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Unapproachable East.pdf - The Forgotten Realms

Unapproachable East.pdf - The Forgotten Realms

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<strong>The</strong> masters of the Yuirwood follow a loose meritocracy.<br />

Those of lower level are obliged to listen to the wisdom of<br />

those of higher level. <strong>The</strong> leader—never called “ruler”—of<br />

their organization is the person who has the most levels as a<br />

master of the Yuirwood.<br />

Hit Die: d8.<br />

REQUIREMENTS<br />

To qualify to become a master of the Yuirwood, a character<br />

must fulfill all the following criteria.<br />

Race: Elf or half-elf.<br />

Alignment: Any nonevil.<br />

Skills: Knowledge (nature) 5 ranks, Survival 10 ranks.<br />

Feats: Alertness, Track.<br />

Special: <strong>The</strong> character must qualify to select regional feats<br />

from Aglarond or the star elf region (the region is his home<br />

region, or he has 2 ranks in Knowledge [local—Aglarond or<br />

star elf]).<br />

CLASS SKILLS<br />

<strong>The</strong> master of the Yuirwood’s class skills (and the key ability<br />

for each skill) are Climb (Str), Concentration (Con), Handle<br />

Animal (Cha), Hide (Dex), Jump (Str), Knowledge (nature)<br />

(Int), Listen (Wis), Move Silently (Dex), Profession (Wis),<br />

Search (Int), Spellcraft (Int), Spot (Wis), and Survival (Wis).<br />

See Chapter 4: Skills in the Player’s Handbook for skill<br />

descriptions.<br />

Skill Points at Each Level: 4 + Int modifier.<br />

CLASS FEATURES<br />

All the following are features of the master of the Yuirwood<br />

prestige class.<br />

Weapon and Armor Proficiency: Masters of the Yuirwood<br />

are proficient with all simple and martial weapons, with light<br />

armor, and with shields.<br />

Spells Per Day/Spells Known: At each master of the Yuirwood<br />

level, the character gains new spells per day (and spells<br />

known, if applicable) as if he had also gained a level in a spellcasting<br />

class to which he belonged before adding the prestige<br />

class level. He does not, however, gain any other benefit a<br />

character of that class would have gained (improved chance<br />

of turning or destroying undead, metamagic or item creation<br />

feats, and so on). This essentially means that he adds the level<br />

of master of the Yuirwood to the level of whatever spellcasting<br />

class the character has, then determines spells per day<br />

and caster level accordingly.<br />

If the character had more than one spellcasting class before<br />

becoming a master of the Yuirwood, the player must decide to<br />

which class to add each master of the Yuirwood level for the<br />

purpose of determining spells per day.<br />

Work Menhir Circle (Su): Once per day per class level, the<br />

master of the Yuirwood can activate the menhir circles scattered<br />

PRESTIGE CLASSES<br />

25<br />

throughout the Yuirwood. <strong>The</strong>se circles act as keyed portals (see<br />

Chapter 2: Magic in the FORGOTTEN REALMS Campaign Setting),<br />

transporting users to any other menhir circle in the Yuirwood<br />

or to the star elf realm of Sildëyuir. <strong>The</strong> master of the<br />

Yuirwood can choose which menhir circle he wishes to travel to.<br />

Once activated, the portal remains open for 1 full round. During<br />

this time, any creature touching one of the menhirs is transported<br />

to the destination the master of the Yuirwood chose.<br />

At 4th level, the master of the Yuirwood can use a Yuirwood<br />

menhir circle portal to transport himself to any circle<br />

of standing stones in any wooded region in Faerûn, regardless<br />

of whether or not the destination stones are a portal terminus,<br />

although he must have knowledge of the destination he is<br />

trying to reach.<br />

At 7th level, the character can use this ability to return to<br />

a menhir circle in the Yuirwood from a circle of standing<br />

stones in a wooded region anywhere in Faerûn, regardless of<br />

whether the origination circle is a portal terminus or not. In<br />

effect, the master can create a one-way portal that lasts 1<br />

round from any suitable spot, as long as the destination is a<br />

menhir circle in the Yuirwood.<br />

At 10th level, the master of the Yuirwood can use a menhir<br />

circle to transport to a ring of menhirs in any wooded region<br />

in another world, although he must have knowledge of the destination<br />

he is trying to reach. He can return to the Yuirwood<br />

from a menhir circle in another world, regardless of whether<br />

the origination circle is a portal terminus or not.<br />

Uncanny Dodge (Ex): Beginning at 2nd level, a master of<br />

the Yuirwood gains uncanny dodge as the rogue ability, retaining<br />

his Dexterity bonus to AC even when flat-footed. At<br />

5th level, he gains the improved uncanny dodge ability and<br />

cannot be flanked except by a rogue of at least four levels<br />

higher. If a master of the Yuirwood has another class that<br />

grants the uncanny dodge ability, he gains improved uncanny<br />

dodge instead.<br />

Pass without Trace (Sp): At 3rd level, a master of the Yuirwood<br />

can use pass without trace once per day, affecting up to<br />

one creature per class level.<br />

Speak with Animals (Sp): At 6th level, a master of the<br />

Yuirwood can use speak with animals at will.<br />

Forest’s Grace (Ex): At 9th level, a master of the Yuirwood<br />

applies his Charisma modifier (if positive) as a bonus on all<br />

saving throws.<br />

Nar Demonbinder<br />

Master of the black art of demon summoning, the Nar demonbinder<br />

keeps alive the sinister traditions of the old<br />

Empire of Narfell. More than a thousand years ago the sorcerous<br />

land of Narfell grew mighty on the strength of its<br />

unholy mages and cruel priest-lords. Although Narfell’s trafficking<br />

with demons contributed to its eventual downfall, secrets<br />

of the old Nar lore still draw unscrupulous spellcasters<br />

who plunder the buried vaults of the long-vanished land in<br />

search of knowledge and power, as well as more principled researchers<br />

who pursue this forbidden lore to battle demons.

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