The Eternal Stride Bard Version
(Vrylakos remix, based on the original class by Azazel, aka Rick Leubbers) 

Background: See the tale of the Many Paths of the Eternal Stride.

Prerequisites
BAB: +4
Feats: EWP Hooked Chain, Endurance
Skills: Balance 2 ranks, Intuit Direction 2 ranks, Jump 1 rank, Knowledge (any) 4, Tumble 3 ranks, Use Rope 1 rank, Wilderness Lore 1 rank
Race: Merren or half-Merren
Special: Ability to spontaneously cast 2nd level arcane spells including Endurance.
Special: Bardic Lore

Level

BAB

Fort

Ref

Will

Abilities

1

+0

+0

+0

+2

The Mind's Journey*, The Long Road Goodbye, Initiate of Writhing Steel

2

+1

+0

+0

+3

The Whirling Lure, +1 caster level

3

+2

+1

+1

+3

Each Step Is As The First*

4

+3

+1

+1

+4

The Hook and the Hand, +1 caster level

5

+3

+1

+1

+4

Assimilating the Land*

6

+4

+2

+2

+5

And Thus Once Have I Seen All The Celestial Pattern, +1 caster level,

7

+5

+2

+2

+5

The Longer My Road, The Easier My Trial*

8

+6

+2

+2

+6

Bound to a Dream, +1 caster level

9

+6

+3

+3

+6

My Memories Are of Other's Dreams *

10

+7

+3

+3

+7

Gulmé's Dervish, +1 caster level, Savant of Splinters

*= Stride spell acquisition

Hit Die: d6
Skill Points: Int bonus + 4 per level
Skills: Balance, Bluff, Climb, Diplomacy, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Intuit Direction, Jump, Knowledge (all), Move Silently, Profession, Ride, Speak Language, Spellcraft, 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.

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New Feat
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.

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The Mind's Journey: At level one the Eternal Stride begins not only for the body but also the mind. The sheer volume of knowledge that she may cast is vast but at the price of raw power. The Merren gains two 0-level spells and two 1st level as ‘Spells Known’, but these spells must be chosen from the Stride’s spells list (see end of document). This is an extraordinary ability.

Initiate of Writhing Steel: Practicing to face the dangers of the road the Merren begins to learn to use the difficult Hooked Chain effectively. While wielding a Hooked Chain and in light or no armor they are considered to have both the ambidexterity and two weapon fighting feats. This is an extraordinary ability.

The Whirling Lure: Surviving the Eternal Journey can be a feat in itself. Over the years sojourners have developed a special fighting style using the strange hooked chain to aid in their travels.
At 2nd level the sojourner gains Off-hand parry as a virtual feat usable only when wielding a hooked chain. This is an extraordinary ability.

+1 caster level: At 2nd level and every even level there after the Merren increases their ability in a spell casting class. There are numerous references for the full version of this text. Normal +1 caster level restrictions apply. This is an extraordinary ability.

Each Step Is As The First: Every level more spells are gained by an initiate of the stride. Upon reaching second The Stride gains two 1st level and two second levels as ‘Spells Known’, but these spells must be chosen from the Stride’s spells list (see end of document). 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.

Assimilating the Land: The more the Merren travels the more they learn of the world and thus they gain a greater understanding of themselves. As such, through practice, practicality, and experience their sorcerous knowledge grows vaster still. They gain two 0-level, two 1st level, and two 2nd level spells as ‘Spells Known’, but these spells must be chosen from the Stride’s spells list (see end of document). This is an extraordinary ability.

And Thus Once Have I Seen All The Celestial Pattern: The point of The Eternal Journey is to learn, grow, and experience. Then to do it all again. By now the Merren was walked so long and seen so much that they have gained a larger picture of the world. At level 6 they may add their Stride levels plus two to any Bard levels to determine their Bardic Lore ability. This is an extraordinary ability.

The Longer My Road, the Easier My Trial: The Merren gains more known spells after much travel. The merren gains two 2nd level spells and two 3rd level spells as ‘Spells Known’, but these spells must be chosen from the Stride’s spells list (see end of document). This is an extraordinary ability.

Bound to a Dream: Wanderlust's Hook is a defensive style and it's master's abilities show that as they become proficient in trapping their weapon with their own. Of course this need not be used entirely defensively. More than one warrior has found their weapon trapped and their skills useless as the Merren rains down blows with the chain's other end. At 8th level Wanderlust's Hook teaches Weapon Binding as a virtual feat. This is an extraordinary ability.

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New Feat by Ed Hastings aka Killer Shrike
Weapon Binding [Fighting Style]
You are able to restrict your opponents weapon.
Prerequisites: Improved Disarm, Improved Unarmed Strike
Benefit: As a full action the practitioner may attempt to bind a melee opponents weapon. To do this the practitioner makes an opposed attack roll against his opponents highest attack bonus. If successful, the practitioner has locked blades with his opponents weapon and must make an immediate grapple check with a competence bonus equal to the difference between the opposed attack rolls. If the practitioner wins, he has effectively grappled his opponent by the expedient of trapping his weapon. If the practitioner fails either roll, nothing further happens and the action is over. If grappled or thereafter pinned in following rounds the opponent has the option of releasing his weapon, which breaks the hold but also leaves the opponent disarmed. The practitioner may do any of the things normally allowed in a grapple. The practitioner does not draw an Attack of Opportunity from his opponent when engaging in a Weapon Binding attempt.

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My Memories Are of Other's Dreams: At ninth level the Merren masters the spells of her journey and gains two 3rd level and two 4th level spells as ‘Spells Known’, but these spells must be chosen from the Stride’s spells list (see end of document) . This is an extraordinary ability.

Gulmé's Dervish: At 10th 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.

Savant of Splinters: To a Master of the Stride not even the walls that separate reality can prevent his travel. 1+ his WIS modifier times a month the Master of the Stride may cast the spell Plane Shift as an innate ability. This is not a known spell and may not be memorized, cast, or taught normally. This is a spell-like ability. In addition, the Stride may cast the spell Find the Path once per day as an extraordinary ability.

Eternal Stride Spell List

Level 0:
Adhere to Wood (R&R)
Chill/Warm (R&R)
Dowsing (R&R)
Know Direction

Light
Mending
Mental Alarm (BoEM)
Minor Ward (BoEM)
Purify Food and Water

Quicksober (R&R)

 

Level 1:
Alarm
Comprehend Languages
Endure Elements
Expeditious Retreat
Feather Fall
Jump
Mount
Spider Climb
Steal Sleep (R&R)
Tenser’s Floating Disk

Level 2:
Animal Messenger
Animate Rope
Arcane Lock
Continual Flame
Darkness
Daylight
Knock
Locate Object
Make Whole
Misdirection
Levitate
Rope Trick
Tongues

Level 3:
Animal Spy
Greater Knock
Nondetection
Phantom Steed
Sethel’s Stick Servant (R&R)
Water Walk

Level 4:
Air Walk
Detect Scrying
Freedom of Movement
Hallucinatory Terrain
Leomund’s Secure Shelter
Mordenkainen’s Faithful Hound
Locate Creature
Polymorph Self
Sending