Inaccurate?

Dark Lantern

(Five Nations variant, p. 68)

The Dark Lanterns serve the crown of Breland as spies and assassins.

Requirements

Base Attack Bonus: +5

Skills: Bluff 4 ranks , Diplomacy 4 ranks , Gather Information 4 ranks

Region of Origin: Breland.
Special: Cannot be illiterate or affiliated with a religion.


Hit die

d8

Skill points

4 + Int

Class Features

Weapon and Armor Proficiency: As a Dark Lantern, you gain no proficiency with any weapon or armor.

Citadel Training: The Citadel Academy in Wroat trains its elite agents well. At 1st level, you gain a +2 insight bonus on all Diplomacy, Gather Information, Search, and Sense Motive checks.

Sneak Attack (Ex): You can strike a vital spot for extra damage. Any time your target would be denied a Dexterity bonus to AC (whether your target actually has a Dexterity bonus or not), or when you flank the target, your sneak attack deals extra damage. The extra damage is 1d6 points at 2nd level and an additional 1d6 points of damage every two levels thereafter. This ability is otherwise identical to the rogue's sneak attack and is cumulative with any sneak attack capability you have from other classes.

Nondetection (Sp): Starting at 3rd level, you benefit from a permanent nondetection effect (as the spell). If a divination is attempted against you or anything you carry, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your Dark Lantern class level.

Skill Mastery (Ex): At 5th level, you become so certain in the use of particular skills that you can use them reliably even under adverse conditions. When making a Climb, Disable Device, Open Lock, or Search check, you can take 10 even if stress and distractions would normally prevent you from doing so.

Slippery Mind (Ex): This ability, gained at 7th level, represents your ability to wriggle free from magical effects that would otherwise control or compel you. If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt a new save 1 round later at the same DC. You get only one extra chance to succeed on the saving throw.

You can also spend an action point to automatically break free of the enchantment spell or effect.

Hide in Plain Sight (Ex): Beginning at 9th level, you can use the Hide skill even while being observed.

Advancement

Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Citadel training
2nd +1 +0 +3 +0 Sneak attack +1d6
3rd +2 +1 +3 +1 Nondetection
4th +3 +1 +4 +1 Sneak attack +2d6
5th +3 +1 +4 +1 Skill mastery
6th +4 +2 +5 +2 Sneak attack +3d6
7th +5 +2 +5 +2 Slippery mind
8th +6 +2 +6 +2 Sneak attack +4d6
9th +6 +3 +6 +3 Hide in plain sight
10th +7 +3 +7 +3 Sneak attack +5d6

Class skills

Skill name Key ability Trained only Armor check penalty
Appraise INT no no
Balance DEX no yes
Bluff CHA no no
Diplomacy CHA no no
Disable Device INT yes no
Disguise CHA no no
Escape Artist DEX no yes
Forgery INT no no
Gather Information CHA no no
Hide DEX no yes
Intimidate CHA no no
Knowledge Int yes no
Listen WIS no no
Move Silently DEX no yes
Open Lock DEX yes no
Perform CHA no no
Search INT no no
Sense Motive WIS no no
Speak Language None yes no
Spot WIS no no
Use Magic Device CHA yes no

Spells for Dark Lantern

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