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Cyre Scout

(Dragonmarked variant, p. 101)

Cyre scouts combine the creative traditions of House Cannith with the ability to survive in the most hazardous environments.

Requirements

Skills: Knowledge (arcana) 4 ranks , Survival 6 ranks

Feats: Least Dragonmark (Mark of Making)

Special: Must be a member in good standing of House Cannith South.
Special: An heir of Siberys with the Mark of Making can take this class without meeting the Least Dragonmark prerequisite.


Hit die

d8

Skill points

2 + Int

Class Features

Direction Sense (Ex): You have an innate sense of direction, allowing you to find your way even in the mists of the Mournland. Add your class level to all Survival checks.

Dragonmark Conduit (Su): As a Cyre scout, you establish a supernatural connection to the power of your dragonmark. This power can eventually overcome the wasting effects of the Mournland, but also provides benefits in other environments. You activate your dragonmark conduit abilities by expending one use of any of your dragonmark powers. The duration of the effect is based on the strength of the dragonmark whose power you expend.

Mark Duration
Least 12 hours
Lesser 24 hours
Greater or Siberys 1 day/class level

Preservation: Beginning when you enter this class, you draw sustenance from your dragonmark, and no longer need to eat or drink. You thus avoid having to hunt the mutated beasts of the Mournland, and can travel the wilderness without weighing yourself down with provisions.

Natural Healing: From 5th level on, you heal naturally even in areas such as the Mournland where natural healing is suppressed. In other areas, you instead need to sleep only 2 hours to gain all the physical benefits of a night's rest, though you must rest as normal to regain spells or power points.

Magical Healing: At 10th level, spells and spell-like effects of the healing subschool function normally on you even in areas such as the Mournland where magical healing is suppressed. In other areas, you instead gain damage reduction 3/magic because your body instantly heals minor wounds.

Heir's Mark: Levels in the Cyre scout prestige class count as levels in the dragonmark heir prestige class when determining the caster level for the spell-like abilities of your dragonmark. You can have a maximum of five effective levels in dragonmark heir for the purpose of determining the caster level of your dragonmark.

Infusions: At 2nd level, you gain the ability to imbue items with infusions like an artificer (ECS 31). To imbue an infusion, you must have an Intelligence score of at least 10 + the infusion's level, so if you have an Intelligence of 10 or lower, you cannot imbue infusions. Bonus infusions are based on Intelligence, and saving throws against these infusions have a DC of 10 + spell level + your Intelligence modifier. Your infusion list appears below. You can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, you do not select a subset of the available infusions as your known infusions; you have access to every infusion on the list that is of a level you can use.

At 1st level, a Cyre scout has no caster level. From 2nd level on, your caster level is your class level minus 1.

Shadow Fighter (Ex): At 2nd level, you gain Blind- Fight as a bonus feat, the better to function in the mists of the Mournland. If you already have Blind-Fight, you reduce any miss chance from concealment by 20% (minimum 0%).

Detect Magic (Sp): From 3rd level on, you can use detect magic (PH 219) as a spell-like ability, at the same caster level as your other dragonmark powers. You can use this ability a number of times per day equal to your class level.

Improved Direction Sense (Ex): From 4th level on, an innate ability to sense misdirection makes it almost impossible for you to get lost. Though you still make Survival checks as normal to find your way, you are aware when you fail a check, and can reorient yourself by stopping for 1d4 hours. In the Mournland, stopping in this way prevents you from traveling in a random direction for 1d4 hours (see ECS 190).

Tireless (Ex): From 6th level on, you are able to keep going long after other characters have faltered. You gain Endurance as a bonus feat. If you already have Endurance, the bonus to checks and saves is doubled. In addition, you become immune to fatigue, and any effects that would normally exhaust you only fatigue you.

Blindsense Mark (Su): At 7th level, you learn to function even in full darkness. By expending one use of a dragonmark power, you gain the blindsense ability. The range and duration of the ability is based on the strength of the dragonmark whose power you expend.

Mark Range Duration
Least 10 ft. 1 hr.
Lesser 20 ft. 2 hr.
Greater 40 ft. 4 hr.
Siberys 80 ft. 8 hr.

Innate Detect Magic (Su): From 7th level on, you automatically sense the presence of magical auras anywhere within 15 feet per class level. This improved ability does not give you the location, type, or strength of the auras, but merely warns you that magic is near. You must use a detect magic effect as normal to gain further information. Like detect magic, this ability can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Natural Survivor (Ex): From 8th level on, you can take 10 on any Survival check, even when threatened or distracted.

Identify (Sp): From 9th level on, you can use identify (PH 243) a number of times per day equal to your class level. You need not provide the material component, but the process still takes as long as normal.

Cyre Scout Infusions List

Cyre scouts gain their infusions from the following list:

1st Level: identif y, light, magic stone, magic vestment, magic weapon, resistance item*, shield of faith, skill enhancement*, personal weapon augmentation*.

2nd Level: bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, owl's wisdom.

3rd Level: greater magic weapon, metamagic item*, power surge*, suppress requirement*.

4th Level: lesser globe of invulnerability, minor creation, rusting grasp, legion's shield of faith*.

*Described in the EBERRON Campaign Setting.

Advancement

Infusions
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +0 +2 +0 +2 Direction sense, dragonmark conduit (preservation), heir's mark
2nd +1 +3 +0 +3 Shadow fighter 1
3rd +2 +3 +1 +3 Detect magic 2
4th +3 +4 +1 +4 Improved direction sense 3
5th +3 +4 +1 +4 Dragonmark conduit (natural healing) 3 1
6th +4 +5 +2 +5 Tireless 3 2
7th +5 +5 +2 +5 Blindsense mark, innate detect magic 3 3 1
8th +6 +6 +2 +6 Natural survivor 3 3 2
9th +6 +6 +3 +6 Identify 3 3 2
10th +7 +7 +3 +7 Dragonmark conduit (magical healing) 3 3 3 1

Class skills

Skill name Key ability Trained only Armor check penalty
Climb STR no yes
Concentration CON no no
Hide DEX no yes
Knowledge Int yes no
Listen WIS no no
Search INT no no
Spellcraft INT yes no
Spot WIS no no
Survival WIS no no
Use Magic Device CHA yes no

Spells for Cyre Scout

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