Lantern Bearer

Lantern bearers are entrusted with secretly eliminating the drow and containing any knowledge of their existence. While the vast majority of lantern bearers are elves, a rare few members of the organization have proven themselves trustworthy and dedicated enough to join their ranks despite their non-elven heritage.

Daylight

A lantern bearer treats daylight as a 3rd-level ranger spell.

Enhanced Vision (Ex)

A lantern bearer hones his senses to better combat subterranean enemies. He gains low-light vision. If the lantern bearer already has low-light vision, he can instead see three times as far as humans in areas of dim light.

This ability replaces wild empathy.

Poison Resistance (Ex)

At 3rd level, a lantern bearer gains a +4 bonus on saving throws against poison.

This ability replaces endurance.

Favored Terrain (Ex)

At 3rd level, a lantern bearer selects a favored terrain as normal. The skill bonus and initiative bonus granted in this favored terrain increase by 2 at 8th level and every 5 ranger levels thereafter.

This modifies favored terrain.

Cavern Stride (Ex)

At 7th level, a lantern bearer’s movement is unimpeded by non-magical difficult terrain underground and non-magical webs.

This ability replaces woodland stride.

Darkvision (Ex)

At 8th level, a lantern bearer’s senses fully attune to the darkness, granting him darkvision to a distance of 60 feet. If the lantern bearer already has darkvision, its range increases by 30 feet.

This replaces the favored terrain gained at 8th level.

Poison Immunity (Ex)

At 12th level, a lantern bearer gains immunity to poison.

This ability replaces camouflage.

Stunning Light (Su)

At 13th level, a lantern bearer learns to increase the effectiveness of bright light on creatures with light blindness. Daylight spells cast by the lantern bearer or other sources of bright light wielded by him cause creatures with light blindness within the area of bright light to become stunned for 1 round in addition to being blinded.

This replaces the favored terrain gained at 13th level.

Camouflage (Ex)

At 17th level, a lantern bearer gains camouflage.

This ability replaces hide in plain sight.

Paralyzing Light (Su)

At 18th level, a lantern bearer can stop light-blind enemies in their tracks, often gaining a great edge in battle. Daylight spells cast by the lantern bearer or sources of bright light wielded by him cause creatures with light blindness within the area of bright light to become paralyzed for 1 round in addition to being blinded and stunned.

This replaces the favored terrain gained at 18th level.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Intrigue © 2016, Paizo Inc.; Authors: David N. Ross, with Ross Byers.

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