"I knew you were going to do that. And now, I know you’re going to pay."Prerequisite:
Mark of Detection feat
House Medani’s ability to train the senses and the minds of its members is legendary. In your case, the rigorous training combines with the power of your dragon mark to bring your powers of prescience and observation to supernatural levels. You can reveal invisible foes with ease and throw your enemies from their feet by anticipating their movements. As a Medani trueseer, you think a step ahead of everyone else. Even adversaries that think they’ve outsmarted you find themselves lured into traps that give you the advantage.
MEDANI TRUESEER PATH FEATURES Blindless Sight (11th level)
: You cannot be blinded, and you gain a +2 bonus to Perception checks and initiative checks. Trueseer Action (11th level)
: When you spend an action point to take an extra action, any enemy you can see grants combat advantage to you until the end of your next turn. Medani Targeting (16th level)
: Your attacks ignore cover and concealment, but not superior cover and total concealment, against a target you have combat advantage against.
Medani Trueseer Attack 11Medani True Strike
Your Mark of Detection flares, sending out darts of energy to hunt down hidden foes and reveal their locations.
Standard Action Ranged 10
Effect: You can see invisible creatures within 10 squares of you and within your line of sight until you hit or miss with this power.
Target: One creature
Attack: Charisma or Wisdom + 4 vs. Reflex. The attack ignores any cover and any concealment if the target is within 10 squares of you.
Hit: 2d10 + Charisma or Wisdom modifier.
Medani Trueseer Utility 12Medani Foretelling
The power of your dragon mark allows you to take a quick glance into the future to help you decide what to do.
Free Action Personal
Effect: You roll a d20. If you attack during this turn, you can choose to use this roll as the first attack roll of the attack.
Medani Trueseer Attack 20Disruptive Premonition
Before your enemy can strike, you let loose a debilitating sting that inhibits its defenses and ability to attack.
Immediate Interrupt Ranged 10
Trigger: An enemy within 10 squares of you hits or misses you or an ally
Target: The triggering enemy
Attack: Charisma or Wisdom vs. Reflex
Hit: 3d10 + Charisma or Wisdom modifier damage, and the target takes a -4 penalty to attack rolls against you (save ends).
Miss: Half damage.
Effect: The target grants combat advantage to you until the end of your next turn.
Published in Eberron Player's Guide, page(s) 73.