Ruins of Adventure
- Races: Any
- Sub-Classes: Any
- Ability Requirements: Str 12, Dex 12, Con 12
- Alignments: Any
- Starting Cash: By class
- Weapon Slots: By class
- Bonus Weapon Proficiencies: Specialization (any one)
- Required Weapon Proficiencies: none
- Allowed Weapons: By class
- Allowed Armors: By class
- Non-weapon Slots: By class
- Available Categories: By class
- Bonus Non-weapon Proficiencies: Ancient History (military history), Land-based Riding, Tactics
- Required Proficiencies: none
- Recommended Proficiencies: Animal Handling, Armorer, Armor Optimization, Battle Command, Blind-fighting, Bulwark, Charge, Charioteering, Defensive Tactics, Endurance, Fire-building, Heraldry, Jousting, Leadership, Literacy, Naval Combat, Navigation, Seamanship, Style Analysis, Weaponsmithing.
- Forbidden Proficiencies: none
- Pick Pockets: —
- Open Locks: —
- Find/Remove Traps: —
- Move Silently: —
- Hide in Shadows: —
- Hear Noise: —
- Climb Walls: —
- Read Languages: —
Overview: The Militarist is a professional soldier. While the Mercenary is a free-roaming sell-sword, offering his services to the highest bidder, the Militarist is always attached to a particular government or organization. Every town, city, or nation-state in the Realms maintains some level of standing military. Whether its a local militia in the Dales, or a massive, highly-trained army like the Purple Dragons of Cormyr or the Red Plumes of Hillsfar, every such force has at least a few Militarists serving in key roles.
The Militarist is the ultimate soldier. Soldiering is his life. He may be a high-ranking officer or a career sergeant. To the campaign and the adventuring party, he brings discipline and a useful understanding of military tactics; he’s often rigid and contemptuous of rugged individualists or characters who don’t like to take orders, so he can cause a lot of friction in an adventuring party, too.
Description: A Militarist prefers plate armor, but will settle for chain mail if that’s all he can afford. However, as soon as his economic condition improves, he must buy plate armor. A Militarist proudly displays all military ribbons, medals, and commendations on his clothing and shield.
Role-Playing: Typically, a Militarist serves as an officer in an army or other military organization. In wartime, he commands forces in the field, or engages in specialized operations, involving reconnaissance, rescue, or sabotage. He works alone or with a select group of elite soldiers. In peacetime, he protects his liege’s stronghold, supervises training of recruits, and sharpens his fighting skills. He stands ready to travel to any part of the world to defend the interests of his government or church.
A Militarist commands the respect of nobles and peasants alike. Often, his reputation approaches legendary status; citizens line the streets and cheer when a renowned Militarist passes through their village. Militarists tend to bask in such adulation, pausing to exchange a few words with starstruck adolescents or kiss the hands of swooning maidens. They also enjoy the trappings of their station, eager to accept awards for military excellence and rarely refusing invitations to royal affairs.
In combat, the Militarist naturally assumes a leadership role. His companions will find him to be a shrewd and fearless commander who relishes every opportunity to engage the enemy. Off the battlefield, the Militarist tends to withdraw, maintaining a professional but distant relationship with his comrades. He has little interest in non-military activities, spending most of his free time discussing strategy and tactics with like-minded warriors, or brushing up on his combat techniques.
- The Militarist may use non-weapon proficiency slots to purchase weapon proficiencies instead.
- A superb rider, a mounted Militarist makes attacks as if he were one level higher (for both his attack bonus and the number of attacks he may make).
- The Militarist receives a +2 reaction roll from all people of his own culture.
- As part of a standing army, so long as he is in his home city, the Militarist’s room and board (equivalent to a middle-class existence) will be payed for. In addition, he is immune to prosecution by the civilian authorities of his homeland, though he can certainly face court martial for misdeeds.
- As he advances in level, the Militarist receives the special honors from his liege lord. The honors presume loyal service and consistent reports (see below). The DM may withhold any honor he feels the Militarist doesn’t deserve.
|2||Ceremonial banquet in Militarist’s honor.|
|3||Receives a special crest for his helmet.|
|5||Receives a ceremonial coif (worn under his helm).|
|7||Eligible to receive interest-free loans of up to 100gp per level from his government.|
|9||Land grant from his government and permission to build a stronghold.|
|10||Government officials screen the Militarist’s potential hirelings; all such employees are guaranteed loyalty (the Militarist retains the option to hire; and must also negotiate salaries and other conditions of employment himself).|
- The Militarist is instantly recognizable as such by his military demeanor, erect posture, disciplined mannerisms, etc. (There are plenty of soldiers and mercenaries who aren’t Militarists who aren’t so distinctive.) Because he is distinctive, the Militarist is easily remembered and described by witnesses to his adventures; this makes it easier for the enemy to identify him and follow his trail if he’s trying to escape or travel through dangerous territory.
- The Militarist must spend at least one hour per day practicing his combat and riding skills. If he neglects to practice, he loses his mounted combat bonuses (see Special Benefits) for the following day. The DM may exempt the Militarist from this training requirement if he’s spent an hour that day (60 rounds) in actual combat.
- A Militarist must return to his home base at least once every six months to report to his government officials. The report includes the status of current military operations, observations of enemy activity, and any information requested by his superiors. The Militarist may be excused from making a report if he makes prior arrangements.
- Militarists are usually under the command of superior officers and must obey them if at all possible. Disobedience to the commands of an officer can never occur just to benefit the Militarist personally. Thev must have a good reason which benefits their nation or its army.
Depending on the particular army they serve in, they may be allowed to question orders or discuss reasons why they should not have to obey them when the orders are not given in the heat of battle. In such cases, if they believe they are right after hearing the arguments of their superior, they may either agree to obey the orders and file a notice of disagreement with the superior’s commander, or they may ask that the matter be settled by an officer of a higher rank than the original order giver. Of course, in a large number of armies, such questioning of orders is likely to get you court martialed or executed (consult your DM the rules of your specific military order).
Alternatively the Militarist may be an officer in a naval or marine unit. In such cases he gains Naval Combat as a bonus non-weapon proficiency, in place of Land-based Riding, and gains the level increase for attacks when aboard a ship instead of mounted.
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