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When the elves returned to Golarion from the realm of Sovyrian millennia after Earthfall, they found a world overrun with darkness and evil. However, the worst evil the elves discovered was what had become of their elven kin who remained behind in the Darklands in the wake of Earthfall. Corrupted by both demons and the strange energies within the bowels of Golarion, these elves were transformed into what are now known as the drow. In response to these wicked threats, the returned elves founded the Lantern Bearers. Members of this secretive organization state that their goal is to be a light against the coming darkness. In plainer terms, they seek to contain and eliminate the drow, and especially to conceal the shameful truth behind the birth of their corrupt relations.
Pathfinder Campaign Setting: Paths of Prestige 2012, Paizo Publishing, LLC; Authors: Benjamin Bruck, Jason Bulmahn, Matt Goodall, and Jason Nelson.
Details
Hit Die: Die d10.
Requirements
To qualify to become a Lantern Bearer, a character must fulfill all of the following criteria. Alignment: Alignment Any good. Base Attack Bonus: Bonus +5. Race: Race Elf or half-elf (a half-elf must be sponsored by an existing Lantern Bearer). Skills: Skills Knowledge (dungeoneering) 5 ranks, Knowledge (nature) 2 ranks, Survival 5 ranks. Weapon Proficiency: Proficiency Must be proficient with the longbow (or composite longbow) and one martial melee weapon.
Class Skills
The Lantern Bearer's class skills (and the key ability for each skill) are Heal (Wis), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Stealth (Dex), and Survival (Wis). Skill Ranks at Each Level: Level 4 + Int modifier.
Class Features
The following are class features of the Lantern Bearer prestige class. Weapon and Armor Proficiency: Proficiency A Lantern Bearer gains no additional weapon or armor proficiencies.
1st level: level faerie fire, pass without trace, and protection from evil. 3rd level: level darkvision (self only), delay poison (self only), and see invisibility. 5th level: level continual flame (3rd-level spell, lasts up to 10 minutes/level; a Lantern Bearer within 20 feet of a continual flame she created using this ability can extinguish it to cast searing light), dispel magic, and magic circle against evil (self only). 7th level: level heightened daylight (heightened to a 4th-level spell), dimensional anchor, and freedom of movement (self only).
from moving through barbed vegetation, briars, or even a wall of thorns, but harmful gases and other detrimental effects, such as fire damage from an incendiary cloud, still affect her as normal. A Lantern Bearer can use this ability for a number of rounds per day equal to her class level; these rounds need not be consecutive.