Hoplite-Legionnaire

Abilities: Strength is important for Legionnaire because of its role in combat, and several legionnaire class skills are based on dexterity. Wisdom is also important for several of the Legionnaire class skills.

Alignment: Non-Chaotic

Hit Die: D10

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

Skills Points: 3 + Int modifier, ×4

Weapon and Armor Proficiency: Hoplite’s are proficient with all simple and martial weapons. Legionnaire's are proficient with light armor, medium armor, and all shields including tower shield.

Resilience: +4 Hit Points from Constitution Score for every 1 Point above 14. This bonus replaces the normal bonus for Hit Points, and applies only to Legionnaire Class Level.

Shield-mate: When you are using a shield with which you are proficient, friendly creatures adjacent to you get a +1 shield bonus to their Armor Class. If you are using a tower shield, those creatures get a +2 shield bonus. The creatures lose the bonus if they are no longer adjacent to you, if you’re grappling, or if you’re stunned, paralyzed, or otherwise unable to take actions. This shield bonus doesn’t stack with other shield bonuses the allied creatures may have.

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

Reputation (Ex): Legionnaires are widely regarded as champions of the common people in Kalamar. When dealing with working-class or poor individuals, legionnaires of 2nd level or higher gain a +4 circumstance bonus on Bluff and Diplomacy checks.

Legion Knowledge (Ex): At 2nd level a legionnaire collects knowledge and news from all over Kalamar by staying in contact with there homeland and sharing news with each other. A legionnaire may make a special Legion Knowledge check with a bonus equal to there character level + Intelligence modifier to see whether they know any relevant information about local people, history, faraway places, or recent events. The legionnaire may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM determines the Difficulty Class of the check by referring to the table below. If the check fails by 5 or more, the legionnaire produces false information, garnered second- or third-hand.

Favored Enemy (Ex): At 3rd level. a legionnaire selects a favored enemy from the following list of foes who oppose the legionnaire's city-state: Any region or race type. The legionnaire gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skill against creatures of this type. Likewise, she gets a +2 bonus on weapon damage roll against creatures of this type, and creatures of this type suffer a -1 penalty on their saving throws against spells and spell-like, supernatural, or extraordinary abilities the legionnaire uses against them. If the legionnaire already has one or more favored enemies (such as by having levels in the ranger class), her bonus against any one selected favored enemy (including the one just selected, if so desired) increases by +2. If she has selected a category of favored enemies (such as dragons, goblinoids, or humans) that includes the more specific favored enemy she chooses as a legionnaire, the bonuses stack when dealing with the specific foe. For example, a ranger/legionnaire who has a +4 bonus against dragons from her ranger levels and a +2 bonus against chromatic dragons from her legionnaire levels gains a total of +6 bonus against chromatic dragons. At 3rd level, a legionnaire selects a second favored enemy from the list above, and her bonus against one selected favored enemy (including the one just selected, if so desired) increases by +2.

Hoplite Shield Bash: A Hoplite's shield can turn out to be a deadly weapon. At 4th 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+hoplite'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.

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.

Preemptive Strike (Ex): At 5th level, a legionnaire can make an attack of opportunity against a foe that moves into any square the legionnaire threatens, regardless of whether or not this movement would normally provoke an attack of opportunity. He can use this ability against each opponent once per day, and no more than once per round.

Shield Charge: At 6th level, if you hit an opponent with your shield as part of a charge action, in addition to dealing damage normally, you may make a trip attack without provoking an attack of opportunity. If you lose, the defender does not get to try to trip you in return.

Improved Shield-mate: At 7th level, adjacent allies receive a +2 Shield bonus to AC when you are using a Shield with which you are proficient. The bonus increases to +3 if you are using a Tower Shield.

Shield Wall: At 8th level, when the enemy moves into attack (provoking an attack of opportunity, or charging), the spartan can use shield wall to negate the enemy's attack (if their strength is less than or equal to your strength). Shield wall replaces the spartan's attack of opportunity with an automatic block of the attack. The legionnaire can not use this ability for another 1d6 rounds.

Triple Attack: At 9th level, once per encounter, a legionnaire may attack with both his spear and shield or sword and shield (which ever weapon is equipped currently) This attack may only have one target. The legionnaire fluidly makes a shield bash followed up with a sword/spear attack that is subsequently followed by a second shield bash. It in one attack action, the action does not provoke an attack of opportunity.

Rally (Ex): Troops who fight together form a close bond. At 13th level, you can call on that bond to persuade compatriots to fight on, a legionnaire who currently is not suffering from a fear effect can use this ability as a standard action. Allies within 60 feet who are suffering from any fear effect and who can hear the legionnaire are allowed another saving throw against the fear effect with a +1 morale bonus per legionnaire level. If the optional morale rules are being used then this ability also functions as a Rally Check per those rules with a bonus equal to half the Legionnaire's class level.

Ability Score Improvement: When you reach 15th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Lunging Attack: Beginning at the 16th level, you gain Lunging Attack. When you make a melee weapon an attack on your turn, you can increase your reach for that attack by 5 feet.

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

Charging Rampage: You have lead many countless charges and killed countless foes. You alone have turned the tides of battle. You know what it takes to win. Upon reaching 20th level, the legionnaire learns Charging Rampage. The legionnaire can charge into battle first, and alone. He automatically hits four of his targets. The legionnaire is on a bloodthirsty rampage. He does the amount of damage done equal to his weapon and current level plus his base attack bonus. On a natural critical, the action takes place in slow motion to all watching and all participating, inspiring fear in every enemy not killed by the attack regardless of who they are.

n be used once a day in battle.