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