Hoplite (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on because: 21 October 2012 (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be deleted.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete: Needs sections on Epic play, starting packages and campaign information. Shouldn't this really just be a set of feats that a Fighter can take for his bonus feats?


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Hoplite
Rating: Not rated
(Rate this class)
Status: Finished; Awaiting ratings
Editing: Constructive edits welcome

[edit] Hoplite

A mobile skirmisher that excels at mixing ranged and melee attacks. Dedicated to using a javelin and a light weapon.

[edit] Making a Hoplite

Hoplites throw their javelins as they run into combat, encumbering their opponents to gain them an edge in melee. They are also skilled at two-weapon fighting with a javelin and light weapon. With only light armor, they'll need some help in sustained melee combat. Both melee and ranged feats help, as well as medium armor proficiency. Pair with dedicated melee fighters and several casters for their toolbox of tricks.

Abilities: Dexerity or Strength. Constitution is a good bet.

Races: Human, elves, orcs...Anyone one with two good throwing arms and good running legs.

Alignment: Any.

Starting Gold: Greater than zero.

Starting Age: Older than a kid.

Table: The Hoplite

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st 1 2 0 0 Hoplite Training, Soul-Linked Weapons
2nd 2 3 0 0 One-Two
3rd 3 3 1 1 Throw While Move
4th 4 4 1 1
5th 5 4 1 1 Injurious Throw
6th 6/1 5 2 2 Improved Hoplite Training
7th 7/2 5 2 2 Improved Move While Throw
8th 8/3 6 2 2 One-Two +2
9th 9/4 6 3 3 Improved Soul-Linked Weapons
10th 10/5 7 3 3 Defensive Throwing
11th 11/6/1 7 3 3 Injurious Throw 2
12th 12/7/2 8 4 4
13th 13/8/3 8 4 4 Excellent Throw While Move
14th 14/9/4 9 4 4 One-Two +3
15th 15/10/5 9 5 5 Perfected Hoplite Training
16th 16/11/6/1 10 5 5
17th 17/12/7/2 10 5 5 One-Two +3
18th 18/13/8/3 11 6 6
19th 19/14/9/4 11 6 6 Perfected Throw While Move
20th 20/15/10/5 12 6 6 Injurious Throw 4, One-Two +4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb, Escape Artist, Intimidate, Jump, Ride, Sense Motive, Spot, Swim, Tumble.

[edit] Class Features

Weapon and Armor Proficiency: Has simple weapon, martial weapon, light armor, and light shield proficiency.

Hoplite Training (Ex): Hoplites are able to wield a javelin as a melee weapon in one hand, and are treated as light melee weapons while used as such. Hoplites excel at wielding a javelin in one hand and a light weapon in the other, and is treating as having the Two-Weapon Fighting feat as long as they are wielding those weapons. At level 6, they gain Improved Hoplite Training, and are treated as having the Improved Two-weapon Fighting feat as long as they are wielding those weapons. At level 15, they gain the Perfected Hoplite Training, and the -2 penalty for two-weapon fighting is negated.

Soul-Linked Weapons (Ex): Any feats that apply to either the javelin or the chosen light weapon also apply to the other if applicable (Example: Taking Weapon Focus (Shortsword) also gives you the Weapon Focus (Javelin) fest). At level 9, any enchantments upon one weapon are also applied upon the other, if unenchanted. (Example: Getting Spell Storing enchantment on your shortsword will also imbue the javelin with it as soon as you pick it up.) This enchantment stays for 1 min/level after leaving your hand.

One-Two (Ex): At level 2, if you successfully attack with a javelin and then attack with your light weapon either in this turn or on the next turn, you get +1 to attack and +1 to damage. At level 8, you get +2 attack and +2 damage. At level 14, it becomes +3/+3. At level 20, it becomes +4/+4.

Throw While Move (Ex): At level 3, you gain Throw While Move. During a move action, you may make a ranged attack in the direction you are moving at a -4 attack penalty (22.5 degree cone). At level 7, this penalty becomes -2, and you gain +1 damage for every 5 foot square you moved before throwing. At level 13, this penalty becomes zero. At level 20, you get +2 attack, and the damage bonus is +2 damage / 5 feet.

Injurious Throw (Ex): At level 5, the Hoplite gains the ability to leave a javelin protruding from his opponent after a successful ranged or melee attack (if a melee attack, he has a choice of whether to leave it or withdraw it). An opponent affected this way is treated as Sickened (-2 attack, attack damage, saves, ability checks and skill checks). This only applies once, no matter how many javelins are affecting the opponent this way. At level 11, this effect can stack up to twice, once for javelin. At level 15, this can stack three times, and at level 20, it can stack four times.

Defensive Throw (Ex): At level 10, the Hoplite gains the ability to throw javelins while threatened in melee without provoking attacks of opportunity.

<-extraordinary class feature-> (Ex):


Suggested Feats: Weapon Finesse, Quick Draw, Point Blank Shot, Weapon Focus


Back to Main Page3.5e HomebrewClassesBase Classes

-->

Personal tools
d20M
miscellaneous
admin area