Hoplite-Base Class

Abilities: Dexterity is important for Hollite because of its role in combat, and several Holite class skills are based on dexterity. Wisdom is also important for several of the hoplite’s class skills.

Alignment: Any lawful

Hit Die: D10

Class Skills: The Hoplite’s class skills are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)

Skills Points: 3 + Int modifier, ×4

Class Features

Weapon and Armor Proficiency: A hoplite is proficient with all simple and martial weapons, light armor, medium armor, and shields including tower shields.

Fast Movement (Ex): A hoplite’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the hoplite’s speed because of any load carried or armor worn.

Master of the Blade (Ex): When you are wielding a melee weapon in one hand and weilding a shield in other, you gain a +2 bonus to damage rolls with that weapon.

Defense (Ex): While you are wearing armor or shield, you gain a +1 bonus to AC.

Great Weapon Fighting (Ex): When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding, you can re-roll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection: At 2nd level, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to add your ac bonus to the target. You must be wielding a shield.

Hoplite Weapons (Ex): You prefer to use the short sword and spear in combat - Beginning at 3rd level you gain a +1 bonus, every six levels thereafter you gain a +1 bonus to attack and damage rolls when using a short sword or spear (for a max of +3 at 15th level).

Hoplite Bonus Feats: Hoplites gain bonus feats selected from a subset of the Fighter Bonus feats list, and any feat designated as a fighter feat can be selected as a hoplite's bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet any prerequisites. The hoplite can also pick a Racial or Regional Feat as their hoplite bonus feat, since most hoplites always try to stay true to their homeland. At 4th level, a hoplite gets a bonus combat-oriented feat in addition to any feats granted to a character. The hoplite gains an additional bonus feat at 6th level and every four hoplite levels thereafter (10th, 14th, & 18th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels (see Table 3–2: Experience and Level-Dependent Benefits, page 22 of Players Handbook 3.5). A Hoplite is not limited to the list of fighter bonus feats when choosing these feats.

Hoplite Shield Bash: A Hoplite's shield can turn out to be a deadly weapon. At 5th level the hoplite can shield bash an enemy as a standard action. When an enemy is hit by this shield bash, they have to roll a fortitude save (10+Shield's Hardness+spartan's strength modifier). If they fail the fortitude save, they are knocked to the ground and stunned for the rest of the round. All other effects are as normal for shield bash.

Shield Riposte (Ex): Hoplites are excellent at using their shield for offensive as well as defensive tactics. At 7th level, you begin to use your shield more offensively in combat. Whenever an opponent misses a melee attack roll against you, as an attack of opportunity you can make an attack with your shield to deal 1d6 damage + your STR modifier (bludgeoning).

Armor/Shield Specialization: At 9th level, a myrmidon gains the shield specialization feat or the armor specialization feat.

Fight in the Shade (Ex): At 10th level, you are so adept at shield combat that you are able block nearly any ranged attack by a physical weapon (arrow, spear, etc). Whenever a successful ranged attack is made against you, as a reaction you can make Dexterity check (DC 13) + your proficiency bonus. On a successful check the ranged attack against you is completely deflected and does no damage. You must be holding shield to use this ability.

True Hollite: After years upon years of fighting in the military, you have learned where and how to strike your enemies. At 13th level, you have learned the exact spots you can cause the most damage. The hollite can lower the enemies ac by 2 points. This applies until the target is dead or disabled. This effect only applies to the hollite, not his companions.

Heroic Presence: Starting at 15th level, you produce an aura of heroism, lifting up the spirits of your brothers in arms. When in combat, any ally within 10-feet of you receives a +1 bonus to all melee attack rolls (this also applies to you, but only if you have at least one ally within the range). At 19th level, this heroic presence increases to 20-feet. Does not stack with Legendary Presence.

Weapon Riposte (Ex): It was common to see a Hoplite knock back an opponent with their shield and follow up with a fatal attack with their sword or spear. At 18th level, after making a successful Shield Riposte, you may take another action to make a melee attack with your primary weapon. If you are using a spear, you may make a ranged attack with it.

Hoplite Might: At 19th level, the gods have gift you with their Strenght, double base strength modifier. (For combat purposes only).

Hollite Commander: After years of leading other troops, you know what it takes to inspire your men to continue fighting. At 20th level, you know how to push them forward. When a Hollite gains Hollite Commander, he can use this to rally his companions during the heat of battle and restore 1d20 hit points to each of them. This ability can only be used once a day.

n be used once a day in battle.