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Unapproachable East.pdf - The Forgotten Realms

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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

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