Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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+1d6 points of bonus cold damage on a successful hit (or +2d10<br />
points on a successful critical hit). In addition, the blightlord<br />
can make a normal melee attack with the glaive to deliver her<br />
blight touch attacks.<br />
Corrupting Blows (Su): An 8th-level Talontar blightlord’s<br />
black glaive gains the wounding ability. A creature struck by<br />
the black glaive loses 1 hit point per round on the blightlord’s<br />
action. Multiple hits by the blightlord have no additional<br />
effect and deal no additional wounding damage—a creature is<br />
either wounded or it is not. <strong>The</strong> wounding damage continues<br />
until the victim is treated with a successful Heal check<br />
(DC 20) or receives magical healing.<br />
Winterheart (Ex): At 10th level, a Talontar blightlord’s infected<br />
blood effects a terrible change in her physiology. Her<br />
skin blackens and splits, becoming cold and slimy to the touch,<br />
although she does not bleed or suffer pain from this transformation.<br />
Her type changes to “plant,” which means (among<br />
other things) that she is no longer subject to poison, sleep,<br />
mind-affecting effects, paralysis, polymorphing, critical hits,<br />
sneak attacks, or spells and effects that affect humanoids only.<br />
Telflammar<br />
Shadowlord<br />
<strong>The</strong> Shadowmasters of Telflamm are one of Faerûn’s most notorious<br />
thieves’ guilds, a secret society every bit as grasping<br />
and ruthless as the Night Masks of Westgate or the Shadow<br />
Thieves of Amn. Under their subtle and cloaked rule, <strong>The</strong>sk’s<br />
port city of Telflamm is a prime center of trade in both legal<br />
and illicit goods.<br />
<strong>The</strong> Shadowmasters are made up of burglars, murderers,<br />
and thugs with a variety of talents, including assassins, experts,<br />
fighters, rogues, shadowdancers, and warriors. A small<br />
number of clerics devoted to Mask belong to the guild, as do<br />
some arcane spellcasters whose greed outweighs their scruples.<br />
Above all these criminals stand the Telflammar shadowlords,<br />
the secret captains of iniquity who demand unquestioned obedience<br />
from their numerous minions. Characters of other<br />
classes may hold important positions in the guild, but the<br />
shadowlords call the shots.<br />
Hit Die: d6.<br />
REQUIREMENTS<br />
To qualify to become a Telflammar shadowlord, a character<br />
must fulfill all the following criteria.<br />
Race: <strong>The</strong> character must possess the shadow-walker template,<br />
which is conferred by a special rite consecrated to Mask<br />
(see Chapter 6: Monsters of the <strong>East</strong>). Members in good standing<br />
of the Shadowmasters guild can arrange for the rite of<br />
transformation by gifting 2,000 gp to Mask’s temple in Telflamm;<br />
others must give at least 10,000 gp and perform a<br />
service of some kind for the clerics of Mask. A character who<br />
is not a shadow-walker can still qualify for the Telflammar<br />
PRESTIGE CLASSES<br />
36<br />
shadowlord prestige class, but he must meet the spellcasting<br />
requirement below.<br />
Alignment: Any nongood.<br />
Skills: Hide 10 ranks, Move Silently 10 ranks.<br />
Feats: Blind-Fight, Dodge, Mobility, Spring Attack.<br />
Spellcasting: If the character is not a shadow-walker, he<br />
must either possess the ability to shadow jump (as the shadowdancer<br />
prestige class ability) or be able to cast dimension<br />
door as a spell or spell-like ability.<br />
Special: Sneak attack damage +2d6.<br />
Special: <strong>The</strong> character must qualify to select regional feats<br />
from <strong>The</strong>sk (the region is his home region, or he has 2 ranks<br />
in Knowledge [local—<strong>The</strong>sk]).<br />
CLASS SKILLS<br />
<strong>The</strong> Telflammar shadowlord’s class skills (and the key ability<br />
for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha),<br />
Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex),<br />
Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex),<br />
Open Lock (Dex), Profession (Wis), Search (Int), Sleight of<br />
Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device<br />
(Cha), and Use Rope (Dex). See Chapter 4: Skills in the<br />
Player’s Handbook for skill descriptions.<br />
Skill Points at Each Level: 4 + Int modifier.<br />
CLASS FEATURES<br />
All the following are class features of the Telflammar shadowlord<br />
prestige class.<br />
Weapon and Armor Proficiency: Telflammar shadowlords<br />
gain no proficiency in any weapon or armor.<br />
Spells Per Day/Spells Known: At each Telflammar shadowlord<br />
level, the character gains the ability to cast a small<br />
number of arcane spells. He gains arcane spells per day according<br />
to Table 2–12 and must choose his spells from the<br />
Telflammar shadowlord spell list, below. <strong>The</strong> shadowlord’s<br />
caster level is equal to his Telflammar shadowlord level. To<br />
cast a spell, the shadowlord must have an Intelligence score<br />
of at least 10 + the spell’s level. Telflammar shadowlord bonus<br />
spells are based on Intelligence, and saving throws against<br />
these spells have a DC of 10 + spell level + the shadowlord’s<br />
Intelligence modifier. When the shadowlord gets 0 spells of<br />
a given level, such as 0 1st-level spells at 1st level, the shadowlord<br />
gets only bonus spells. <strong>The</strong> shadowlord prepares and<br />
casts spells just as a wizard does.<br />
Shadowsight (Ex): Gifted with a mystical connection to<br />
shadow and darkness, the shadowlord gains a superior form of<br />
darkvision with a 60-foot range. He can see through any form<br />
of normal or magical darkness without hindrance.<br />
Shadow Jump (Su): A Telflammar shadowlord can travel between<br />
shadows as if by means of a dimension door spell. <strong>The</strong><br />
limitation is that the magical transport must begin and end<br />
in an area with at least some shadow or darkness. <strong>The</strong> shadowlord<br />
can jump up to a total of 20 feet per class level per