Cannith Scout

Description:

House Cannith has always been a house of inventors, scholars and researchers; always looking to come up with the next, new, big thing. They are industrious workers and experimenters, thinkers and makers. But what few people understand about the House of Making is that they are also diggers of the past. House Cannith has long known that there were many ages to the world before this one, and many of the civilizations of those ages had magic and power that has not been seen since. In a position one part scholarly concern and one part financial insight, House Cannith regularly sends scouts out into the field to find the ruins of these civilizations to find what might have been forgotten and bring back to the House so they can reintroduce and refine it (i.e. put their stamp on it). These scouts, called Cannith Scouts, come from those with a sharp mind and no fear of adventure.

Role: Cannith scouts attract wizards, sorcerers and artificers that aren't afraid to get their hands dirty. It is expected that Cannith scouts will travel the world over, exploring the most dangerous places, to bring back tidbits of information that might help those that spend their lives in libraries and laboratories. Thus, having some grit and muscle goes hand in hand with a keen mind for this prestige class.

Source: DGM, pg. 101

Alignment: Cannith scouts are as varied as any other treasure hunter. Some of them are honorable archeologists. Others are as ruthless as pirates. But, there is no restriction or requirement.

Hit Dice: d8

Requirements:

To qualify to become a Cannith scout, a character must fulfill all the following criteria.

Race: Human.

Skills: Knowledge (arcana) 5 ranks, Survival 5 ranks.

Feats: Least True Dragonmark (Mark of Making).

Special: Ability to cast 1st level arcane spells or infusion. Someone with the Siberys dragonmark of the Mark of Making can qualify for this prestige class without the Least True Dragonmark of the Mark of Making.

Class Skills:

The Cannith scout's class skills (and the key abilities for each skill) are Climb (Str), Disable Device (Dex), Knowledge (all) (Int), Perception (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str) and Use Magic Device (Chr).

Skill Points at Each Level: 2 + Int modifier.

Table: The Cannith Scout

Class Features:

All of the following are class features of the Cannith scout prestige class.

Weapons and Armor Proficiency: Cannith scouts become proficient with all simple weapons. They do not gain any new armor proficiencies.

Spells per Day / Spells Known: At the indicated levels, a Cannith scout gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous caster), and an increased effective level of spellcasting. If he had more than one spellcasting class before becoming a Cannith scout, he must decide to which class he adds the new level for the purpose of determining spells per day. Once this decision is made, it cannot be changed. Artificers and their infusions count as an arcane spellcasting class for this prestige class.

Direction Sense: Cannith scouts gain a competence bonus to all Survival checks equal to one half their class level, round down, minimum of +1.

Trap Sense: If the Cannith scout does not already have the trapfinding class feature, as per the rogue class, he gets it at 1st level. If he does already have it , the Cannith scout prestige class stacks when determining the amount of the bonus.

Improved Dragonmark (Su): At 1st, 3rd, 5th, 7th and 9th levels, the caster level of your dragonmark spell-like abilities increases by +1. This stacks with other sources that increase the caster level of your dragonmark spell-like abilities.

Innate Detect Magic (Sp): At 2nd level, Cannith scouts have a constant Detect Magic effect going. If this effect is ever dispelled, it is automatically reactivated the following round, without expending an action. The Cannith scout has the option to suppress the effect at will.

Bonus Feats: At 4th level, Cannith scouts gain Blind-Fight and Endurance as bonus feats, even if they don't qualify for them. At 8th level, Cannith scouts gain Diehard and Improved Blind-Fight as bonus feats, even if they don't qualify for them.

Innate Arcane Sight (Sp): At 6th level, the Cannith scout's constant Detect Magic effect becomes a constant Arcane Sight effect. Likewise, if the effect is ever dispelled, it is automatically reactivated the following round, without expending an action. The Cannith scout has the option to suppress the effect at will, or only suppress the part that makes the eyes glow blue.

Remove Subschool/Descriptor (Su): At 10th level, Cannith scouts learn how to overcome common resistances to magical / psionic effects they create by removing one or more subschool and/or descriptors from the effect. To qualify, the effect must be created by the Cannith scout, meaning they are the ones spending the action to create the effect. This includes, but is not limited to: spells or infusions cast by the Cannith scout, spell-activation or spell-trigger items used and spell-like abilities (dragonmarked or not) that are activated, so long as the Cannith scout is the one spending the action to activate the effect. If the effect normally has one or more subschools, such as conjuration (healing) or enchantment (charm), the subschool portion of the effect is ignored and not factored into whether or not the effect works (saving throw modifiers, immunity, bonuses, penalties, etc). For descriptors, the same is true with an important exception. If an effect deals damage of a type that is usually related to a descriptor (i.e. Fireball with the [fire] descriptor dealing fire damage) and that descriptor is removed, the type of damage dealt because untyped damage. All other aspects of the effect (including the actual school, caster level, etc.) remain exactly the same.
This ability was originally perfected to allow charm and compulsion effects to work more easily against those that have resistances to them, but in the time since the Day of Mourning, Cannith scouts have realized that they alone are able to get common healing effects to work.