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Lightbringer Rogue

(Expedition to Castle Ravenloft variant, p. 208)

Alternative class features available to Rogue characters that are members of The Lightbringers guild.

Class Features

A Lightbringer Rogue has the same hit dice, class skills, skill points, starting gold, and advancement as a standard Rogue (as described in the Player's Handbook) except as noted below.

The following is an option that MAY be taken by a Rogue of the Lightbringers guild at the specified level:

Penetrating Strike

Creatures immune to sneak attack reduction are a bane to rogues everywhere. Particularly in ancient tombs where undead are common, rogues must rely on their wits to survive. You have spent significant time studying this problem and have learned ways to strike harm even these resilient opponents.

Level: 3rd.
Replaces: If you select this class feature, you do not gain trap sense.
Benefit: Whenever you flank a creature that is immune to sneak attack damage, you still gain half of your sneak attack dice as bonus damage. Note that this benefit does not extend to creatures that ignore your sneak attack damage because you cannot flank them. In addition, you still cannot gain sneak attack damage against such foes if they are flat-footed. You must flank a creature that is immune to sneak attack damage in order to use this ability.

Advancement

Class skills

Skill name Key ability Trained only Armor check penalty

Spells for Lightbringer Rogue

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