Hoplite (1.3) Adventurer Class
Hoplites are primarily found in the Greek Lands and are mostly exclusive to Greek 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 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. Some Elves have taken up this form of warfare and have brought it back to their own lands.
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 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 inspired by real life history of Greek Hoplites in their battles against the ancient Persians.
Abilities
Armor Allowed: Medium (Level 2)
Weapons Allowed: Dagger, Knife, Stick, Club, Short Spear, Shield and Short Spear, Shortsword (xiphos), Shield and Shortsword.
Level 1
Shield Use: You may use all shields except for body/tower shields.
Javelin Use: You may throw three javelins per day (3x/day). Spent javelins may be refilled by smith, forge, or a high enough level druid.
Arrow Immunity: Due to special training and tactics hoplites are immune to arrow damage. Always on. In real life this technique was developed to fight the Persians 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.
Hoplite Weapons Training: You gain +1 damage with the one handed spear.
Level 2
Formation Training: You gain +1 APR if there is another fighter with a shield active and in use in your party.
Level 3
Cultural Ability
Level 4
Enduring Spirit: As long as you are in a party with at least one other hoplite, you may fight on past the point at which a normal mortal would fall. When you are reduced to 0 HP, you may fight until you are damaged one more time, no matter the damage, at which point you fall dead.
Level 5
Improved Hoplite Weapons Training: You now gain an additional +1 to all Hoplite weapons damage (this means a total of +2 to short spear damage and +1 damage to other Hoplite weapons).
Level 6
Cultural Ability
Level 7
Tetrarch: You gain the rank and title of Tetrarch. At the start of each event gain 8 GP for your services to the crown or your warlord.
Hoplite 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. You can wear Level 3 armor.
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 (including Lightning Bolt).
Level 9
Cultural Ability
Level 10
Myrmidon: You gain the rank and title of Myrmidon. At the start of each event gain 12 GP for your services to the crown or your warlord.
Improved Formation Training: You gain +2 APR if there is another fighter with a shield in their party. This replaces Formation Training.
SHIELD TRAINING, JAVELING TRAINING, IMPROVED ARMOR TRAINING CHANGED TO HOPLITE ARMOR TRAINING.