26.11.2012 Views

Unapproachable East.pdf - The Forgotten Realms

Unapproachable East.pdf - The Forgotten Realms

Unapproachable East.pdf - The Forgotten Realms

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Illustration by Raven Mimura<br />

day in this way. This amount can be<br />

split up among many jumps, but<br />

each jump, no matter how small,<br />

counts as a 10-foot increment. If<br />

the Telflammar shadowlord already<br />

has shadow jump from another<br />

class (because he did not<br />

meet the spellcasting prerequisite,<br />

for example), this ability confers<br />

no additional benefit.<br />

Shadow Blur (Su): At 2nd level,<br />

a Telflammar shadowlord gains<br />

an unusual defense—anytime he is<br />

not in daylight or the illuminated<br />

radius of a light source, the shadows<br />

cloak his every movement,<br />

conferring the benefits of a blur<br />

spell. <strong>The</strong> shadowlord can choose<br />

to activate or end this effect as a<br />

free action.<br />

Shadow Walk (Sp): Once per<br />

day starting at 3rd level, a Telflammar<br />

shadowlord may use<br />

shadow walk as a caster whose level<br />

is equal to his shadowlord class<br />

level. If he previously possessed the<br />

ability to use shadow walk as a spelllike<br />

ability, he gains a second daily use<br />

of that power.<br />

Shadow Pounce (Ex): At 4th level, a Telflammar shadowlord<br />

learns how to attack swiftly from the shadows. Any time<br />

he uses an ability, spell, or effect with the teleportation descriptor<br />

(for example, his shadow jump ability), he may execute<br />

a full attack upon completion of the teleportation. <strong>The</strong><br />

shadowlord must have line of sight on his intended target<br />

from his original location, and the spot to which he teleports<br />

must be a place from which he can launch a melee attack at<br />

the intended target with whatever weapon he has in hand at<br />

the beginning of his action.<br />

Shadow Discorporation (Su): At 5th level, a Telflammar<br />

shadowlord learns how to use his mastery of shadows to cheat<br />

death. If the shadowlord is in shadow or darkness (anything<br />

but direct daylight or the illuminated radius of a light source),<br />

any damage that would reduce him to 0 hit points or below instead<br />

has a chance to discorporate him. <strong>The</strong> shadowlord attempts<br />

a Reflex save (DC 5 + damage dealt); if successful, he simply<br />

breaks apart into dozens of flitting shadows and vanishes, along<br />

PRESTIGE CLASSES<br />

TABLE 2–12: THE TELFLAMMAR SHADOWLORD<br />

Class Base Fort Ref Will Spells Per Day/Spells Known<br />

Level Attack Save Save Save Special 1st 2nd 3rd<br />

1st +0 +0 +2 +0 Shadowsight, shadow jump 0 — —<br />

2nd +1 +0 +3 +0 Shadow blur 1 — —<br />

3rd +2 +1 +3 +1 Shadow walk 1 0 —<br />

4th +3 +1 +4 +1 Shadow pounce 2 1 —<br />

5th +3 +1 +4 +1 Shadow discorporation 2 1 0<br />

6th +4 +2 +5 +2 Death attack 2 2 1<br />

Telflammor Shadowlord<br />

37<br />

with anything he is holding or carrying. At the next<br />

sunset, the shadowlord reappears at a spot of his choosing<br />

within one mile of the place where he was forced to<br />

discorporate. While discorporated, the shadowlord simply<br />

does not exist—he can do nothing, nor can any of his enemies<br />

do anything to him.<br />

Death Attack (Ex): At 6th level, a Telflammar<br />

shadowlord gains the ability to<br />

make a death attack as the assassin ability.<br />

If the shadowlord has levels in the assassin<br />

prestige class (see Chapter 2:<br />

Characters in the DUNGEON<br />

MASTER’s Guide), he may add his assassin<br />

and Telflammar shadowlord<br />

class levels together to calculate the<br />

save DC of his death attack.<br />

TELFLAMMAR<br />

SHADOWLORD<br />

SPELL LIST<br />

Telflammar shadowlords choose<br />

their spells from the following list.<br />

1st level—blindness/deafness,<br />

chill touch, darkness, darkvision,<br />

invisibility, knock, levitate, shadow<br />

mask (FRCS), shadow spray (FRCS).<br />

2nd level—air walk, blacklight<br />

(FRCS), displacement, haste, improved invisibility, nondetection,<br />

vampiric touch.<br />

3rd level—confusion, darkbolt (FRCS), detect scrying, dimension<br />

door, mass invisibility, mislead.<br />

Thayan Slaver<br />

Thayan slavers are cruel marauders who use their awful<br />

abilities to abduct creatures and then break their wills. <strong>The</strong>y<br />

are experts at creating docile slaves who obey their masters<br />

without question.<br />

Most Thayan slavers start out as rogues, but they can come<br />

from any class other than paladin. Evil sorcerers and wizards<br />

sometimes become Thayan slavers to more easily handle assistants<br />

and even subjects for their wicked experiments. Some<br />

evil fighters and barbarians find the prestige class is a natural

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!