Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Improved Unarmed Strike, strike the weak spot
2nd +1 +0 +3 +0 Evasion
3rd +2 +1 +3 +1 Combat instinct +1
4th +3 +1 +4 +1 Bonus feat
5th +3 +1 +4 +1 Combination strike
6th +4 +2 +5 +2 Combat instinct +2
7th +5 +2 +5 +2 Improved evasion
8th +6 +2 +6 +2 Bonus feat
9th +6 +3 +6 +3 Combat instinct +3
10th +7 +3 +7 +3 Move without barriers
D8
Int + 2
Neutral
Skill: Acrobatics 5 ranks, Perception 10 ranks, Survival 5 ranks
Feat: Agile, Dodge, Improved Initiative

Seamless integration brings the cipher adept bliss.

Weapon and Armor Proficiency: Cipher adepts gain no proficiency with any weapon or armor.

Improved Unarmed Strike: A cipher adept instinctively knows how to use her body as a weapon. At 1st level, she gains Improved Unarmed Strike as a bonus feat.

Strike the Weak Spot (Ex): As a standard action, a cipher adept can attack an unattended object at what she perceives to be its weakest point. If she hits, she may attempt a Concentration check (DC 10 + object's hardness). If this check succeeds, she can ignore the object's hardness when calculating damage for this attack.

Evasion (Ex): At 2nd level, a cipher adept gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can be used only if the cipher is wearing light armor or no armor.

Combat Instinct (Ex): At 3rd level, a cipher adept gains a +1 insight bonus to her Armor Class and on initiative checks. This bonus increases to +2 at 6th level and to +3 at 9th level.

Bonus Feat: At 4th level and 8th level, a cipher adept gets a bonus feat. Each bonus feat must be selected from the following list, and the cipher adept must meet all the prerequisites of the feat to select it: Acrobatic, Alertness, Animal Affinity, Combat Reflexes, Deft Hands, Improved Critical, Improved Disarm, Improved Sunder, Lightning Reflexes, Mobility, Nimble Fingers, Precise Shot, Self-Sufficient, Spring Attack.

Combination Strike (Ex): At 5th level, a cipher adept's speed and reflexes in combat allow her to follow up a devastating attack with a secondary maneuver. If she confirms a critical hit on a melee attack, she may immediately attempt a disarm or sunder attempt against the same opponent as a free action. This disarm or sunder attempt provokes attacks of opportunity as normal unless the cipher adept has the appropriate feat.

Improved Evasion (Ex): At 7th level, a cipher adept gains improved evasion. This ability works like evasion, except that while the cipher adept still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, she henceforth takes only half damage on a failed save. A helpless cipher adept (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.

Move Without Barriers (Su): At 10th level, a cipher adept becomes able to step into the Ethereal Plane for short periods of time. The character can become ethereal for a number of rounds per day equal to 1 + her Wis modifier (minimum 1). These rounds need not be consecutive. This ability otherwise functions as the ethereal jaunt spell.