The Striders of Fharlanghn
The Striders of Fharlanghn are a loosely run organization of adventurers and explorers who watch the horizons for signs of great evil and strive to preserve the balance of power in the realms of the world.
In order to join the Striders, a character must exhibit a healthy respect for the natural world. A prospective member is expected to have at least 4 ranks in four of the following skills:
Gather Information, Hide, Knowledge (local), Knowledge (nature), Listen, Move Silently, Sense Motive, Spot
Some latitude is permitted here if your character is genuinely interested but doesn’t quite have all the prerequisites. Tyro will want to get to know the character better as well, and feel that he can trust him or her.
Membership in the Striders grants a PC the following benefits:
- The character gains a permanent Rary’s telepathic bond with Tyro. Strider agents are expected to operate on their own (or with other agents or like-minded adventurers); the bond is generally used only to send Tyro reports. The bond can also be used to call for aid from Tyro, although he makes it clear that he never expects one of his members to call for help. Tyro isn’t a big fan of failure, and he explains that if he has to bail a PC out three times, their membership in the Striders is dissolved upon the third rescue. It is not required that a member have this bond if they don’t want it.
- Tyro will cast any spell he knows (or any provided to him on a scroll) for a member of the Striders free of charge, although he often needs a day to prepare for the request.
- Once per month, a Strider may requisition up to 1,500gp in potions and scrolls from the organization. Requisitioned goods arrive a few days after the request is made.
- Access to the Pathwarden prestige class, detailed below.
The dangerous, uncivilized lands that surround Cauldron have seen the deaths of countless travelers, pilgrims, refugees, and explorers. The Striders of Fharlanghn are no strangers to such places, and do their best to protect those who must travel the wildlands while at the same time ensuring that evil does not gain a foothold in the far corners of the world. They patrol the places no one else dares, and keep safe the remote paths and roadways of the wilderness.
In this organization, there are those who take this charge as more than mere duty – they elevate it to a way of life. These are the pathwardens. The life of a pathwarden is one of constant change as they wander the wilderness seeking to fulfill their duties.
Clerics of Fharlanghn, bards, rangers, and rogues are the most common pathwardens, since the powers and abilities of this prestige class compliment them quite well. Druids, sorcerers, and wizards frequently join the pathwardens, but the strict skill and feat requirements often prevent such characters from joining until much later in their careers.
Alignment: Any non-evil.
Skills: Gather Information 6 ranks, Knowledge (geography) 6 ranks, Listen 10 ranks, Spot 10 ranks, Survival 6 ranks.
Feats: Run, Track
Special: Before becoming a pathwarden, a character must have joined the Striders of Fharlanghn, and must be sponsored by a member.
Climb, Concentration, Heal, Hide, Jump, Knowledge (geography), Knowledge (nature), Listen, Move Silently, Search, Spot, Survival, Swim. Skill points at each level: 4 + Int modifier.
Hit Die: d6
Fast Movement (Ex): At 1st level, and then again at 3rd and 5th level, a pathwarden’s base land speed increases by +5 feet. This benefit applies only when she is wearing no armor or light armor and is not carrying a medium or heavy load.
Sure Stride (Ex): A pathwarden has an uncanny knack for picking out the easiest route through areas of uneven ground. Difficult terrain, such as rubble, an uneven cave floor, or thick undergrowth does not hamper a pathwarden’s movement. She may run or charge across difficult terrain.
Bonus Feat/Increased Spellcasting: At 2nd level, and again at 4th level, a pathwarden may choose to gain a bonus feat or increase her spellcasting abilities. If choosing a feat, it must be one of the following: Acrobatic, Alertness, Animal Affinity, Athletic, Diehard, Endurance, Far Shot, Great Fortitude, Improved Critical (longbow or shortbow), Improved Initiative, Improved Precise Shot, Iron Will, Lightning Reflexes, Manyshot, Natural Spell, Point Blank Shot, Precise Shot, Rapid Shot, Run, Shot on the Run, Skill Focus (in any pathwarden class skill), Stealthy, Toughness, or Weapon Focus (longbow or shortbow). Choosing to improve spellcasting works as it does for other prestige classes.
Nature’s Grace (Ex): At 3rd level, a pathwarden moves with a fluid grace that is haunting to behold. She gains a +2 dodge bonus to her Armor Class and +2 insight bonus on Reflex saving throws on any round during which she moves at least 30 feet.
Introspection (Su): At 5th level, a pathwarden can seek out a specific location of great beauty or latent power. By entering an introspective meditative state at that site and spending 3 days there, the pathwarden can infuse her spirit and body with that site’s magical energies, gaining a permanent benefit in the process. This is a permanent supernatural special quality. However, a pathwarden may choose to replace this special quality at any time by performing a new introspection at a different site. The types of introspection benefits a pathwarden can gain depend on the site, as follows.
Animal: meditation in the den of a living animal of at least CR7 grants a +2 inherent bonus to Dexterity.
Cavern: Meditation in a cavern at least a mile underground grants darkvision to a range of 60 feet.
Demonskar: Meditation within the Demonskar grants spell resistance equal to 10 + your character level against spells and spell-like abilities cast by demons.
Dragon’s Lair: Meditation in a dragon’s lair while the dragon is alive and present grants a +1 increase to your natural armor bonus. The dragon must be at least CR7, and must remain within 60 feet of you during the meditation.
Glacier: Meditation on a glacier grants cold resistance 30.
Lake: Meditation while afloat on a lake of at least 1,000 feet in depth grants a +2 insight bonus on all Will saving throws.
Mountain: Meditation on the peak of a mountain of at least 12,000 feet elevation grants a +2 inherent bonus to Constitution.
Ocean: Meditation while afloat on the ocean and out of sight of land grants a +2 insight bonus on all Fortitude saving throws.
River: Meditation while afloat on a river that’s at least 100 miles long grants a +2 bonus on all Reflex saving throws.
Storm: Meditation on a mountaintop or treetop grants electricity resistance 30.
Tree: Meditation at the base of the largest tree in a 100-mile radius (minimum height 100 feet) grants a +2 inherent bonus to Strength.
Volcano: Meditation in the caldera of a volcano grants fire resistance 30.
|Class Level|Base Attack|Fort Save|Ref Save|Will Save|Special
|1st|+0|+2|+2|+0|Fast movement +5, sure stride
|2nd|+1|+3|+3|+0|Bonus feat or increased Spellcasting
| 3rd | +2 | +3 | +3 | +1 | Fast movement +10, nature’s grace
| 4th | +3 | +4 | +4 | +1 | Bonus feat or increased Spellcasting
| 5th | +3 | +4 | +4 | +1 | Fast movement +15, Introspection