
Hoplite (1.3) Adventurer Class
Hoplites are primarily found in the Greek Lands,and are mostly exclusive to the culture. The exception to this is the occasional Dawn Lander or Catfolk, who are both in the area and do not have any sort of cultural stigma associated with this type of warfare or culture. Although Dwarves and Elves are located nearby on the continent and frequently trade with the Greeks they see this as too much of a foreign skill and have not taken it up.
Playing the Hoplite
Hoplites are a strong presence on the battlefield. They do not have as large a range of weapon use of some other martial classes but they make up for it in extra damage and shield use. They can wear up to level 2 (medium) armor, so if you want to play this class you should have your armor ready or lose some of its effectiveness. The Hoplite is the only class that is immune to arrows at starting levels. This is based on the real life history of Greek Hoplites in their battles against the ancient Persians.
Abilities
Armor Allowed: Level 2
Weapons Allowed: dagger, knife, stick, club, one handed spear, shield and one handed spear, short sword (xiphos), shield and short sword.
Abilities:
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Shield Use: may use all shields except for body/tower shields.
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Javelin Use: Three (3) javelins per day (3/day). May be refilled by the Smith.
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Arrow Immunity: Due to special training and tactics hoplites are immune to arrow damage. Always on. In real life history this technique was developed to fight the Persions and has been called the “Hoplite Run” by historians. This ability is an attempt to simulate that and to balance out archery in the game.
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Hoplite Weapons Training: You gain a +1 damage with 1 handed spear
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Level 2: Lead from behind - Hoplites gain +1 APR if there is another fighter with a shield in their party.
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Level 3: Cultural Ability
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Level 4: Improved Vigor - gain +1 HP.
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Level 5: Improved Hoplite Weapons Training - you now gain an additional +1 to all Hoplite weapons damage (this means a +2 to one handed spear damage and +1 damage to other Hoplite weapons).
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Level 6: Cultural Ability
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Level 7: Tetrarch - you now gain the rank and title of Tetrarch and gain 8GP for your services to the crown or your warlord.
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Improved Lead From Behind - Hoplites gain +2 APR if there is another fighter with a shield in their party.
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Level 8: Anti-magic Shield Training - due to intensive conditioning, training, and a further understanding of magic, you can now block ALL thrown spells with your shield (this includes lighting bolt).
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Level 9: Cultural Ability, Improved Armor Use: After several centuries of dealing with the Dwarves and Elves the Greek city states have adapted some of their techniques. One of which is that of crafting full plate armor. The Hoplite can now wear level 3 (Heavy) armor.
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Level 10: Myrmidon - you now gain the rank and title of Myrmidon and gain 12GP for your services to the crown or your warlord.
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Advanced Lead From Behind - Hoplites gain +3 APR if there is another fighter with a shield in their party.