Militarist

The Militarist is a battlefield virtuoso. War is a sacred act, he believes, and a chance for spiritual redemption. By defeating enemies in combat, he pays tribute to his gods and secures his place in the afterlife.

Ministration

Government or Church

Bonded Mount

Any war horse.

Role

The Militarist is the Homeguard of the Xanthic Realm. Charged with the total control of the Xanthic military, the Knights Militant coordinate training of all units, special or otherwise, arrange for training and implementation of local armies and militias for cities within Xanthios, defend the pass which serves as the only natural land entry to Xanthios, and coordinate naval operations. Knights Militant may be called at any time by their superiors in the Order. In wartime, they will be asked to command forces in the field, or engage in specialized operations, involving reconnaissance, rescue, or sabotage. 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.

Distinctive Appearance

Symbol: Any symbol with military connotations, such as a weapon or a clenched fist.

Special Benefits

A superb rider, a mounted Militarist makes attacks as if he were one level higher; a 3rd-level Militarist, for instance, attacks as if he were 4th level. He attacks as if two levels higher when riding his bonded mount. At 19th level, he attacks at one level higher regardless of his mount. A 20th-level Militarist isn't eligible for these bonuses.

When making an attack with his preferred weapon, the Militarist has a +1 damage bonus. Damage bonuses don't apply in jousts or other tournament competitions where the intent is to dismount or disarm, not inflict damage. They do apply to nonlethal attempts to subdue an opponent.

The Militarist receives a +2 reaction roll from all good and neutral characters from Xanthios. Evil characters respond normally.

Honors: As he advances in level, the Militarist receives the honors listed in Table 20. The honors presume loyal service and no significant ethos violations. The DM may withhold any honor he feels the Militarist doesn't deserve.

Special Hindrances

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 superior or church 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. Otherwise, failure to report constitutes an ethos violation.

Class

Templar

Attribute Requirements

12 in both Dexterity and Constitution

Barred Beliefs

None

Race Requirement

None

Bonus Weapon Proficiencies

None

Required Weapon Proficiencies

The Militarist must select one of the following to be called his preferred weapon: sword (any), lance (any), Axe, horseman's flail, horseman's mace, horseman's pick.

Because the Militarist concentrates on military skills, he can substitute weapon proficiencies for non-weapon proficiencies (but not vice versa). He must expend half of his non-weapon proficiencies in this fashion.

Recommended Weapon Proficiencies

Any sword, any lance, Axe, dagger, horseman's flail, horseman's mace, horseman's pick. Because Militarists prefer mounted combat, they rarely become proficient with bows, slings, and other missile weapons difficult to use on horseback.

Barred Weapon Proficiencies

None

Bonus Non-Weapon Proficiencies

Riding (Land-Based)

Recommended Non-Weapon Proficiencies

Armorer, Blind-Fighting, Endurance, Jousting, Weaponsmithing

Equipment

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.

Wealth Options

Normal

Homeland Terrain

None

Economic System

None