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The Dark Lanterns are spies and assassins and tend to favor intelligence gathering missions in foreign lands. The Dark Lanterns also have an unwritten rule to eliminate any creature that threatens their nation, it's rulers, or its citizens.

Dark Lanterns must be equally good at espionage, combat, and diplomacy, for their missions often require some combination of stealth, swordplay, and seduction. Most Dark Lanterns begin as fighters or rangers before learning the arts of stealth and diplomacy. These Dark Lanterns make ruthless agents and are usually assigned to special strike teams or "shadow work." Bards also make excellent Dark Lanterns; as agents, they tend to be debonair and sophisticated, and they serve well as diplomats and spies.

RequirementsEdit

Base Attack Bonus: +5.

Skills: Bluff 4, Diplomacy 4, Spot 4.

Class FeaturesEdit

HD: d8

BAB: Medium

High Saves: Ref, Will

Weapon and Armor proficiency: None

Skill points: 4 + Int modifier

Class Skills: Appraise, Bluff, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Perform, Search, Spot, Tumble and Use Magic Device.

Class AbilitiesEdit

Level Features Gained
1 Citadel Training
2 Sneak Attack +1d6
3
4 Sneak Attack +2d6
5 Skill Mastery
6 Sneak Attack +3d6
7 Slippery Mind
8 Sneak Attack +4d6
9 Hide in Plain Sight
10 Sneak Attack +5d6

Citadel TrainingEdit

At 1st level, you gain a +2 insight bonus for the Diplomacy and Search skills.


Skill MasteryEdit

At 5th level, you become so certain in the use of particular skills that you can use them reliably even under adverse conditions. You gain the skill focus feats with the following skills: Disable Device, Open Lock, and Search.

NotesEdit

You can take Crippling Strike on a Dark Lantern level if you have 4d6 Sneak Attack. Death Attack does not count towards this total.

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