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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

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