Cryptic Insights

## **Insights**

Starting at 2nd level, and then again every 2 levels thereafter (up to 18th level), a cryptic learns a unique ability related to her perception of the patterns in the world around her.

*Binding Pattern (Su):* A cryptic with this insight can
cause creatures struck with her disrupt pattern ability to become entangled for a number of rounds equal to
the cryptic’s Intelligence modifier, although the disrupt
pattern damage is minimized (all dice rolls are treated
as 1s). Entangled creatures can attempt to break free as
a move action, making a Strength or Escape Artist check.
The DC for this check is equal to the 10 + 1/2 the cryptic’s
level + the cryptic’s Intelligence modifier. A cryptic must
be at least 4th level before selecting this insight.

*Bleeding Pattern (Su):* A cryptic with this insight
can choose to make her disrupt pattern ability deal bleed damage. This attack causes the target to take 1
additional point of damage each round for each die of
the cryptic’s disrupt pattern (e.g., 4d6 equals 4 points of
bleed). Bleeding creatures take that amount of damage
every round at the start of each of their turns. The
bleeding can be stopped by a DC 15 Heal check or the
application of any effect that heals hit point damage.
Bleeding damage from this ability does not stack with
itself. Bleeding damage bypasses any damage reduction
the creature might possess. A cryptic must be at least 6th
level before selecting this insight.

*Branding Pattern (Su):* As a swift action, the cryptic can
manipulate the pattern of one enemy to “mark” them
as a ranged touch attack. Until the cryptic’s next turn,
each time the cryptic makes a successful attack against
that enemy, she deals an additional amount of hit point
damage equal to her Intelligence modifier.

*Bypass Pattern (Su):* The cryptic learns how to
temporarily displace a pattern without damaging it. As
a standard action, the cryptic can treat one trap or lock
as if it did not exist for a number of rounds equal to her
Intelligence modifier, although the object to be affected
must have a weight under 100 lbs and the cryptic must
make a successful Disable Device check on the trap or
lock to be affected. When the cryptic successfully uses
this ability, her allies also ignore that trap or lock. After
the effect expires, the lock or trap functions as normal,
although if the trap would have been triggered due
to the cryptic not returning everything to its original
state, such as a trap triggered by a door opening, the
trap immediately activates. Otherwise, the trap is left
untriggered.

*Claim Pattern (Su):* The cryptic can attune a trap to
herself as a standard action and by making a successful
Disable Device check against the trap’s DC, after
which the trap only triggers when the cryptic decides
it can be triggered. If the trap is attuned in a similar
fashion to another creature, the cryptic must make a
manifester level check against a DC of 11 + the current
owner’s manifester level or the attunement fails. If the
attunement is successful, the cryptic can trigger the trap
as a swift action at any time in the future. A cryptic may
only have one such attuned trap at any given time. The
cryptic must be at least 8th level before selecting this
insight.

*Discerning Pattern (Su):* When fighting a creature that
is not of one of her active enemy types, she may attempt
to identify that creature with a Knowledge check
appropriate to the creature’s type as a swift action; if
successful, she may treat the creature as if it was one
of her active enemy types until the target is dead or
unconscious or until combat ends. The cryptic may only
attempt to identify a creature in this way once per 24
hours.

*Dislocating Pattern (Su):* When a cryptic with this
insight makes a successful disrupt pattern attack, she
causes the target to take a -2 penalty to all attack rolls,
damage rolls, skill checks, and saving throws until a
successful DC 15 Heal check is made. A cryptic must be
at least 8th level before selecting this insight.

*Disrupted Healing (Su):* When a cryptic with this
insight uses her disrupt pattern ability, if the creature
struck is of her active type, any healing that creature
receives for a number of rounds equal to the cryptic’s
Intelligence modifier is reduced by half (minimum 1).

*Efficient Trapsmith (Ex)*: When a cryptic with this
insight constructs a mechanical trap, she only pays 75%
of the normal cost. A cryptic must be at least 10th level
before selecting this insight.

*Empower Trap (Su):* The cryptic can, as a standard
action, cause a trap’s effect to be empowered, dealing
50% additional damage when activated. This insight can
only be used on traps that have not yet been activated
and that the cryptic is aware of.

*Enhance Tattoo (Ex)*: A number of times per day equal
to her Intelligence modifier, the cryptic can cause any
tattoo she taps to function at a manifester level equal to
her class level.

*Eternal Tattoo (Ex)*: If a cryptic taps a tattoo that she
extends, the effects of that tattoo become permanent until
she chooses to make another tattoo effect permanent. A
cryptic must be at least 16th level and must possess the
extend tattoo insight before selecting this insight.

*Explosive Pattern (Su):* A cryptic with this insight can
cause her disrupt pattern ability to explode upon impact.
If the cryptic’s disrupt pattern attack successfully hits, it
causes splash damage to nearby creatures. The splash
damage is equal to the minimum damage of the disrupt
pattern. A cryptic must be at least 6th level to select this
insight.

*Extend Tattoo (Ex)*: A number of times per day equal
to her Intelligence modifier, the cryptic can cause any
tattoo she taps that does not have an instantaneous
duration to function at twice its normal duration.

*Fast Stealth (Ex)*: This ability allows a cryptic to move
at full speed using the Stealth skill without penalty.

*Fold Trap (Su):* A cryptic can ‘fold’ the pattern of a trap
she has personally crafted, compressing the trap into a
light-weight projectile which can be thrown at a later
time. As a standard action, the cryptic can throw the
folded trap at an unoccupied square up to 30 feet away.
No attack roll is necessary and the trap is immediately
‘unfolded’ and ready to be triggered as normal. The trap
affected must have a CR no greater than half the cryptic’s
level (minimum 1). A trap that has been folded cannot
be folded again, even if it was not triggered after being
thrown. The cryptic must have the Quick Trapsmith
insight before selecting this insight.

*Improved Evasion (Ex):* This works like evasion,
except that while the cryptic still takes no damage on
a successful Reflex saving throw against attacks, she
henceforth takes only half damage on a failed save. A
helpless cryptic does not gain the benefit of improved
evasion*.* A cryptic must be at least 10th level before
selecting this insight.

*Join Patterns (Su):* The cryptic links two creatures
touched (or herself and another creature) as if affected
by *affinity field* for a number of rounds equal to the
cryptic’s Intelligence modifier. A cryptic must be at least
14th level before selecting this insight.

*Light-bending Pattern (Su):* The cryptic learns how to
mask her pattern entirely. As a standard action, the
cryptic can become invisible for one round per cryptic
level. The effect ends as soon as the cryptic attacks any
creature. This insight can be used a number of times
per day equal to 3 + the Cryptic’s Intelligence modifier.
A cryptic must be at least 10th level before selecting this
insight.

*Quick Disable (Ex):* It takes a cryptic with this ability
half the normal amount of time to disable a trap using
the Disable Device skill (minimum 1 round).

*Quick Trapsmith (Ex)*: As a full-round action, a cryptic
with this talent can set a simple trap with a CR no greater
than 1/2 her cryptic level. To do this, she must purchase
the components, spend the required time constructing
the trap in advance, and have its components at hand.
The type of trap that can be constructed in this way is
subject to GM discretion.

*Ranger Trap (Su):* A cryptic with this insight learns
how to create one ranger trap (see below) of her choice.
The DC for the trap is equal to 10 + 1/2 the cryptic’s class
level + the cryptic’s Intelligence bonus, and it lasts 1
day per two cryptic levels. The cryptic may set either
extraordinary or supernatural traps. The cryptic may
use ranger traps a number of times per day equal to 1/2
her cryptic level plus her Intelligence bonus. The cryptic
must be at least 6th level before selecting this insight.
This insight may be selected multiple times; each time,
the cryptic selects another ranger trap to learn to create.

*Rebuild Pattern (Ps):* Once per day, the cryptic can
restore the pattern of a slain creature. The target is
brought back to life as if the cryptic had used *psionic*
*revivify*, but with 1 hit point instead of -1 hit points. A
cryptic must be at least 16th level before selecting this
insight.

*Recognize Pattern (Ex):* A cryptic with this insight can
recognize and prepare against the same behavior from
creatures. Any time the cryptic is subjected to the same
effect or combat maneuver by the same creature, she
gains a bonus against that effect’s saving throw (if any)
or to her CMD equal to half her class level (minimum 1).
The effect or combat maneuver must have previously
been used against the cryptic within a number of rounds
equal to her Intelligence modifier (minimum 1).

*Reforming Pattern (Su):* A cryptic with this insight has
learned to modify her own pattern so it will reform if
she is killed. The cryptic must make an anchor pattern
to activate this ability, a process which takes 24 hours of
uninterrupted concentration. When the cryptic is slain,
she can reform as if affected by *astral seed*, although she
suffers two permanent negative levels once her physical
body is reformed and the storage crystal is formed at the
site of the anchor pattern. The cryptic may only have
one such anchor pattern at any given time and it lasts
a number of days equal to her Intelligence modifier. A
cryptic must be at least 16th level before selecting this
insight.

*Redirect Trap (Su):* A cryptic with this pattern
has learned how to alter the pattern of reality to
psychoportively redirect the effect of a trap. As a
standard action, the cryptic can redirect the effect of a
trap that the cryptic has claimed by Claim Pattern. The
effect can be redirected up 60 ft. away from the location
of the trap. The destination must still be in the cryptic’s
line of sight and this insight cannot be used on pit traps.
A cryptic must have the Claim Pattern insight and be at
least 10th level before selecting this insight.

*Repair Pattern (Su):* A number of times per day equal
to the cryptic’s Intelligence modifier, she can heal one
creature touched for a number of hit points equal to
her class level plus her Intelligence modifier. This can
alternatively be used on a non-magical object, repairing
the item instead of healing a creature. A cryptic must be
at least 6th level before selecting this insight.

*Shatter Pattern (Su):* The cryptic learns how to
break a minor pattern with her touch, allowing her to
destroy a non-magical unattended item with hit points
equal to double the cryptic’s level. This effect ignores
any hardness the object might have. The cryptic may
attempt to use this insight on an attended object, but
doing so provokes attacks of opportunity and she must
make a successful touch attack with a -4 penalty against
the target’s touch AC.

*Shining Pattern (Su):* When a cryptic with this
insight makes a successful disrupt pattern attack, all
creatures within 15 ft. of the creature struck must make
a Fortitude save (DC 10 + 1/2 the cryptic’s level + the
cryptic’s Intelligence modifier) or be blinded for 1 round.
A cryptic must be at least 8th level before selecting this
ability.

*Social Pattern (Ex):* The cryptic develops a deeper
knowledge of patterns of speech, behavior, and
deception. The Cryptic adds Bluff and Diplomacy to her
list of class skills and gains a +2 bonus to Diplomacy
checks to improve initial reaction attitudes.

*Steal Pattern (Su):* The cryptic can attempt to steal a
pattern from a creature by making a touch attack. If the
attack is successful, the cryptic can choose one psionic
tattoo or one spell-like, psi-like, or supernatural ability
the target has and makes a manifester level check
against the target (DC 11 + the target’s manifester level
or hit die, whichever is higher). If the cryptic succeeds
on the manifester level check, the target loses the tattoo
permanently or the ability for 1 minute and a daily use
of the ability and the cryptic gains the tattoo or one use
of the ability stolen. Powerful abilities like a creature
with a spell-like ability of *wish* cannot be stolen in this
fashion.

*Steal Tattoo (Su):* A cryptic with this insight can
attempt to steal the psionic tattoo of a creature within 30
ft. by making a ranged touch attack against that creature.
If the attack is successful, the cryptic makes a manifester
level check against a DC of 11 + manifester level of the
psionic tattoo. If the check is successful, the psionic tattoo
is immediately teleported onto the cryptic’s body. The
cryptic must have space on her body for an additional
psionic tattoo or this ability automatically fails.

*Summoning Pattern:* A cryptic with this insight learns
how to create a unique pattern at her current location
as a full-round action and then to send a creature to
that pattern at a later time by making a touch attack
as a standard action. Unwilling creatures may make a
Fortitude save (DC 10 + ½ the cryptic’s class level + the
cryptic’s Ingelligence bonus) to negate this effect. The
pattern created in this way lasts for a number of days
equal to the cryptic’s Intelligence modifier, although a
cryptic may only have one such pattern active at any
time. The cryptic and the creature to be affected must
be on the same plane of existence as the pattern to send
a creature to it. A cryptic may use this insight on herself.
A cryptic must be at least 12th level before selecting this
insight.

*Swift Trigger (Ex)*: A cryptic with this insight can use
a swift action to set off any trap within 30 feet that she
constructed.

*Throw Pattern (Su):* The cryptic learns how to throw a
link to her own pattern, giving her the ability to teleport
up to 50 ft at will as a standard action. A cryptic must be
at least 12th level before selecting this insight.

*Trap Spotter (Ex)*: Whenever a cryptic with this
insight comes within 10 feet of a trap, she receives an
immediate Perception skill check to notice the trap. This
check should be made in secret by the GM.

## **Supreme Insights**

At 20th level, the cryptic makes astounding leaps of insight. She immediately learns two normal insights, but also learns a third insight chosen from the list below, representing a truly astounding breakthrough in understanding how patterns work. For many cryptics, the possibility of this sort of discoveries is the driving force for their studying of patterns.

*Awakened Insight*: The cryptic’s constant efforts
to understand the patterns of the world around her expanded her mind. Her Intelligence score permanently
increases by 2 points.

*Discerning Vision:* The cryptic sees all things as they
truly are and is always treated as if under the effect of
*pierce the veils*. In addition, the cryptic automatically
succeeds on any saving throw against spells or powers
of 8th level or lower that deal with modifying vision or
some sort of visual pattern, such as *symbol of pain*.

*Eternal Pattern:* The cryptic has discovered how to
fix her physical pattern into its prime state, and from
this point forward she takes no penalty to her physical
ability scores from advanced age. If the cryptic is already
taking such penalties, they are removed at this time. A
cryptic with this insight does not die from old age.

*Greater Disruption:* The cryptic’s ability to disrupt
patterns has become exceptionally advanced. When using the disrupt pattern ability, the cryptic adds 1
additional damage per die of damage rolled. In addition, the cryptic has learned how to channel her psionic
power into the disruption, allowing her to spend 4
power points and expend her psionic focus when using
her disrupt pattern ability to maximize the damage of
that attack.

*Personal Design:* The cryptic increases the maximum
number of psionic tattoos she can have on her body to
thirty. In addition, the cryptic automatically identifies
any visible psionic tattoos on other creatures. Finally,
as an immediate action that does not provoke attacks of
opportunity, the cryptic can activate any psionic tattoo
on her body.

*Secret Knowledge (Su):* The cryptic discovers a series
of patterns previously outside of her perception. The
Cryptic learns two powers of 6th level or lower from
the cryptic or psion/wilder power list. In addition, the
cryptic’s Intelligence modifier is treated as 4 higher
when determining her power points per day.

*Toughened Pattern:* The cryptic has learned to solidify
her own pattern against physical attacks, gaining a +4
bonus to her natural armor bonus.

*Unravel Pattern:* Once per day, the cryptic can
permanently unravel a creature or object’s pattern as a
ranged touch attack. The creature or object struck must
make a Fortitude save (DC 20 + the cryptic’s Intelligence
modifier) or be destroyed. The target must have 150
or fewer current hit points or this ability has no effect.
Creatures killed in this manner leave behind no trace of
their body. This is considered a death effect.