If they later cease being True Neutral, they loose all special abilities of fifth level or higher until they once again become True Neutral receive an Atonement from a Cipher cleric that worships the Cadence of the Planes
Divination: At sixth level, the Cadence Dancer's ability to feel the future has increased, allowing her to perform a Divination, as per the spell, once per day.
Commune: At ninth level, the Cadence Dancer's ability to feel the future has progressed further, allowing her to use Commune once per day, though no deity actually answers her questions. Instead, she discerns the answers from the cadence of the planes.
Some rogues and monks, especially those that belong to the Ciphers, choose to concentrate on their movement, and speed, rather than on raw damage. For those interested in following this school of thought, the Whirling Dervishes are an excellent choice. Though the Dervishs' ranks are composed mainly of Ciphers, they do not bar other factions from joining, with these non-Ciphers making up about one fifth of the order's numbers.
Skill Points at Each Level 6 + Int modifier.
Hit Die: d6
Weapon and Armor Proficiency: Whirling Dervishes gain no new weapon or armor proficiencies.
At first level the Whirling Dervish gains the ability to move farther
than normal, gaining an additional ten feet to their base movement distance
Minor Skill Mastery:
As Skill Mastery except the character may choose a number of skills equal
to 3+Int Modifier divided by 2 (rounded down) at 2nd level.
At 7th level this ability is gained again.
The Whirling Dervish gains Improved Evasion at 2nd level
The Whirling Dervish gains the ability to sneak attack at 3rd
level if they do not already have it. She
gains +1d6 damage with this attack initially, but this rises to +2d6 at 6th
level and 3d6 at 9th level. If she
already has the sneak attack ability from a previous class, the damage bonuses
At 3rd level the Whirling Dervish gains the Cartwheel Charge
ability. (See Cartwheel Charge in
the Song and Silence)
At 4th level the Whirling Dervish gains the ability to know how best to
attack. By sacrificing one sneak
attack bonus dice, if the attack succeeds it is considered an automatic critical
threat. The sneak attack die must
be sacrificed before the attack is made. The
character can do this once every three levels of Whirling Dervish.
This is an extraordinary ability.
Up the Walls (Ex):
Upon gaining 4th level, the Whirling Dervish is able to use
their Tumble skill to climb walls as long as she has two walls to use.
If the walls are parallel they must be within 10’ of each other. If not then the walls must be touching (for instance, at a
corner in a room) and at least at a 135 degree angle of each other.
The Climb DC does not change, but the
Whirling Dervish may use their Tumble skill instead of their Climb skill.
Distance Tumbling: At 5th
level the Whirling Dervish gains the ability to move farther than normal while
tumbling, gaining an additional five feet to their tumbling distance.
Whirl of Blades:
At 6th level, the Whirling Dervish may attack as if she had
the Whirlwind Attack feat a number of times per day equal to the Whirling
Dervish’s Constitution modifier. She may only do this if she is wearing light
armor or no armor.
Superior Skill Focus: The
Whirling Dervish is able to choose focused skill and an additional bonus again.(
i.e. character gains +2 with Skill focus and an additional +2 to a skill focused
skill making the focused skill have a total of +4)
Defensive Roll: At 8th
level, the Whirling Dervish gains the special ability of Defensive Roll. (see
the rogue section of the PHB) if she doesn’t already have it.
Excellent Balance (Ex): At
ninth level the whirling Dervish can fight normally even while climbing or
balancing on something. This means,
for example, a Whirling Dervish could climb a few steps up a nearby wall to earn
the attack bonus for higher ground while engaged in melee.
She may also move at her normal movement rate when climbing or balancing, and
may even run (as long as she does so in a straight line). She must,
however, keep at lest one hand free to climb.
Rhys, factol of the Transcendent Order, is one of the Cage's more enigmatic leaders. A tiefling, Rhys grew up in the Lower Ward of Sigil, where she raised by her mother, a woman named Biana. Rhys never knew who (or what) her father was, a secret her mother closely guarded. Though Biana was by all accounts an honest - if withdrawn - woman, Rhys' fiendish nature exerted itself, and she turned to a life of crime.
Rhys' appearance made her stand out. Unlike many tieflings, whose heritage is somehow concealable, Rhys' tiefling traits are quite obvious. Though she is darkly beautiful, below her knees her legs become like those of a goat, and her feet are cloven hooves. Her ears have long points, like an exaggerated drawing of an elf. She has a long reptilian tail, and her torso has shell-like plates, giving her a partial carapace.
Unable to hide her appearance or blend in, she had to learn to fight to survive in the criminal world, and admiring the quick, decisive, and physical bent of the Ciphers, she joined up to further her abilities. When she joined, she hadn't planned on ever being anything more than a namer, but once within the Order's ranks, she found drawn to their philosophy, and soon she was spending all of her time in the Great Gymnasium, where she trained extensively with the Cadence Dancers. As she honed her body and brought herself into harmony with the multiverse, Rhys found her alignment shifting to True Neutral, as all Cadence Dancers eventually do.
Now factol of the Transcendent Order, Rhys is the close to achieving perfect harmony. She seems to almost vibrate on a metaphysical level, and her every action is quick, rhythmic, and seems perfectly natural - her every motion is the perfect action for the perfect moment. Never talkative, she now seems aloof and enigmatic, rarely speaking. However, she does spend a lot of time in the Gymnasium, and even gives advice to others training, though this advice is always short, concise, and accurate.
She's also become one of the greatest diplomats in Sigil. Her internal harmony seems to allows her to always find the best compromise for any situation, and it's generally agreed that the factions wouldn't get along half as well without her. In the Hall of Speakers, she seems to lend stability and understanding among the others without even trying.