The Eternal Stride (non-spell casting version)
Background:
See the tale of the Many Paths of
the Eternal Stride.
Prerequisites |
|
BAB |
+4 |
Feats: |
EWP: Hooked
Chain, Ambidexterity, Two-Weapon Fighting, Endurance |
Skills: |
Balance 3 ranks, Climbing 2
ranks, Intuit Direction 2 ranks, Jump 3 ranks, Tumble 3 ranks, Use Rope 3
ranks, wilderness Lore 1 rank |
Race |
Merren or half-Merren |
Level |
Attack |
Fortitude |
Reflex |
Will |
Abilities |
1 |
+0 |
+2 |
+2 |
+0 |
The Long Road Goodbye |
2 |
+1 |
+3 |
+3 |
+0 |
The Whirling Lure |
3 |
+2 |
+3 |
+3 |
+1 |
The Hook and the Hand,
Quickness of Breeze |
4 |
+3 |
+4 |
+4 |
+1 |
The Constance of Water |
5 |
+3 |
+4 |
+4 |
+1 |
To Float as the Leaf |
6 |
+4 |
+5 |
+5 |
+2 |
Fire of the Mind |
7 |
+5 |
+5 |
+5 |
+2 |
The Fury of the Wind
Witch |
8 |
+6 |
+6 |
+6 |
+2 |
Facing Tomorrow |
9 |
+6 |
+6 |
+6 |
+3 |
Gulmé's
Dervish |
10 |
+7 |
+7 |
+7 |
+3 |
Marching into an Eternal
Tomorrow |
Hit Die: d8
Skill Points: Int bonus + 4 per level
Skills: Balance, Bluff, Climb, Diplomacy, Escape Artist, Gather
Information, Handle Animal, Heal, Hide, Intuit Direction, Jump, Move Silently,
Profession, Ride, Speak Language, Tumble, Use Rope, Wilderness Lore
Weapon and
Armor Proficiencies:
None
The Long
Road Goodbye: The Eternal Journey lives up to it's name. Quickly it's followers
become accustomed to constant travel and long hours. Even an novice in The
Eternal Stride can out walk, out ride, out distance, and just plain out travel
nearly anyone else. At 1st level The Eternal Stride grants the feat Forced March
regardless of requirements. This is an extraordinary ability.
New Feat by Azazel (aka
Rick Luebbers) |
Forced March
[General, Fighter] |
You can endure forced
marches and other extreme exertion and privation without significantly
degrading your performance in combat. |
Prerequisites: Endurance,
CON 13+ |
Benefit: You
can go 50% longer before making rolls or taking effects from extended
exertions, (12 hours of marching instead of 8, for instance), or lack of
food or water, or exposure to the elements. When you do make rolls, you
still get your Endurance Bonus. |
The Whirling Lure: There will be conflict along The Eternal Journey. Of
that there is no doubt. Those who follow the teachings of The Eternal Stride, to
coin a phrase, take it in step. And, as such, the teachings of The Eternal
Stride include training in the weapon style known as Wanderlust's Hook. At 2nd
level the Merren gains Off-Hand parry as a virtual feat usable only with a
hooked chain. This is an extraordinary ability.
The Hook
and the Hand: Continuing their training in Wanderlust's Hook the chain soon
becomes an extension of it's user. The initiate of the Eternal Stride gains the
ability Third Hand (S&F Lasher pclass) when using a Hooked Chain. The follow
exception applies: Because the hook and chain nature of the weapon it is
difficult to avoid damaging it's targets. Whenever this ability is used damage
is inflicted upon the target as if it had been struck. At 5th level the Merren
inflicts half, at 7th a mere two points, and at ninth none at all. These damage
reductions are not optional. This is an extraordinary ability.
Quickness
of Breeze: As the initiate of The Eternal Stride becomes more proficient
with the Hooked Chain they begin to use their new abilities as a stylus to
translate the world around them. It does not take long before they begin to move
as the wind they see. Or perhaps their enhanced reflexes merely come from one
two many errant blows as they attempt to master their difficult weapon. Life is
both poetry and practicality. At 3rd level the initiate gains the feat Lightning
Reflexes. This is an extraordinary ability.
The Constance
of Water: As the initiate travels so do they learn. The more they see and
assimilate the stronger they become and more able to endure more and see more. A
circular cycle, yes. But a cycle of success. Toughened from their travels it is
not long before the dependable regularity of water is see to be a valuable
teacher. Rock nor stone cannot deter water and what can harm it. Following these
teaching the Merren gains the feat Great Fortitude at 4th level. This is an
extraordinary ability.
To Float as
the Leaf: At 5th level the initiate grows closer to mastery of the Hooked
Chain. The true power of the chain is in versatility. By now the novice is on
the verge of becoming the master and their familiarity with using their hooked
chain reflects this. The Merren climbs with his chain as if taking a flight of
stairs, he swings from it as if he were walking, and balances from it as a cat
with his tail. A student of Wanderlust's Hook learns a pair of important
techniques. First the Merren gains the Chain Fighting ability (from the Master
of Chains in S&F). Second she gains the Acrobatic Attack ability (Duelist,
also S&F). The must be using their chain (or at very least swing from
something) to gain the benefit of Acrobatic Attack. DM's should apply their
discretion. This is an extraordinary ability.
Fire of the
Mind: Air and Water, Fire and Earth. Each have their place on The
Eternal Journey. But the Journey is not just about the body but also the mind.
Resolved and resolute as fire burns away imperfections so to does the Eternal
Stride burn away the imperfections of the mind. At 6th level the Merren gains
the feat Iron Will. This is an extraordinary ability.
The Fury of
the Wind Witch: Nearing mastery of the Hooked Chain and Wanderlust's Hook he
becomes better and better at using his tool as a weapon. At 7th level the Merren
gains the feat Weapon Specialization: Hooked Chain. This is an extraordinary
ability.
Facing
Tomorrow: By now the Eternal Journey has hardened its travelers. Their
minds, bodies, and souls slowly purify and while each day may be harder than the
last they begin to meet each one with a better outlook. Resiliency in the face
of hardship is the trademark of the Eternal Stride. At 8th level they gain the
feat Resilience. This is an extraordinary ability.
New Feat |
Resilience [General] |
You have grown unnatural
resistant to effects of all types. |
Prerequisites: Iron
Will, Lightning Reflexes, Great Fortitude |
Benefit: +1
to all base saving throws, +1 natural armor class, and a free toughness
feat |
Gulmé's Dervish: At 9th level Wanderlust's Hook is mastered and they
gain they ability entitled Gulmé's Dervish. A technique originally developed by
a Merren priest of Gulmé the master of Wanderlust's Hook has perfected the
complicated techniques required to keep the chains spinning, control their
length, and move about the battle field. A master of Wanderlust's Hook needs
only a partial action to make off-hand attacks. This ability may only be used
with a hooked chain. This is an extraordinary ability.
Marching
into an Eternal Tomorrow: Do those who walk the Eternal Journey truly never die? No
one knows. But one who has walked the Eternal Stride long enough has become so
hardened by the experience that they are certainly supernaturally difficult to
kill. At tenth level the Merren gains the following abilities: +1 natural armor,
5pts of resistance to all elements, and regeneration: 1pt per minute. This is a
supernatural ability.
Hooked Chain: Note: See the Wanderlust's Hook pclass for a full
description of the hooked chain exotic weapon.