From Compendium of Worldly Lore
Most of the surface drow worship Vhaeraun. Some strike a balance between their faith and their skills at stealth, becoming a specialized sort of cleric/rogue called a darkmask. The darkmasks are the elite of Vhaeraun's clergy, and they are called upon to handle very special missions for the Masked Lord.
A darkmask is a divine spellcaster skilled in the arts of hiding, sneaking, and stealing. Mysterious and secretive, the darkmasks are the enigmatic special agents of Vhaeraun, flitting from place to place under the shadow of night to enact the will of Vhaeraun. They usually wear black masks and favor shades of black and gray in their clothing.
Most darkmasks have levels in rogue and cleric, but a few rangers and ranger/clerics have heeded the call of Vhaeraun. Very few arcane spellcasters become darkmasks, choosing to develop their powers along different lines.
Darkmasks rarely work together, although a rumor is circulating about one group of drow in Cormanthor that is led by four darkmasks of equal power. This group has no permanent camp and spends most of its time hunting Lolth raiders who come to the surface
Role: Spell DPS
Characteristics: Unnoticed roguish types with a variety of sneaky abilities
Source: Lords of Darkness
Game Rule Information
The Darkmask has the following game statistics.
Abilities: Dexterity to remain sneaky and Wisdom are your major stats you should consider
Alignment: Any
Hit Die: d6
Starting Gold: N/A
Class Skills
The Darkmask's class skills are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick Pocket (Dex), Profes�sion (Wis), Search (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex), and Wilderness Lore (Wis)
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
All of the following are class features of the Darkmask.
Weapon and Armor Proficiency: A Darkmask is proficient with whatever they were already proficient with prior to taking levels in this class.
Spellcasting: A darkmask continues training in divine magic while practicing his secret skills. Thus, when a new darkmask level is gained, the character increases his spellcasting ability as if he had also gained a level in a divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of rebuking or commanding undead, favored enemy, and so on). This essentially means that he adds the level of darkmask to the level of some other divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one divine spellcasting class before he became a darkmask, he must decide to which class he adds each level of darkmask for purposes of determining spellcasting when he adds the new level.
Darkfire Sp: A darkmask can use the Darkfire spell once per day as a spell-like ability.
Pass Without Trace Sp: A darkmask can use the Pass Without Trace spell once per day as a spell-like ability.
Change Self Sp: A darkmask of 2nd level or higher can use the Change Self spell once per day as a spell-like ability.
Skill Focus Ex: A 2nd-level darkmask gains the Skill Focus feat, which must be applied to one of the darkmask class skills.
Dark Embrace Su: A darkmask of 3rd level or higher has the ability to invoke dark embrace once per day, which manifests as a mask of shadow that girds the darkmask's face. The darkmask then casts a divine spell, which is absorbed by the mask of shadow; the spell must be a touch spell or a target spell. As a free action, the darkmask may command the mask to fly at a single creature within 100 feet, at which point that creature is affected by the absorbed spell. (saving throws and spell resistance apply normally to the spell) and the dark embrace ends. The dark embrace can remain for 10 minutes. If it vanishes before its stored spell is unleashed, the spell is lost.
Sneak Attack Ex: A darkmask of 3rd level or higher gains the sneak attack ability (as per the rogue class feature).
Resist Illusions Ex: A darkmask of 4th level or higher gains a +4 bonus on saving throws against illusions.
Cloak of Shadows Su: A darkmask of 4th level or higher can create a cloak seemingly woven out of mundane shadows. The cloak provides a resistance bonus on saving throws and a profane bonus on Hide checks equal to +1 per class level of the darkmask; The cloak lasts 1 round per class level of the darkmask and can be created once per day.
Bladebend Su: This defensive ability causes the weapon of a single creature attacking the darkmask to turn back and strike its wielder. The darkmask selects the target creature as a free action. If the target creature attacks the darkmask, it makes an attack roll as normal, but the attack is made against the target creature's AC, and if the attack succeeds, the target creature suffers the damage instead of the darkmask. This ability can be activated once per day and lasts 5 rounds. It only affects slashing and piercing weapons, and does not affect natural weapons of any kind.