Patriot (3.5e Class)

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Author: Eiji-kun (talk)
Date Created: 9-1-16
Status: Complete
Editing: Mechanical changes on Talk... in America!
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As a paladin is powered by devotion to law and good, the patriot is powered by love of nation. 20 0 Good Good Poor Good Prepared Divine Spellcasting Minor


Patriot[edit]

If the paladin is a knight powered by their devotion to law and goodness, the patriot is a warrior powered by their devotion to their nation. They are no mere citizen, their entire heart beats with the blood of their people and what their nation represents. Their devotion is so strong, they manage to pull divine power to themselves for their quest.

Making a Patriot[edit]

Unlike the paladin, the patriot isn't defined by their alignment so much as their nation's creed. As a result, they might be any alignment, though they are fixed to their alignment and the oaths associated with their people.

Abilities: Patriots are ultimately a martial class, and thus benefit from Strength and Constitution. Dexterity can help their armor class, while their Charisma determines the power of their spells and other class features. Who needs Intelligence and Wisdom anyway?

Races: Any.

Alignment: Any, though within one step of their nation's alignment (when applicable).

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As rogue.

Table: The Patriot

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Detect Allegiance, Display Patriotism, Smite Enemy 1/day
2nd +2 +3 +0 +3 Patriot's Grace, Jingoistic Zeal
3rd +3 +3 +1 +3 Fearless, Unbending Axiom, Zealous Surge
4th +4 +4 +1 +4 Inspirational Sign, Smite Enemy 2/day 0
5th +5 +4 +1 +4 National Treasure 1
6th +6 +5 +2 +5 Zealous Surge 1
7th +7 +5 +2 +5 Smite Enemy 3/day 1 0
8th +8 +6 +2 +6 Plant Flag 1 1
9th +9 +6 +3 +6 Zealous Surge 2 1
10th +10 +7 +3 +7 Smite Enemy 4/day 2 1 0
11th +11 +7 +3 +7 Conscript Allies 2 1 1
12th +12 +8 +4 +8 Zealous Surge 2 2 1
13th +13 +8 +4 +8 Smite Enemy 5/day 3 2 1 0
14th +14 +9 +4 +9 Improved Plant Flag 3 2 1 1
15th +15 +9 +5 +9 Zealous Surge 3 2 2 1
16th +16 +10 +5 +10 Smite Enemy 6/day 3 3 2 1
17th +17 +10 +5 +10 Aura of Glory 4 3 2 1
18th +18 +11 +6 +11 Zealous Surge 4 3 2 2
19th +19 +11 +6 +11 Smite Enemy 7/day 4 3 3 2
20th +20 +12 +6 +12 Folk Hero 4 4 3 3

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (geography) (history) (local) (nobility) (religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the patriot.

Weapon and Armor Proficiency: Patriots are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Detect Allegiance (Sp): Rather than detect good or evil, patriots can tell the allegiances (if any) of those they view. This functions like detect evil but reveals the flags or symbols of various religions, nations, or groups.

Display Patriotism (Su): Once per round as a free action the patriot can proudly display their allegiances to anyone in sight, typically with a flashy show of light and sound appropriate to the situation, such as tiny fireworks or playing their national anthem. If opponents of a patriot's allegiances witness this they must make a Will save (DC 10 + 1/2 HD + Charisma modifier) or be shaken for 1 round. Patriots have strong auras for others using detect allegiance upon them.

Smite Enemy (Su): Once per day, a patriot can call out to the powers of their nation to aid her in her struggle against their enemies. As a swift action, the patriot chooses one target within sight to smite. If this target is opposed to their nation, the patriot adds her Cha bonus (if any) to her attack rolls and adds her patriot level to all damage rolls made against the target of her smite. If the target of smite enemy is both and opponent to their nation and of opposing alignment to the patriot on at least one aspect (such as LG against NE), the bonus to damage on the first successful attack increases to 2 points of damage per level the patriot possesses. Regardless of the target, smite enemy attacks automatically bypass any DR the creature might possess.

Low intelligence or mindless targets are typically immune, having no allegiances. However if they are owned by or are working for a valid enemy, they are also considered a valid target.

In addition, while smite enemy is in effect, the patriot gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the patriot targets a creature that is an opponent of their ideals, the smite is wasted with no effect.

The smite enemy effect remains until the target of the smite is dead or the next time the patriot rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the patriot may smite enemy one additional time per day, as indicated on Table: Patriot, to a maximum of seven times per day at 19th level.

This ability counts as smite evil for the purposes of interacting with feats and abilities.

Jingoistic Zeal (Su): Beginning at 2nd level, a patriot can grant temporary hit points by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a patriot can grant 1d6 temporary hit points for every two patriot levels she possesses. Using this ability is a standard action, unless the patriot targets herself, in which case it is a swift action. Temporary hit points last for 1 hour and overlap, they do not stack.

This ability counts as lay on hands for the purposes of interacting with feats and abilities.

Patriot's Grace (Su): At 2nd level, a patriot gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

This ability counts as divine grace for the purposes of interacting with feats and abilities.

Fearless (Su): At 3rd level, a patriot is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the patriot is conscious, not if she is unconscious or dead.

Unbending Axiom (Su): At 3rd level, a patriot is immune to charm and compulsion effects.

Zealous Surge (Su): At 3rd level, and every three levels thereafter, a patriot can select one zealous surge. Each zealous surge adds an effect to the patriot's jingoistic zeal ability. Whenever the patriot uses jingoistic zeal to one target, the target also receives the additional effects from all of the zealous surges possessed by the patriot. A zealous surge can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the zealous surge actually removes the affliction that causes the condition.

At 3rd level, the patriot can select from the following initial zealous surges.

  • Fatigued: The target is no longer fatigued.
  • Shaken: The target is no longer shaken.
  • Sickened: The target is no longer sickened.

At 6th level, a patriot adds the following zealous surges to the list of those that can be selected.

  • Dazed: The target is no longer dazed.
  • Rage: A willing target rages as a 1st level barbarian for 1 minute. If they actually have rage, they use the better of the two rage abilities. This does not count as a rage use per day.
  • Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 9th level, a patriot adds the following zealous surges to the list of those that can be selected.

  • Cursed: The patriot's jingoistic zeal ability also acts as remove curse, using the patriot's level as the caster level.
  • Exhausted: The target is no longer exhausted. The patriot must have the fatigue zealous surge before selecting this mercy.
  • Frightened: The target is no longer frightened. The patriot must have the shaken zealous surge before selecting this mercy.
  • Nauseated: The target is no longer nauseated. The patriot must have the sickened zealous surge before selecting this mercy.
  • Poisoned: The patriot's jingoistic zeal ability also acts as neutralize poison, using the patriot's level as the caster level.

At 12th level, a patriot adds the following zealous surge to the list of those that can be selected.

  • Blinded: The target is no longer blinded.
  • Deafened: The target is no longer deafened.
  • Paralyzed: The target is no longer paralyzed.
  • Stunned: The target is no longer stunned.

These abilities are cumulative. For example, a 12th-level patriot's jingoistic zeal ability grants 6d6 points of temporary hit points and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.

Spells: Beginning at 4th level, a patriot gains the ability to cast a small number of divine spells which are drawn from the patriot spell list. A patriot must choose and prepare her spells in advance.

To prepare or cast a spell, a patriot must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a patriot's spell is 10 + the spell level + the patriot's Charisma modifier.

Like other spellcasters, a patriot can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Patriot. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Patriot indicates that the patriot gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A patriot must spend 1 hour each day in celebration and pledging allegiance to regain her daily allotment of spells. A patriot may prepare and cast any spell on the patriot spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily pledge.

Through 3rd level, a patriot has no caster level. At 4th level and higher, her caster level is equal to her patriot level – 3.

Patriot choose their spells from the following list: xSpC, 1st—asepsis, bless, blessed aimSpC, clear mindSpC, deafening clangSpC, detect disease, detect poison, detect power level, divine favor, divine sacrificeSpC, endure elements, faith healingSpC, faith's inspiring encouragement, find templeSpC, golden bardingSpC, holy spursSpC, identify symbol, know greatest enemySpC, lesser energy shieldSpC, lesser one mindSpC, lesser restoration, lionheartSpC, lockstep, magic weapon, moment of claritySpC, moral guidance (summons spirit of the nation), perseverance, read magic, regal presence, resistance, resurganceSpC, retort, rhino's rushSpC, second windSpC, sense hereticSpC (senses allegiance), silverbeardSpC, sticky saddleSpC, strategic chargeSpC, traveler's mountSpC, virtue, vision of glorySpC, warning shoutSpC, withstand energy.

2nd—aura of glorySpC, bear's endurance, brand heretic (brands allegiance), bull's strength, cat's grace, cloak of braverySpC, delay poison, dispel magic, divine insightSpC, divine protectionSpC, eagle's splendor, energized shieldSpC, fell the greatest foeSpC, flame of faithSpC, hand of divinitySpC, knight's moveSpC, loyal vassalSpC, one mindSpC, quick marchSpC, remove paralysis, resist energy, safety bubble, shield other, spiritual chariotSpC, solar flare, stabilizeSpC, strength of stoneSpC, suppress enchantment, totemic power, zone of truth, zealSpC.

3rd—blessing of bahamutSpC, daylight, diamondsteelSpC, discern lies, find the gapSpC, greater dispel magic, greater endure elements, greater magic weapon, greater one mindSpC, hand of the faithfulSpC, heal mount, mass resurganceSpC, prayer, regal processionSpC, remove blindness/deafness, remove curse, righteous furySpC, weapon of the deitySpC, word of bindingSpC.

4th—break enchantment, castigateSpC (applies against allegiances), daunting ray, death ward, draconic mightSpC, favor of the martyrSpC, lesser visage of the deitySpC, mark of justice, mass asepsis, neutralize poison, restoration, revenanceSpC, righteous auraSpC, sacred havenSpC, soulbinding sword, sunlight spear, telepathic auraSpC, warding shell, winged mountSpC.

Inspirational Sign (Su): When the patriot reaches 4th level, they may grant the temporary hit points ability (but not the zealous surges) of their jingoistic zeal to all allies within a 30 ft radius centered on them as a standard action. This consumes two uses of jingoistic zeal.

National Treasure (Sp): Upon reaching 5th level, a patriot forms a divine bond with her national ethos. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the patriot to enhance her weapon as a standard action by calling upon the aid of the nation's founding fathers spirits for 1 minute per patriot level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The spirit imparts no bonuses if the weapon is held by anyone other than the patriot but resumes giving bonuses if returned to the patriot. These bonuses apply to only one end of a double weapon. A patriot can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a spirit is destroyed, the patriot loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the patriot takes a –1 penalty on attack and weapon damage rolls.

The second type of bond allows a patriot to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against the enemies of the state. This mount is usually a heavy horse (for a Medium patriot) or a pony (for a Small patriot), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the patriot's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a patriot may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the patriot's level. The mount immediately appears adjacent to the patriot. A patriot can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, the mount gains any +1 LA template and becomes a magical beast for the purposes of determining which spells affect it.

At 15th level, a patriot's mount gains spell resistance equal to the patriot's level + 11.

Should the patriot's mount die, the patriot may not summon another mount for 30 days or until she gains a patriot level, whichever comes first. During this 30-day period, the patriot takes a –1 penalty on attack and weapon damage rolls.

This is the functional equivalent to the paladin special mount for the purpose of interacting with feats and other abilities.

Plant Flag (Su): At 8th level the patriot can plant a flag or similar marker (because of course the patriot is carrying one), and declare this territory in the name of their nation. This acts like desecrate (mostly for the ability to cancel out other powers), except it has no alignment, nor has any effect on undead. Instead, those that have allegiance to the patriot's nation gain a +1 luck bonus on attack rolls, damage rolls, and saving throws, while those who are enemies to the patriot's nation take a -1 penalty on attack rolls, damage rolls, and saving throws. If the area contains an altar, shrine, or other permanent fixture dedicated to your nation, the modifiers given above are doubled.

Small flags and similar markers are considered spell components, and can easily be obtained via a spell component pouch. Some patriots carry actual full flags around to act as an alter for this ability.

Conscript Allies (Su): At 11th level, a patriot can expend two uses of her smite enemy ability to grant the ability to smite enemy to all allies within 10 feet, using her bonuses. Allies must use this smite enemy ability by the start of the patriot's next turn and the bonuses last for 1 minute. Using this ability is a free action.

Improved Plant Flag (Su): At 14th level, the bonuses and penalties from plant flag rise to +2/-2 (or +4/-4 with an alter).

Aura of Glory (Su): At 17th level, whenever a patriot makes a confirmed critical hit or a successful smite enemy attack they are wrapped in the flames of patriotism. All their attacks add an additional 5 damage, and attackers or any opponent grappling them take 5 points of damage from the pure patriotism radiating from their body. They shine light like a torch which cannot be snuffed out. This damage is a mind-affecting effect, and doesn't affect allies. This lasts for 1 minute, or until they make another successful qualifying attack.

This ability functions only while the patriot is conscious, not if she is unconscious or dead.

Folk Hero: At 20th level, a patriot becomes a conduit for the power of her nation. She gains DR 5/-, fast healing 5, and is recognized as a major political force (regardless if they actually hold any sort of leadership position or not). If the patriot dies, they may choose to be subject to reincarnate, appearing after 1d4 days reborn. Short of having their soul stolen nothing, not even old age, can stop the patriot from returning to life.

Ex-Patriot[edit]

A patriot who ceases to try and defend their people, who willfully commits treason against their nation, or who violates the code of conduct loses all patriot spells and class features (including the service of the patriot's mount, but not weapon, armor, and shield proficiencies). She may not progress any further in levels as a patriot. She regains her abilities and advancement potential if she atones for her violations (see atonement), as appropriate.

Epic Patriot[edit]

Table: The Epic Patriot

Hit Die: d10

Level Special
21st Zealous Surge
22nd Smite Enemy 8/day
23rd
24th Zealous Surge
25th Smite Enemy 9/day
26th
27th Zealous Surge
28th Smite Enemy 10/day
29th
30th Zealous Surge

2 + Int modifier skill points per level.

Human Patriot Starting Package[edit]

Weapons: Greatsword.

Skill Selection: Pick a number of skills equal to 3 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Diplomacy 4 Cha
Intimidate 4 Cha
Perform 4 Cha

Feat: Power Attack.

Bonus Feats: Cleave.

Gear: Studded Leather Armor.

Gold: 50 gp.

Campaign Information[edit]

Playing a Patriot[edit]

Religion: Unless their nation is dedicated to a specific religion, most patriots place the nation in a place more important than the gods.

Other Classes: The patriot is a sort of paladin, though one can question their goodness. After all they are not dedicated to good, but rather the ethos of a country instead.

Combat: Patriots are melee characters with spellcasting support, and fight as pre-made gishes.

Advancement: Anything suitable for paladins can be easily flavored for use by patriots.

Patriots in the World[edit]

Murica.
—Max Combatfight, Birdman Patriot, Every Day, like a real 'Murcan

Daily Life: Patriots are just like you and me, except they live, breath, and eat their nation's creed. There are none more patriotic than they, to the point of parody. Fortunately, patriots are immune to parody! Yeah!

Organizations: Every patriot, by definition, has some organization they hail from. Usually their organizations benefit from their existence.

NPC Reactions: They are a bit over the top, but the members of said nation usually appreciate a patriot. This doesn't go for people of other nations, who tend to view them in a dour light.

Patriot Lore[edit]

Characters with ranks in Knowledge Nobility can research patriots to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Nobility
DC Result
10 Patriots are a sort of paladin dedicated not to law and good, but the ethos of a nation. They can smite enemies of the state just as a paladin smites evil.
15 Patriots can embolden others, giving them seemingly extra health and the ability to ignore hardships to finish the fight.
20 Powerful patriots can claim the land of others as their homestead, share their zeal, or even burn with raw patriotism that burns the hands of non-believers.
30 This lets you research specific patriots, their nations and creed, behavior, motives, and last known location.

Patriots in the Game[edit]

Adaptation: As an adaptation of the pathfinder paladin itself, this can be used as a universal paladin of any alignment or ethos regardless if its nation based or not.


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Eiji-kun's Homebrew (5607 Articles)
Eiji-kunv
Facts about "Patriot (3.5e Class)"
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionGood +
Class AbilityPrepared Divine Spellcasting +
Class Ability ProgressionMinor +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
Rated BySecondDeath777 +
RatingRating Pending +
Reflex Save ProgressionPoor +
SkillClimb +, Concentration +, Craft +, Diplomacy +, Gather Information +, Handle Animal +, Intimidate +, Jump +, Knowledge +, Listen +, Perform +, Profession +, Ride +, Spellcraft +, Spot +, Swim + and Tumble +
Skill Points2 +
SummaryAs a paladin is powered by devotion to law and good, the patriot is powered by love of nation. +
TitlePatriot +
Will Save ProgressionGood +