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.