When the valiant military officer leads his troops bravely into the fray, he learns to call upon a power greater than his own. Rather than the paladins of old who drew strength from their faith in God, these noble gentlemen call upon their love of queen and country to win the day.
Adventures: Nationalists look for adventures that improve the lot of their fellow countrymen or improve the standing of their homeland in the eyes of the world. They seek glory not for themselves, but in order to reflect that glory upon their nation.
Characteristics: The nationalist’s power is granted by his sovereign, based on his devotion to queen and country. Possessions such as the nationalist’s exoskeleton and steam-powered mount are issued to the nationalist in exchange for service. His more mystical abilities stem from a divine connection to his sovereign. (Granting powers to a nationalist is one of the abilities granted by the sovereign NPC class.)
Alignment: A natiionalist must respect and uphold the law of the land. Most nationalists these days are lawful good or lawful neutral, but some sovereigns also allow lawful evil nationalists to serve them. A brilliant but cruel military leader can be hard to turn away when one’s nation fighting for its survival.
Religion: Nationalists usually subscribe to the official religion of their nation, but there are exceptions in a nation that enjoys freedom of religion. Although nationalist spells are technically divine, they are channeled via the sovereign’s divine right of kings rather than being based on the nationalist’s faith. Therefore, it is possible for a nationalist not to be religious by nature.
Sex: Since most nationalists develop their abilities as military officers, they are almost always male. However, from time to time a woman offers service to her country in such a manner as to gain the attention of the sovereign. Such women are rare, and usually destined for greatness, if they can live long enough to achieve it.
Background: Since most military officers are second sons of the aristocracy, the majority of nationalists hail from the upper class. From time to time a dedicated enlisted soldier or police officer will distinguish himself sufficiently to start down the path of the nationalist. Such individuals usually perform some particularly heroic deed that, at least temporarily, catches the public’s imagination and admiration.
Races: Virtually all nationalists belong to the race of their homeland. In newly discovered lands such as the Americas and Australia, nationalists tend to belong to the ruling race, but of course the rules are looser in such places.
Other Classes: Nationalists are at their best leading a troop of disciplined fighters, but a good nationalist values any skill set that another member has to offer. Their values often clash with rogues, bards, and other chaotic-leaning classes, but they are willing to work with anyone whose goals will serve their patriotic cause.
GAME RULE INFORMATION
Nationalists have the following game statistics.
Abilities: Charisma increases the nationalist’s healing and undead turning. Strength is important for a nationalist because of its role in combat. A wisdom score of 14 or higher is required to get access to the most powerful nationalist spells, and a score of 11 or higher is required to cast any spells at all.
Alignment: Any lawful.
Hit Die: d10.
The nationalist’s class skills are Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nobility and royalty), Profession, Ride, and Sense Motive.
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
All of the following are class features of the nationalist.
Weapon and Armor Proficiency: Nationalists are proficient with all simple weapons, all swords, all firearms, all types of armor (including steam armor), and shields.
Steam Armor: Every nationalist begins with a custom-fitted exoskeleton. This exoskeleton distributes the considerable weight of the plate armor and attached weapons that make steam armor so formidable. It also supplies the power to the joints of the suit and any attachments, so that one source of burning coal runs the whole ensemble.
Detect Chaos: At will, the nationalist can detect chaos as a spell-like ability. This ability duplicates the effects of the detect chaos spell.
Lay on Hands: A nationalist can heal wounds by touch. Each day he can cure a total number of hit points equal to his Charisma bonus (if any) times his level. The nationalist can cure himself. He may choose to divide his curing amont multiple recipients, and he doesn’t have to use it all at once. Lay on Hands is a spell-like ability whose use is a standard action.
Alternatively, the nationalist can use any or all of these points to deal damage to undead creatures. Treat this attack just like a touch spell. The nationalist decides how many cure points to use as damage after successfully touching the undead creature.
Rallying Banner: When a nationalist flies a banner with his symbol on it, his powers extend in range. While he is within 10 feet of the pole on which the banner hangs, all ranged spells, spell-like abilities, and supernatural abilities that are granted to him by the nationalist class extend in range to affect any targets in line of sight of the banner.
Aura of Courage: Beginning at 2nd level, a nationalist is immune to fear (magical or otherwise). Allies within 10 feet of the nationalist gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.
Smite Foreigner: Once per day, a nationalist of 2nd level or higher may attempt to smite an enemy of the state with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals one extra point of damage per level. If the nationalist accidentally smites a creature that is not an enemy of the state, the smite has no effect but is still used up for that day. Smite foreigner is a supernatural ability.
Remove Disease: Beginning at 3rd level, a nationalist can remove disease, as the spell remove disease, once per week. He can use this ability more often as he advances in levels (twice per week at 6th level, 3 times per week at 9th level, and so forth). Remove disease is a spell-like ability for nationalists.
Turn Undead: When a nationalist reaches 3rd level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 plus his Charisma modifier. He turns undead as a votary of 2 levels lower would.
Extra Turning: As a feat, a nationalist may take Extra Turning. This feat allows the nationalist to turn undead four more times per day than normal. A nationalist can take this feat multiple times, gaining four extra daily turning attempts each time.
Spells: Beginning at 4th level, a nationalist gains the ability to cast a small number of divine spells. To cast a spell, the nationalist must have a Wisdom score of at least 10 + the spell’s level, so a nationalist of Wisdom 10 or lower cannot cast these spells. Nationalist bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. The nationalist’s spell list appears below (and differs from the paladin’s spell list). A nationalist prepares and casts spells just as a votary does.
Through 3rd level, a nationalist has no caster level. Starting at 4th level, a paladin’s caster level is 1/2 her class level.
Special Mount: Upon or ater reaching 5th level, a nationalist is granted a steam-powered mount. Most countries use their national animal as the basis of these mounts. The standard mount for a British nationalist is, of course, the lion, which is detailed below.
Should the nationalist’s mount be irreparably destroyed, a new mount will be bestowed, but the bureaucracy involved is considerable, and often takes as long as a year. the ablilties of the new mount will be appropriate to the nationalist’s level.
Code of Conduct: A nationalist must be of lawful alignment and loses all special class abilities if he ever willingly commits a treasonous act. Additionally, a nationalist’s code requires that he respect legitimate authority, act with honor (not lying, not cheating, not using poison, etc.), put the good of the country before his own, and always respond to the call of duty.
Associates: While he may adventure with characters of any alignment, a nationalist will never knowingly associate with an enemy of his country. A nationalist may only accept followers of his own nationality.
A nationalist who ceases to be lawful, who willfully commits treason, or who grossly violates his code of conduct loses his mystical connection, and with it all mystical abilities granted by the nationalist class. Legally, his exoskeleton and mount are forfeit, and lawful members of that nation who know that he has betrayed his class have an obligation to do their best to reclaim them and return them to the crown. He regains his abilities if he atones for his violations.
THE NATIONALIST’S MOUNT
Hit Dice: 5d8 + 12 (34 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 18 (-1 size, +1 Dex, +8 natural)
Attacks: 2 claws +7 melee, bite +2 melee
Damage: Claw 1d4 + 5, bite 1d8 + 2
Face/Reach: 5 ft. by 10 ft. / 5 ft
Special Qualities: Construct, Steam-Powered, Pounce
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 20, Dex 13, Con —, Int 2, Wis 11, Cha 6
Skills: Intuit Direction +15, Jump +10
|Nationalist Level||Bonus HD||Natural Armor||Str Adj.||Int.||Special|
|8-10||+2||+2||+1||+1||Share Spells, Share Saving Throws|
|11-14||+4||+4||+2||+2||Improved Grab, Rake, Fire Resistance 15|
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, energy drain, or death from massive damage.
Steam-Powered: The mount runs on steam, and needs fuel, probably coal, to power it. It requires five pounds of coal per hour.
Pounce: If a lion leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Share Spells: At the nationalist’s option, he may have any spell he casts on himself also affect his mount. The mount must be within 5 feet. If the spell has a duraion other than instantaneous, the spell stops affecting the mount if it moves farther than 5 feet away and will not effect the mount again even if it returns to the nationalist before the duration expires. Additionally, the nationalist may cast a spell with a target of “You” on his mount (as a touch range spell) instead of on herself. The nationalist and the mount can share spells even if the spells do not normally affect creatures of the mount’s type (construct).
Share Saving Throws: The mount uses its own base save or the nationalist’s, whichever is higher.
Improved Grab: To use this ability, the lion must hit with its bite attack. If it gets a hold, it can rake.
Rake: A lion that gets a hold can make two rake attacks (+7 melee) with its hind legs for 1d4 + 2 damage each. If the lion pounces on an opponent, it can also rake. A mount cannot use a rake attack while it has a rider on its back.
Fire Resistance 15: The mount has non-magical fire resistance 15.
Spell Resistance: The mount’s spell resistance equals the nationalist’s level + 5. To affect the mount with a spell, a spellcaster must make a caster level check (1d20 + caster level) at least equal to the mount’s spell resistance.
1st LEVEL NATIONALIST SPELLS
Cure Light Wounds
Protection from Chaos
Question of Truth (S&S)
Shield of Faith
2nd LEVEL NATIONALIST SPELLS
Protection from Arrows
3rd LEVEL NATIONALIST SPELLS
Coins of Communication
Cure Moderate Wounds
Greater Magic Weapon
Hand of the Marksman (S&S)
Repair Mount (like heal mount, but for construct)
4th LEVEL NATIONALIST SPELLS
Cure Serious Wounds
Freedom of Movement
Summon Firearm (S&S)