Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
Telthor Companion: Beginning at 3rd level, a durthan<br />
acquires a telthor (see the Telthor entry in Chapter 6: Monsters<br />
of the <strong>East</strong>) as a companion creature. <strong>The</strong> telthor must<br />
be an animal with the telthor template. This spirit creature<br />
is loyal to the durthan in the manner of a familiar or special<br />
mount. It has a supernatural bond to her rather than to a<br />
specific location, and it remains healthy as long as it stays<br />
within one mile of the durthan. <strong>The</strong> telthor has a number of<br />
Hit Dice up to the durthan’s class level (not her total character<br />
level); as the durthan gains levels, the telthor<br />
advances in Hit Dice as the base<br />
creature. <strong>The</strong> durthan may dismiss<br />
her telthor at any time (normally<br />
in an area suitable for the telthor<br />
to live, for even the cruelest durthans<br />
respect the spirits of the land).<br />
If her telthor is dismissed or slain, the<br />
durthan may acquire another telthor<br />
after one month.<br />
At 7th level, the durthan gains<br />
a second telthor companion. Each<br />
telthor may have a number of<br />
Hit Dice equal to the durthan’s<br />
class level (or fewer) and advances<br />
in Hit Dice as she<br />
gains levels.<br />
Cold Resistance (Ex): At 4th<br />
and 6th levels, a durthan becomes<br />
increasingly resistant to<br />
cold, gaining cold resistance in<br />
the amount listed on the table.<br />
Cold Immunity (Ex): At 9th<br />
level, a durthan becomes completely<br />
immune to cold damage.<br />
Utter Cold (Su): At 10th level,<br />
a durthan may call upon the<br />
primal cold of winter that annually<br />
blankets Rashemen to make her spells<br />
more difficult to resist. <strong>The</strong> save DC for any spell<br />
she casts with the cold energy descriptor increases by +2. This<br />
increase is cumulative with those granted by the Spell Focus<br />
or Greater Spell Focus feats.<br />
PRESTIGE CLASSES<br />
Master of the Yuirwood<br />
24<br />
Master of the<br />
Yuirwood<br />
<strong>The</strong> masters of the Yuirwood are an elite group of foresters<br />
who work to keep the ancient Yuirwood free of evil influence.<br />
<strong>The</strong>y strive to halt the retreat of this proud forest that once<br />
covered the entire Aglarondan peninsula, and in some<br />
regions they have actually been able to reclaim<br />
some of that lost land. <strong>The</strong> masters<br />
make frequent use of the menhir<br />
circles that dot the Yuirwood, employing<br />
these portals to swiftly take<br />
them from one part of the forest<br />
to another. <strong>The</strong>y can also activate<br />
the portals to take them to distant<br />
lands or even other worlds.<br />
Most masters of the Yuirwood<br />
start out as rangers, although there<br />
are also a number of druids in<br />
their ranks. Paladins of nature<br />
gods might be interested in<br />
this class, and it sometimes attracts<br />
fighters and bards.<br />
Monks, rogues, sorcerers, and<br />
wizards find that the life of a<br />
master of the Yuirwood—<br />
dwelling in the forest, always<br />
on the lookout for threats to<br />
its health—rarely fits with<br />
their preferences.<br />
<strong>The</strong> masters of the Yuirwood<br />
spend most of their days patrolling<br />
the forest, protecting it<br />
from strangers who may damage the<br />
place (intentionally or not). <strong>The</strong>y work in<br />
conjunction with the half-elves of the forest, and<br />
they are traditionally loyal to the ruler of Aglarond. <strong>The</strong><br />
Simbul holds a special place in their hearts, for she has done<br />
more than any recent ruler to defend the Yuirwood herself.<br />
TABLE 2–5: THE MASTER OF THE YUIRWOOD<br />
Class Base Fort Ref Will<br />
Level Attack Save Save Save Special Spells per Day/Spells Known<br />
1st +0 +2 +0 +0 Work menhir circle (Yuirwood) +1 level of existing spellcasting class<br />
2nd +1 +3 +0 +0 Uncanny dodge +1 level of existing spellcasting class<br />
3rd +2 +3 +1 +1 Pass without trace +1 level of existing spellcasting class<br />
4th +3 +4 +1 +1 Work menhir circle (Faerûn) +1 level of existing spellcasting class<br />
5th +3 +4 +1 +1 Improved uncanny dodge +1 level of existing spellcasting class<br />
6th +4 +5 +2 +2 Speak with animals +1 level of existing spellcasting class<br />
7th +5 +5 +2 +2 Work menhir circle (return) +1 level of existing spellcasting class<br />
8th +6 +6 +2 +2 — +1 level of existing spellcasting class<br />
9th +6 +6 +3 +3 Forest’s grace +1 level of existing spellcasting class<br />
10th +7 +7 +3 +3 Work menhir circle +1 level of existing spellcasting class<br />
(other worlds)<br />
Illustration by Matt Cavotta and Steve Prescott