(PRESTIGE CLASS)
The Shadowmasters of Telflamm are one of Faerun's most notorious thieves' guilds, a secret society every bit as grasping and ruthless as the Night Masks of Westgate or the Shadow Thieves of Amn. Under their subtle and cloaked rule, Thesk's
port city of Telflamm is a prime center of trade in both legal and illicit goods.
The Shadowmasters are made up of burglars, murderers, and thugs with a variety of talents, including assassins, experts, fighters, rogues, shadowdancers, and warriors. A small number of clerics devoted to Mask belong to the guild, as do
some arcane spellcasters whose greed outweighs their scruples. Above all these criminals stand the Telflammar shadowlords, the secret captains of iniquity who demand unquestioned obedience from their numerous minions. Characters of other
classes may hold important positions in the guild, but the shadowlords call the shots.
- Hit Die: d6.
- Proficiencies: The Shadowmasters of Telflammar gains no proficiency in any weapons and armors.
- Skill Points: 4 + Int Modifier.
REQUIREMENTS:
Alignment: Any Non-Good.
Feats: Blind-Fight, Dodge, Mobility, Spring Attack.
Skills: Hide 10 ranks, Move Silently 10 ranks, Lore 2 ranks.
Sneak Attack: 2d6.
Special: Must have at least ONE of the following:
1) A token proving a donation of 10,000 gold to the Telflamm Guild
2) The ability to cast Level 4 Arcane Spells
3) Shadowdancer Level 1
ABILITIES:
Level
1: Shadow Sight - Gains Darkvision and Ultravision in darkness.
Shadow Jump - May Teleport 20 feet per class level per day, but after teleport you can't take any actions until next turn.
2: Shadow Blur - In darkness gains the benefit of Blur spell (20 % concealment in the night, underground area or Darkness spell).
4: Shadow Pounce - After use Shadow Jump, may execute a full attack after teleport.
5: Shadow Discorporation - When any damage reduces him to 0 or less, has a chance to use teleport.
6: Death Attack - gains a Death Attack +1d6.