FANDOM


Black DogEdit

(Dragonmarked variant, p. 95)

Travelers might hear tales of a secret society within House Ghallanda, a cabal of vigilante assassins who specialize in the use of poison.

RequirementsEdit

Skills: Bluff 4 ranks , Hide 8 ranks , Sleight of Hand 4 ranks

Feats: Least Dragonmark (Mark of Hospitality)

Special: Must have received training from a black dog.

Hit dieEdit

d6

Skill pointsEdit

6 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: As part of your training as a black dog, you gain proficiency with the hand crossbow. This small, concealable weapon can be an invaluable tool for delivering poisons in battle.

Heir's Mark: Levels in the black dog 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 fi ve effective levels in dragonmark heir for the purpose of determining the caster level of your dragonmark.

Improved Hospitality (Ex): You can use the prestidigitation or purify food and drink power of the Mark of Hospitality an additional number of times per day equal to your class level.

Poison Use (Ex): You are trained in the use of poison, and never risk harming yourself when applying poison to a weapon.

Death Attack (Ex): From 2nd level on, if you study a victim for 3 rounds and then make a sneak attack with a melee weapon that successfully deals damage, your attack has the additional effect of possibly either paralyzing or killing the target (your choice).

If you do not already have a sneak attack ability, this class feature does not grant you one. Rather, you can make a death attack whenever your opponent is f lanked or when he would be denied his Dexterity bonus to AC. (See the assassin's death attack class feature, DMG 180.

The saving throw against your death attack is DC 10 + your black dog class level + your assassin class level (if any) + your Intelligence modifier.

Dhurinda's Trick (Su): At 2nd level, you learn to magically apply an ingestible poison to nearby food or liquid by expending one use of your prestidigitation or purify food and drink ability. The poison you wish to use must be on your person, and the target object must be visible and within 25 feet + 5 feet per class level. Magic food or liquid (including potions) gets a Will save (DC 10 + your class level + your Cha modifier) to resist the effect, with the dose of poison expended whether used successfully or not. Dhurinda's trick is a full-round action. If anyone is directly observing you, you can conceal your action with a Sleight of Hand check opposed by the observer's Spot check.

Create Poison (Sp): At 3rd level, you learn to produce poisons using the create food and water power of the lesser Mark of Hospitality. By sacrifi cing a single use of the power, you can create one dose of poison. The poisons available depend on your class level, as shown on the table below. Poison created in this manner radiates a faint aura of conjuration and becomes inert after 24 hours if not used.

Poison Class Level Type (Save) Initial/Secondary Damage
Arsenic 3rd Ingested (DC 13) 1 Con/1d8 Con
Dhurinda's stench 3rd Ingested (DC 14) 1d4 Cha/2d4 Cha
Oil of taggit 3rd Ingested (DC 15) 0/Unconsciousness
Id moss 4th Ingested (DC 14) 1d4 Int/2d6 Int
Black adder venom 4th Injury (DC 11) 1d6 Con/1d6 Con
Bloody tal 5th Ingested (DC 15) 1d6 Con/2d4 Con
Medium spider venom 5th Injury (DC 14) 1d4 Str/1d4 Str

Refi ne Poison (Su): At 3rd level, you learn to refi ne a single dose of poison in your possession by expending one use of your prestidigitation or purif y food and drink power. As a standard action, you increase the poison's saving throw DC by 2. The effect lasts for 1 minute per class level.

Empower Poison (Su): From 4th level on, you can use a standard action to empower a single dose of poison in your possession by expending one use of your prestidigitation or purify food and drink power. The poison's variable numeric effects increase by 50%. The effect lasts for 1 minute per class level.

Lost in the Crowd (Ex): From 4th level on, you are able to use the Hide skill while being observed. As long as at least three creatures larger than you stand within 10 feet in any direction, you can attempt to conceal yourself from view without having cover or concealment.

Dhurinda's Touch (Sp): At 5th level, you can poison your foes with a touch. With a successful melee touch attack, you target a foe with one dose of poison currently in your possession (regardless of the poison's normal method of delivery) by expending one use of your prestidigitation or purif y food and drink ability. You can choose to delay the effect of the poison by up to 5 minutes. You can make a Bluff check opposed by your target's Sense Motive check to conceal the nature of your action, but if you do so in combat, you provoke attacks of opportunity.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +2 +2 +0 Heir's mark, improved hospitality, poison use
2nd +1 +3 +3 +0 Death attack, Dhurinda's trick
3rd +2 +3 +3 +1 Create poison, refi ne poison
4th +3 +4 +4 +1 Empower poison, lost in the crowd
5th +3 +4 +4 +1 Dhurinda's touch

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Balance DEX
Bluff CHA
Concentration CON
Craft INT
Diplomacy CHA
Disguise CHA
Escape Artist DEX
Forgery INT
Gather Information CHA
Heal WIS
Hide DEX
Knowledge (local) INT
Listen WIS
Move Silently DEX
Perform CHA
Profession WIS
Ride DEX
Search INT
Sense Motive WIS
Sleight of Hand DEX
Spot WIS
Tumble DEX

Blade of OrienEdit

(Dragonmarked variant, p. 99)

The blade of Orien is a soldier who uses her Mark of Passage to gain a tactical edge in combat.

RequirementsEdit

Base Attack Bonus: +3

Skills: Spot 3 ranks

Feats: Least Dragonmark (Mark of Passage--dimension leap) , Lesser Dragonmark (Mark of Passage--dimension door)

Hit dieEdit

d8

Skill pointsEdit

4 + Int

Class FeaturesEdit

Heir's Mark: Levels in the blade of Orien 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.

Improved Dimension Leap (Ex): Dimension leap is the signature ability of the blade of Orien, and you can use it an additional number of times per day equal to one plus one-half your class level (minimum 1). When using dimension leap, you can move in 5-foot increments instead of being limited to 10-foot increments.

Swift Leap (Ex): At 2nd level, you gain the ability to use dimension leap as a move action. When you make a swift leap, your maximum distance is reduced by half.

Korran's Strength (Ex): At 3rd level, you gain the ability to transport one willing Medium or smaller creature when you use dimension leap. You can transport two creatures at 6th level and three creatures at 9th level. A Large creature counts as two Medium creatures. Huge or larger creatures cannot be transported in this manner. All creatures to be transported must be in contact with you at the time you use your dimension leap ability. If used on an unwilling creature, the effect automatically fails.

Orien's Grasp (Sp): At 4th level, you learn to teleport small objects into your waiting hand. By expending one use of your dimension leap ability, you can target an object that weighs no more than 5 pounds and is within 25 feet. The object must either be carried on your person or in line of sight. An object on your person can be teleported as a swift action that does not provoke attacks of opportunity; teleporting any other object is a standard action that provokes attacks of opportunity. An object held or in use by another creature receives a Will save against this effect (DC 12 + your Cha modifier).

Olladra's Twist (Sp): From 5th level on, you can expend one use of your dimension leap ability to swap positions with any one Medium or smaller ally, or to switch the positions of two Medium or smaller allies. The target or targets must be within 30 feet of you. If used on an unwilling ally, the effect automatically fails. Activating this effect is a standard action that provokes attacks of opportunity from enemies threatening you, but not from enemies threatening the ally or allies you target.

Dimensional Push (Sp): At 6th level, you gain the ability to teleport an adjacent willing ally. By expending one use of your dimension leap ability, you can move a Medium or smaller creature the same distance you would normally move yourself. If used on an unwilling ally, the effect automatically fails. The effects of improved dimension leap and swift leap apply to your use of dimensional push.

Orien's Wrath (Sp): At 7th level, you gain a truly fearsome power: the ability to teleport your foes. To use this power, you expend one use of your dimension door ability and target a Medium or smaller creature within 10 feet. Your target gets a Will save to resist the effect (DC 14 + your Cha modifier). On a failed save, you can teleport the target up to 20 feet in any direction. If this would place the target in a solid object, the effect automatically fails. Activating this ability is a full-round action that provokes attacks of opportunity.

Shadow Shift (Ex): At 8th level, you learn to shift away from blows when teleporting. When you use your dimension leap or dimension door abilities, you no longer provoke attacks of opportunity.

Orien's Cloak (Sp): From 9th level on, you can expend one use of your dimension door ability to use blink (PH 206) as a spell-like ability, at the same caster level as your other dragonmark powers.

Orien's Fury (Ex): At 10th level, you learn to unleash lightning-swift attacks even as you shift through space. Whenever you use your swift leap ability to dimension leap as a move action, you can make a full attack at the end of your leap.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Heir's mark, improved dimension leap
2nd +2 +0 +3 +0 Swift leap
3rd +3 +1 +3 +1 Korran's strength
4th +4 +1 +4 +1 Orien's grasp
5th +5 +1 +4 +1 Olladra's twist
6th +6 +2 +5 +2 Dimensional push
7th +7 +2 +5 +2 Orien's wrath
8th +8 +2 +6 +2 Shadow shift
9th +9 +3 +6 +3 Orien's cloak
10th +10 +3 +7 +3 Orien's fury

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Concentration CON
Craft INT
Intimidate CHA
Jump STR
Listen WIS
Move Silently DEX
Profession WIS
Ride DEX
Search INT
Spot WIS
Survival WIS
Tumble DEX

Cyre ScoutEdit

(Dragonmarked variant, p. 101)

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

RequirementsEdit

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 dieEdit

d8

Skill pointsEdit

2 + Int

Class FeaturesEdit

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 ECS190).

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 ListEdit

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.

AdvancementEdit

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 skillsEdit

Skill name Key ability Trained only Armor check penalty
Climb STR
Concentration CON
Hide DEX
Knowledge Int
Listen WIS
Search INT
Spellcraft INT
Spot WIS
Survival WIS
Use Magic Device CHA

Deneith WardenEdit

(Dragonmarked variant, p. 105)

The Deneith warden is devoted, body and soul, to the apprehension of lawbreakers wherever they are found.

RequirementsEdit

Base Attack Bonus: +4

Alignment: Any lawful

Skills: Gather Information 4 ranks

Feats: Least Dragonmark (Mark of Sentinel)

Special: Must be a member of the Sentinel Marshals of House Deneith, or must have proven dedication to the house and been granted permission to petition to join the Sentinel Marshals.

Hit dieEdit

d10

Skill pointsEdit

4 + Int

Class FeaturesEdit

Heir's Mark: Levels in the Deneith warden 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.

Tracker: As a Deneith warden, you gain either Track or Urban Tracking (ECS 61) as a bonus feat.

Warden's Authority (Ex): You have the weight of the Sentinel Marshals and House Deneith behind you, granting a +1 circumstance bonus on Diplomacy, Gather Information, and Intimidate checks. This bonus increases to +2 at 2nd level, and increases by 1 every two levels thereafter.

Subduing Strike (Ex): From 2nd level on, you can choose to deal nonlethal damage with any melee weapon without taking the normal penalties for doing so.

Devoted Lawkeeper (Ex): From 3rd level on, you gain an edge against those you know have broken the law. This grants you a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against known criminals, as well as a +2 bonus on weapon damage rolls against such characters.

This bonus increases to +4 at 6th level, and to +6 at 9th level.

For a foe to qualify as a known criminal for the purpose of this ability, you must either have witnessed the individual engaged in a criminal act, had the criminal act reported to you by a member of a legitimate law-enforcement agency, or made a successful Sense Motive check to ascertain the truth of the crime as reported by one of its victims. The crime must have occurred within a number of months equal to your level in this class for minor offenses (petty theft, vandalism, and so on), or within a number of years equal to your level in this class for major offenses (murder, rape, treason, and so on). If the individual has served the full punishment due for the crime, you do not gain the benefits of this ability against him.

Uncanny Dodge (Ex): At 4th level, you react to danger before your senses would normally allow you to do so and cannot be caught flat-footed. (See the barbarian class feature, PH 26.)

Mettle (Ex): At 5th level, your devotion and single-mindedness allow you to shrug off magical effects that would otherwise harm or impede you. If you make a successful Will or Fortitude saving throw against a spell or spell-like ability that normally has partial or reduced effects on a successful save, you instead suffer no effect at all.

Improved Subduing Strike (Ex): At 6th level, your subduing strike becomes even more potent. Any time you deal 15 or more points of nonlethal damage with a single attack, your target must succeed on a Fortitude save (DC 5 + damage dealt) or be shaken for 1 round.

Improved Uncanny Dodge (Ex): From 7th level on, you can no longer be flanked. (See the barbarian class feature, PH 26.)

Lie Detector (Ex): At 8th level, you can take 10 on any Sense Motive check, even if threatened or distracted.

Greater Subduing Strike (Ex): At 10th level, you can make a single attack to deal nonlethal damage that has the potential to stun your foe. You must declare the use of this ability before you roll the attack. If the attack hits, the target must attempt a Fortitude save (DC 10 + your Deneith warden level + your Strength modifier) or be stunned for 1 round, then shaken for 1d4 rounds. You can use this ability a number of times per day equal to your Deneith warden level, but no more than once per round.

In addition, the saving throw DC for your improved subduing strike ability increases to 10 + damage dealt.

Implacable (Su): At 10th level, if you have line of sight to a known lawbreaker (as defined by the devoted lawkeeper ability), you gain a +6 morale bonus on Will saves.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Heir's mark, tracker, warden's authority +1
2nd +2 +3 +0 +0 Subduing strike, warden's authority +2
3rd +3 +3 +1 +1 Devoted lawkeeper +2
4th +4 +4 +1 +1 Uncanny dodge, warden's authority +3
5th +5 +4 +1 +1 Mettle
6th +6 +5 +2 +2 Devoted lawkeeper +4, improved subduing strike, warden's authority +4
7th +7 +5 +2 +2 Improved uncanny dodge
8th +8 +6 +2 +2 Lie detector, warden's authority +5
9th +9 +6 +3 +3 Devoted lawkeeper +6
10th +10 +7 +3 +3 Greater subduing strike, implacable, warden's authority +6

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Craft INT
Diplomacy CHA
Escape Artist DEX
Gather Information CHA
Intimidate CHA
Knowledge (local) INT
Knowledge (nobility and royalty) INT
Listen WIS
Open Lock DEX
Ride DEX
Search INT
Sense Motive WIS
Spot WIS
Survival WIS
Swim STR
Use Rope DEX

Duraak'ashEdit

(Dragonmarked variant, p. 107)

A duraak'ash is an implacable foe who uses her Mark of Finding to form a link to her prey: a bond that grants her benefits both during the hunt and in the inevitable battle at its end.

RequirementsEdit

Base Attack Bonus: +4

Feats: Least Dragonmark (Mark of Finding--locate object) , Lesser Dragonmark (Mark of Finding--locate creature) , and Track , or Urban Tracking

Hit dieEdit

d8

Skill pointsEdit

6 + Int

Class FeaturesEdit

Catch the Scent (Ex): When you use your locate creature ability, you can locate a specific creature you have never met. To do this, you must possess a piece of the target creature (hair, scale, nail, and so on) or an object the target has touched within one day per class level.

Heir's Mark: Levels in the duraak'ash 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.

Hunter's Insight (Ex): While fighting a creature who is the current target of your locate creature ability, you gain a +1 insight bonus on attack rolls and damage rolls, and a +1 insight bonus to Armor Class against that creature. This bonus increases to +2 at 5th level, and to +3 at 10th level.

Swift Tracker (Ex): You can move at your normal speed while following tracks. (See the ranger class feature, PH 48.)

Dragon's Guidance (Su): From 2nd level on, you can expend one use of any of your dragonmark powers to gain an insight bonus on a Survival check made in conjunction with the Track feat or on a Gather Information check made in conjunction with the Urban Tracking feat. The bonus is based on the strength of the dragonmark whose power you expend.

Dragonmark Insight Bonus
Least +3
Lesser +6
Greater +10

Sharpened Senses (Ex): At 2nd level, you double the range of all divination abilities associated with your Mark of Finding. In addition, when using your dragonmark, you can add your class level to a caster level check to overcome nondetection (PH 257) or as a bonus on a Will save made to overcome mislead (PH 255).

Improved Dragonmark (Ex): At 3rd level and 8th level, you gain one additional daily use of your least and lesser dragonmark powers.

Favored Enemy (Ex): At 4th level, you can select a type of creature as a favored enemy. (See the ranger class feature, PH 47.)

If you already have a favored enemy from another class, you instead select an additional favored enemy. In addition, you can increase by 2 the bonus against any one favored enemy (including the one just selected, if so desired).

At 9th level, you can select an additional favored enemy and once more increase a favored enemy bonus.

Trackless Step (Ex): At 5th level and higher, you cannot be tracked in natural surroundings. (See the druid class feature, PH 36.)

Perfect Awareness (Ex): From 6th level on, while fighting a creature who is the current target of your locate creature ability, you cannot be f lanked by the target. In addition, you suffer no miss chance from any concealment protecting him, including that of invisibility and darkness.

Track the Trackless (Ex): At 7th level, you gain the ability to track creatures under the effect of pass without trace, trackless step, or similar abilities, though you take a —20 penalty on your Survival check when doing so.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Catch the scent, heir's mark, hunter's insight +1, swift tracker
2nd +2 +3 +3 +0 Dragon's guidance, sharpened senses
3rd +3 +3 +3 +1 Improved dragonmark
4th +4 +4 +4 +1 Favored enemy
5th +5 +4 +4 +1 Hunter's insight +2, trackless step
6th +6 +5 +5 +2 Perfect awareness
7th +7 +5 +5 +2 Track the trackless
8th +8 +6 +6 +2 Improved dragonmark
9th +9 +6 +6 +3 Favored enemy
10th +10 +7 +7 +3 Hunter's insight +3

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Climb STR
Disguise CHA
Gather Information CHA
Hide DEX
Intimidate CHA
Jump STR
Knowledge (geography) INT
Knowledge (local) INT
Knowledge (nature) INT
Listen WIS
Move Silently DEX
Open Lock DEX
Search INT
Sense Motive WIS
Spot WIS
Survival WIS
Swim STR
Use Rope DEX

Medani ProphetEdit

(Dragonmarked variant, p. 110)

As a Medani prophet, you learn to draw on your dragonmark to peer into the future — and potentially, to unlock the secrets of the past.

RequirementsEdit

Skills: Knowledge (arcana) 4 ranks , Sense Motive 4 ranks

Feats: Least Dragonmark (Mark of Detection) , Lesser Dragonmark (Mark of Detection)

Spellcasting: Ability to cast 2nd-level divine spells, including at least three divinations. Special: Must be a worshiper of Aureon, and must have received training from the Voice of Aureon.

Hit dieEdit

d6

Skill pointsEdit

4 + Int

Class FeaturesEdit

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefi t a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Medani prophet, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Heir's Mark: Levels in the Medani prophet 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.

Keen Insight (Su): Your dragonmark gives you f lashes of intuition, granting you an insight bonus on Sense Motive checks equal to your class level.

Prophetic Vision (Su): As you undertake your training as a Medani prophet, you begin to receive powerful visions of the past and future. These rare and cryptic revelations are a tool for the DM to advance the story, and the frequency and nature of these visions is determined by the needs of the campaign. These visions often connect to your current location, such that you are far more likely to see an image of the ancient battles between quori and giant if you are in Xen'drik.

If a vision strikes while you are awake, you must make a DC 15 Will save or be stunned for 1d4 rounds as the images wash over you.

Improved Dragonmark (Ex): At 2nd level and 4th level, you gain one additional daily use of your least and lesser dragonmark powers.

Blood Augury (Sp): From 2nd level on, you can expend one use of a least dragonmark power to use augury (PH 202) as a spell-like ability, at the same caster level as your other dragonmark powers.

Dragon's Shield (Su): At 3rd level, you gain an insight bonus to your Armor Class by expending one use of any of your dragonmark powers as a swift action. The effect lasts for 1 minute per dragonmark power caster level. The bonus is based on the strength of the dragonmark whose power you expend.

Mark Insight Bonus
Least +1
Lesser +2
Greater +4

Medani Guidance (Sp): From 4th level on, you can expend one use of a lesser dragonmark power to use divination (PH 224) as a spell-like ability, at the same caster level as your other dragonmark powers.

Visions of the Past (Sp): At 5th level, you can expend one use of a dragonmark power to peer into the past. With each use of this ability, you can three questions regarding the past of the area you are in. This requires 6 minutes of concentration (2 minutes per question). You receive your answers as a combination of indistinct sensory impressions, as determined by the DM. For example, if you ask "Who killed Borestes?" you might learn that it was a male half-orc wielding an axe, but you will not learn the name of the killer. If you happen to be familiar with this particular half-orc, you might instinctively recognize him. In general, however, the imagery is vague and blurred; however, you might catch a particularly vivid image, such as a precise look at the killer's distinctive axe.

The answers you receive come not from any deity, but from your dragonmark's supernatural connection to the past. As such, treat the answers as coming from an effectively omniscient being. However, you will only receive responses to questions regarding events that occurred within your line of sight, and any magical effect that would have interfered with scrying automatically conceals past events from this power. For example, you might ask a question regarding a crime committed at a particular site, but if the character who committed that crime was under the effect of nondetection at the time, the response will be completely indecipherable. This ability works best when you ask specifi c questions: The move vague the question you ask, the more vague the response will be.

The maximum period you can look back through time is based on the strength of the dragonmark whose power you expend.

Dragonmark Maximum Period
Least 5 hours
Lesser 5 days
Greater 1 month

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Heir's mark, keen insight, prophetic vision +1 level of existing divine spellcasting class
2nd +1 +0 +0 +3 Improved dragonmark, blood augury +1 level of existing divine spellcasting class
3rd +2 +1 +1 +3 Dragon's shield +1 level of existing divine spellcasting class
4th +3 +1 +1 +4 Improved dragonmark, Medani guidance +1 level of existing divine spellcasting class
5th +3 +1 +1 +4 Visions of the past +1 level of existing divine spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Concentration CON
Craft INT
Decipher Script INT
Knowledge Int
Listen WIS
Profession WIS
Search INT
Sense Motive WIS
Spellcraft INT
Spot WIS

Nosomatic ChirurgeonEdit

(Dragonmarked variant, p. 114)

A nosomatic chirurgeon is a halfling student of sickness, and a master of the ebb and flow of the energies of life and death.

RequirementsEdit

Alignment: Any nongood

Skills: Heal 8 ranks , Knowledge (nature) 4 ranks

Feats: Least Dragonmark (Mark of Healing)

Base Fortitude Save: +3. Special: An heir of Siberys with the Mark of Healing can take this class without meeting the Least Dragonmark prerequisite.

Hit dieEdit

d8

Skill pointsEdit

2 + Int

Class FeaturesEdit

Spellcasting: At each level except 5th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a nosomatic chirurgeon, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

If you have no levels in any spellcasting class, this class grants you the spellcasting ability of the adept (DMG 107) from 1st to 4th level. You do not gain levels in the adept class nor any of the other features of that class, but simply adopt that class's spellcasting progression and spell list as the spellcasting ability of this class.

Heir's Mark: Levels in the nosomatic chirurgeon 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.

Nosomatic Chirurgy (Ex): As a nosomatic chirurgeon, your understanding of sickness and disease grants you a bonus equal to your class level on saves against magical or mundane diseases (including the contagion spell). You gain this same bonus on saves against any magical or mundane effects that would change your condition to nauseated or sickened. If such effects also deal damage, you take that damage as normal.

In addition, you receive a bonus equal to your class level on all Heal checks.

Pestilential Touch (Su): A chirurgeon develops the supernatural ability to channel spell energy into debilitating harm. This ability allows you to spontaneously "lose" a single usage of any spell or spell-like ability to cast any inflict spell of the same spell level or lower. (An inflict spell is any spell with "inflict" in its name, such as inflict light wounds).

Unlike with a normal casting of an inflict spell, the damage dealt by this ability is not negative energy, and so cannot be used to heal undead.

Plague Bearer (Sp): Upon reaching 2nd level, a nosomatic chirurgeon can cultivate disease in living creatures with a touch. Once per day, you can invoke an effect similar to a contagion spell (PH 213). As with the spell, you must succeed on a melee touch attack to affect your target. You can gain additional uses of this ability by expending daily uses of any spell-like ability from your Mark of Healing.

Upon acquiring this ability, you become immune to the contagion spell.

Isolate Pathogen (Ex): From 3rd level on, your expertise allows you to expand your plague bearer ability to use any disease (including magical diseases) that you have personally diagnosed and successfully treated with the Heal skill. This allows you to use your plague bearer ability to infect subjects with a disease such as devil chills or mummy rot if you have successfully helped a character overcome the effect of that disease with a Heal check.

In addition, you can always take 10 on Heal checks made to diagnose a patient or treat disease.

Nosomatic Touch (Su): At 4th level, you can choose to combine your pestilential touch ability with your plague bearer ability, allowing you to deal damage and infect a subject with disease with a single melee touch attack. You lose a spell (for your pestilential touch) and expend any applicable usage of a dragonmark power (for plague bearer) as normal. Since this ability requires a touch attack, you cannot use your nosomatic touch with any mass inflict spell, regardless of level.

Ascendant Carrier (Ex): At 5th level, your studies make you immune to all diseases, even those of magical or supernatural origin such as lycanthropy and mummy rot. If you are already afflicted with any such disease, you are automatically cured of that condition. You also become immune to any spell or effect that would cause you to become nauseated or sickened.

In addition, you can extend your expertise to those in your care. This allows you to use remove disease as a spelllike ability once per day, at the same caster level as your other dragonmark powers.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +2 +0 +2 Heir's mark, nosomatic chirurgy, pestilential touch +1 level of existing class/see text
2nd +1 +3 +0 +3 Plague bearer +1 level of existing class/see text
3rd +2 +3 +1 +3 Isolate pathogen +1 level of existing class/see text
4th +3 +4 +1 +4 Nosomatic touch +1 level of existing class/see text
5th +3 +4 +1 +4 Ascendant carrier

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Gather Information CHA
Heal WIS
Knowledge (arcana) INT
Knowledge (nature) INT
Profession WIS
Search INT
Sense Motive WIS
Sleight of Hand DEX
Spellcraft INT
Spot WIS

Shadow HunterEdit

(Dragonmarked variant, p. 117)

A shadow hunter is a warrior of his house, and must be familiar with the arts of battle as well as stealth.

RequirementsEdit

Base Attack Bonus: +4

Skills: Hide 4 ranks , Move Silently 4 ranks

Feats: Least Dragonmark (Mark of Shadow--darkness)

Special: Must be proficient with martial weapons.

Hit dieEdit

d8

Skill pointsEdit

6 + Int

Class FeaturesEdit

Heir's Mark: Levels in the shadow hunter 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.

Improved Darkness (Ex): You can use the darkness power of the Mark of Shadow an additional number of times per day equal to your class level.

Deeper Shadows (Ex): From 2nd level on, when you use the darkness power of your dragonmark, you can expend a second use to enhance its power. This produces an effect identical to deeper darkness that lasts for 24 hours or until dismissed.

Poison Use (Ex): From 2nd level on, you are trained in the use of poison, and never risk harming yourself when applying poison to a weapon.

Shadow Sense (Sp): At 2nd level, you gain an uncanny ability to sense members of your bloodline. To activate this power, you expend one use of any of your dragonmark powers. Thereafter, for the duration of the effect, if you come within 30 feet of a character who possesses the Mark of Shadow, you can sense his location and the level of his mark.

This effect even allows you to pinpoint the location of invisible characters, although an invisible opponent still gains the benefits of concealment (20% miss chance). Misdirection is effective against your shadow sense, but you gain an insight bonus on your saving throw equal to your class level.

The duration of the effect is based on the strength of the dragonmark whose power you expend.

Dragonmark Duration
Least 10 min./class level
Lesser 1 hour/class level
Greater 24 hours

Though it originally allowed allied shadow hunters to avoid accidentally attacking each other while fighting in magical darkness, this ability now allows shadow hunters to detect the presence of those of the opposing House of Shadow.

Shadowblind (Sp): At 3rd level, you learn to use darkness as a weapon, blinding your enemy within a cluster of shadows. Using shadowblind is a standard action that provokes attacks of opportunity, and requires you to expend one use of your darkness power. Target a creature within 50 feet. That creature must make a Will save (DC 10 + your class level + your Cha modifier) or be blinded for 1 minute.

Shadowsight (Sp): At 4th level, you can call on the power of your dragonmark to pierce the deepest shadows. To activate this ability, you expend one use of any of your dragonmark powers. For the duration of the effect, you gain darkvision with a range of 60 feet, and can ignore the effects of darkness and deeper darkness. The duration of the effect is based on the strength of the dragonmark whose power you expend.

Dragonmark Duration
Least 10 min./class level
Lesser 1 hour/class level
Greater 24 hours

Cloak of Shadows (Sp): At 5th level, you learn to wrap yourself in shadows, concealing yourself from your enemies. Using cloak of shadows is a swift action that does not provoke attacks of opportunity, and requires you to expend one use of your darkness power. You gain concealment (20% miss chance) for 1 minute per level, at the same caster level as your other dragonmark powers. In addition, you can use the Hide skill even while being observed.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Heir's mark, improved darkness
2nd +2 +3 +3 +0 Deeper shadows, poison use, shadow sense
3rd +3 +3 +3 +1 Shadowblind
4th +4 +4 +4 +1 Shadowsight
5th +5 +4 +4 +1 Cloak of shadows

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Craft INT
Disguise CHA
Escape Artist DEX
Gather Information CHA
Hide DEX
Intimidate CHA
Jump STR
Knowledge (local) INT
Listen WIS
Move Silently DEX
Search INT
Sense Motive WIS
Spot WIS
Tumble DEX
Use Rope DEX

Silver KeyEdit

(Dragonmarked variant, p. 120)

A silver key is a master of stealth and security, and an expert at getting into and out of tight places.

RequirementsEdit

Race: Dwarf

Skills: Disable Device 4 ranks , Hide 4 ranks , Knowledge (architecture and engineering) 4 ranks , Open Lock 4 ranks

Feats: Dodge

Special: Must be a member of House Kundarak. Special: Trap sense +1.

Hit dieEdit

d6

Skill pointsEdit

6 + Int

Class FeaturesEdit

Armored Abjuration: Silver keys who are also arcane spellcasters can cast spells of the abjuration school while wearing light armor without incurring the normal chance for arcane spell failure. Like other arcane spellcasters, however, a silver key wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

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

Trap Master (Ex): You gain a +1 insight bonus on Disable Device, Search, and Spellcraft checks, but only when pertaining specifically to traps, wards, and other security measures. This bonus rises by +1 every three levels thereafter (so +2 at 4th, +3 at 7th, and +4 at 10th).

Warder's Keys: As you take your first steps along the silver key path, you receive a special set of tools known as warder's keys. This masterwork set of picks, pry bars, hand hammers, hooks, saws, and skeleton keys is fashioned of a silver alloy refined so as to maintain its purity and hardness. The tools are held in a special lead-lined pouch designed to be strapped to the body beneath a tunic or cloak. Your warder's keys are thus almost impossible to either detect or remove. A set of warder's keys provides a +2 circumstance bonus on Craft (trapmaking), Disable Device, and Open Lock checks, and on Search checks made to find traps. Warder's keys also provide a +2 competence bonus on Open Lock checks and Disable Device checks (which stacks with the +2 circumstance bonus).

An undamaged set of warder's keys is worth 1,000 gp, but silver keys are forbidden from selling them and losing a set is cause for disgrace. House Kundarak makes operatives purchase their second and subsequent sets of warder's keys at a cost of 1,200 gp. A silver key working within the house who chooses to go without a set of warder's keys can expect to receive precious few assignments.

Wardsense (Ex): You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps. (See the trapfinding rogue class feature, PH 50.)

If you already have the trapfinding ability, you instead gain a +2 bonus on Disable Device, Search, and Spellcraft checks involving traps.

Your wardsense also allows you to use the Spellcraft skill to identify magic traps and wards within 60 feet as if you had cast detect magic or read magic. The DC of the Spellcraft check is increased by 2 over what it would be when using the appropriate spell.

For example, you can use Spellcraft to identify a glyph of warding or symbol without first casting read magic, but at DCs of 15 and 21 instead of 13 and 19, respectively. You can also discern the school of magic in a magic trap or ward without first casting detect magic, at a DC of 17 + spell level.

Wardsense does not grant you the ability to automatically detect magic traps or wards. You cannot use this ability for any purpose other than identifying magic traps and wards.

Crafty Hands (Su): At 2nd level, you develop the ability to manipulate mechanical devices with your mind, allowing you to make Open Lock and Disable Device checks at a distance of up to 60 feet. Activating this ability is a move action, after which you make the appropriate check as normal. You can move and manipulate objects weighing up to 5 pounds (including your warder's keys), allowing you to use any bonuses that such objects add to your checks. However, you cannot manipulate those objects in any other way (such as hurling them at a foe).

If you are distracted while making an Open Lock or Disable Device check at a distance, you must make a Concentration check as normal. On a failed check, you must use another move action to reactivate this ability.

Invisibility (Sp): At 3rd level, you learn how to turn invisible as the invisibility spell; once/day; caster level equals character level.

If you possess a Mark of Warding, you can expend one use of any of your dragonmark powers to gain an additional use of this ability.

Sly Soul (Ex): Upon reaching 5th level, a permanent strengthening of your spirit grants you spell resistance 15 + silver key level.

Cunning Body (Su): By 6th level, a silver key's form has developed the ability to adapt to a number of dangerous environments:

  • If submerged in liquid, you automatically activate a water breathing effect.
  • If you fall more than 5 feet, you automatically activate a feather fall effect.
  • If you are paralyzed, you automatically activate a remove paralysis effect.
You cannot extend the benefit of this ability to any other creature, nor can you voluntarily activate these effects except under the stated conditions. Each effect can be invoked once per day. Your caster level for these effects is equal to your silver key level.

If you possess a lesser or greater Mark of Warding, you gain one additional use of any of these effects by expending one use of a lesser or greater dragonmark power as an immediate action.

Slippery Mind (Ex): Upon reaching 8th level, if you fail a save against a mind-affecting effect, you can attempt the save again 1 round later at the same DC. If this second save also fails and you possess a greater Mark of Warding, you can make a third saving throw 1 round later by expending one use of a greater dragonmark power.

Veiled Spirit (Su): At 9th level, you gain a +2 bonus on all Hide checks, and become highly resistant to attempts to espy you or divine your location through scrying or other magical means. You gain a +4 bonus on Will saves made to resist divination effects.

Master of Doors (Su): At 10th level, you have reached the pinnacle of a silver key's prowess, this potent ability allows you to make use of any magic door or portal you come across as though you had the specific ability to do so. In particular, you can bypass arcane lock spells as though you yourself had cast them, ignore glyphs of warding as though you knew the password (even glyphs that have no password), and bypass the magic of a hold portal as though you could cast knock at will.

Your power even extends to portals created or maintained by magic. You can follow another character through a phase door, and can enter a Mordenkainen's magnificent mansion, a dragonmark demesne (see page 149), and similar structures regardless of whether the caster designated you as one of the creatures able to enter.

This ability does not confer any advantage when dealing with mundane locks or doors.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Armored abjuration, heir's mark, trap master +1, warder's keys, wardsense
2nd +1 +0 +3 +3 Crafty hands
3rd +2 +1 +3 +3 Invisibility
4th +3 +1 +4 +4 Trap master +2
5th +3 +1 +4 +4 Sly soul
6th +4 +2 +5 +5 Cunning body
7th +5 +2 +5 +5 Trap master +3
8th +6 +2 +6 +6 Slippery mind
9th +6 +3 +7 +6 Veiled spirit
10th +7 +3 +7 +7 Master of doors, trap master +4

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Bluff CHA
Climb STR
Concentration CON
Craft INT
Decipher Script INT
Disable Device INT
Disguise CHA
Escape Artist DEX
Forgery INT
Gather Information CHA
Hide DEX
Knowledge (arcana) INT
Knowledge (architecture and engineering) INT
Listen WIS
Move Silently DEX
Open Lock DEX
Search INT
Sense Motive WIS
Sleight of Hand DEX
Spellcraft INT
Spot WIS
Tumble DEX
Use Magic Device CHA

Storm SentryEdit

(Dragonmarked variant, p. 124)

A storm sentry is a soldier first and foremost, and must be a capable combatant.

RequirementsEdit

Base Attack Bonus: +4

Skills: Balance 4 ranks , Tumble 4 ranks

Feats: Least Dragonmark (Mark of Storm--gust of wind)

Hit dieEdit

d10

Skill pointsEdit

4 + Int

Class FeaturesEdit

Heir's Mark: Levels in the storm sentry 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.

Improved Gust (Ex): You can use the gust of wind power of the Mark of Storm an additional number of times per day equal to your class level.

Wind's Embrace (Sp): You can expend one use of any of your dragonmark powers to use feather fall as a spell-like ability, at the same caster level as your other dragonmark powers. This is a swift action that does not provoke attacks of opportunity.

Lyrandar's Shield (Sp): From 2nd level on, you can expend one use of a least dragonmark power to use shield as a spell-like ability, at the same caster level as your other dragonmark powers. If you instead expend one use of a lesser or greater dragonmark power, the duration of the effect is extended to 10 minutes per level.

Powerful Winds (Ex): Beginning at 2nd Level, you add your class level to the saving throw DC of the gust of wind and wind wall powers of the Mark of Storm.

Lyrandar's Fist (Sp): From 3rd level on, you can target a single creature with an intense blast of wind by expending one use of any of your dragonmark powers as a standard action. This ability has a range of 25 feet + 5 feet per class level, and is resolved as a bull rush attack made by a Medium creature. The effective Strength modifier on the bull rush attack is based on the strength of the dragonmark whose power you expend.

Dragonmark Strength Modifier
Least +4
Lesser +8
Greater +16

If you win the opposed Strength check, the target is forced back 5 feet plus an additional 5 feet for every 5 points by which your check result is greater than the defender's. Using Lyrandar's fist is a standard action that does not provoke attacks of opportunity.

Storm Strike (Su): At 4th level, you learn to expend one use of any of your dragonmark powers to charge your current melee or ranged weapon (but not thrown weapons or ammunition) with the energy of the storm. This is a swift action that does not provoke attacks of opportunity.

If you expend one use of a least mark power, this duplicates the effect of the shocking weapon special ability. If you expend one use of a lesser or greater mark power, the effect is that of shocking burst. A ranged weapon with these abilities bestows the ability on its ammunition, as normal. The effect lasts for 1 round per dragonmark power caster level, or until the weapon leaves your hand. This ability cannot be used on natural weapons, though a monk's unarmed strike is considered a manufactured weapon as normal.

Gale Force (Ex): At 5th level, you can generate a more intense blast of wind when using your gust of wind power. You treat all targets in the path of the gust as if they were one size category smaller, so that Medium creatures can be knocked down, while Small creatures can be sent flying.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Heir's mark, improved gust, wind's embrace
2nd +2 +3 +3 +0 Lyrandar's shield, powerful winds
3rd +3 +3 +3 +1 Lyrandar's fist
4th +4 +4 +4 +1 Storm strike
5th +5 +4 +4 +1 Gale force

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Bluff CHA
Climb STR
Concentration CON
Craft INT
Escape Artist DEX
Intimidate CHA
Jump STR
Knowledge (nobility and royalty) INT
Profession WIS
Swim STR
Tumble DEX
Use Rope DEX

Unbound ScrollEdit

(Dragonmarked variant, p. 127)

Unbound scrolls are drawn from the most gifted artificers and wizards of House Sivis, though a few exceptional magewrights have made their way into the order.

RequirementsEdit

Skills: Profession (scribe) 4 ranks

Feats: Least Dragonmark (Mark of Scribing--arcane mark) , Scribe Scroll

Spellcasting: Ability to prepare 3rd-level arcane spells or imbue 3rd-level infusions. Special: Must have performed a task specified by the Viceroy of the Ninth College.

Hit dieEdit

d4

Skill pointsEdit

2 + Int

Class FeaturesEdit

Spellcasting: At each level except 3rd, you gain new spells or infusions per day and an increase in caster level (and spells or infusions known, if applicable) as if you had also gained a level in an arcane spellcasting class or infusing class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one applicable class before becoming an unbound scroll, you must decide to which class to add each level for the purpose of determining spells or infusions per day, caster level, and spells or infusions known.

Heir's Mark: Levels in the unbound scroll 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.

Master Scribe (Ex): When you use Scribe Scroll, reduce the gp and XP costs by 5% for each level in this class. These bonuses stack with those of Legendary Artisan and Extraordinary Artisan, so that a 5th-level unbound scroll with the Legendary Artisan feat reduces the XP cost of scroll creation by 50%.

Scroll Mastery (Ex): As an unbound scroll, you gain a bonus equal to your class level on Use Magic Device checks made to activate scrolls.

Improved Arcane Mark (Ex): From 2nd level on, you can use the arcane mark power of the Mark of Scribing an additional number of times per day equal to your class level.

Strong Words (Su): From 2nd level on, you can expend one use of any of your dragonmark powers as a swift action to increase the caster level of a scroll you activate, to a maximum of 2 + character level. The increase is based on the strength of the dragonmark whose power you expend.

Dragonmark Caster Level
Least +2
Lesser +3
Greater +4

Metamagic Scroll (Su): From 3rd level on, you can expend one use of any of your dragonmark powers as a swift action to apply a single metamagic feat that you know to a scroll you activate. You cannot combine this ability with the metamagic scroll infusion (Magic of Eberron 99) or similar effects. You are limited in the feats you can apply by level modifier, based on the strength of the dragonmark whose power you expend.

Dragonmark Metamagic Level Modifier
Least +2 levels
Lesser +3 levels
Greater +4 levels

Charged Words (Su): At 4th level, you learn to charge a scroll with mystical energy. When you activate a scroll, you can expend one use of any of your dragonmark powers as a swift action to increase the saving throw DC of the spell. The amount of the bonus is based on the strength of the dragonmark whose power you expend.

Dragonmark DC Bonus
Least +2
Lesser +3
Greater +4

Ghost Writing (Su): At 5th level, you can expend one use of any of your dragonmark powers as a swift action to magically duplicate a single spell on a scroll. The spell is covered with shimmering writing that appears to f loat above the page. When you activate the spell from the scroll, this ghostly writing vanishes but the original spell remains, ready to be activated again. You cannot use this ability to duplicate any spell that has an XP cost or a material component over 1 gp in value. The maximum level of a spell that can be duplicated is based on the strength of the dragonmark whose power you expend.

Dragonmark Spell Level
Least 0—2nd
Lesser 3rd—4th
Greater 5th—6th

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting/Infusions
1st +0 +0 +0 +2 Heir's mark, master scribe, scroll mastery +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Improved arcane mark, strong words +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Metamagic scroll
4th +2 +1 +1 +4 Charged words +1 level of existing spellcasting class
5th +2 +1 +1 +4 Ghost writing +1 level of existing spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Bluff CHA
Concentration CON
Craft INT
Decipher Script INT
Diplomacy CHA
Forgery INT
Knowledge Int
Profession WIS
Speak Language None
Spellcraft INT
Use Magic Device CHA

Vadalis BeastkeeperEdit

(Dragonmarked variant, p. 130)

Vadalis beastkeepers are scouts and guides, hunters and warriors.

RequirementsEdit

Base Attack Bonus: +4

Skills: Handle Animal 3 ranks , Knowledge (arcana) 3 ranks , Knowledge (nature) 3 ranks , Ride 4 ranks

Feats: Mounted Combat

Special: Animal companion or special mount. Special: Must be a member of House Vadalis.

Hit dieEdit

d8

Skill pointsEdit

6 + Int

Class FeaturesEdit

Spellcasting: You have the ability to cast a small number of divine spells. To cast a beastkeeper spell, you must have a Wisdom score of at least 10 + the spell's level, so a beastkeeper with a Wisdom of 10 or lower cannot cast these spells. Bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + your Wisdom modifier. When you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Wisdom score for that spell level. The beastkeeper's spell list appears below. You have access to any spell on the list and can freely choose which to prepare. You prepare and cast spells just as a ranger does.

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

Improved Companion or Mount (Ex): Levels in Vadalis beastkeeper stack with levels in the class that grants you your animal companion or special mount for the purpose of determining the functional strength and level of that companion or mount. If you had more than one class that granted you an animal companion or special mount before becoming a beastkeeper, you must decide to which class to add each level for the purpose of determining the functional strength and level of your companion or mount.

Vadalis Instinct (Ex): Your innate understanding of magical beasts grants you special insight. You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using those skills against magical beasts, (including other characters' animal companions, special mounts, or familiars), and a +2 bonus on weapon damage rolls against such creatures.

You also gain a +2 bonus on Handle Animal and Ride checks made to control or handle magical beasts. Furthermore, your penalty when attempting to influence magical beasts with wild empathy is reduced to —2.

Wild Empathy (Ex): You can improve the attitude of an animal. (See the druid class feature, PH 35.)

If you already have wild empathy from another class, levels in the classes that grant wild empathy stack to determine your total effective wild empathy level.

Magebred Summoning (Su): From 2nd level on, any animal you summon with summon nature's ally I is augmented with the magebred template (ECS 295). This applies to animals summoned with summon nature's ally II at 4th level, with summon nature's ally III at 7th level, and with summon nature's ally IV at 10th level.

Applying a template on the fly can slow down game play. Consider applying the magebred template to your favorite animals before play begins.

Bonus Feat: At 3rd, 6th, and 9th level, you gain a bonus feat, which must be chosen from the following list: Animal Affinity, Endurance, Mounted Archery, Ride-By Attack, Self-Sufficient, Skill Focus, Spirited Charge, Trample. You must meet all the prerequisites for that feat.

Magebred Companion (Su): At 5th level, your animal companion or special mount gains the magebred template, even though it is a magical creature, not an animal. Your companion or mount's Intelligence is not reduced by this ability.

Bestial Empathy (Ex): At 8th level, you no longer take a when attempting to influence magical beasts with wild empathy.

Magebred Transformation (Ex): At 10th level, your constant exposure to the arcane essence of magebred animals and magical beasts causes a transformation within your own form that mimics the magebred template. You gain a +2 bonus to one physical ability score of your choice (Strength, Dexterity, or Constitution), your base speed increases by 10 feet, and you gain a +2 natural armor bonus (a creature without natural armor has an effective natural armor bonus of +0). These changes are permanent.

Vadalis Beastkeeper Spell ListEdit

Vadalis beastkeepers choose their spells from the following list:

1st Level: animal messenger, calm animals, charm animal, delay poison, detect animals or plants, detect poison, endure elements, feather fall, hide from animals, jump, longstrider, magic fang, speak with animals, summon nature's ally I.

2nd Level: barkskin, bear's endurance, cat's grace, hold animal, owl's wisdom, spider climb, summon nature's ally II.

3rd Level: darkvision, heal mount*, greater magic fang, neutralize poison, remove disease, repel vermin, summon nature's ally III.

4th Level: animal growth, freedom of movement, polymorph, summon nature's ally IV.

*Can be cast on an animal companion as well as a special mount.

AdvancementEdit

Spellcasting
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +2 +2 +0 Heir's mark, improved companion or mount, Vadalis instinct, wild empathy 0
2nd +2 +3 +3 +0 Magebred summoning 1 1
3rd +3 +3 +3 +1 Bonus feat 1
4th +4 +4 +4 +1 Magebred summoning 2 1 0
5th +5 +4 +4 +1 Magebred companion 1 0
6th +6 +5 +5 +2 Bonus feat 1 1
7th +7 +5 +5 +2 Magebred summoning 3 1 1 0
8th +8 +6 +6 +2 Bestial empathy 1 1 1
9th +9 +6 +6 +3 Bonus feat 1 1 1
10th +10 +7 +7 +3 Magebred summoning 4, magebred transformation 2 1 1 0

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Climb STR
Concentration CON
Craft INT
Handle Animal CHA
Heal WIS
Hide DEX
Jump STR
Knowledge (arcana) INT
Knowledge (geography) INT
Knowledge (nature) INT
Listen WIS
Move Silently DEX
Profession WIS
Ride DEX
Search INT
Spot WIS
Survival WIS
Swim STR
Use Rope DEX

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.