Inaccurate?

Master of the Yuirwood

(Unapproachable East variant, p. 24)

The masters of the Yuirwood are an elite group of foresters who work to keep the ancient Yuirwood free of evil influence.

Requirements

Alignment: Any nonevil

Race: Elf or Half-Elf

Skills: Knowledge (nature) 5 ranks , Survival 10 ranks

Feats: Alertness , Track

Special: The character must qualify to select regional feats from Aglarond or the star elf region (the region is his home region, or he has 2 ranks in Knowledge [local—Aglarond or star elf]).


Hit die

d8

Skill points

4 + Int

Class Features

Weapon and Armor Proficiency: Masters of the Yuirwood are proficient with all simple and martial weapons, with light armor, and with shields.

Spells Per Day/Spells Known: At each master of the Yuirwood level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). This essentially means that he adds the level of master of the Yuirwood to the level of whatever spellcasting class the character has, then determines spells per day and caster level accordingly.

If the character had more than one spellcasting class before becoming a master of the Yuirwood, the player must decide to which class to add each master of the Yuirwood level for the purpose of determining spells per day.

Work Menhir Circle (Su): Once per day per class level, the master of the Yuirwood can activate the menhir circles scattered throughout the Yuirwood. These circles act as keyed portals (see Chapter 2: Magic in the FORGOTTEN REALMS Campaign Setting), transporting users to any other menhir circle in the Yuirwood or to the star elf realm of Sildëyuir. The master of the Yuirwood can choose which menhir circle he wishes to travel to. Once activated, the portal remains open for 1 full round. During this time, any creature touching one of the menhirs is transported to the destination the master of the Yuirwood chose.

At 4th level, the master of the Yuirwood can use a Yuirwood menhir circle portal to transport himself to any circle of standing stones in any wooded region in Faerûn, regardless of whether or not the destination stones are a portal terminus, although he must have knowledge of the destination he is trying to reach.

At 7th level, the character can use this ability to return to a menhir circle in the Yuirwood from a circle of standing stones in a wooded region anywhere in Faerûn, regardless of whether the origination circle is a portal terminus or not. In effect, the master can create a one-way portal that lasts 1 round from any suitable spot, as long as the destination is a menhir circle in the Yuirwood.

At 10th level, the master of the Yuirwood can use a menhir circle to transport to a ring of menhirs in any wooded region in another world, although he must have knowledge of the destination he is trying to reach. He can return to the Yuirwood from a menhir circle in another world, regardless of whether the origination circle is a portal terminus or not.

Uncanny Dodge (Ex): Beginning at 2nd level, a master of the Yuirwood gains uncanny dodge as the rogue ability, retaining his Dexterity bonus to AC even when flat-footed. At 5th level, he gains the improved uncanny dodge ability and cannot be flanked except by a rogue of at least four levels higher. If a master of the Yuirwood has another class that grants the uncanny dodge ability, he gains improved uncanny dodge instead.

Pass without Trace (Sp): At 3rd level, a master of the Yuirwood can use pass without trace once per day, affecting up to one creature per class level.

Speak with Animals (Sp): At 6th level, a master of the Yuirwood can use speak with animals at will.

Forest's Grace (Ex): At 9th level, a master of the Yuirwood applies his Charisma modifier (if positive) as a bonus on all saving throws.

Advancement

Level BAB Fort Ref Will Special Spells per Day/Spells Known
1st +0 +2 +0 +0 Work menhir circle (Yuirwood) +1 level of existing spellcasting class
2nd +1 +3 +0 +0 Uncanny dodge +1 level of existing spellcasting class
3rd +2 +3 +1 +1 Pass without trace +1 level of existing spellcasting class
4th +3 +4 +1 +1 Work menhir circle (Faerûn) +1 level of existing spellcasting class
5th +3 +4 +1 +1 Improved uncanny dodge +1 level of existing spellcasting class
6th +4 +5 +2 +2 Speak with animals +1 level of existing spellcasting class
7th +5 +5 +2 +2 Work menhir circle (return) +1 level of existing spellcasting class
8th +6 +6 +2 +2 +1 level of existing spellcasting class
9th +6 +6 +3 +3 Forest's grace +1 level of existing spellcasting class
10th +7 +7 +3 +3 Work menhir circle (other worlds) +1 level of existing spellcasting class

Class skills

Skill name Key ability Trained only Armor check penalty
Climb STR no yes
Concentration CON no no
Handle Animal CHA yes no
Hide DEX no yes
Jump STR no yes
Knowledge (nature) INT yes no
Listen WIS no no
Move Silently DEX no yes
Profession WIS yes no
Search INT no no
Spellcraft INT yes no
Spot WIS no no
Survival WIS no no

Spells for Master of the Yuirwood

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