Mithril Man
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Blade Wanderer
The blade wanderers are the chosen warriors of Aheru the Star Wanderer, one of the only remaining Star Lords, the primal beings who rose to immortality in ages past and seeded many worlds with life, then disappeared from the cosmos. The Ancient Adversary, He of Unnumbered Names (called Shahar by the blade wanderers) was also one of the Star Lords--and it is his Taint that the followers of Aheru seek to destroy, in whatever form it may manifest; Aheru himself, the blade wanderers believe, remains in the cosmos until he has banished Shahar and his influence--some say that Aheru is responsible for Shahar's imprisonment.
The blade wanderers were a secret order of the ancient nation of Madranarath, which was destroyed by the Shaharim (worshippers of Shahar). The survivors of Madranarath are the Madrani--a gypsy-like folk who wander the wilderlands, never settling down (mirroring Aheru's wandering of the stars). The Madrani joined an alliance with the elves, druids and rangers of the wild lands--forming the Fellowship of the Wild. The blade wanderers currently exist within the Fellowship as an order whose esoteric focus is to find and destroy the undead Shaharim--whose purpose is first and foremost to seek a way to release their dread master, Shahar, but also to destroy the surviving Madrani and all who rever Aheru.
Game Statistics
Requirements:
Alignment: Any non evil
Race: Human, Half-elf or Elf.
BAB: +7
Skills: Jump 5, Tumble 5, Knowledge Arcana 4
Feats: Expertise, Dodge, Mobility, Spring Attack, Track, Weapon Focus, Whirlwind Attack
Class Abilities:
HD: d8
BAB: As fighter
Saves: Ref/Will good, Fort poor
Skill points: 4 + Int bonus per level
Class Skills: Balance, Jump, Listen, Move Silently, Spot, Tumble, Knowledge (Arcana), Wilderness Lore
The Way
All blade wanderers must follow a code, which they call the Way. They must dedicate their every action to the Way, which includes seeking out and destroying any vestige of Shahar's Taint, which manifests in many forms. Other aspects of the Way include an ascetic and nomadic lifestyle: blade wanderers never keep more wealth than they can carry; furthermore, a blade wanderer dedicates their life towards serving the Way--self-interest is secondary and only applicable when it serves the Way.
Blade Wanderer Special Abilities
Lvl Special Abilities:
1 - Acrobatics (+5), Leap of the Clouds, Fast Movement (+10 ft)
2 - Mystic Weave 1/day
3 - Intuitive Defense
4 - Mystic Weave 2/day
5 - Acrobatics (+10), Fast Movement (+20 ft)
6 - Mystic Weave 3/day
7 - Superior Weapon Focus
8 - Mystic Weave 4/day
9 - Acrobatics (+15), Fast Movement (+30 ft)
10 - Gift of Aheru
All blade wanderer special abilities are usable only if wearing light or no armor.
Acrobatics - modifier to Jump, Tumble and Balance checks.
Leap of the Clouds - jumping distance is not limited according to height.
Fast Movement - +10 ft to base move.
Intuitive Defense - Wisdom bonus added to AC.
Superior Weapon Focus - +1 attack bonus to previously focused weapon.
Mystic Weaves - It is said that there were once many more known mystic weaves--but most have been forgotten. Where applicable, mystic weaves are as divine spells.
*Aheru's Silence - As the spell nondetection; lasts 1 hr/level; DC 12+class level.
*Blade Cocoon - the blade cocoon takes a full attack action to prepare, during which the blade wanderer whirls their weapon in a vortex around themself, creating a shimmering cocoon of protection. The blade cocoon provides a spell resistance of 10+class level; however, if it is sustained--if the blade wanderer continues to whirl his blade--the cocoon gives a spell resistance of 12 + class level + Wisdom modifier. It lasts for 1 minute per class level.
*Blade Storm - Whirlwind attack as a partial action (same as ki whirlwind attack).
*Eyes of Aheru - as the spell true seeing; 1 minute/level.
*Grace of Aheru - This potent healing can only be used on oneself. If one slot is used, it heals 3 hit points per class level + Wis modifier (5th level with 16 wisdom would heal 24 HP); If two slots are used, it can be used as restoration; if three slots, heal; if four slots, regenerate.
*Veil of Aheru - As the spell displacement; 1 round/level +2.
*Walk of Aheru - As the spell dimension door.
*Wrath of Aheru - If the blade wanderer can jump down or towards an opponent by at least 5 ft, they receive a +2 to hit and damage and the crit threat range is doubled, as ki critical.
Gift of Aheru - a mystic weave of choice becomes permanent or usable at will (Grace of Aheru not applicable).
The blade wanderers are the chosen warriors of Aheru the Star Wanderer, one of the only remaining Star Lords, the primal beings who rose to immortality in ages past and seeded many worlds with life, then disappeared from the cosmos. The Ancient Adversary, He of Unnumbered Names (called Shahar by the blade wanderers) was also one of the Star Lords--and it is his Taint that the followers of Aheru seek to destroy, in whatever form it may manifest; Aheru himself, the blade wanderers believe, remains in the cosmos until he has banished Shahar and his influence--some say that Aheru is responsible for Shahar's imprisonment.
The blade wanderers were a secret order of the ancient nation of Madranarath, which was destroyed by the Shaharim (worshippers of Shahar). The survivors of Madranarath are the Madrani--a gypsy-like folk who wander the wilderlands, never settling down (mirroring Aheru's wandering of the stars). The Madrani joined an alliance with the elves, druids and rangers of the wild lands--forming the Fellowship of the Wild. The blade wanderers currently exist within the Fellowship as an order whose esoteric focus is to find and destroy the undead Shaharim--whose purpose is first and foremost to seek a way to release their dread master, Shahar, but also to destroy the surviving Madrani and all who rever Aheru.
Game Statistics
Requirements:
Alignment: Any non evil
Race: Human, Half-elf or Elf.
BAB: +7
Skills: Jump 5, Tumble 5, Knowledge Arcana 4
Feats: Expertise, Dodge, Mobility, Spring Attack, Track, Weapon Focus, Whirlwind Attack
Class Abilities:
HD: d8
BAB: As fighter
Saves: Ref/Will good, Fort poor
Skill points: 4 + Int bonus per level
Class Skills: Balance, Jump, Listen, Move Silently, Spot, Tumble, Knowledge (Arcana), Wilderness Lore
The Way
All blade wanderers must follow a code, which they call the Way. They must dedicate their every action to the Way, which includes seeking out and destroying any vestige of Shahar's Taint, which manifests in many forms. Other aspects of the Way include an ascetic and nomadic lifestyle: blade wanderers never keep more wealth than they can carry; furthermore, a blade wanderer dedicates their life towards serving the Way--self-interest is secondary and only applicable when it serves the Way.
Blade Wanderer Special Abilities
Lvl Special Abilities:
1 - Acrobatics (+5), Leap of the Clouds, Fast Movement (+10 ft)
2 - Mystic Weave 1/day
3 - Intuitive Defense
4 - Mystic Weave 2/day
5 - Acrobatics (+10), Fast Movement (+20 ft)
6 - Mystic Weave 3/day
7 - Superior Weapon Focus
8 - Mystic Weave 4/day
9 - Acrobatics (+15), Fast Movement (+30 ft)
10 - Gift of Aheru
All blade wanderer special abilities are usable only if wearing light or no armor.
Acrobatics - modifier to Jump, Tumble and Balance checks.
Leap of the Clouds - jumping distance is not limited according to height.
Fast Movement - +10 ft to base move.
Intuitive Defense - Wisdom bonus added to AC.
Superior Weapon Focus - +1 attack bonus to previously focused weapon.
Mystic Weaves - It is said that there were once many more known mystic weaves--but most have been forgotten. Where applicable, mystic weaves are as divine spells.
*Aheru's Silence - As the spell nondetection; lasts 1 hr/level; DC 12+class level.
*Blade Cocoon - the blade cocoon takes a full attack action to prepare, during which the blade wanderer whirls their weapon in a vortex around themself, creating a shimmering cocoon of protection. The blade cocoon provides a spell resistance of 10+class level; however, if it is sustained--if the blade wanderer continues to whirl his blade--the cocoon gives a spell resistance of 12 + class level + Wisdom modifier. It lasts for 1 minute per class level.
*Blade Storm - Whirlwind attack as a partial action (same as ki whirlwind attack).
*Eyes of Aheru - as the spell true seeing; 1 minute/level.
*Grace of Aheru - This potent healing can only be used on oneself. If one slot is used, it heals 3 hit points per class level + Wis modifier (5th level with 16 wisdom would heal 24 HP); If two slots are used, it can be used as restoration; if three slots, heal; if four slots, regenerate.
*Veil of Aheru - As the spell displacement; 1 round/level +2.
*Walk of Aheru - As the spell dimension door.
*Wrath of Aheru - If the blade wanderer can jump down or towards an opponent by at least 5 ft, they receive a +2 to hit and damage and the crit threat range is doubled, as ki critical.
Gift of Aheru - a mystic weave of choice becomes permanent or usable at will (Grace of Aheru not applicable).
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